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A GatewayClient-shaped facade over the offline engine, so the same game screen can drive a local vs_ai game with no backend (the wiring into Game.svelte is B3.2). - source.ts: LocalSource implements the game-loop subset (GameLoopSource) for a local game id — gameState/gameHistory via replay, submitPlay/pass/exchange/resign apply the human move then run the robot (decide(generateMoves)) synchronously, persisting both and delivering the robot's move through a per-game event emitter (no live stream). hint is gated to >30 min since the robot's last move; evaluate/checkWord are local. It translates the UI's glyph space to the engine's index space with the static letters table. - ruleset.ts: add the static per-variant letters (glyphs), pinned to the Go alphabet — offline is now fully self-contained (no reliance on a warm server alphabet cache). - engine.ts: submitPlay (infers the direction like the server SubmitPlay), evaluatePlay + dictionaryHas for the move preview / word check, and record the main-word coordinate + the words on a play (for the history MoveRecord). - source.test.ts: create -> human pass -> synchronous robot reply via the event, the hint gate, decoded history, and a whole game driven to completion. Pure additive library code; no runtime behavior change (bundle unchanged).
440 lines
16 KiB
TypeScript
440 lines
16 KiB
TypeScript
// The offline game engine — a faithful port of backend/internal/engine/game.go. It owns the
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// board, the bag, each seat's hand, the scores, whose turn it is and the move log, applies plays
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// (reusing the already-ported validator lib/dict/validate.ts and generator lib/dict/generate.ts),
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// and detects the end of a game (out-of-tiles / scoreless / resign) with the standard end-of-game
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// rack adjustment. It is pure in-memory logic with no I/O; a local vs_ai game is driven by feeding
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// it the robot's choice (lib/robot/strategy.ts) each turn. The bag RNG is our own deterministic
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// PRNG (see bag.ts), so a game replays from its seed but is not bit-identical to a server game.
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//
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// End-of-game scoring, the winner rule and the rack value are exported as pure functions so they
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// can be pinned against the Go engine (engine.parity.test.ts) on constructed positions.
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import { LocalBoard } from './board';
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import { Bag } from './bag';
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import { RULESETS } from './ruleset';
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import { generateMoves, GenRack, Both } from '../dict/generate';
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import { validatePlay, type Direction, type Placement, type Ruleset, type Move } from '../dict/validate';
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import { playDirection } from '../dict/direction';
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import { premiumGrid, centre, BOARD_SIZE, RACK_SIZE, BINGO, type Premium } from '../premiums';
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import { BLANK_INDEX } from '../alphabet';
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import type { Dawg } from '../dict/dawg';
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import type { Variant } from '../model';
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/** scorelessLimit is the number of consecutive scoreless turns (passes and exchanges) that ends
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* a game, mirroring engine.scorelessLimit. */
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export const scorelessLimit = 6;
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/** EndReason explains why a game finished, using the engine's stable labels. */
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export type EndReason = 'not_over' | 'out_of_tiles' | 'scoreless' | 'resign' | 'aborted';
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/** Disposition of a dropped-out (resigned/timed-out) seat's tiles in a 3-4 player game. */
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export type DropoutTiles = 'remove' | 'return';
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/** LocalMove is one recorded turn. tiles/dir are set on a play, count on an exchange. */
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export interface LocalMove {
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player: number;
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action: 'play' | 'pass' | 'exchange' | 'resign';
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dir?: Direction;
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tiles?: Placement[];
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/** ActionPlay only: the main word's first-letter coordinate. */
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mainRow?: number;
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mainCol?: number;
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/** ActionPlay only: the words formed as alphabet-index letter arrays — the main word first, then
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* the cross words. Decoded to glyphs when building the history's MoveRecord. */
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words?: number[][];
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/** ActionExchange only: number of tiles swapped. */
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count?: number;
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/** ActionExchange only: the swapped tiles (alphabet-index bytes, BLANK_INDEX for a blank),
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* recorded so the game can be reconstructed by replaying the journal (see localgame/serialize). */
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exchanged?: number[];
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score: number;
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total: number;
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}
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/** GameError carries a stable code for the engine's rejection reasons. */
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export class GameError extends Error {
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constructor(public readonly code: string) {
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super(code);
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this.name = 'GameError';
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}
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}
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function letterMultOf(p: Premium): number {
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return p === 'DL' ? 2 : p === 'TL' ? 3 : 1;
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}
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function wordMultOf(p: Premium): number {
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return p === 'DW' ? 2 : p === 'TW' ? 3 : 1;
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}
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/**
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* buildRuleset assembles the validator/generator ruleset for a variant from the static offline
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* tile values (ruleset.ts) and the board geometry (premiums.ts). multipleWords false selects the
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* single-word-per-turn rule (perpendicular cross-words ignored). Mirrors the server engine's
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* ruleset for the same variant; online scoring instead reads the server-sent alphabet values.
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*/
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export function buildRuleset(variant: Variant, multipleWords: boolean): Ruleset {
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const prem = premiumGrid(variant);
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const ctr = centre(variant);
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return {
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cols: BOARD_SIZE,
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center: ctr.row * BOARD_SIZE + ctr.col,
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rackSize: RACK_SIZE,
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bingo: BINGO[variant],
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values: RULESETS[variant].values,
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letterMult: (r, c) => letterMultOf(prem[r][c]),
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wordMult: (r, c) => wordMultOf(prem[r][c]),
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ignoreCrossWords: !multipleWords,
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};
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}
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/** rackValue sums the tile values left on a hand; blanks (BLANK_INDEX) count zero. Mirrors
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* engine (*Game).rackValue. */
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export function rackValue(hand: readonly number[], values: readonly number[]): number {
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let v = 0;
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for (const t of hand) if (t !== BLANK_INDEX) v += values[t];
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return v;
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}
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/**
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* applyEndAdjustment settles the unplayed racks and returns the adjusted scores. Out-of-tiles: the
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* player who went out (toMove) gains the sum of every opponent's rack value and each opponent loses
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* their own. Scoreless: everyone loses their own rack value. Resign/aborted: no adjustment.
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* Mirrors engine (*Game).applyEndAdjustment.
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*/
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export function applyEndAdjustment(
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reason: EndReason,
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hands: readonly (readonly number[])[],
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scores: readonly number[],
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toMove: number,
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values: readonly number[],
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): number[] {
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const out = [...scores];
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if (reason === 'out_of_tiles') {
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let bonus = 0;
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for (let i = 0; i < hands.length; i++) {
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if (i === toMove) continue;
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const v = rackValue(hands[i], values);
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out[i] -= v;
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bonus += v;
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}
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out[toMove] += bonus;
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} else if (reason === 'scoreless') {
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for (let i = 0; i < hands.length; i++) out[i] -= rackValue(hands[i], values);
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}
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return out;
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}
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/**
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* winner returns the index of the single highest-scoring seat, or -1 on a tie for the lead, an
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* unfinished game or an aborted (draw) game. Resigned seats are excluded, so a two-player game
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* returns the remaining player even when the resigner led. Mirrors engine (*Game).winner.
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*/
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export function winner(over: boolean, reason: EndReason, scores: readonly number[], resigned: readonly boolean[]): number {
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if (!over || reason === 'aborted') return -1;
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let best = -1;
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let tie = false;
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for (let i = 0; i < scores.length; i++) {
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if (resigned[i]) continue;
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if (best === -1 || scores[i] > scores[best]) {
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best = i;
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tie = false;
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} else if (scores[i] === scores[best]) {
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tie = true;
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}
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}
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return tie ? -1 : best;
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}
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/** Options for a new local game. */
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export interface LocalGameOptions {
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variant: Variant;
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version: string;
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/** Seeds the bag; the whole game replays from it. Also the strategy seed the caller uses. */
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seed: bigint;
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players: number;
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dawg: Dawg;
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multipleWords: boolean;
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dropoutTiles?: DropoutTiles;
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}
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// placementTiles maps placements to the tiles they consume (BLANK_INDEX for a blank).
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function placementTiles(tiles: readonly Placement[]): number[] {
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return tiles.map((p) => (p.blank ? BLANK_INDEX : p.letter));
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}
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/**
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* LocalGame is the in-memory state of one local match and the rules engine over it. Construct it
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* with a loaded dictionary; drive it with play/pass/exchange/resign. It performs no I/O.
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*/
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export class LocalGame {
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readonly variant: Variant;
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readonly version: string;
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readonly seed: bigint;
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private readonly vrs: Ruleset;
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private readonly values: readonly number[];
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private readonly rackSize: number;
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private readonly dawg: Dawg;
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private readonly multipleWords: boolean;
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private readonly dropoutTiles: DropoutTiles;
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private readonly board: LocalBoard;
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private readonly bag: Bag;
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private readonly hands: number[][];
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private readonly scores: number[];
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private readonly resigned: boolean[];
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private toMove = 0;
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private scorelessRun = 0;
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private over = false;
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private reason: EndReason = 'not_over';
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private readonly log: LocalMove[] = [];
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constructor(opts: LocalGameOptions) {
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if (opts.players < 2 || opts.players > 4) {
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throw new GameError('players_out_of_range');
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}
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this.variant = opts.variant;
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this.version = opts.version;
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this.seed = opts.seed;
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this.dawg = opts.dawg;
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this.multipleWords = opts.multipleWords;
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this.dropoutTiles = opts.dropoutTiles ?? 'remove';
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this.vrs = buildRuleset(opts.variant, opts.multipleWords);
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this.values = RULESETS[opts.variant].values;
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this.rackSize = RULESETS[opts.variant].rackSize;
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this.board = new LocalBoard();
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this.bag = new Bag(opts.variant, Number(BigInt.asUintN(32, opts.seed)));
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this.hands = [];
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this.scores = [];
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this.resigned = [];
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for (let i = 0; i < opts.players; i++) {
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this.hands.push(this.bag.draw(this.rackSize));
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this.scores.push(0);
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this.resigned.push(false);
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}
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}
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// --- queries ---------------------------------------------------------------
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get playerCount(): number {
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return this.hands.length;
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}
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get currentPlayer(): number {
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return this.toMove;
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}
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get isOver(): boolean {
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return this.over;
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}
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get endReason(): EndReason {
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return this.reason;
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}
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get bagLength(): number {
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return this.bag.length;
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}
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get moveCount(): number {
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return this.log.length;
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}
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scoreOf(player: number): number {
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return this.scores[player];
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}
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/** rackOf returns a copy of a seat's hand (alphabet-index bytes, BLANK_INDEX for blanks). */
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handOf(player: number): number[] {
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return [...this.hands[player]];
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}
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/** winnerIndex is the finished game's winner, or -1 (tie / in progress / aborted). */
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get winnerIndex(): number {
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return winner(this.over, this.reason, this.scores, this.resigned);
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}
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/** config returns the rule settings the game was created with — the bits, alongside the seed and
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* journal, needed to reconstruct it (see localgame/serialize). */
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get config(): { multipleWords: boolean; dropoutTiles: DropoutTiles } {
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return { multipleWords: this.multipleWords, dropoutTiles: this.dropoutTiles };
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}
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/** history returns a copy of the move log. */
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get history(): LocalMove[] {
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return this.log.map((m) => ({ ...m }));
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}
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/** generateMoves returns every legal play for the current player, ranked by descending score. */
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generateMoves(): Move[] {
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return generateMoves(this.dawg, this.board, this.rackOf(this.toMove), this.vrs, Both);
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}
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/** evaluatePlay scores a candidate placement for the current position without committing it,
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* returning its legality (dictionary + connectivity), score, the words it forms (as alphabet-index
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* arrays, main first) and the inferred direction. Backs the local move preview. */
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evaluatePlay(tiles: Placement[]): { legal: boolean; score: number; words: number[][]; dir: Direction } {
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const dir = playDirection(this.board, this.vrs, this.dawg, tiles);
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const res = validatePlay(this.board, this.vrs, this.dawg, dir, tiles);
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if (!res.legal || !res.move) return { legal: false, score: 0, words: [], dir };
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const m = res.move;
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return { legal: true, score: m.score, words: [m.main.letters, ...m.cross.map((w) => w.letters)], dir };
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}
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/** dictionaryHas reports whether the word (alphabet-index letters) is in the game's dictionary. */
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dictionaryHas(word: readonly number[]): boolean {
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return this.dawg.indexOf(word) >= 0;
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}
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// --- turns -----------------------------------------------------------------
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/** submitPlay infers the play's orientation from the placement (like the server's SubmitPlay),
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* then plays it — the client submits tiles without a direction and the engine resolves it. */
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submitPlay(tiles: Placement[]): LocalMove {
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const dir = playDirection(this.board, this.vrs, this.dawg, tiles);
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return this.play(dir, tiles);
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}
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/** play validates and applies the current player's placement, scores it, refills the rack and
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* advances the turn (or ends the game). Throws GameError on an illegal play. */
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play(dir: Direction, tiles: Placement[]): LocalMove {
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if (this.over) throw new GameError('game_over');
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const player = this.toMove;
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const used = placementTiles(tiles);
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if (!this.holds(player, used)) throw new GameError('tiles_not_on_rack');
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const res = validatePlay(this.board, this.vrs, this.dawg, dir, tiles);
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if (!res.legal || !res.move) throw new GameError('illegal_play');
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const move = res.move;
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for (const t of tiles) this.board.set(t.row, t.col, t.letter, t.blank);
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this.removeFromHand(player, used);
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this.scores[player] += move.score;
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this.refill(player);
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this.scorelessRun = 0;
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const rec: LocalMove = {
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player,
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action: 'play',
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dir,
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tiles: tiles.map((t) => ({ ...t })),
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mainRow: move.main.row,
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mainCol: move.main.col,
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words: [move.main.letters, ...move.cross.map((w) => w.letters)],
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score: move.score,
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total: this.scores[player],
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};
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this.log.push(rec);
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if (this.hands[player].length === 0 && this.bag.length === 0) this.finish('out_of_tiles');
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else this.advance();
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return rec;
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}
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/** pass forfeits the current turn, extending the scoreless run (which may end the game). */
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pass(): LocalMove {
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if (this.over) throw new GameError('game_over');
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const player = this.toMove;
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this.scorelessRun++;
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const rec: LocalMove = { player, action: 'pass', score: 0, total: this.scores[player] };
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this.log.push(rec);
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this.endTurnAfterScoreless();
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return rec;
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}
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/** exchange swaps the given tiles (alphabet-index bytes, BLANK_INDEX for blanks) for fresh ones.
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* Legal only while the bag holds at least a full rack; the fresh tiles are drawn before the
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* swapped ones return, so a player cannot draw back their own. Extends the scoreless run. */
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exchange(tiles: number[]): LocalMove {
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if (this.over) throw new GameError('game_over');
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if (tiles.length === 0) throw new GameError('nothing_to_exchange');
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if (this.bag.length < this.rackSize) throw new GameError('not_enough_tiles_to_exchange');
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const player = this.toMove;
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if (!this.holds(player, tiles)) throw new GameError('tiles_not_on_rack');
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this.removeFromHand(player, tiles);
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const drawn = this.bag.draw(tiles.length);
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for (const t of drawn) this.hands[player].push(t);
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this.bag.return(tiles);
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this.scorelessRun++;
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const rec: LocalMove = { player, action: 'exchange', count: tiles.length, exchanged: [...tiles], score: 0, total: this.scores[player] };
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this.log.push(rec);
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this.endTurnAfterScoreless();
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return rec;
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}
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/** resign drops the current player out of the game (they forfeit the win, keep their score). */
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resign(): LocalMove {
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return this.resignSeat(this.toMove);
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}
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/** resignSeat resigns a specific seat regardless of whose turn it is. */
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resignSeat(seat: number): LocalMove {
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if (this.over) throw new GameError('game_over');
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if (seat < 0 || seat >= this.hands.length || this.resigned[seat]) throw new GameError('game_over');
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this.resigned[seat] = true;
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this.disposeHand(seat);
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const rec: LocalMove = { player: seat, action: 'resign', score: 0, total: this.scores[seat] };
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this.log.push(rec);
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if (this.activeCount() <= 1) this.finish('resign');
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else if (seat === this.toMove) this.advance();
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return rec;
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}
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// --- internals -------------------------------------------------------------
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private rackOf(player: number): GenRack {
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const letters: number[] = [];
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let blanks = 0;
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for (const t of this.hands[player]) {
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if (t === BLANK_INDEX) blanks++;
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else letters.push(t);
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}
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return GenRack.from(this.values.length, letters, blanks);
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}
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private finish(reason: EndReason): void {
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this.over = true;
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this.reason = reason;
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const adjusted = applyEndAdjustment(reason, this.hands, this.scores, this.toMove, this.values);
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for (let i = 0; i < adjusted.length; i++) this.scores[i] = adjusted[i];
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}
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private endTurnAfterScoreless(): void {
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if (this.scorelessRun >= scorelessLimit) this.finish('scoreless');
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else this.advance();
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}
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private advance(): void {
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const n = this.hands.length;
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for (let i = 1; i <= n; i++) {
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const next = (this.toMove + i) % n;
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if (!this.resigned[next]) {
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this.toMove = next;
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return;
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}
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}
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}
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private activeCount(): number {
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return this.resigned.reduce((n, r) => (r ? n : n + 1), 0);
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}
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private disposeHand(player: number): void {
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if (this.dropoutTiles === 'return') this.bag.return(this.hands[player]);
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this.hands[player] = [];
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}
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private holds(player: number, want: readonly number[]): boolean {
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const avail = new Map<number, number>();
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for (const t of this.hands[player]) avail.set(t, (avail.get(t) ?? 0) + 1);
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const need = new Map<number, number>();
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for (const t of want) need.set(t, (need.get(t) ?? 0) + 1);
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for (const [t, n] of need) if ((avail.get(t) ?? 0) < n) return false;
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return true;
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}
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private removeFromHand(player: number, used: readonly number[]): void {
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const hand = this.hands[player];
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for (const t of used) {
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const i = hand.indexOf(t);
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if (i >= 0) hand.splice(i, 1);
|
|
}
|
|
}
|
|
|
|
private refill(player: number): void {
|
|
const need = this.rackSize - this.hands[player].length;
|
|
if (need > 0) for (const t of this.bag.draw(need)) this.hands[player].push(t);
|
|
}
|
|
}
|