scrabble: add single-word-per-turn rule via PlayOptions

Add an optional "single word per turn" rule: only the main word along the
play direction is validated and scored; perpendicular cross-words are ignored
— not formed, validated, scored, or used to constrain move generation. The
zero PlayOptions stays standard Scrabble, so existing callers are unchanged.

- PlayOptions{IgnoreCrossWords} threaded through new EvaluateOpts,
  Solver.{ScorePlay,ValidatePlay,GenerateMoves}Opts and the DAWG generator
  (relaxed cross-sets via fullSet, main-word-only scoring).
- connected() tests perpendicular adjacency directly instead of via
  Move.Cross, so an all-new main word touching the board only sideways still
  connects when cross-words are suppressed (behaviour-preserving for standard
  play).
- Tests: focused corner-case suite (solver_opts_test.go) and a single-word
  GCG fixture; the 17 real-game GCG fixtures stay green as the standard-rules
  regression guard.
This commit is contained in:
Ilia Denisov
2026-06-12 01:37:39 +02:00
parent 256999b42c
commit a8a559993d
9 changed files with 299 additions and 39 deletions
+50 -8
View File
@@ -30,9 +30,18 @@ func (s *Solver) Rules() *rules.Ruleset { return s.rules }
// GenerateMoves returns every legal play for rack r on board b in the requested
// orientations, ranked by descending score (ties broken deterministically by the move's
// canonical key).
// canonical key). It generates under standard rules; use GenerateMovesOpts for rule
// variations.
func (s *Solver) GenerateMoves(b *board.Board, r rack.Rack, mode Mode) []Move {
moves := s.gen.GenerateMoves(b, r, mode)
return s.GenerateMovesOpts(b, r, mode, PlayOptions{})
}
// GenerateMovesOpts is GenerateMoves with optional rule variations (PlayOptions). With
// opts.IgnoreCrossWords generation is not constrained by cross-words and each move is
// scored by its main word only, yielding the plays legal under the "single word per turn"
// rule.
func (s *Solver) GenerateMovesOpts(b *board.Board, r rack.Rack, mode Mode, opts PlayOptions) []Move {
moves := s.gen.GenerateMovesOpts(b, r, mode, opts)
sort.Slice(moves, func(i, j int) bool {
if moves[i].Score != moves[j].Score {
return moves[i].Score > moves[j].Score
@@ -44,16 +53,29 @@ func (s *Solver) GenerateMoves(b *board.Board, r rack.Rack, mode Mode) []Move {
// ScorePlay computes the words and score for placing tiles on b in direction dir. It
// checks geometry only (see Evaluate); use ValidatePlay to also check the dictionary and
// connectivity.
// connectivity. It scores under standard rules; use ScorePlayOpts for rule variations.
func (s *Solver) ScorePlay(b *board.Board, dir Direction, tiles []Placement) (Move, error) {
return Evaluate(b, s.rules, dir, tiles)
return s.ScorePlayOpts(b, dir, tiles, PlayOptions{})
}
// ScorePlayOpts is ScorePlay with optional rule variations (PlayOptions); see EvaluateOpts.
func (s *Solver) ScorePlayOpts(b *board.Board, dir Direction, tiles []Placement, opts PlayOptions) (Move, error) {
return EvaluateOpts(b, s.rules, dir, tiles, opts)
}
// ValidatePlay scores a play and verifies that every word it forms is in the dictionary
// and that it connects to the board (or covers the centre on the first move). It returns
// the scored move; the error is nil exactly when the play is legal.
// the scored move; the error is nil exactly when the play is legal. It validates under
// standard rules; use ValidatePlayOpts for rule variations.
func (s *Solver) ValidatePlay(b *board.Board, dir Direction, tiles []Placement) (Move, error) {
m, err := Evaluate(b, s.rules, dir, tiles)
return s.ValidatePlayOpts(b, dir, tiles, PlayOptions{})
}
// ValidatePlayOpts is ValidatePlay with optional rule variations (PlayOptions). With
// opts.IgnoreCrossWords the play forms no cross-words, so only the main word is checked
// against the dictionary; connectivity and the first-move centre rule still apply.
func (s *Solver) ValidatePlayOpts(b *board.Board, dir Direction, tiles []Placement, opts PlayOptions) (Move, error) {
m, err := EvaluateOpts(b, s.rules, dir, tiles, opts)
if err != nil {
return Move{}, err
}
@@ -81,8 +103,28 @@ func (s *Solver) connected(b *board.Board, m Move) bool {
cr, cc := s.rules.Center/s.rules.Cols, s.rules.Center%s.rules.Cols
return wordCovers(m.Main, cr, cc)
}
// The main word incorporated an existing tile, or a new tile formed a cross word.
return len(m.Main.Letters) > len(m.Tiles) || len(m.Cross) > 0
// The main word incorporated an existing tile, or a new tile abuts an existing one
// perpendicular to it. The latter is tested directly (not via m.Cross) so it holds
// even when cross-words are suppressed (PlayOptions.IgnoreCrossWords).
return len(m.Main.Letters) > len(m.Tiles) || touchesPerpendicular(b, m)
}
// touchesPerpendicular reports whether any newly-placed tile sits immediately next to an
// existing tile along the perpendicular of the main word — the contact by which an all-new
// main word connects to the board. It mirrors crossWord's neighbour test without forming or
// scoring the cross-word.
func touchesPerpendicular(b *board.Board, m Move) bool {
cdir := perpendicular(m.Dir)
for _, t := range m.Tiles {
fixed, axis := fixedAxis(cdir, t.Row, t.Col)
if r, c := coord(cdir, fixed, axis-1); b.Filled(r, c) {
return true
}
if r, c := coord(cdir, fixed, axis+1); b.Filled(r, c) {
return true
}
}
return false
}
func wordCovers(w Word, r, c int) bool {