a8a559993d
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.
57 lines
1.9 KiB
Go
57 lines
1.9 KiB
Go
package scrabble
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import (
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"gitea.iliadenisov.ru/developer/scrabble-solver/board"
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"gitea.iliadenisov.ru/developer/scrabble-solver/rack"
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"gitea.iliadenisov.ru/developer/scrabble-solver/rules"
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)
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// generateBoth runs an across-generator on the board (for horizontal plays) and on its
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// transpose (for vertical plays), as selected by mode, then scores and de-duplicates the
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// results. runAcross reports placements in the coordinates of the board it is given; for
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// the transpose pass they are mapped back to the real board.
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func generateBoth(b *board.Board, rs *rules.Ruleset, rk rack.Rack, mode Mode, opts PlayOptions,
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runAcross func(bd *board.Board, rk rack.Rack, opts PlayOptions, emit func([]Placement))) []Move {
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rk = rk.Clone() // generation mutates the rack in place and restores it
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var moves []Move
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seen := make(map[string]struct{})
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emit := func(dir Direction, placements []Placement) {
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key := moveKey(dir, placements)
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if _, dup := seen[key]; dup {
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return
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}
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m, err := EvaluateOpts(b, rs, dir, placements, opts)
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if err != nil {
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return
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}
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seen[key] = struct{}{}
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moves = append(moves, m)
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}
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if mode.Includes(Horizontal) {
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runAcross(b, rk, opts, func(p []Placement) { emit(Horizontal, p) })
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}
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if mode.Includes(Vertical) {
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tb := b.Transpose()
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runAcross(tb, rk, opts, func(p []Placement) {
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rp := make([]Placement, len(p))
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for i, pl := range p {
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rp[i] = Placement{Row: pl.Col, Col: pl.Row, Letter: pl.Letter, Blank: pl.Blank}
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}
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emit(Vertical, rp)
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})
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}
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return moves
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}
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// centerFor returns the centre square in bd's coordinates. bd is either the real board
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// or its transpose; the ruleset stores the centre on the real board.
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func centerFor(bd *board.Board, rs *rules.Ruleset) (row, col int) {
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r, c := rs.Center/rs.Cols, rs.Center%rs.Cols
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if bd.Rows() == rs.Rows && bd.Cols() == rs.Cols {
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return r, c
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}
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return c, r // transposed
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}
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