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A room holds up to four people and needs two to start. Both numbers are server constants sent to the client in RoomState, so the lobby draws whatever the server allows and widening a room is a server change alone. Failing a turn eliminates that player rather than ending the game. The syllable and the used words survive them, the turn passes to whoever is next, and the last player standing wins. Two seats is that same rule seen from close up, which is why there is one implementation of it and not two. A dead end still costs the first player to face it their own clock, as before: they get their turn, and lose it. Everyone behind them has already seen that board, so they go out together rather than each sitting out a turn limit they cannot use — which leaves the player who closed the position standing, the same outcome two players get. A player who is knocked out keeps their seat. They watch the rest of the game, chat included, with only the word input gone, and everybody lands back in the same lobby when it ends. The result screen is the whole table, ranked by who outlasted whom, with each score reported beside the place rather than deciding it. The turn clock is deliberately not paused for a seat that has dropped, so a player who loses their connection on their own turn loses it the way anybody else would. Their reconnect window decides only whether they are still in the game afterwards. Any number of windows can be open at once, settled by one timer armed for the nearest of them. Starting waits for every guest, not merely the first: a room of four that began on one yes would have dealt three people a turn they never agreed to. Kicking names a seat and is still refused on a player who is ready, and on the owner's own — leaving is what an owner who wants out does, and it hands the room on. Joining stays a lobby thing: a room with a game running turns a latecomer away even with seats going spare, because there is no way to hand somebody a game already in progress. BREAKING CHANGE: RoomState, TurnUpdate and GameOver lose the fields that could only ever describe a second player, OpponentLeft is retired in favour of presence on RoomState, and suggestions move to the new PlayerEliminated — they describe the position that beat a player, which by the end of a longer game is nobody else's position. ProtocolVersion goes to 2, so a client built against 1 is refused with a readable error rather than decoding a frame that now means something else.
481 lines
15 KiB
Go
481 lines
15 KiB
Go
// Package game implements the nối từ rules: what counts as a legal move, whose
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// turn it is, and when a game is over.
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//
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// It is transport-free by design. No WebSocket, no protobuf, no wall clock: the
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// turn deadline is data the caller supplies and reads back, so every rule can
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// be tested without a timer or a network. The room in the wsapi layer owns an
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// Engine and is the only goroutine that touches it.
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package game
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import (
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"errors"
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"fmt"
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"slices"
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"time"
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"github.com/tiennm99dev/noitu/server/internal/vietnamese"
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)
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// Scoring. Longer words are worth more, which gives players a reason to reach
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// for three- and four-syllable compounds rather than always playing the
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// shortest legal word.
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const (
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basePoints = 10
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chainBonus = 2 // per word already played
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syllableBonus = 5 // per syllable beyond the minimum
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maxPointsPerWord = 100
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)
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// Engine holds one game of two or more players.
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//
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// A player who fails their turn is eliminated and the rest play on from the
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// same syllable; the game ends when one of them is left. Two seats is that
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// same rule seen from close up, which is why there is one implementation of it
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// and not two.
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//
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// Not safe for concurrent use. Exactly one goroutine owns an Engine — in the
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// server that is the room goroutine, which serializes every input through a
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// single channel.
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type Engine struct {
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dict Dictionary
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players []PlayerID
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// alive is parallel to players. Eliminating somebody clears their flag
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// rather than dropping them from the slice: their score, their words and
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// their place in turn order all have to survive them.
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alive []bool
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aliveN int
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// outOrder is who went out, first out first, and outReason is why. Between
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// them they are the whole final table — a rank is a position in this list
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// read backwards, so nothing has to be recomputed to report one.
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outOrder []PlayerID
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outReason map[PlayerID]EndReason
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used map[string]struct{}
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current string
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turnIndex int
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turnLimit time.Duration
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deadline time.Time
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history []Move
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scores map[PlayerID]int
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over bool
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winner PlayerID
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endReason EndReason
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}
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// New starts a game from an opening word.
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//
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// The opening word counts as played: it seeds the used set and fixes the
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// syllable the first player must link from.
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func New(dict Dictionary, players []PlayerID, opening string, turnLimit time.Duration, now time.Time) (*Engine, error) {
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if dict == nil {
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return nil, errors.New("game: nil dictionary")
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}
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if len(players) < 2 {
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return nil, fmt.Errorf("game: need at least 2 players, got %d", len(players))
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}
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if turnLimit <= 0 {
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return nil, fmt.Errorf("game: turn limit must be positive, got %v", turnLimit)
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}
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seen := make(map[PlayerID]struct{}, len(players))
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for _, p := range players {
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if _, dup := seen[p]; dup {
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return nil, fmt.Errorf("game: duplicate player %q", p)
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}
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seen[p] = struct{}{}
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}
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canonical, ok := dict.Resolve(opening)
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if !ok {
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return nil, fmt.Errorf("game: opening word %q is not in the dictionary", opening)
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}
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last, ok := dict.LastSyllable(canonical)
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if !ok {
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return nil, fmt.Errorf("game: opening word %q has no last syllable", canonical)
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}
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e := &Engine{
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dict: dict,
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players: append([]PlayerID{}, players...),
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alive: make([]bool, len(players)),
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aliveN: len(players),
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outReason: make(map[PlayerID]EndReason, len(players)),
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used: map[string]struct{}{canonical: {}},
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current: last,
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turnLimit: turnLimit,
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deadline: now.Add(turnLimit),
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scores: make(map[PlayerID]int, len(players)),
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}
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for i, p := range players {
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e.alive[i] = true
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e.scores[p] = 0
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}
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// An opening whose last syllable starts nothing hands the first player a
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// game they have already lost, with no move to make and no reason given —
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// it would resolve only when the turn timer expired, reported as a timeout.
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// Refuse it here so the caller picks another opening.
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if !e.HasLegalMove() {
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return nil, fmt.Errorf("game: opening word %q ends on %q, which starts no other word", canonical, last)
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}
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return e, nil
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}
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// Dict returns the dictionary this game is played against, so a bot searches
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// the same word graph that Submit validates against.
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func (e *Engine) Dict() Dictionary { return e.dict }
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// Turn reports whose move it is. Always somebody still in the game, and once
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// the last elimination has landed it is the winner.
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func (e *Engine) Turn() PlayerID { return e.players[e.turnIndex] }
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// Players reports the seats in turn order, eliminated ones included.
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func (e *Engine) Players() []PlayerID { return append([]PlayerID{}, e.players...) }
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// Alive reports whether a player is still in the game.
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func (e *Engine) Alive(p PlayerID) bool {
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i := e.indexOf(p)
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return i >= 0 && e.alive[i]
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}
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// Score reports one player's points.
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func (e *Engine) Score(p PlayerID) int { return e.scores[p] }
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// Current reports the syllable the next word must start with.
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func (e *Engine) Current() string { return e.current }
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// Deadline reports when the current turn expires.
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func (e *Engine) Deadline() time.Time { return e.deadline }
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// Over reports whether the game has finished.
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func (e *Engine) Over() bool { return e.over }
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// Winner reports the winner. Meaningless while the game is in play.
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func (e *Engine) Winner() PlayerID { return e.winner }
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// ChainLength reports how many words have been played, opening word included.
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func (e *Engine) ChainLength() int { return len(e.history) + 1 }
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// Submit validates a player's word and, if legal, plays it.
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//
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// The returned Move carries the canonical spelling; on rejection the reason
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// says which rule failed.
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//
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// Validation order is turn, then length, then dictionary, then link, then
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// reuse. Resolving before checking the link is not optional: canonicalization
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// can move the first syllable ("sỹ hai" resolves to "sĩ hai"), so a link check
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// against what the player typed would reject legal moves.
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//
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// raw is untrusted input and is normalized before use, but its length is not
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// bounded here: the transport layer caps message size before a word reaches
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// this point.
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func (e *Engine) Submit(p PlayerID, raw string, now time.Time) (Move, RejectReason) {
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if e.over {
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return Move{}, ReasonGameOver
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}
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if p != e.Turn() {
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return Move{}, ReasonNotYourTurn
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}
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if e.IsExpired(now) {
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e.expire(now)
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return Move{}, ReasonTimeout
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}
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normalized, syllables, err := vietnamese.Normalize(raw)
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if err != nil || !vietnamese.HasEnoughSyllables(syllables) {
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return Move{}, ReasonTooFewSyllables
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}
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canonical, ok := e.dict.Resolve(normalized)
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if !ok {
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return Move{}, ReasonNotInDictionary
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}
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first, ok := e.dict.FirstSyllable(canonical)
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if !ok {
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return Move{}, ReasonNotInDictionary
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}
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if first != e.current {
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return Move{}, ReasonWrongLink
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}
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if _, played := e.used[canonical]; played {
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return Move{}, ReasonAlreadyUsed
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}
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last, ok := e.dict.LastSyllable(canonical)
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if !ok {
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return Move{}, ReasonNotInDictionary
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}
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move := Move{
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Player: p,
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Word: canonical,
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Typed: raw,
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First: first,
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Last: last,
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Syllables: len(syllables),
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Points: e.pointsFor(len(syllables)),
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At: now,
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}
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e.used[canonical] = struct{}{}
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e.history = append(e.history, move)
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e.scores[p] += move.Points
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e.current = last
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e.advance()
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e.deadline = now.Add(e.turnLimit)
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// A dead end is deliberately not the end of the game. Ending it here would
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// hand the mover a win the moment the position closed, before the other
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// player had seen the board at all — they get their turn, and lose it to
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// the clock like any other they cannot answer. NoMove lets a caller who
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// has nothing to wait for (the bot) settle it immediately instead.
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return move, ReasonNone
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}
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// pointsFor scores a word about to be played. The chain term counts the words
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// already down, opening word included, which is what ChainLength reports.
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func (e *Engine) pointsFor(syllables int) int {
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points := basePoints + chainBonus*e.ChainLength() + syllableBonus*(syllables-vietnamese.MinSyllables)
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return min(points, maxPointsPerWord)
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}
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// LegalMoves lists every word the player to act may play.
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//
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// Allocates, so the bot's search uses HasLegalMove and iterates directly rather
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// than calling this per node.
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func (e *Engine) LegalMoves() []string {
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var moves []string
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for word := range e.dict.WordsStartingWith(e.current) {
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if _, played := e.used[word]; !played {
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moves = append(moves, word)
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}
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}
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return moves
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}
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// Suggestions lists up to n words the player to act could still play, in a
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// stable order so the same position always answers the same way.
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//
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// It is what a player who has just lost is shown, which is also why an empty
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// result carries information: the position was a dead end, and nothing they
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// could have typed would have answered it.
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func (e *Engine) Suggestions(n int) []string {
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if n <= 0 {
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return nil
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}
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moves := e.LegalMoves()
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slices.Sort(moves)
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return moves[:min(n, len(moves))]
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}
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// HasLegalMove reports whether the player to act has anything to play. It stops
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// at the first unused candidate instead of building the whole list.
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func (e *Engine) HasLegalMove() bool {
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for word := range e.dict.WordsStartingWith(e.current) {
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if _, played := e.used[word]; !played {
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return true
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}
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}
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return false
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}
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// IsExpired reports whether the current turn's deadline has passed.
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func (e *Engine) IsExpired(now time.Time) bool {
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return now.After(e.deadline)
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}
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// Timeout eliminates the player whose turn expired. The caller drives this
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// from its own timer; the engine never reads the clock itself.
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//
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// It reports that something happened, not that the game ended: past two seats
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// a timeout usually just moves the turn on. Over answers the other question.
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func (e *Engine) Timeout(now time.Time) bool {
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if e.over || !e.IsExpired(now) {
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return false
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}
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e.expire(now)
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return true
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}
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// NoMove eliminates the player to act when the position leaves them nothing to
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// play, without waiting for their clock to run out.
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//
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// Only for a player who has no clock to wait for — the bot answers the moment
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// it has searched, and making it sit out a turn limit it cannot use would
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// stall the room. A human keeps their turn: see Submit.
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func (e *Engine) NoMove(now time.Time) bool {
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if e.over || e.HasLegalMove() {
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return false
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}
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e.expire(now)
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return true
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}
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// expire ends the current turn against the player holding it.
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//
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// A player who never had a word to play did not run out of thinking time:
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// there was nothing to think about, and reporting a timeout would blame them
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// for a position nobody could have answered.
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func (e *Engine) expire(now time.Time) {
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reason := EndTimeout
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if !e.HasLegalMove() {
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reason = EndNoLegalMove
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}
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e.eliminate(e.Turn(), reason)
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e.settle()
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if !e.over {
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e.deadline = now.Add(e.turnLimit)
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}
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}
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// settle clears out everybody a dead end leaves with nothing.
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//
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// The first player to face one still loses it on their own clock — they get
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// their turn, for the reason Submit gives. Everyone behind them has already
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// seen that board, so making each of them sit out a full turn limit they
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// cannot use would add minutes of nothing to a game that is already decided.
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// Going out together instead leaves the player who closed the position
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// standing, which is exactly what two players get.
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func (e *Engine) settle() {
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for !e.over && !e.HasLegalMove() {
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e.eliminate(e.Turn(), EndNoLegalMove)
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}
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}
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// Resign eliminates the player who gave up.
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//
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// It works out of turn: past two seats a player may want out while somebody
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// else is thinking, and holding them to a turn they have already given up on
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// is not a rule worth having. The clock restarts only when the resignation
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// actually moved the turn on, so leaving out of turn cannot hand the player to
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// act more time than they had.
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func (e *Engine) Resign(p PlayerID, now time.Time) bool {
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if e.over {
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return false
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}
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before := e.Turn()
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if !e.eliminate(p, EndResigned) {
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return false
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}
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e.settle()
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if !e.over && e.Turn() != before {
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e.deadline = now.Add(e.turnLimit)
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}
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return true
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}
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// eliminate takes one player out and ends the game when one is left.
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//
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// The seat stays in players. An eliminated player keeps their score and the
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// words they played, and the transport layer still has them to render — being
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// out of the game is not being out of the room.
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func (e *Engine) eliminate(p PlayerID, reason EndReason) bool {
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i := e.indexOf(p)
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if i < 0 || !e.alive[i] {
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return false
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}
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e.alive[i] = false
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e.aliveN--
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e.outOrder = append(e.outOrder, p)
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e.outReason[p] = reason
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// The game-level reason is the latest elimination's, which with two seats
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// is the only one there ever was.
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e.endReason = reason
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if e.turnIndex == i {
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e.advance()
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}
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if e.aliveN <= 1 {
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e.over = true
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e.winner = e.players[e.turnIndex]
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}
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return true
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}
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// advance moves the turn to the next player still in the game.
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func (e *Engine) advance() {
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for range e.players {
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e.turnIndex = (e.turnIndex + 1) % len(e.players)
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if e.alive[e.turnIndex] {
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return
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}
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}
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}
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func (e *Engine) indexOf(p PlayerID) int {
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for i, candidate := range e.players {
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if candidate == p {
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return i
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}
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}
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return -1
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}
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// EliminatedCount is how many players have gone out. A caller that remembers
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// it across an input can tell exactly who that input knocked out.
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func (e *Engine) EliminatedCount() int { return len(e.outOrder) }
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// OutReason reports how a player left the game, and EndNone for one who has
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// not. The transport layer needs it per player: with several seats, "why the
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// game ended" and "why this player went out" stop being the same question.
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func (e *Engine) OutReason(p PlayerID) EndReason { return e.outReason[p] }
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// Standings is the final table, best first. Meaningless while the game is in
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// play, for the same reason Winner is.
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func (e *Engine) Standings() []Standing {
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out := make([]Standing, 0, len(e.players))
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if e.winner != "" {
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out = append(out, Standing{Player: e.winner, Score: e.scores[e.winner], Rank: 1, Reason: EndNone})
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}
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// Read backwards: outlasting somebody is what beats them, so of the players
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// who went out the last one to go placed highest.
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for i := len(e.outOrder) - 1; i >= 0; i-- {
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p := e.outOrder[i]
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out = append(out, Standing{
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Player: p,
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Score: e.scores[p],
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Rank: len(out) + 1,
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Reason: e.outReason[p],
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})
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}
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return out
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}
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// Used reports whether a canonical word has already been played.
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func (e *Engine) Used(word string) bool {
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_, played := e.used[word]
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return played
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}
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// Snapshot copies the observable state for the transport layer.
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func (e *Engine) Snapshot() State {
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scores := make(map[PlayerID]int, len(e.scores))
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for p, s := range e.scores {
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scores[p] = s
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}
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alive := make(map[PlayerID]bool, len(e.players))
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for i, p := range e.players {
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alive[p] = e.alive[i]
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}
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return State{
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Current: e.current,
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Turn: e.Turn(),
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Deadline: e.deadline,
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History: append([]Move{}, e.history...),
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Scores: scores,
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Alive: alive,
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|
Eliminated: append([]PlayerID{}, e.outOrder...),
|
|
ChainLength: e.ChainLength(),
|
|
Over: e.over,
|
|
Winner: e.winner,
|
|
EndReason: e.endReason,
|
|
Standings: e.Standings(),
|
|
}
|
|
}
|