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feat(online)!: seat two to four players in a room
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.
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54 files changed
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@@ -26,14 +26,29 @@ const (
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maxPointsPerWord = 100
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)
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// Engine holds one game.
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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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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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@@ -81,13 +96,17 @@ func New(dict Dictionary, players []PlayerID, opening string, turnLimit time.Dur
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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 _, p := range players {
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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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@@ -106,9 +125,22 @@ func New(dict Dictionary, players []PlayerID, opening string, turnLimit time.Dur
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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.
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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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@@ -145,7 +177,7 @@ func (e *Engine) Submit(p PlayerID, raw string, now time.Time) (Move, RejectReas
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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()
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e.expire(now)
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return Move{}, ReasonTimeout
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}
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@@ -191,7 +223,7 @@ func (e *Engine) Submit(p PlayerID, raw string, now time.Time) (Move, RejectReas
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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.turnIndex = (e.turnIndex + 1) % len(e.players)
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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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@@ -255,67 +287,162 @@ 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 ends the game against the player whose turn expired. The caller
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// drives this from its own timer; the engine never reads the clock itself.
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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()
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e.expire(now)
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return true
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}
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// NoMove ends the game against the player to act when the position leaves
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// them nothing to play, without waiting for their clock to run out.
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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() bool {
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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.finish(e.opponentOf(e.Turn()), EndNoLegalMove)
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e.expire(now)
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return true
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}
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// expire ends the game against the player to act, whose turn has run out.
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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() {
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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.finish(e.opponentOf(e.Turn()), reason)
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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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// Resign ends the game against the player who gave up.
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func (e *Engine) Resign(p PlayerID) bool {
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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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e.finish(e.opponentOf(p), EndResigned)
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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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func (e *Engine) finish(winner PlayerID, reason EndReason) {
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e.over = true
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e.winner = winner
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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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// opponentOf returns the other player. With more than two seats it returns the
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// next one, which keeps the two-player case exact and the rest sane.
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func (e *Engine) opponentOf(p PlayerID) PlayerID {
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for i, candidate := range e.players {
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if candidate == p {
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return e.players[(i+1)%len(e.players)]
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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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return p
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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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@@ -331,15 +458,23 @@ func (e *Engine) Snapshot() State {
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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...),
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ChainLength: e.ChainLength(),
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Over: e.over,
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Winner: e.winner,
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EndReason: e.endReason,
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Standings: e.Standings(),
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}
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}
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