feat(battleship,tictactoe,engine): add multi-board support and keepTurn logic
### Core Engine - Updated `GameRules.ApplyMove` to return `(changed, gameOver, winnerIdx, keepTurn)` - Added keepTurn handling in `MatchLoop` to support Battleship mode B (classic rules) - Removed old single-board handling from MatchState and MatchInit - Cleaned go.mod by marking protobuf dependency as indirect ### Battleship - Implemented board-based state tracking using MatchState.Boards: - `p0_ships`, `p0_shots`, `p1_ships`, `p1_shots` - Removed legacy metadata-based ship/shot board encoding - Rewrote ValidateMove to use structured boards - Rewrote ApplyMove for classic Battleship rules (mode B): - Hits allow the attacker to keep their turn - Miss switches turn - Destroyed ship sections marked `X` - Improved CheckGameOver using structured boards ### TicTacToe - Updated ApplyMove signature to match new interface - Ensured TicTacToe always returns `keepTurn = false` - Updated code paths to use MatchState.Boards instead of Board ### Summary This commit completes the migration from a single-board architecture to a multi-board architecture across the engine, TicTacToe, and Battleship, enabling support for more complex games and multiple modes such as Battleship Mode B.
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@@ -70,10 +70,10 @@ func (t *TicTacToeRules) ApplyMove(
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state *structs.MatchState,
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playerIdx int,
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payload MovePayload,
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) (bool, bool, int) {
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) (bool, bool, int, bool) {
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b := state.Boards["tictactoe"]
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if b == nil {
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return false, false, -1
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return false, false, -1, false
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}
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symbol := state.Players[playerIdx].Metadata["symbol"]
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@@ -85,7 +85,7 @@ func (t *TicTacToeRules) ApplyMove(
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over, winner := t.CheckGameOver(state)
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return true, over, winner
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return true, over, winner, false
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}
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