feat(rules): add game-specific metadata attachment and unify match metadata initialization

Added AttachGameMetadata to GameRules interface

Implemented metadata setup for Battleship (phase + readiness flags)

Implemented no-op metadata hook for TicTacToe

Moved generic phase/ready metadata out of MatchInit

Added game/mode metadata to match state

Fixed json:"metadata" tag in MatchState
This commit is contained in:
2025-12-03 22:02:24 +05:30
parent 0562d1e0c9
commit f1e85a72dd
5 changed files with 23 additions and 5 deletions

View File

@@ -89,7 +89,16 @@ func (b *BattleshipRules) InitBoards(players []*structs.Player, cfg GameConfigur
// Assign player boards
// ------------------------------
func (b *BattleshipRules) AssignPlayerSymbols(players []*structs.Player) {
// nothing needed for classic mode
// nothing needed for battleship
}
// ------------------------------
// Attach Game Metadata
// ------------------------------
func (b *BattleshipRules) AttachGameMetadata(state *structs.MatchState) {
state.Metadata["phase"] = "placement"
state.Metadata["p0_ready"] = false
state.Metadata["p1_ready"] = false
}
// ------------------------------

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@@ -21,6 +21,8 @@ type GameRules interface {
// Assign symbols/colors/pieces at start.
AssignPlayerSymbols(players []*structs.Player)
// Attach Game Metadata
AttachGameMetadata(state *structs.MatchState)
// Apply a move.
// Returns: (changed, gameOver, winnerIndex)
ApplyMove(

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@@ -31,6 +31,13 @@ func (t *TicTacToeRules) AssignPlayerSymbols(players []*structs.Player) {
players[1].Metadata["symbol"] = "O"
}
// ------------------------------
// Attach Game Metadata
// ------------------------------
func (b *TicTacToeRules) AttachGameMetadata(state *structs.MatchState) {
// nothing needed for tictactoe
}
// ValidateMove checks bounds and empty cell.
func (t *TicTacToeRules) ValidateMove(state *structs.MatchState, playerIdx int, payload MovePayload) bool {

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@@ -130,9 +130,9 @@ func (m *GenericMatch) MatchInit(
GameOver: false,
Metadata: map[string]interface{}{},
}
state.Metadata["phase"] = "placement"
state.Metadata["p0_ready"] = false
state.Metadata["p1_ready"] = false
state.Metadata["game"] = m.GameName
state.Metadata["mode"] = m.Mode
m.Rules.AttachGameMetadata(state)
label := fmt.Sprintf("%s:%s", m.GameName, m.Mode)

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@@ -7,5 +7,5 @@ type MatchState struct {
Turn int `json:"turn"` // index in Players[]
Winner int `json:"winner"` // -1 = none, >=0 = winner index
GameOver bool `json:"game_over"` // true when the match ends
Metadata map[string]interface{} `json:metadata` // metadata
Metadata map[string]interface{} `json:"metadata"` // metadata
}