@sudobility/sudojo_lib 0.0.4
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/hooks/index.d.ts +27 -0
- package/dist/hooks/index.d.ts.map +1 -0
- package/dist/hooks/index.js +27 -0
- package/dist/hooks/index.js.map +1 -0
- package/dist/hooks/useDailyGame.d.ts +64 -0
- package/dist/hooks/useDailyGame.d.ts.map +1 -0
- package/dist/hooks/useDailyGame.js +120 -0
- package/dist/hooks/useDailyGame.js.map +1 -0
- package/dist/hooks/useGame.d.ts +104 -0
- package/dist/hooks/useGame.d.ts.map +1 -0
- package/dist/hooks/useGame.js +546 -0
- package/dist/hooks/useGame.js.map +1 -0
- package/dist/hooks/useGamePersistence.d.ts +63 -0
- package/dist/hooks/useGamePersistence.d.ts.map +1 -0
- package/dist/hooks/useGamePersistence.js +124 -0
- package/dist/hooks/useGamePersistence.js.map +1 -0
- package/dist/hooks/useGameTeaching.d.ts +89 -0
- package/dist/hooks/useGameTeaching.d.ts.map +1 -0
- package/dist/hooks/useGameTeaching.js +230 -0
- package/dist/hooks/useGameTeaching.js.map +1 -0
- package/dist/hooks/useGameTimer.d.ts +43 -0
- package/dist/hooks/useGameTimer.d.ts.map +1 -0
- package/dist/hooks/useGameTimer.js +68 -0
- package/dist/hooks/useGameTimer.js.map +1 -0
- package/dist/hooks/useHint.d.ts +105 -0
- package/dist/hooks/useHint.d.ts.map +1 -0
- package/dist/hooks/useHint.js +179 -0
- package/dist/hooks/useHint.js.map +1 -0
- package/dist/hooks/useLearning.d.ts +100 -0
- package/dist/hooks/useLearning.d.ts.map +1 -0
- package/dist/hooks/useLearning.js +127 -0
- package/dist/hooks/useLearning.js.map +1 -0
- package/dist/hooks/useLevelGame.d.ts +68 -0
- package/dist/hooks/useLevelGame.d.ts.map +1 -0
- package/dist/hooks/useLevelGame.js +128 -0
- package/dist/hooks/useLevelGame.js.map +1 -0
- package/dist/hooks/useLevels.d.ts +93 -0
- package/dist/hooks/useLevels.d.ts.map +1 -0
- package/dist/hooks/useLevels.js +98 -0
- package/dist/hooks/useLevels.js.map +1 -0
- package/dist/hooks/useLocalStorage.d.ts +26 -0
- package/dist/hooks/useLocalStorage.d.ts.map +1 -0
- package/dist/hooks/useLocalStorage.js +75 -0
- package/dist/hooks/useLocalStorage.js.map +1 -0
- package/dist/hooks/useSudoku.d.ts +125 -0
- package/dist/hooks/useSudoku.d.ts.map +1 -0
- package/dist/hooks/useSudoku.js +655 -0
- package/dist/hooks/useSudoku.js.map +1 -0
- package/dist/hooks/useTechniques.d.ts +92 -0
- package/dist/hooks/useTechniques.d.ts.map +1 -0
- package/dist/hooks/useTechniques.js +108 -0
- package/dist/hooks/useTechniques.js.map +1 -0
- package/dist/index.d.ts +42 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +64 -0
- package/dist/index.js.map +1 -0
- package/dist/test/setup.d.ts +2 -0
- package/dist/test/setup.d.ts.map +1 -0
- package/dist/test/setup.js +35 -0
- package/dist/test/setup.js.map +1 -0
- package/dist/types/display.d.ts +142 -0
- package/dist/types/display.d.ts.map +1 -0
- package/dist/types/display.js +94 -0
- package/dist/types/display.js.map +1 -0
- package/dist/types/game.d.ts +201 -0
- package/dist/types/game.d.ts.map +1 -0
- package/dist/types/game.js +26 -0
- package/dist/types/game.js.map +1 -0
- package/dist/types/gamePersistence.d.ts +31 -0
- package/dist/types/gamePersistence.d.ts.map +1 -0
- package/dist/types/gamePersistence.js +15 -0
- package/dist/types/gamePersistence.js.map +1 -0
- package/dist/types/index.d.ts +18 -0
- package/dist/types/index.d.ts.map +1 -0
- package/dist/types/index.js +11 -0
- package/dist/types/index.js.map +1 -0
- package/dist/types/progress.d.ts +43 -0
- package/dist/types/progress.d.ts.map +1 -0
- package/dist/types/progress.js +19 -0
- package/dist/types/progress.js.map +1 -0
- package/dist/types/settings.d.ts +19 -0
- package/dist/types/settings.d.ts.map +1 -0
- package/dist/types/settings.js +12 -0
- package/dist/types/settings.js.map +1 -0
- package/dist/types/subscription.d.ts +27 -0
- package/dist/types/subscription.d.ts.map +1 -0
- package/dist/types/subscription.js +8 -0
- package/dist/types/subscription.js.map +1 -0
- package/dist/types/sudoku.d.ts +147 -0
- package/dist/types/sudoku.d.ts.map +1 -0
- package/dist/types/sudoku.js +125 -0
- package/dist/types/sudoku.js.map +1 -0
- package/dist/utils/auth.d.ts +25 -0
- package/dist/utils/auth.d.ts.map +1 -0
- package/dist/utils/auth.js +47 -0
- package/dist/utils/auth.js.map +1 -0
- package/dist/utils/board.d.ts +116 -0
- package/dist/utils/board.d.ts.map +1 -0
- package/dist/utils/board.js +291 -0
- package/dist/utils/board.js.map +1 -0
- package/dist/utils/index.d.ts +18 -0
- package/dist/utils/index.d.ts.map +1 -0
- package/dist/utils/index.js +23 -0
- package/dist/utils/index.js.map +1 -0
- package/dist/utils/progress.d.ts +44 -0
- package/dist/utils/progress.d.ts.map +1 -0
- package/dist/utils/progress.js +104 -0
- package/dist/utils/progress.js.map +1 -0
- package/dist/utils/scramble.d.ts +35 -0
- package/dist/utils/scramble.d.ts.map +1 -0
- package/dist/utils/scramble.js +270 -0
- package/dist/utils/scramble.js.map +1 -0
- package/dist/utils/subscription.d.ts +82 -0
- package/dist/utils/subscription.d.ts.map +1 -0
- package/dist/utils/subscription.js +117 -0
- package/dist/utils/subscription.js.map +1 -0
- package/dist/utils/sudokuPresenter.d.ts +62 -0
- package/dist/utils/sudokuPresenter.d.ts.map +1 -0
- package/dist/utils/sudokuPresenter.js +403 -0
- package/dist/utils/sudokuPresenter.js.map +1 -0
- package/dist/utils/sudokuScrambler.d.ts +61 -0
- package/dist/utils/sudokuScrambler.d.ts.map +1 -0
- package/dist/utils/sudokuScrambler.js +223 -0
- package/dist/utils/sudokuScrambler.js.map +1 -0
- package/dist/utils/technique.d.ts +41 -0
- package/dist/utils/technique.d.ts.map +1 -0
- package/dist/utils/technique.js +106 -0
- package/dist/utils/technique.js.map +1 -0
- package/dist/utils/theme.d.ts +31 -0
- package/dist/utils/theme.d.ts.map +1 -0
- package/dist/utils/theme.js +40 -0
- package/dist/utils/theme.js.map +1 -0
- package/dist/utils/time.d.ts +22 -0
- package/dist/utils/time.d.ts.map +1 -0
- package/dist/utils/time.js +41 -0
- package/dist/utils/time.js.map +1 -0
- package/dist/utils/validation.d.ts +107 -0
- package/dist/utils/validation.d.ts.map +1 -0
- package/dist/utils/validation.js +248 -0
- package/dist/utils/validation.js.map +1 -0
- package/package.json +79 -0
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/**
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* Main game state management hook for Sudoku gameplay
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*/
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import { useCallback, useMemo, useReducer } from 'react';
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import { DEFAULT_GAME_SETTINGS, DEFAULT_SCRAMBLE_CONFIG } from '../types';
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import { cloneBoard, createGameBoard, getBoardStateString, getPencilmarksString, } from '../utils/board';
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import { noScramble, scrambleBoard } from '../utils/scramble';
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import { autoRemovePencilmarks, clearHighlights, isGameComplete, isValueCorrect, updateCellErrors, updateCellHighlights, } from '../utils/validation';
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// ============================================================================
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// Initial State
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// ============================================================================
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const createEmptyBoard = () => {
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const board = [];
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for (let row = 0; row < 9; row++) {
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const rowCells = [];
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for (let col = 0; col < 9; col++) {
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rowCells.push({
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row,
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column: col,
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value: null,
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isClue: false,
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isError: false,
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pencilmarks: new Set(),
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isSelected: false,
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isHighlighted: false,
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isSameValue: false,
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});
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}
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board.push(rowCells);
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}
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return board;
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};
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const createInitialState = () => ({
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board: createEmptyBoard(),
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originalPuzzle: '',
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solution: '',
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scrambledPuzzle: '',
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scrambledSolution: '',
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digitMapping: new Map(),
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undoStack: [],
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redoStack: [],
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selectedCell: null,
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settings: { ...DEFAULT_GAME_SETTINGS },
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status: 'idle',
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mistakeCount: 0,
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maxMistakes: 3,
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elapsedTime: 0,
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hintMode: false,
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boardUuid: null,
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levelUuid: null,
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});
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// ============================================================================
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// Reducer
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// ============================================================================
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function gameReducer(state, action) {
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switch (action.type) {
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case 'LOAD_BOARD': {
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const { puzzle, solution, scramble, scrambleConfig, boardUuid, levelUuid, } = action;
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// Apply scrambling if requested
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const scrambleResult = scramble
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? scrambleBoard(puzzle, solution, scrambleConfig ?? DEFAULT_SCRAMBLE_CONFIG)
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: noScramble(puzzle, solution);
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// Create the game board from scrambled puzzle
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const board = createGameBoard(scrambleResult.puzzle, scrambleResult.solution);
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return {
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...createInitialState(),
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// Preserve settings and maxMistakes from current state
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settings: state.settings,
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maxMistakes: state.maxMistakes,
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board,
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originalPuzzle: puzzle,
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solution,
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scrambledPuzzle: scrambleResult.puzzle,
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scrambledSolution: scrambleResult.solution,
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digitMapping: scrambleResult.digitMapping,
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status: 'playing',
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boardUuid: boardUuid ?? null,
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levelUuid: levelUuid ?? null,
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};
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}
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case 'SELECT_CELL': {
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const { row, column } = action;
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let newBoard = cloneBoard(state.board);
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newBoard = updateCellHighlights(newBoard, row, column, state.settings.highlightRelatedCells, state.settings.highlightSameNumbers);
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return {
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...state,
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board: newBoard,
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selectedCell: { row, column },
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};
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}
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case 'DESELECT_CELL': {
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return {
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...state,
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board: clearHighlights(state.board),
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selectedCell: null,
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};
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}
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case 'SET_VALUE': {
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if (!state.selectedCell || state.status !== 'playing')
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return state;
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const { row, column } = state.selectedCell;
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const cell = state.board[row]?.[column];
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if (!cell || cell.isClue)
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return state;
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const { value } = action;
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if (value < 1 || value > 9)
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return state;
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// Check if this is a mistake
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const isCorrect = isValueCorrect(state.scrambledSolution, row, column, value);
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const isMistake = !isCorrect && state.settings.showErrors;
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// Create move for undo
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const move = {
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row,
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column,
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previousValue: cell.value,
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newValue: value,
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previousPencilmarks: new Set(cell.pencilmarks),
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newPencilmarks: new Set(), // Clear pencilmarks when setting value
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type: 'value',
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};
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// Clone and update board
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let newBoard = cloneBoard(state.board);
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const newCell = newBoard[row]?.[column];
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if (newCell) {
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newCell.value = value;
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newCell.pencilmarks = new Set();
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newCell.isError = isMistake;
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}
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// Auto-remove pencilmarks from related cells
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if (state.settings.autoRemovePencilmarks) {
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newBoard = autoRemovePencilmarks(newBoard, row, column, value);
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}
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// Update highlights
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newBoard = updateCellHighlights(newBoard, row, column, state.settings.highlightRelatedCells, state.settings.highlightSameNumbers);
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// Check for completion
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const complete = isGameComplete(newBoard, state.scrambledSolution);
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const newMistakeCount = state.mistakeCount + (isMistake ? 1 : 0);
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const gameOver = state.maxMistakes > 0 && newMistakeCount >= state.maxMistakes;
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return {
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...state,
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board: newBoard,
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undoStack: [...state.undoStack, move],
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redoStack: [], // Clear redo stack on new move
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mistakeCount: newMistakeCount,
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status: complete ? 'completed' : gameOver ? 'failed' : state.status,
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};
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}
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case 'CLEAR_VALUE': {
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if (!state.selectedCell || state.status !== 'playing')
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return state;
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const { row, column } = state.selectedCell;
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const cell = state.board[row]?.[column];
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if (!cell || cell.isClue || cell.value === null)
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return state;
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// Create move for undo
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const move = {
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row,
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column,
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previousValue: cell.value,
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newValue: null,
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previousPencilmarks: new Set(cell.pencilmarks),
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newPencilmarks: new Set(cell.pencilmarks),
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type: 'value',
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};
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// Clone and update board
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let newBoard = cloneBoard(state.board);
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const newCell = newBoard[row]?.[column];
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if (newCell) {
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newCell.value = null;
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newCell.isError = false;
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}
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// Update highlights
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newBoard = updateCellHighlights(newBoard, row, column, state.settings.highlightRelatedCells, state.settings.highlightSameNumbers);
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return {
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...state,
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board: newBoard,
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undoStack: [...state.undoStack, move],
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redoStack: [],
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};
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}
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case 'TOGGLE_PENCILMARK': {
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if (!state.selectedCell || state.status !== 'playing')
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return state;
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const { row, column } = state.selectedCell;
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const cell = state.board[row]?.[column];
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if (!cell || cell.isClue || cell.value !== null)
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return state;
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const { value } = action;
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if (value < 1 || value > 9)
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return state;
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const newPencilmarks = new Set(cell.pencilmarks);
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if (newPencilmarks.has(value)) {
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newPencilmarks.delete(value);
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}
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else {
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newPencilmarks.add(value);
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}
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// Create move for undo
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const move = {
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row,
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column,
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previousValue: null,
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newValue: null,
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previousPencilmarks: new Set(cell.pencilmarks),
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newPencilmarks: new Set(newPencilmarks),
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type: 'pencilmark',
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};
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// Clone and update board
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const newBoard = cloneBoard(state.board);
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const newCell = newBoard[row]?.[column];
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if (newCell) {
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newCell.pencilmarks = newPencilmarks;
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}
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return {
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...state,
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board: newBoard,
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undoStack: [...state.undoStack, move],
|
|
218
|
+
redoStack: [],
|
|
219
|
+
};
|
|
220
|
+
}
|
|
221
|
+
case 'SET_PENCILMARKS': {
|
|
222
|
+
if (!state.selectedCell || state.status !== 'playing')
|
|
223
|
+
return state;
|
|
224
|
+
const { row, column } = state.selectedCell;
|
|
225
|
+
const cell = state.board[row]?.[column];
|
|
226
|
+
if (!cell || cell.isClue || cell.value !== null)
|
|
227
|
+
return state;
|
|
228
|
+
const newPencilmarks = new Set(action.values.filter(v => v >= 1 && v <= 9));
|
|
229
|
+
// Create move for undo
|
|
230
|
+
const move = {
|
|
231
|
+
row,
|
|
232
|
+
column,
|
|
233
|
+
previousValue: null,
|
|
234
|
+
newValue: null,
|
|
235
|
+
previousPencilmarks: new Set(cell.pencilmarks),
|
|
236
|
+
newPencilmarks: new Set(newPencilmarks),
|
|
237
|
+
type: 'pencilmark',
|
|
238
|
+
};
|
|
239
|
+
// Clone and update board
|
|
240
|
+
const newBoard = cloneBoard(state.board);
|
|
241
|
+
const newCell = newBoard[row]?.[column];
|
|
242
|
+
if (newCell) {
|
|
243
|
+
newCell.pencilmarks = newPencilmarks;
|
|
244
|
+
}
|
|
245
|
+
return {
|
|
246
|
+
...state,
|
|
247
|
+
board: newBoard,
|
|
248
|
+
undoStack: [...state.undoStack, move],
|
|
249
|
+
redoStack: [],
|
|
250
|
+
};
|
|
251
|
+
}
|
|
252
|
+
case 'CLEAR_PENCILMARKS': {
|
|
253
|
+
if (!state.selectedCell || state.status !== 'playing')
|
|
254
|
+
return state;
|
|
255
|
+
const { row, column } = state.selectedCell;
|
|
256
|
+
const cell = state.board[row]?.[column];
|
|
257
|
+
if (!cell || cell.isClue || cell.pencilmarks.size === 0)
|
|
258
|
+
return state;
|
|
259
|
+
// Create move for undo
|
|
260
|
+
const move = {
|
|
261
|
+
row,
|
|
262
|
+
column,
|
|
263
|
+
previousValue: cell.value,
|
|
264
|
+
newValue: cell.value,
|
|
265
|
+
previousPencilmarks: new Set(cell.pencilmarks),
|
|
266
|
+
newPencilmarks: new Set(),
|
|
267
|
+
type: 'pencilmark',
|
|
268
|
+
};
|
|
269
|
+
// Clone and update board
|
|
270
|
+
const newBoard = cloneBoard(state.board);
|
|
271
|
+
const newCell = newBoard[row]?.[column];
|
|
272
|
+
if (newCell) {
|
|
273
|
+
newCell.pencilmarks = new Set();
|
|
274
|
+
}
|
|
275
|
+
return {
|
|
276
|
+
...state,
|
|
277
|
+
board: newBoard,
|
|
278
|
+
undoStack: [...state.undoStack, move],
|
|
279
|
+
redoStack: [],
|
|
280
|
+
};
|
|
281
|
+
}
|
|
282
|
+
case 'UNDO': {
|
|
283
|
+
if (state.undoStack.length === 0 || state.status !== 'playing')
|
|
284
|
+
return state;
|
|
285
|
+
const move = state.undoStack[state.undoStack.length - 1];
|
|
286
|
+
if (!move)
|
|
287
|
+
return state;
|
|
288
|
+
// Clone and restore previous state
|
|
289
|
+
let newBoard = cloneBoard(state.board);
|
|
290
|
+
const cell = newBoard[move.row]?.[move.column];
|
|
291
|
+
if (cell) {
|
|
292
|
+
cell.value = move.previousValue;
|
|
293
|
+
cell.pencilmarks = new Set(move.previousPencilmarks);
|
|
294
|
+
cell.isError = false; // Clear error on undo
|
|
295
|
+
}
|
|
296
|
+
// Update errors based on settings
|
|
297
|
+
newBoard = updateCellErrors(newBoard, state.scrambledSolution, state.settings.showErrors);
|
|
298
|
+
// Update highlights if there's a selected cell
|
|
299
|
+
if (state.selectedCell) {
|
|
300
|
+
newBoard = updateCellHighlights(newBoard, state.selectedCell.row, state.selectedCell.column, state.settings.highlightRelatedCells, state.settings.highlightSameNumbers);
|
|
301
|
+
}
|
|
302
|
+
return {
|
|
303
|
+
...state,
|
|
304
|
+
board: newBoard,
|
|
305
|
+
undoStack: state.undoStack.slice(0, -1),
|
|
306
|
+
redoStack: [...state.redoStack, move],
|
|
307
|
+
};
|
|
308
|
+
}
|
|
309
|
+
case 'REDO': {
|
|
310
|
+
if (state.redoStack.length === 0 || state.status !== 'playing')
|
|
311
|
+
return state;
|
|
312
|
+
const move = state.redoStack[state.redoStack.length - 1];
|
|
313
|
+
if (!move)
|
|
314
|
+
return state;
|
|
315
|
+
// Clone and restore next state
|
|
316
|
+
let newBoard = cloneBoard(state.board);
|
|
317
|
+
const cell = newBoard[move.row]?.[move.column];
|
|
318
|
+
if (cell) {
|
|
319
|
+
cell.value = move.newValue;
|
|
320
|
+
cell.pencilmarks = new Set(move.newPencilmarks);
|
|
321
|
+
}
|
|
322
|
+
// Update errors based on settings
|
|
323
|
+
newBoard = updateCellErrors(newBoard, state.scrambledSolution, state.settings.showErrors);
|
|
324
|
+
// Update highlights if there's a selected cell
|
|
325
|
+
if (state.selectedCell) {
|
|
326
|
+
newBoard = updateCellHighlights(newBoard, state.selectedCell.row, state.selectedCell.column, state.settings.highlightRelatedCells, state.settings.highlightSameNumbers);
|
|
327
|
+
}
|
|
328
|
+
return {
|
|
329
|
+
...state,
|
|
330
|
+
board: newBoard,
|
|
331
|
+
undoStack: [...state.undoStack, move],
|
|
332
|
+
redoStack: state.redoStack.slice(0, -1),
|
|
333
|
+
};
|
|
334
|
+
}
|
|
335
|
+
case 'UPDATE_SETTINGS': {
|
|
336
|
+
const newSettings = { ...state.settings, ...action.settings };
|
|
337
|
+
// If showErrors changed, update error states
|
|
338
|
+
let newBoard = state.board;
|
|
339
|
+
if (action.settings.showErrors !== undefined) {
|
|
340
|
+
newBoard = updateCellErrors(cloneBoard(state.board), state.scrambledSolution, newSettings.showErrors);
|
|
341
|
+
}
|
|
342
|
+
// If highlight settings changed and there's a selected cell, update highlights
|
|
343
|
+
if ((action.settings.highlightRelatedCells !== undefined ||
|
|
344
|
+
action.settings.highlightSameNumbers !== undefined) &&
|
|
345
|
+
state.selectedCell) {
|
|
346
|
+
newBoard = updateCellHighlights(newBoard === state.board ? cloneBoard(state.board) : newBoard, state.selectedCell.row, state.selectedCell.column, newSettings.highlightRelatedCells, newSettings.highlightSameNumbers);
|
|
347
|
+
}
|
|
348
|
+
return {
|
|
349
|
+
...state,
|
|
350
|
+
board: newBoard,
|
|
351
|
+
settings: newSettings,
|
|
352
|
+
};
|
|
353
|
+
}
|
|
354
|
+
case 'PAUSE': {
|
|
355
|
+
if (state.status !== 'playing')
|
|
356
|
+
return state;
|
|
357
|
+
return { ...state, status: 'paused' };
|
|
358
|
+
}
|
|
359
|
+
case 'RESUME': {
|
|
360
|
+
if (state.status !== 'paused')
|
|
361
|
+
return state;
|
|
362
|
+
return { ...state, status: 'playing' };
|
|
363
|
+
}
|
|
364
|
+
case 'RESET': {
|
|
365
|
+
if (!state.scrambledPuzzle)
|
|
366
|
+
return state;
|
|
367
|
+
const newBoard = createGameBoard(state.scrambledPuzzle, state.scrambledSolution);
|
|
368
|
+
return {
|
|
369
|
+
...state,
|
|
370
|
+
board: newBoard,
|
|
371
|
+
undoStack: [],
|
|
372
|
+
redoStack: [],
|
|
373
|
+
selectedCell: null,
|
|
374
|
+
status: 'playing',
|
|
375
|
+
mistakeCount: 0,
|
|
376
|
+
elapsedTime: 0,
|
|
377
|
+
hintMode: false,
|
|
378
|
+
};
|
|
379
|
+
}
|
|
380
|
+
case 'TICK': {
|
|
381
|
+
if (state.status !== 'playing')
|
|
382
|
+
return state;
|
|
383
|
+
return { ...state, elapsedTime: action.seconds };
|
|
384
|
+
}
|
|
385
|
+
case 'SET_HINT_MODE': {
|
|
386
|
+
return { ...state, hintMode: action.enabled };
|
|
387
|
+
}
|
|
388
|
+
default:
|
|
389
|
+
return state;
|
|
390
|
+
}
|
|
391
|
+
}
|
|
392
|
+
/**
|
|
393
|
+
* Main hook for managing Sudoku game state
|
|
394
|
+
*
|
|
395
|
+
* @param options - Hook options
|
|
396
|
+
* @returns Game state and actions
|
|
397
|
+
*
|
|
398
|
+
* @example
|
|
399
|
+
* ```tsx
|
|
400
|
+
* function GameScreen() {
|
|
401
|
+
* const {
|
|
402
|
+
* state,
|
|
403
|
+
* loadBoard,
|
|
404
|
+
* selectCell,
|
|
405
|
+
* setValue,
|
|
406
|
+
* isComplete,
|
|
407
|
+
* } = useGame({ maxMistakes: 3 });
|
|
408
|
+
*
|
|
409
|
+
* useEffect(() => {
|
|
410
|
+
* // Load a puzzle from the API
|
|
411
|
+
* loadBoard(puzzle, solution, { scramble: true });
|
|
412
|
+
* }, []);
|
|
413
|
+
*
|
|
414
|
+
* if (isComplete) {
|
|
415
|
+
* return <Congratulations />;
|
|
416
|
+
* }
|
|
417
|
+
*
|
|
418
|
+
* return (
|
|
419
|
+
* <Board
|
|
420
|
+
* cells={state.board}
|
|
421
|
+
* onCellPress={(row, col) => selectCell(row, col)}
|
|
422
|
+
* />
|
|
423
|
+
* );
|
|
424
|
+
* }
|
|
425
|
+
* ```
|
|
426
|
+
*/
|
|
427
|
+
export function useGame(options = {}) {
|
|
428
|
+
const { maxMistakes = 3, initialSettings } = options;
|
|
429
|
+
const [state, dispatch] = useReducer(gameReducer, undefined, () => {
|
|
430
|
+
const initial = createInitialState();
|
|
431
|
+
initial.maxMistakes = maxMistakes;
|
|
432
|
+
if (initialSettings) {
|
|
433
|
+
initial.settings = { ...initial.settings, ...initialSettings };
|
|
434
|
+
}
|
|
435
|
+
return initial;
|
|
436
|
+
});
|
|
437
|
+
// Memoized computed values
|
|
438
|
+
const isActive = useMemo(() => state.status === 'playing' || state.status === 'paused', [state.status]);
|
|
439
|
+
const isComplete = useMemo(() => state.status === 'completed', [state.status]);
|
|
440
|
+
const isFailed = useMemo(() => state.status === 'failed', [state.status]);
|
|
441
|
+
const canUndo = useMemo(() => state.undoStack.length > 0 && state.status === 'playing', [state.undoStack.length, state.status]);
|
|
442
|
+
const canRedo = useMemo(() => state.redoStack.length > 0 && state.status === 'playing', [state.redoStack.length, state.status]);
|
|
443
|
+
// Actions
|
|
444
|
+
const loadBoard = useCallback((puzzle, solution, opts) => {
|
|
445
|
+
const action = {
|
|
446
|
+
type: 'LOAD_BOARD',
|
|
447
|
+
puzzle,
|
|
448
|
+
solution,
|
|
449
|
+
scramble: opts?.scramble ?? true,
|
|
450
|
+
};
|
|
451
|
+
if (opts?.scrambleConfig !== undefined) {
|
|
452
|
+
action.scrambleConfig =
|
|
453
|
+
opts.scrambleConfig;
|
|
454
|
+
}
|
|
455
|
+
if (opts?.boardUuid !== undefined) {
|
|
456
|
+
action.boardUuid = opts.boardUuid;
|
|
457
|
+
}
|
|
458
|
+
if (opts?.levelUuid !== undefined) {
|
|
459
|
+
action.levelUuid = opts.levelUuid;
|
|
460
|
+
}
|
|
461
|
+
dispatch(action);
|
|
462
|
+
}, []);
|
|
463
|
+
const selectCell = useCallback((row, column) => {
|
|
464
|
+
dispatch({ type: 'SELECT_CELL', row, column });
|
|
465
|
+
}, []);
|
|
466
|
+
const deselectCell = useCallback(() => {
|
|
467
|
+
dispatch({ type: 'DESELECT_CELL' });
|
|
468
|
+
}, []);
|
|
469
|
+
const setValue = useCallback((value) => {
|
|
470
|
+
dispatch({ type: 'SET_VALUE', value });
|
|
471
|
+
}, []);
|
|
472
|
+
const clearValue = useCallback(() => {
|
|
473
|
+
dispatch({ type: 'CLEAR_VALUE' });
|
|
474
|
+
}, []);
|
|
475
|
+
const togglePencilmark = useCallback((value) => {
|
|
476
|
+
dispatch({ type: 'TOGGLE_PENCILMARK', value });
|
|
477
|
+
}, []);
|
|
478
|
+
const setPencilmarks = useCallback((values) => {
|
|
479
|
+
dispatch({ type: 'SET_PENCILMARKS', values });
|
|
480
|
+
}, []);
|
|
481
|
+
const clearPencilmarks = useCallback(() => {
|
|
482
|
+
dispatch({ type: 'CLEAR_PENCILMARKS' });
|
|
483
|
+
}, []);
|
|
484
|
+
const undo = useCallback(() => {
|
|
485
|
+
dispatch({ type: 'UNDO' });
|
|
486
|
+
}, []);
|
|
487
|
+
const redo = useCallback(() => {
|
|
488
|
+
dispatch({ type: 'REDO' });
|
|
489
|
+
}, []);
|
|
490
|
+
const updateSettings = useCallback((settings) => {
|
|
491
|
+
dispatch({ type: 'UPDATE_SETTINGS', settings });
|
|
492
|
+
}, []);
|
|
493
|
+
const pause = useCallback(() => {
|
|
494
|
+
dispatch({ type: 'PAUSE' });
|
|
495
|
+
}, []);
|
|
496
|
+
const resume = useCallback(() => {
|
|
497
|
+
dispatch({ type: 'RESUME' });
|
|
498
|
+
}, []);
|
|
499
|
+
const reset = useCallback(() => {
|
|
500
|
+
dispatch({ type: 'RESET' });
|
|
501
|
+
}, []);
|
|
502
|
+
const tick = useCallback((seconds) => {
|
|
503
|
+
dispatch({ type: 'TICK', seconds });
|
|
504
|
+
}, []);
|
|
505
|
+
const setHintMode = useCallback((enabled) => {
|
|
506
|
+
dispatch({ type: 'SET_HINT_MODE', enabled });
|
|
507
|
+
}, []);
|
|
508
|
+
// Computed values for solver integration
|
|
509
|
+
const getBoardString = useCallback(() => {
|
|
510
|
+
return getBoardStateString(state.board);
|
|
511
|
+
}, [state.board]);
|
|
512
|
+
const getPencilmarksStringValue = useCallback(() => {
|
|
513
|
+
return getPencilmarksString(state.board);
|
|
514
|
+
}, [state.board]);
|
|
515
|
+
const getOriginalPuzzle = useCallback(() => {
|
|
516
|
+
return state.scrambledPuzzle;
|
|
517
|
+
}, [state.scrambledPuzzle]);
|
|
518
|
+
return {
|
|
519
|
+
state,
|
|
520
|
+
isActive,
|
|
521
|
+
isComplete,
|
|
522
|
+
isFailed,
|
|
523
|
+
canUndo,
|
|
524
|
+
canRedo,
|
|
525
|
+
loadBoard,
|
|
526
|
+
selectCell,
|
|
527
|
+
deselectCell,
|
|
528
|
+
setValue,
|
|
529
|
+
clearValue,
|
|
530
|
+
togglePencilmark,
|
|
531
|
+
setPencilmarks,
|
|
532
|
+
clearPencilmarks,
|
|
533
|
+
undo,
|
|
534
|
+
redo,
|
|
535
|
+
updateSettings,
|
|
536
|
+
pause,
|
|
537
|
+
resume,
|
|
538
|
+
reset,
|
|
539
|
+
tick,
|
|
540
|
+
setHintMode,
|
|
541
|
+
getBoardString,
|
|
542
|
+
getPencilmarksString: getPencilmarksStringValue,
|
|
543
|
+
getOriginalPuzzle,
|
|
544
|
+
};
|
|
545
|
+
}
|
|
546
|
+
//# sourceMappingURL=useGame.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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@@ -0,0 +1,63 @@
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1
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+
/**
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2
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+
* Hook for persisting game state to localStorage
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3
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+
*
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4
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+
* Saves game progress automatically so users can resume where they left off
|
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5
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+
*/
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6
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+
import type { GamePersistenceKey, SavedGameState } from '../types/gamePersistence';
|
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7
|
+
export interface UseGamePersistenceOptions {
|
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8
|
+
/** Puzzle identifier */
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9
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+
puzzleKey: GamePersistenceKey | null;
|
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10
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+
/** Whether auto-save is enabled */
|
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11
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+
autoSave?: boolean;
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12
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+
/** Debounce delay in ms for auto-save */
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13
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+
debounceMs?: number;
|
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14
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+
}
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15
|
+
export interface UseGamePersistenceResult {
|
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16
|
+
/** Load saved game state */
|
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17
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+
loadGame: () => SavedGameState | null;
|
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18
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+
/** Save current game state */
|
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19
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+
saveGame: (state: Omit<SavedGameState, 'savedAt'>) => void;
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20
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+
/** Clear saved game state */
|
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21
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+
clearGame: () => void;
|
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22
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+
/** Check if saved game exists */
|
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23
|
+
hasSavedGame: () => boolean;
|
|
24
|
+
}
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25
|
+
/**
|
|
26
|
+
* Hook for persisting individual game progress
|
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27
|
+
*
|
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28
|
+
* @param options - Hook options
|
|
29
|
+
* @returns Functions to load, save, and clear game state
|
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30
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+
*
|
|
31
|
+
* @example
|
|
32
|
+
* ```tsx
|
|
33
|
+
* const { loadGame, saveGame, clearGame } = useGamePersistence({
|
|
34
|
+
* puzzleKey: { type: 'daily', id: '2024-01-15' },
|
|
35
|
+
* autoSave: true,
|
|
36
|
+
* });
|
|
37
|
+
*
|
|
38
|
+
* // On mount, try to restore saved state
|
|
39
|
+
* useEffect(() => {
|
|
40
|
+
* const saved = loadGame();
|
|
41
|
+
* if (saved) {
|
|
42
|
+
* // Restore game state
|
|
43
|
+
* }
|
|
44
|
+
* }, []);
|
|
45
|
+
*
|
|
46
|
+
* // Save after each move
|
|
47
|
+
* useEffect(() => {
|
|
48
|
+
* saveGame({ inputString, pencilmarksString, isPencilMode });
|
|
49
|
+
* }, [inputString, pencilmarksString, isPencilMode]);
|
|
50
|
+
* ```
|
|
51
|
+
*/
|
|
52
|
+
export declare function useGamePersistence({ puzzleKey, }: UseGamePersistenceOptions): UseGamePersistenceResult;
|
|
53
|
+
/**
|
|
54
|
+
* Hook that auto-saves game state with debouncing
|
|
55
|
+
*
|
|
56
|
+
* @param puzzleKey - Key identifying the puzzle
|
|
57
|
+
* @param getCurrentState - Function to get current game state
|
|
58
|
+
* @param dependencies - Dependencies that trigger save
|
|
59
|
+
* @param debounceMs - Debounce delay in ms (default: 1000)
|
|
60
|
+
*/
|
|
61
|
+
export declare function useAutoSave(puzzleKey: GamePersistenceKey | null, getCurrentState: () => Omit<SavedGameState, 'savedAt'> | null, dependencies: unknown[], debounceMs?: number): void;
|
|
62
|
+
export type { SavedGameState, GamePersistenceKey };
|
|
63
|
+
//# sourceMappingURL=useGamePersistence.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|