@sudobility/sudojo_lib 0.0.4

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Files changed (141) hide show
  1. package/dist/hooks/index.d.ts +27 -0
  2. package/dist/hooks/index.d.ts.map +1 -0
  3. package/dist/hooks/index.js +27 -0
  4. package/dist/hooks/index.js.map +1 -0
  5. package/dist/hooks/useDailyGame.d.ts +64 -0
  6. package/dist/hooks/useDailyGame.d.ts.map +1 -0
  7. package/dist/hooks/useDailyGame.js +120 -0
  8. package/dist/hooks/useDailyGame.js.map +1 -0
  9. package/dist/hooks/useGame.d.ts +104 -0
  10. package/dist/hooks/useGame.d.ts.map +1 -0
  11. package/dist/hooks/useGame.js +546 -0
  12. package/dist/hooks/useGame.js.map +1 -0
  13. package/dist/hooks/useGamePersistence.d.ts +63 -0
  14. package/dist/hooks/useGamePersistence.d.ts.map +1 -0
  15. package/dist/hooks/useGamePersistence.js +124 -0
  16. package/dist/hooks/useGamePersistence.js.map +1 -0
  17. package/dist/hooks/useGameTeaching.d.ts +89 -0
  18. package/dist/hooks/useGameTeaching.d.ts.map +1 -0
  19. package/dist/hooks/useGameTeaching.js +230 -0
  20. package/dist/hooks/useGameTeaching.js.map +1 -0
  21. package/dist/hooks/useGameTimer.d.ts +43 -0
  22. package/dist/hooks/useGameTimer.d.ts.map +1 -0
  23. package/dist/hooks/useGameTimer.js +68 -0
  24. package/dist/hooks/useGameTimer.js.map +1 -0
  25. package/dist/hooks/useHint.d.ts +105 -0
  26. package/dist/hooks/useHint.d.ts.map +1 -0
  27. package/dist/hooks/useHint.js +179 -0
  28. package/dist/hooks/useHint.js.map +1 -0
  29. package/dist/hooks/useLearning.d.ts +100 -0
  30. package/dist/hooks/useLearning.d.ts.map +1 -0
  31. package/dist/hooks/useLearning.js +127 -0
  32. package/dist/hooks/useLearning.js.map +1 -0
  33. package/dist/hooks/useLevelGame.d.ts +68 -0
  34. package/dist/hooks/useLevelGame.d.ts.map +1 -0
  35. package/dist/hooks/useLevelGame.js +128 -0
  36. package/dist/hooks/useLevelGame.js.map +1 -0
  37. package/dist/hooks/useLevels.d.ts +93 -0
  38. package/dist/hooks/useLevels.d.ts.map +1 -0
  39. package/dist/hooks/useLevels.js +98 -0
  40. package/dist/hooks/useLevels.js.map +1 -0
  41. package/dist/hooks/useLocalStorage.d.ts +26 -0
  42. package/dist/hooks/useLocalStorage.d.ts.map +1 -0
  43. package/dist/hooks/useLocalStorage.js +75 -0
  44. package/dist/hooks/useLocalStorage.js.map +1 -0
  45. package/dist/hooks/useSudoku.d.ts +125 -0
  46. package/dist/hooks/useSudoku.d.ts.map +1 -0
  47. package/dist/hooks/useSudoku.js +655 -0
  48. package/dist/hooks/useSudoku.js.map +1 -0
  49. package/dist/hooks/useTechniques.d.ts +92 -0
  50. package/dist/hooks/useTechniques.d.ts.map +1 -0
  51. package/dist/hooks/useTechniques.js +108 -0
  52. package/dist/hooks/useTechniques.js.map +1 -0
  53. package/dist/index.d.ts +42 -0
  54. package/dist/index.d.ts.map +1 -0
  55. package/dist/index.js +64 -0
  56. package/dist/index.js.map +1 -0
  57. package/dist/test/setup.d.ts +2 -0
  58. package/dist/test/setup.d.ts.map +1 -0
  59. package/dist/test/setup.js +35 -0
  60. package/dist/test/setup.js.map +1 -0
  61. package/dist/types/display.d.ts +142 -0
  62. package/dist/types/display.d.ts.map +1 -0
  63. package/dist/types/display.js +94 -0
  64. package/dist/types/display.js.map +1 -0
  65. package/dist/types/game.d.ts +201 -0
  66. package/dist/types/game.d.ts.map +1 -0
  67. package/dist/types/game.js +26 -0
  68. package/dist/types/game.js.map +1 -0
  69. package/dist/types/gamePersistence.d.ts +31 -0
  70. package/dist/types/gamePersistence.d.ts.map +1 -0
  71. package/dist/types/gamePersistence.js +15 -0
  72. package/dist/types/gamePersistence.js.map +1 -0
  73. package/dist/types/index.d.ts +18 -0
  74. package/dist/types/index.d.ts.map +1 -0
  75. package/dist/types/index.js +11 -0
  76. package/dist/types/index.js.map +1 -0
  77. package/dist/types/progress.d.ts +43 -0
  78. package/dist/types/progress.d.ts.map +1 -0
  79. package/dist/types/progress.js +19 -0
  80. package/dist/types/progress.js.map +1 -0
  81. package/dist/types/settings.d.ts +19 -0
  82. package/dist/types/settings.d.ts.map +1 -0
  83. package/dist/types/settings.js +12 -0
  84. package/dist/types/settings.js.map +1 -0
  85. package/dist/types/subscription.d.ts +27 -0
  86. package/dist/types/subscription.d.ts.map +1 -0
  87. package/dist/types/subscription.js +8 -0
  88. package/dist/types/subscription.js.map +1 -0
  89. package/dist/types/sudoku.d.ts +147 -0
  90. package/dist/types/sudoku.d.ts.map +1 -0
  91. package/dist/types/sudoku.js +125 -0
  92. package/dist/types/sudoku.js.map +1 -0
  93. package/dist/utils/auth.d.ts +25 -0
  94. package/dist/utils/auth.d.ts.map +1 -0
  95. package/dist/utils/auth.js +47 -0
  96. package/dist/utils/auth.js.map +1 -0
  97. package/dist/utils/board.d.ts +116 -0
  98. package/dist/utils/board.d.ts.map +1 -0
  99. package/dist/utils/board.js +291 -0
  100. package/dist/utils/board.js.map +1 -0
  101. package/dist/utils/index.d.ts +18 -0
  102. package/dist/utils/index.d.ts.map +1 -0
  103. package/dist/utils/index.js +23 -0
  104. package/dist/utils/index.js.map +1 -0
  105. package/dist/utils/progress.d.ts +44 -0
  106. package/dist/utils/progress.d.ts.map +1 -0
  107. package/dist/utils/progress.js +104 -0
  108. package/dist/utils/progress.js.map +1 -0
  109. package/dist/utils/scramble.d.ts +35 -0
  110. package/dist/utils/scramble.d.ts.map +1 -0
  111. package/dist/utils/scramble.js +270 -0
  112. package/dist/utils/scramble.js.map +1 -0
  113. package/dist/utils/subscription.d.ts +82 -0
  114. package/dist/utils/subscription.d.ts.map +1 -0
  115. package/dist/utils/subscription.js +117 -0
  116. package/dist/utils/subscription.js.map +1 -0
  117. package/dist/utils/sudokuPresenter.d.ts +62 -0
  118. package/dist/utils/sudokuPresenter.d.ts.map +1 -0
  119. package/dist/utils/sudokuPresenter.js +403 -0
  120. package/dist/utils/sudokuPresenter.js.map +1 -0
  121. package/dist/utils/sudokuScrambler.d.ts +61 -0
  122. package/dist/utils/sudokuScrambler.d.ts.map +1 -0
  123. package/dist/utils/sudokuScrambler.js +223 -0
  124. package/dist/utils/sudokuScrambler.js.map +1 -0
  125. package/dist/utils/technique.d.ts +41 -0
  126. package/dist/utils/technique.d.ts.map +1 -0
  127. package/dist/utils/technique.js +106 -0
  128. package/dist/utils/technique.js.map +1 -0
  129. package/dist/utils/theme.d.ts +31 -0
  130. package/dist/utils/theme.d.ts.map +1 -0
  131. package/dist/utils/theme.js +40 -0
  132. package/dist/utils/theme.js.map +1 -0
  133. package/dist/utils/time.d.ts +22 -0
  134. package/dist/utils/time.d.ts.map +1 -0
  135. package/dist/utils/time.js +41 -0
  136. package/dist/utils/time.js.map +1 -0
  137. package/dist/utils/validation.d.ts +107 -0
  138. package/dist/utils/validation.d.ts.map +1 -0
  139. package/dist/utils/validation.js +248 -0
  140. package/dist/utils/validation.js.map +1 -0
  141. package/package.json +79 -0
@@ -0,0 +1,546 @@
1
+ /**
2
+ * Main game state management hook for Sudoku gameplay
3
+ */
4
+ import { useCallback, useMemo, useReducer } from 'react';
5
+ import { DEFAULT_GAME_SETTINGS, DEFAULT_SCRAMBLE_CONFIG } from '../types';
6
+ import { cloneBoard, createGameBoard, getBoardStateString, getPencilmarksString, } from '../utils/board';
7
+ import { noScramble, scrambleBoard } from '../utils/scramble';
8
+ import { autoRemovePencilmarks, clearHighlights, isGameComplete, isValueCorrect, updateCellErrors, updateCellHighlights, } from '../utils/validation';
9
+ // ============================================================================
10
+ // Initial State
11
+ // ============================================================================
12
+ const createEmptyBoard = () => {
13
+ const board = [];
14
+ for (let row = 0; row < 9; row++) {
15
+ const rowCells = [];
16
+ for (let col = 0; col < 9; col++) {
17
+ rowCells.push({
18
+ row,
19
+ column: col,
20
+ value: null,
21
+ isClue: false,
22
+ isError: false,
23
+ pencilmarks: new Set(),
24
+ isSelected: false,
25
+ isHighlighted: false,
26
+ isSameValue: false,
27
+ });
28
+ }
29
+ board.push(rowCells);
30
+ }
31
+ return board;
32
+ };
33
+ const createInitialState = () => ({
34
+ board: createEmptyBoard(),
35
+ originalPuzzle: '',
36
+ solution: '',
37
+ scrambledPuzzle: '',
38
+ scrambledSolution: '',
39
+ digitMapping: new Map(),
40
+ undoStack: [],
41
+ redoStack: [],
42
+ selectedCell: null,
43
+ settings: { ...DEFAULT_GAME_SETTINGS },
44
+ status: 'idle',
45
+ mistakeCount: 0,
46
+ maxMistakes: 3,
47
+ elapsedTime: 0,
48
+ hintMode: false,
49
+ boardUuid: null,
50
+ levelUuid: null,
51
+ });
52
+ // ============================================================================
53
+ // Reducer
54
+ // ============================================================================
55
+ function gameReducer(state, action) {
56
+ switch (action.type) {
57
+ case 'LOAD_BOARD': {
58
+ const { puzzle, solution, scramble, scrambleConfig, boardUuid, levelUuid, } = action;
59
+ // Apply scrambling if requested
60
+ const scrambleResult = scramble
61
+ ? scrambleBoard(puzzle, solution, scrambleConfig ?? DEFAULT_SCRAMBLE_CONFIG)
62
+ : noScramble(puzzle, solution);
63
+ // Create the game board from scrambled puzzle
64
+ const board = createGameBoard(scrambleResult.puzzle, scrambleResult.solution);
65
+ return {
66
+ ...createInitialState(),
67
+ // Preserve settings and maxMistakes from current state
68
+ settings: state.settings,
69
+ maxMistakes: state.maxMistakes,
70
+ board,
71
+ originalPuzzle: puzzle,
72
+ solution,
73
+ scrambledPuzzle: scrambleResult.puzzle,
74
+ scrambledSolution: scrambleResult.solution,
75
+ digitMapping: scrambleResult.digitMapping,
76
+ status: 'playing',
77
+ boardUuid: boardUuid ?? null,
78
+ levelUuid: levelUuid ?? null,
79
+ };
80
+ }
81
+ case 'SELECT_CELL': {
82
+ const { row, column } = action;
83
+ let newBoard = cloneBoard(state.board);
84
+ newBoard = updateCellHighlights(newBoard, row, column, state.settings.highlightRelatedCells, state.settings.highlightSameNumbers);
85
+ return {
86
+ ...state,
87
+ board: newBoard,
88
+ selectedCell: { row, column },
89
+ };
90
+ }
91
+ case 'DESELECT_CELL': {
92
+ return {
93
+ ...state,
94
+ board: clearHighlights(state.board),
95
+ selectedCell: null,
96
+ };
97
+ }
98
+ case 'SET_VALUE': {
99
+ if (!state.selectedCell || state.status !== 'playing')
100
+ return state;
101
+ const { row, column } = state.selectedCell;
102
+ const cell = state.board[row]?.[column];
103
+ if (!cell || cell.isClue)
104
+ return state;
105
+ const { value } = action;
106
+ if (value < 1 || value > 9)
107
+ return state;
108
+ // Check if this is a mistake
109
+ const isCorrect = isValueCorrect(state.scrambledSolution, row, column, value);
110
+ const isMistake = !isCorrect && state.settings.showErrors;
111
+ // Create move for undo
112
+ const move = {
113
+ row,
114
+ column,
115
+ previousValue: cell.value,
116
+ newValue: value,
117
+ previousPencilmarks: new Set(cell.pencilmarks),
118
+ newPencilmarks: new Set(), // Clear pencilmarks when setting value
119
+ type: 'value',
120
+ };
121
+ // Clone and update board
122
+ let newBoard = cloneBoard(state.board);
123
+ const newCell = newBoard[row]?.[column];
124
+ if (newCell) {
125
+ newCell.value = value;
126
+ newCell.pencilmarks = new Set();
127
+ newCell.isError = isMistake;
128
+ }
129
+ // Auto-remove pencilmarks from related cells
130
+ if (state.settings.autoRemovePencilmarks) {
131
+ newBoard = autoRemovePencilmarks(newBoard, row, column, value);
132
+ }
133
+ // Update highlights
134
+ newBoard = updateCellHighlights(newBoard, row, column, state.settings.highlightRelatedCells, state.settings.highlightSameNumbers);
135
+ // Check for completion
136
+ const complete = isGameComplete(newBoard, state.scrambledSolution);
137
+ const newMistakeCount = state.mistakeCount + (isMistake ? 1 : 0);
138
+ const gameOver = state.maxMistakes > 0 && newMistakeCount >= state.maxMistakes;
139
+ return {
140
+ ...state,
141
+ board: newBoard,
142
+ undoStack: [...state.undoStack, move],
143
+ redoStack: [], // Clear redo stack on new move
144
+ mistakeCount: newMistakeCount,
145
+ status: complete ? 'completed' : gameOver ? 'failed' : state.status,
146
+ };
147
+ }
148
+ case 'CLEAR_VALUE': {
149
+ if (!state.selectedCell || state.status !== 'playing')
150
+ return state;
151
+ const { row, column } = state.selectedCell;
152
+ const cell = state.board[row]?.[column];
153
+ if (!cell || cell.isClue || cell.value === null)
154
+ return state;
155
+ // Create move for undo
156
+ const move = {
157
+ row,
158
+ column,
159
+ previousValue: cell.value,
160
+ newValue: null,
161
+ previousPencilmarks: new Set(cell.pencilmarks),
162
+ newPencilmarks: new Set(cell.pencilmarks),
163
+ type: 'value',
164
+ };
165
+ // Clone and update board
166
+ let newBoard = cloneBoard(state.board);
167
+ const newCell = newBoard[row]?.[column];
168
+ if (newCell) {
169
+ newCell.value = null;
170
+ newCell.isError = false;
171
+ }
172
+ // Update highlights
173
+ newBoard = updateCellHighlights(newBoard, row, column, state.settings.highlightRelatedCells, state.settings.highlightSameNumbers);
174
+ return {
175
+ ...state,
176
+ board: newBoard,
177
+ undoStack: [...state.undoStack, move],
178
+ redoStack: [],
179
+ };
180
+ }
181
+ case 'TOGGLE_PENCILMARK': {
182
+ if (!state.selectedCell || state.status !== 'playing')
183
+ return state;
184
+ const { row, column } = state.selectedCell;
185
+ const cell = state.board[row]?.[column];
186
+ if (!cell || cell.isClue || cell.value !== null)
187
+ return state;
188
+ const { value } = action;
189
+ if (value < 1 || value > 9)
190
+ return state;
191
+ const newPencilmarks = new Set(cell.pencilmarks);
192
+ if (newPencilmarks.has(value)) {
193
+ newPencilmarks.delete(value);
194
+ }
195
+ else {
196
+ newPencilmarks.add(value);
197
+ }
198
+ // Create move for undo
199
+ const move = {
200
+ row,
201
+ column,
202
+ previousValue: null,
203
+ newValue: null,
204
+ previousPencilmarks: new Set(cell.pencilmarks),
205
+ newPencilmarks: new Set(newPencilmarks),
206
+ type: 'pencilmark',
207
+ };
208
+ // Clone and update board
209
+ const newBoard = cloneBoard(state.board);
210
+ const newCell = newBoard[row]?.[column];
211
+ if (newCell) {
212
+ newCell.pencilmarks = newPencilmarks;
213
+ }
214
+ return {
215
+ ...state,
216
+ board: newBoard,
217
+ 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 @@
1
+ /**
2
+ * Hook for persisting game state to localStorage
3
+ *
4
+ * Saves game progress automatically so users can resume where they left off
5
+ */
6
+ import type { GamePersistenceKey, SavedGameState } from '../types/gamePersistence';
7
+ export interface UseGamePersistenceOptions {
8
+ /** Puzzle identifier */
9
+ puzzleKey: GamePersistenceKey | null;
10
+ /** Whether auto-save is enabled */
11
+ autoSave?: boolean;
12
+ /** Debounce delay in ms for auto-save */
13
+ debounceMs?: number;
14
+ }
15
+ export interface UseGamePersistenceResult {
16
+ /** Load saved game state */
17
+ loadGame: () => SavedGameState | null;
18
+ /** Save current game state */
19
+ saveGame: (state: Omit<SavedGameState, 'savedAt'>) => void;
20
+ /** Clear saved game state */
21
+ clearGame: () => void;
22
+ /** Check if saved game exists */
23
+ hasSavedGame: () => boolean;
24
+ }
25
+ /**
26
+ * Hook for persisting individual game progress
27
+ *
28
+ * @param options - Hook options
29
+ * @returns Functions to load, save, and clear game state
30
+ *
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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