refactor: separate score calculation from score management
BREAKING CHANGES: - Remove timeLimit from GameOptions (use gameOver function instead) - Remove finalScore from ScoreManager (pure data collection only) - Remove rows/cols parameters from useScore - Remove finalScore calculation logic from useScore hook ADDITIONS: - Create calculateMazeScore() utility function - ScoreManager now only returns raw metrics: timeValue, keystrokes, optimalSteps, efficiency, distToKey, distToExit - Score calculation moved to consumer (calculateMazeScore takes scoreManager + mazeSize) - Example app now uses calculateMazeScore to compute final score on game-won BENEFITS: - ScoreManager is now a pure data collector with no side effects - Scoring algorithm is reusable and testable in isolation - Game-over conditions fully controlled via gameOver option - Clear separation of concerns: collection vs calculation
This commit is contained in:
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-2
@@ -1,6 +1,7 @@
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import { useGame, version } from "../../src";
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import { useGame, version, calculateMazeScore } from "../../src";
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import { useKeyBindings } from "./useKeyBindings";
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import { useIsMobile } from "./useIsMobile";
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import { useMemo } from "react";
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import '../../src/game.css';
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function App() {
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@@ -10,7 +11,13 @@ function App() {
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const gameManager = useGame({ cols, rows }, useKeyBindings);
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const { containerRef, gameStatus, scoreManager } = gameManager;
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const { timeValue, keystrokes, optimalSteps, efficiency, finalScore } = scoreManager;
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const { timeValue, keystrokes, optimalSteps, efficiency } = scoreManager;
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const mazeSize = rows * cols;
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const finalScore = useMemo(
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() => gameStatus === "game-won" ? calculateMazeScore(scoreManager, mazeSize) : null,
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[gameStatus, scoreManager, mazeSize]
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);
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const formatTime = (ms: number) => {
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const seconds = Math.floor(ms / 1000);
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@@ -2,6 +2,7 @@ export * from './types';
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export * from './useGame';
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export * from './useGameStatus';
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export { gameInfo } from './gameInfo';
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export { calculateMazeScore } from './useScore';
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import { version } from '../package.json';
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export type { GameInfo } from './gameInfo';
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export { version };
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@@ -11,7 +11,6 @@ export * from './useScore/types';
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export type GameOptions = {
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rows: number;
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cols: number;
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timeLimit?: number;
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gameOver?: boolean | ((scoreManager: ScoreManager) => boolean);
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};
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+2
-2
@@ -6,7 +6,7 @@ import { useHeroRender } from './useCursor';
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import { useScore } from './useScore';
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export function useGame(options: GameOptions, platformHook?: unknown): GameManager {
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const { cols, rows, timeLimit = 600, gameOver } = options;
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const { cols, rows, gameOver } = options;
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const board = useBoard(cols, rows);
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const { containerRef, renderBoard } = board;
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const gameStatusManager = useGameStatus();
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@@ -14,7 +14,7 @@ export function useGame(options: GameOptions, platformHook?: unknown): GameManag
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const hero = cursor.hero;
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const renderer = useHeroRender({ gameStatus: gameStatusManager.gameStatus, board, hero });
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const scoreManager = useScore({ board, hero, gameStatusManager, keyManager, rows, cols, timeLimit, gameOver });
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const scoreManager = useScore({ board, hero, gameStatusManager, keyManager, gameOver });
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const gameManager: GameManager = {
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containerRef,
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@@ -0,0 +1,30 @@
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import type { ScoreManager } from './types';
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/**
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* Calculate the final maze score based on performance metrics
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*
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* Formula:
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* Base Score = 1000 - (time penalty) - (keystroke penalty)
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* Size Multiplier = max(1.0, (mazeSize) / 500)
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* Final Score = min(1000, max(0, round(Base Score × Size Multiplier)))
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*
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* Penalties:
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* - Time Penalty = seconds / 10
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* - Keystroke Penalty = keystrokes / 2
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*
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* @param scoreManager - Current score metrics
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* @param mazeSize - Total cells in maze (rows * cols)
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* @returns Final score between 0-1000
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*/
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export function calculateMazeScore(scoreManager: ScoreManager, mazeSize: number): number {
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const seconds = scoreManager.timeValue / 1000;
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const timePenalty = seconds / 10;
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const keystrokePenalty = scoreManager.keystrokes / 2;
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const sizeMultiplier = Math.max(1.0, mazeSize / 500);
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const baseScore = 1000 - timePenalty - keystrokePenalty;
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const score = Math.min(1000, Math.max(0, Math.round(baseScore * sizeMultiplier)));
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return score;
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}
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@@ -3,3 +3,4 @@ export * from './useScore';
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export * from './useScorePaths';
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export * from './useScoreTime';
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export * from './useTimer';
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export * from './calculateMazeScore';
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@@ -22,5 +22,4 @@ export type ScoreManager = {
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keystrokes: number;
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optimalSteps: number;
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efficiency: number;
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finalScore: number | null;
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};
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@@ -1,4 +1,4 @@
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import { useEffect, useRef, useState } from "react";
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import { useEffect, useRef } from "react";
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import { useTimer } from "./useTimer";
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import { useScoreTime } from "./useScoreTime";
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import { useScorePaths } from "./useScorePaths";
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@@ -12,13 +12,10 @@ type UseScoreParams = {
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hero: UseHeroType;
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gameStatusManager: GameStatusManager;
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keyManager?: { keyLog: any[] };
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rows: number;
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cols: number;
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timeLimit: number;
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gameOver?: boolean | ((scoreManager: ScoreManager) => boolean);
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};
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export function useScore({ board, hero, gameStatusManager, keyManager, rows, cols, timeLimit, gameOver }: UseScoreParams) {
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export function useScore({ board, hero, gameStatusManager, keyManager, gameOver }: UseScoreParams) {
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const timer = useTimer();
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const { gameStatus, setGameStatus } = gameStatusManager;
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const { timeValue, startTimer, stopTimer, resetTimer } = timer;
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@@ -33,7 +30,6 @@ export function useScore({ board, hero, gameStatusManager, keyManager, rows, col
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const distToKey = entranceToKey || heroToKey;
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const distToExit = entranceToExit || heroToExit;
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const [finalScore, setFinalScore] = useState<number | null>(null);
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const optimalRef = useRef<number>(0);
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const keystrokes = keyManager ? keyManager.keyLog.length : 0;
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@@ -56,16 +52,6 @@ export function useScore({ board, hero, gameStatusManager, keyManager, rows, col
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const optimalSteps = optimalRef.current;
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const efficiency = optimalSteps > 0 ? Math.round((keystrokes / optimalSteps) * 100) : 0;
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useEffect(() => {
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if (gameStatus !== "started" && gameStatus !== "has-key") return;
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const timeLimitMs = timeLimit * 1000;
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if (timeValue >= timeLimitMs) {
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setGameStatus("game-over");
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return;
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}
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}, [gameStatus, timeValue, timeLimit, setGameStatus]);
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// Check custom gameOver condition if provided
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useEffect(() => {
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if (gameStatus !== "started" && gameStatus !== "has-key") return;
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@@ -81,30 +67,13 @@ export function useScore({ board, hero, gameStatusManager, keyManager, rows, col
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keystrokes,
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optimalSteps,
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efficiency,
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finalScore,
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};
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const shouldGameOver = typeof gameOver === "function" ? gameOver(scoreManager) : gameOver;
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if (shouldGameOver) {
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setGameStatus("game-over");
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}
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}, [gameStatus, gameOver, timeValue, keystrokes, optimalSteps, efficiency, distToKey, distToExit, startTimer, stopTimer, resetTimer, finalScore, setGameStatus]);
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useEffect(() => {
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if (gameStatus !== "game-won") return;
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const seconds = timeValue / 1000;
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const mazeSize = rows * cols;
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const timePenalty = seconds / 10;
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const keystrokePenalty = keystrokes / 2;
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const sizeMultiplier = Math.max(1.0, mazeSize / 500);
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const baseScore = 1000 - timePenalty - keystrokePenalty;
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const score = Math.min(1000, Math.max(0, Math.round(baseScore * sizeMultiplier)));
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setFinalScore(score);
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}, [gameStatus, timeValue, keystrokes, rows, cols]);
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}, [gameStatus, gameOver, timeValue, keystrokes, optimalSteps, efficiency, distToKey, distToExit, startTimer, stopTimer, resetTimer, setGameStatus]);
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return {
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timeValue,
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@@ -116,6 +85,5 @@ export function useScore({ board, hero, gameStatusManager, keyManager, rows, col
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keystrokes,
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optimalSteps,
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efficiency,
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finalScore,
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};
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}
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