working on refactor
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@@ -0,0 +1,202 @@
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import { useRef, useState, useCallback, useEffect } from "react";
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import type { UseMazeType } from "./useMaze";
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import type { GameStatus } from "./useGame";
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export function usePlayer(mazeManager: UseMazeType) {
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const { mazeRef, containerRef } = mazeManager;
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const [playerPos, setPlayerPos] = useState<{ r: number; c: number } | null>(null);
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// animation gate so we don't accept new motions mid-anim
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const animatingRef = useRef(false);
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// Helper: get the maze cell element by [r,c] via data attributes
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const getCellEl = useCallback((r: number, c: number): HTMLElement | null => {
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const container = containerRef.current;
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if (!container) return null;
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const mazeDiv = container.querySelector("#maze");
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if (!mazeDiv) return null;
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const selector = `.maze-row > div[data-r="${r}"][data-c="${c}"]`;
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return mazeDiv.querySelector(selector) as HTMLElement | null;
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}, [containerRef]);
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// Visual: briefly highlight a visited cell
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const leaveTrail = useCallback((r: number, c: number) => {
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const el = getCellEl(r, c);
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if (!el) return;
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el.classList.add("trail");
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setTimeout(() => el.classList.remove("trail"), 220);
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}, [getCellEl]);
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// Visual: flash an invalid move on the hero's current cell
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const flashInvalid = useCallback(() => {
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if (!playerPos) return;
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const el = getCellEl(playerPos.r, playerPos.c);
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if (!el) return;
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el.classList.add("invalid-move");
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setTimeout(() => el.classList.remove("invalid-move"), 180);
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}, [playerPos, getCellEl]);
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// Allow other modules (e.g., keybindings) to signal an invalid attempt
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useEffect(() => {
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const onInvalid = () => flashInvalid();
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window.addEventListener("maze-invalid", onInvalid);
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return () => window.removeEventListener("maze-invalid", onInvalid);
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}, [flashInvalid]);
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/**
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* movePlayer — supports counted motions with an all-or-nothing rule.
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* If steps > 1 and the path is valid, animates quickly (many steps per frame),
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* then applies interactions (key/exit) on the final tile.
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*/
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const movePlayer = useCallback(
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(
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dr: number,
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dc: number,
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steps: number | undefined,
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gameStatus: GameStatus,
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setGameStatus: (s: GameStatus) => void
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) => {
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const m = mazeRef.current;
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if (!playerPos || !m.length) return;
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if (gameStatus !== "started" && gameStatus !== "hasKey") return;
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if (animatingRef.current) return; // ignore input mid-animation
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const n = Math.max(1, steps ?? 1);
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// ----- Preflight: simulate n steps; abort if any step is invalid -----
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const r0 = playerPos.r;
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const c0 = playerPos.c;
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let r = r0;
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let c = c0;
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let valid = true;
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for (let i = 1; i <= n; i++) {
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r += dr;
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c += dc;
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if (!m[r] || !m[r][c] || m[r][c].includes("wall")) {
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valid = false;
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break;
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}
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if (m[r][c].includes("exit") && gameStatus !== "hasKey") {
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valid = false;
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break;
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}
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}
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if (!valid) {
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flashInvalid(); // ❌ all-or-nothing: show feedback and do nothing
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return;
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}
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// ----- Animated multi-step (RAF, fast: multiple steps per frame, short duration) -----
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if (n > 1) {
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animatingRef.current = true;
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let i = 0;
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let rNow = r0;
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let cNow = c0;
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let cancelled = false;
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let rafId: number | null = null;
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// Target total duration (tweak): snappy/fast
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const TOTAL_MS = 64; // 48 or 32 for ultra-fast
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const framesTarget = Math.max(1, Math.round(TOTAL_MS / 16)); // ~60fps frame estimate
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const stepsPerFrame = Math.max(1, Math.ceil(n / framesTarget));
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const cancel = () => {
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cancelled = true;
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if (rafId !== null) cancelAnimationFrame(rafId);
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window.removeEventListener("keydown", onEsc);
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animatingRef.current = false;
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};
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const onEsc = (ev: KeyboardEvent) => {
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if (ev.key === "Escape") cancel();
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};
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window.addEventListener("keydown", onEsc);
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const tick = () => {
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if (cancelled) return;
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// churn through multiple steps in one frame
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let processed = 0;
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while (processed < stepsPerFrame && i < n) {
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i += 1;
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rNow += dr;
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cNow += dc;
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leaveTrail(rNow, cNow); // visual only
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processed += 1;
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}
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// move hero to the latest stepped cell once per frame
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setPlayerPos({ r: rNow, c: cNow });
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window.dispatchEvent(new CustomEvent("maze-logic-tick", { detail: { t: performance.now() } }));
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if (i < n) {
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rafId = requestAnimationFrame(tick);
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} else {
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// final-tile interactions
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if (m[rNow][cNow].includes("key")) {
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setGameStatus("hasKey");
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m[rNow][cNow] = [];
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const container = containerRef.current;
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const mazeDiv = container?.querySelector("#maze");
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const keyCell = mazeDiv?.querySelector<HTMLElement>(
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`.maze-row > div[data-r="${rNow}"][data-c="${cNow}"]`
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);
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keyCell?.classList.remove("key");
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}
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if (m[rNow][cNow].includes("exit")) {
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setGameStatus("game-won");
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}
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window.removeEventListener("keydown", onEsc);
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animatingRef.current = false;
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}
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};
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rafId = requestAnimationFrame(tick);
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return;
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}
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// ----- Single-step (no animation) -----
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const newR = r0 + dr;
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const newC = c0 + dc;
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if (!m[newR] || !m[newR][newC]) {
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flashInvalid();
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return;
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}
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if (m[newR][newC].includes("wall")) {
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flashInvalid();
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return;
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}
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if (m[newR][newC].includes("exit") && gameStatus !== "hasKey") {
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flashInvalid();
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return;
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}
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if (m[newR][newC].includes("key")) {
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setGameStatus("hasKey");
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m[newR][newC] = [];
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const container = containerRef.current;
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const mazeDiv = container?.querySelector("#maze");
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const cell = mazeDiv?.querySelector<HTMLElement>(
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`.maze-row > div[data-r="${newR}"][data-c="${newC}"]`
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);
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cell?.classList.remove("key");
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}
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if (m[newR][newC].includes("exit")) {
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setGameStatus("game-won");
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}
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setPlayerPos({ r: newR, c: newC });
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},
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[playerPos, mazeRef, containerRef, flashInvalid, leaveTrail]
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);
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return {
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playerPos,
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setPlayerPos,
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movePlayer,
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};
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}
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export type UsePlayerType = ReturnType<typeof usePlayer>;
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