feat: implement scoring system and win condition (Phase 50)

- Add useTimer hook for elapsed time tracking
- Add useScore hook with comprehensive metrics:
  - Total keystrokes (all keys)
  - Edit keystrokes (only editing keys)
  - Optimal keystrokes (empty cells × 3)
  - Efficiency percentage (optimal/edit × 100)
  - Final score (70% efficiency + 30% time-based)
- Win condition detects board completion only in normal mode
- Track all keystrokes with timestamps in useGame
- Update example app with full scoreboard display
- Expose boardRef in BoardManager for state checking
- Adjust easy mode to 5 removed cells for testing
This commit is contained in:
2025-10-22 20:42:50 +01:00
parent 710ec4b83b
commit 8db4455dc5
11 changed files with 339 additions and 25 deletions
+142 -4
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@@ -982,7 +982,7 @@ Back in normal mode (blue cursor)
- ✅ All validation rules working correctly
### Next Steps
- Validation and conflict detection
- Win condition checking
---
@@ -1086,11 +1086,149 @@ Cell loses .user-entered, can use 'i' again
- ✅ All erase commands working correctly
### Next Steps
- Validation and conflict detection
- Win condition checking
---
## Iteration 12: [Pending]
## Iteration 12: Phase 50 - Scoring System and Win Condition
**Date**: 2025-01-22
### Goals
- Implement complete scoring system based on vim-maze patterns
- Track time, keystrokes, and efficiency
- Detect win condition when puzzle is complete
- Display all metrics in example app
### Tasks Completed
#### 1. Created useTimer Hook
**File: `src/useScore/useTimer.ts`**
- Tracks elapsed time using `requestAnimationFrame`
- Methods: `startTimer()`, `stopTimer()`, `resetTimer()`
- Returns `timeValue` in milliseconds
- Direct copy from vim-maze (works perfectly as-is)
#### 2. Created useScore Hook
**File: `src/useScore/useScore.ts`**
**Metrics Tracked:**
- **Total keystrokes**: All keys pressed during gameplay
- **Edit keystrokes**: Only editing keys (i, r, c, x, d, Delete, Escape, Backspace, 1-9)
- **Optimal keystrokes**: Empty cells × 3 (i + digit + Escape minimum)
- **Efficiency**: `(optimal / edit) × 100` - 100% = perfect, no mistakes
- **Final score**: Weighted combination of efficiency (70%) and time (30%)
**Key Logic:**
```typescript
const EDIT_KEYS = ['i', 'r', 'c', 'x', 'd', 'Delete', 'Escape', 'Backspace', '1', '2', '3', '4', '5', '6', '7', '8', '9'];
const totalKeystrokes = keyLog.length;
const editKeystrokes = keyLog.filter(entry => EDIT_KEYS.includes(entry.key)).length;
const optimalKeystrokes = emptyCells * 3;
const efficiency = (optimalKeystrokes / editKeystrokes) * 100;
```
#### 3. Win Condition Detection
**Trigger:** Board has no empty cells (no '.' characters) AND cursor is in normal mode
**Why check normal mode?**
- Prevents premature win detection while still typing
- User must exit edit mode (Escape or auto-exit from r/c)
- Gives clean transition to game-won state
**Implementation:**
```typescript
useEffect(() => {
if (gameStatus !== 'started') return;
if (cursorMode !== 'normal') return; // Wait until edit mode exits
const boardStr = board.boardRef.current;
const hasEmptyCells = boardStr.includes('.');
if (!hasEmptyCells) {
setGameStatus('game-won');
}
}, [board.boardRendered, gameStatus, cursorMode]);
```
#### 4. Keystroke Tracking in useGame
**Implementation:**
- Add keyboard listener during 'started' state
- Log all keystrokes with timestamp
- Clear log when game starts
- Pass to useScore for metrics calculation
#### 5. Updated Example App Scoreboard
**Displays:**
- Time (formatted as mm:ss)
- Total Keys (all keystrokes)
- Edit Keys (shown as "current / optimal")
- Efficiency (percentage)
- Final Score (shown only when game-won)
**Layout:** Clean, monospace display with dividers between sections
#### 6. Adjusted Difficulty for Testing
- Easy mode: 5 removed cells (was 40, then 10, now 5)
- Default difficulty: Easy (for faster testing)
### Technical Details
**Score Calculation:**
```typescript
const efficiencyScore = Math.max(0, Math.min(100, efficiency));
const timeScore = Math.max(0, 100 - (timeMs / 1000 / 60) * 10);
const finalScore = Math.round((efficiencyScore * 0.7 + timeScore * 0.3) * 1000);
```
**Efficiency Interpretation:**
- 100% = Perfect play (only optimal keystrokes used)
- 90% = Excellent (few corrections)
- 70% = Good (some mistakes)
- <50% = Many corrections/mistakes
**Timer Lifecycle:**
```
waiting → [start game] → started (timer starts)
↓
started → [board complete + normal mode] → game-won (timer stops)
↓
game-won → [quit] → waiting (timer resets)
```
### Types Added
**ScoreManager Type:**
```typescript
export type ScoreManager = {
timeValue: number;
startTimer: () => void;
stopTimer: () => void;
resetTimer: () => void;
totalKeystrokes: number;
editKeystrokes: number;
optimalKeystrokes: number;
efficiency: number;
finalScore: number | null;
};
```
**BoardManager Updates:**
- Added `boardRef: RefObject<string>` to expose board state
- Cleaned up return object (removed internal refs)
### Build Status
- ✅ TypeScript compiles cleanly
- ✅ All metrics calculating correctly
- ✅ Win condition triggers only when exiting edit mode
- ✅ Scoreboard displays all values properly
### Next Steps
- Polish and final testing
- Documentation updates
---
## Iteration 13: [Pending]
*To be filled as implementation progresses...*