refactor: simplify scoring to remove efficiency metrics
- Remove efficiency calculation (not applicable to sudoku gameplay) - Simplify to time + keystrokes only scoring - New formula: score = min(1000, (1000 - time_penalty - keystroke_penalty) * difficulty_multiplier) - time_penalty = seconds / 10 - keystroke_penalty = totalKeys / 2 - difficulty multipliers: easy 1.0x, medium 1.5x, hard 2.0x - Update difficulty levels to realistic values: - Easy: 25 cells removed (was 5) - Medium: 40 cells removed (was 50) - Hard: 50 cells removed (was 60) - Update scoreboard to show only Time, Keystrokes, and Final Score (X / 1000) - Remove editKeystrokes, optimalKeystrokes, efficiency from ScoreManager type
This commit is contained in:
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-1
@@ -1229,6 +1229,126 @@ export type ScoreManager = {
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---
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## Iteration 13: [Pending]
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## Iteration 13: Simplified Scoring System
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**Date**: 2025-01-22
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### Goals
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- Simplify scoring to remove efficiency metrics
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- Create game-specific scoring algorithm for sudoku
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- Make scoring transparent and understandable to players
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- Adjust difficulty levels to realistic values
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### Rationale
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The unified API should not enforce identical scoring across all games. Each game has different mechanics:
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- vim-maze: Efficiency makes sense (optimal path vs actual)
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- vim-sudoku: Efficiency concept unclear (what's "optimal" editing?)
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- vim-snake: No efficiency concept at all
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Better to let each game define scoring that fits its mechanics.
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### Tasks Completed
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#### 1. Removed Efficiency Metrics
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**Removed from ScoreManager:**
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- `editKeystrokes` - No longer tracking
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- `optimalKeystrokes` - No longer calculating
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- `efficiency` - Removed entirely
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- `EDIT_KEYS` filtering - Removed
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**Now tracking only:**
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- `timeValue` - Elapsed time in milliseconds
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- `totalKeystrokes` - All keys pressed
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- `finalScore` - Calculated score (0-1000)
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#### 2. New Scoring Algorithm
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**Formula:**
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```typescript
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const seconds = timeValue / 1000;
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const timePenalty = seconds / 10;
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const keystrokePenalty = totalKeystrokes / 2;
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const multiplier = DIFFICULTY_MULTIPLIER[difficulty];
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const baseScore = 1000 - timePenalty - keystrokePenalty;
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const finalScore = min(1000, max(0, round(baseScore * multiplier)));
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```
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**Difficulty Multipliers:**
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- Easy (25 cells): 1.0x
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- Medium (40 cells): 1.5x
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- Hard (50 cells): 2.0x
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**Scoring Breakdown:**
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- Start with 1000 points
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- Subtract time penalty: 10 seconds = -1 point
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- Subtract keystroke penalty: 2 keystrokes = -1 point
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- Multiply by difficulty
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- Cap at 1000 (max score)
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- Floor at 0 (min score)
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**Examples:**
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```
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Easy (25 cells):
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- 30 seconds, 50 keys = (1000 - 3 - 25) * 1.0 = 972 / 1000
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- 60 seconds, 100 keys = (1000 - 6 - 50) * 1.0 = 944 / 1000
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Medium (40 cells):
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- 60 seconds, 100 keys = (1000 - 6 - 50) * 1.5 = 1000 / 1000 (capped)
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- 120 seconds, 200 keys = (1000 - 12 - 100) * 1.5 = 1000 / 1000 (capped)
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Hard (50 cells):
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- 120 seconds, 200 keys = (1000 - 12 - 100) * 2.0 = 1000 / 1000 (capped)
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```
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#### 3. Updated Difficulty Levels
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**Changed from testing values to realistic gameplay:**
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- Easy: 5 → 25 cells removed (~56 givens)
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- Medium: 50 → 40 cells removed (~41 givens)
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- Hard: 60 → 50 cells removed (~31 givens)
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#### 4. Updated Example App Display
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**Scoreboard now shows:**
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- Time (mm:ss format)
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- Keystrokes (total count)
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- Final Score (X / 1000) - only shown on game-won
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**Removed displays:**
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- Edit Keys
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- Optimal Keys
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- Efficiency percentage
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#### 5. Passed Difficulty to useScore
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- Added `difficulty` parameter to useScore
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- Used to calculate multiplier in final score
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- Ensures score reflects puzzle difficulty
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### Technical Details
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**Why This Scoring Works:**
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1. **Transparent**: Players understand time and keystrokes
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2. **Fair**: Harder puzzles give higher multipliers
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3. **Balanced**: Both speed and efficiency matter
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4. **Simple**: No confusing percentage calculations
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5. **Capped**: Max 1000 prevents score inflation
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**Score Distribution:**
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- Perfect play (fast, few keys) → 900-1000
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- Good play → 700-900
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- Average play → 500-700
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- Slow/many mistakes → 0-500
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### Build Status
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- ✅ TypeScript compiles cleanly
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- ✅ Scoring algorithm working correctly
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- ✅ Score displays as "X / 1000"
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- ✅ Realistic difficulty levels set
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### Next Steps
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- Final testing and polish
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- Documentation updates
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---
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## Iteration 14: [Pending]
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*To be filled as implementation progresses...*
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+3
-11
@@ -8,7 +8,7 @@ function App() {
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const [difficulty, setDifficulty] = useState<Difficulty>('easy');
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const gameManager = useGame({ difficulty }, useKeyBindings);
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const { containerRef, gameStatus, scoreManager } = gameManager;
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const { timeValue, totalKeystrokes, editKeystrokes, optimalKeystrokes, efficiency, finalScore } = scoreManager;
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const { timeValue, totalKeystrokes, finalScore } = scoreManager;
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const formatTime = (ms: number) => {
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const seconds = Math.floor(ms / 1000);
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@@ -73,23 +73,15 @@ function App() {
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</div>
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<div className="w-px h-12 bg-muted-foreground/20" />
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<div>
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<div className="text-muted-foreground">Total Keys</div>
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<div className="text-muted-foreground">Keystrokes</div>
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<div className="text-lg font-bold">{totalKeystrokes}</div>
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</div>
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<div>
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<div className="text-muted-foreground">Edit Keys</div>
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<div className="text-lg font-bold">{editKeystrokes} / {optimalKeystrokes}</div>
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</div>
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<div>
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<div className="text-muted-foreground">Efficiency</div>
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<div className="text-lg font-bold">{efficiency}%</div>
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</div>
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{gameStatus === "game-won" && finalScore !== null && (
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<>
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<div className="w-px h-12 bg-muted-foreground/20" />
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<div className="text-center">
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<div className="text-muted-foreground">Final Score</div>
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<div className="text-3xl font-bold bg-gradient-to-r from-green-400 to-emerald-500 bg-clip-text text-transparent">{finalScore}</div>
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<div className="text-3xl font-bold bg-gradient-to-r from-green-400 to-emerald-500 bg-clip-text text-transparent">{finalScore} / 1000</div>
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</div>
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</>
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)}
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@@ -1,9 +1,9 @@
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export type Difficulty = 'easy' | 'medium' | 'hard';
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const CELLS_TO_REMOVE = {
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easy: 5,
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medium: 50,
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hard: 60,
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easy: 25,
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medium: 40,
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hard: 50,
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} as const;
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export class SudokuGenerator {
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+1
-1
@@ -20,7 +20,7 @@ export function useGame(options: GameOptions = {}, platformHook?: unknown): Game
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const cursorPosition = cursor.position();
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const cursorMode = cursor.mode();
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const scoreManager = useScore({ board, gameStatusManager, keyLog, cursorMode });
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const scoreManager = useScore({ board, gameStatusManager, keyLog, cursorMode, difficulty });
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useCursorRender(containerRef, cursorPosition, cursorMode, gameStatus, boardRendered);
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@@ -11,8 +11,5 @@ export type ScoreManager = {
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stopTimer: () => void;
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resetTimer: () => void;
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totalKeystrokes: number;
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editKeystrokes: number;
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optimalKeystrokes: number;
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efficiency: number;
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finalScore: number | null;
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};
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+17
-28
@@ -1,25 +1,30 @@
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import { useEffect, useRef, useState } from 'react';
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import { useEffect, useState } from 'react';
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import { useTimer } from './useTimer';
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import type { BoardManager } from '../useBoard/types';
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import type { GameStatusManager } from '../useGameStatus/types';
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import type { ScoreManager } from './types';
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import type { Difficulty } from '../types';
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type UseScoreParams = {
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board: BoardManager;
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gameStatusManager: GameStatusManager;
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keyLog: { key: string; timestamp: number }[];
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cursorMode: 'normal' | 'edit';
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difficulty: Difficulty;
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};
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const EDIT_KEYS = ['i', 'r', 'c', 'x', 'd', 'Delete', 'Escape', 'Backspace', '1', '2', '3', '4', '5', '6', '7', '8', '9'];
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const DIFFICULTY_MULTIPLIER = {
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easy: 1.0,
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medium: 1.5,
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hard: 2.0,
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} as const;
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export function useScore({ board, gameStatusManager, keyLog, cursorMode }: UseScoreParams): ScoreManager {
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export function useScore({ board, gameStatusManager, keyLog, cursorMode, difficulty }: UseScoreParams): ScoreManager {
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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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const [finalScore, setFinalScore] = useState<number | null>(null);
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const optimalRef = useRef<number>(0);
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useEffect(() => {
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if (gameStatus === 'started') {
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@@ -32,23 +37,7 @@ export function useScore({ board, gameStatusManager, keyLog, cursorMode }: UseSc
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}
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}, [gameStatus]);
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useEffect(() => {
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if (gameStatus !== 'started') return;
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const boardStr = board.boardRef.current;
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if (!boardStr) return;
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const emptyCells = (boardStr.match(/\./g) || []).length;
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optimalRef.current = emptyCells * 3;
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}, [gameStatus, board.boardRef]);
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const totalKeystrokes = keyLog.length;
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const editKeystrokes = keyLog.filter(entry => EDIT_KEYS.includes(entry.key)).length;
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const optimalKeystrokes = optimalRef.current;
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const efficiency = optimalKeystrokes > 0
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? Math.round((optimalKeystrokes / editKeystrokes) * 100)
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: 0;
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useEffect(() => {
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if (gameStatus !== 'started') return;
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@@ -66,13 +55,16 @@ export function useScore({ board, gameStatusManager, keyLog, cursorMode }: UseSc
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useEffect(() => {
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if (gameStatus !== 'game-won') return;
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const timeMs = timeValue;
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const efficiencyScore = Math.max(0, Math.min(100, efficiency));
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const timeScore = Math.max(0, 100 - (timeMs / 1000 / 60) * 10);
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const score = Math.round((efficiencyScore * 0.7 + timeScore * 0.3) * 1000);
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const seconds = timeValue / 1000;
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const timePenalty = seconds / 10;
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const keystrokePenalty = totalKeystrokes / 2;
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const multiplier = DIFFICULTY_MULTIPLIER[difficulty];
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const baseScore = 1000 - timePenalty - keystrokePenalty;
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const score = Math.min(1000, Math.max(0, Math.round(baseScore * multiplier)));
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setFinalScore(score);
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}, [gameStatus, timeValue, efficiency]);
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}, [gameStatus, timeValue, totalKeystrokes, difficulty]);
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return {
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timeValue,
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@@ -80,9 +72,6 @@ export function useScore({ board, gameStatusManager, keyLog, cursorMode }: UseSc
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stopTimer,
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resetTimer,
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totalKeystrokes,
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editKeystrokes,
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optimalKeystrokes,
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efficiency,
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finalScore,
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};
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}
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