starting new structure

This commit is contained in:
2025-10-19 17:59:12 +01:00
parent 4c6bd0d4d4
commit d0a51d7079
50 changed files with 2219 additions and 432 deletions
+3 -1
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@@ -58,7 +58,7 @@ bun add @vimazing/vim-sudoku
```tsx
import { useGame } from "@vimazing/vim-sudoku";
import "@vimazing/vim-sudoku/sudoku.css";
import "@vimazing/vim-sudoku/game.css";
export function SudokuGame() {
const { containerRef, initGame, gameStatus, scoreManager } = useGame();
@@ -80,6 +80,8 @@ export function SudokuGame() {
}
```
> **Note:** You must manually import the CSS file. The package exports styles but does not auto-import them, giving you control over when and how styles are loaded.
---
## VIM Modal Editing
+5
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@@ -4,6 +4,7 @@
"": {
"name": "@vimazing/vim-maze",
"devDependencies": {
"@types/bun": "^1.3.0",
"@types/node": "^24.7.2",
"@types/react": "^19.2.2",
"typescript": "~5.9.3",
@@ -14,10 +15,14 @@
},
},
"packages": {
"@types/bun": ["@types/bun@1.3.0", "", { "dependencies": { "bun-types": "1.3.0" } }, "sha512-+lAGCYjXjip2qY375xX/scJeVRmZ5cY0wyHYyCYxNcdEXrQ4AOe3gACgd4iQ8ksOslJtW4VNxBJ8llUwc3a6AA=="],
"@types/node": ["@types/node@24.7.2", "", { "dependencies": { "undici-types": "~7.14.0" } }, "sha512-/NbVmcGTP+lj5oa4yiYxxeBjRivKQ5Ns1eSZeB99ExsEQ6rX5XYU1Zy/gGxY/ilqtD4Etx9mKyrPxZRetiahhA=="],
"@types/react": ["@types/react@19.2.2", "", { "dependencies": { "csstype": "^3.0.2" } }, "sha512-6mDvHUFSjyT2B2yeNx2nUgMxh9LtOWvkhIU3uePn2I2oyNymUAX1NIsdgviM4CH+JSrp2D2hsMvJOkxY+0wNRA=="],
"bun-types": ["bun-types@1.3.0", "", { "dependencies": { "@types/node": "*" }, "peerDependencies": { "@types/react": "^19" } }, "sha512-u8X0thhx+yJ0KmkxuEo9HAtdfgCBaM/aI9K90VQcQioAmkVp3SG3FkwWGibUFz3WdXAdcsqOcbU40lK7tbHdkQ=="],
"csstype": ["csstype@3.1.3", "", {}, "sha512-M1uQkMl8rQK/szD0LNhtqxIPLpimGm8sOBwU7lLnCpSbTyY3yeU1Vc7l4KT5zT4s/yOxHH5O7tIuuLOCnLADRw=="],
"react": ["react@19.2.0", "", {}, "sha512-tmbWg6W31tQLeB5cdIBOicJDJRR2KzXsV7uSK9iNfLWQ5bIZfxuPEHp7M8wiHyHnn0DD1i7w3Zmin0FtkrwoCQ=="],
+3 -58
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@@ -1,70 +1,15 @@
import { useEffect } from "react";
import { useGame } from "../../src/useGame/useGame";
import { useGame } from "../../src/useGame";
import { useKeyBindings } from './useKeyBindings';
import { useMounted } from './useMounted';
import { GameOverlay } from './GameOverlay';
import "../../src/sudoku.css";
function formatTime(ms: number): string {
const seconds = Math.floor(ms / 1000);
const minutes = Math.floor(seconds / 60);
const remainingSeconds = seconds % 60;
return `${minutes}:${remainingSeconds.toString().padStart(2, '0')}`;
}
import "../../src/game.css";
export default function App() {
const mounted = useMounted();
const {
containerRef,
initGame,
solveBoard,
scoreManager,
boardManager,
keyLog,
gameStatus,
} = useGame(useKeyBindings);
const { timeValue, finalScore } = scoreManager;
const stringed = boardManager.boardToString(true);
useEffect(() => {
console.log(stringed);
}, [stringed]);
const { containerRef } = useGame({}, useKeyBindings);
return (
<div style={{ padding: 16 }}>
<h1>VIMazing Sudoku</h1>
{/* Scoreboard */}
<div style={{
display: 'flex',
gap: 32,
marginBottom: 16,
fontFamily: 'monospace',
fontSize: 18,
}}>
<div>
<strong>Time:</strong> {formatTime(timeValue)}
</div>
<div>
<strong>Keystrokes:</strong> {keyLog.length}
</div>
{gameStatus === "game-won" && finalScore !== null && (
<div style={{ color: '#82aaff', fontWeight: 'bold' }}>
<strong>Score:</strong> {finalScore.toLocaleString()}
</div>
)}
</div>
<div className="relative w-fit mx-auto">
<div ref={containerRef} />
{mounted && <GameOverlay gameStatus={gameStatus} scoreManager={scoreManager} />}
</div>
<div style={{ marginTop: 20, display: 'flex', gap: 8 }}>
<button onClick={initGame}>New Puzzle</button>
<button onClick={solveBoard}>Solve</button>
</div>
</div>
);
-122
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@@ -1,122 +0,0 @@
import type { GameStatus, UseScoreType } from "../../src/types";
import { useIsMobile } from "./useIsMobile";
import { MobileGameOverlay } from "./MobileGameOverlay";
type GameOverlayProps = {
gameStatus: GameStatus;
scoreManager: UseScoreType;
};
export const GameOverlay = ({ gameStatus, scoreManager }: GameOverlayProps) => {
const isMobile = useIsMobile();
if (isMobile) return <MobileGameOverlay gameStatus={gameStatus} scoreManager={scoreManager} />
if (gameStatus === "started") return null;
return (
<GameOverlayContainer>
{gameStatus === "waiting" && <GameWaitingContent />}
{gameStatus === "game-over" && <GameOverContent />}
{gameStatus === "game-won" && <GameWonContent scoreManager={scoreManager} />}
</GameOverlayContainer>
);
};
export const GameWaitingContent = () => {
return (
<div
className="text-[#c8d3f5] font-mono text-center select-none"
style={{
textShadow: "2px 2px 4px rgba(27, 29, 43, 0.9)",
fontSize: "calc(2rem * var(--sudoku-size-multiplier))"
}}
>
<div className="flex flex-col" style={{ gap: "calc(2.5rem * var(--sudoku-size-multiplier))" }}>
<p style={{ fontSize: "calc(3rem * var(--sudoku-size-multiplier))" }}>Press <strong className="text-[#82aaff]">New Puzzle</strong> to start</p>
<div style={{ fontSize: "calc(1.2rem * var(--sudoku-size-multiplier))" }}>
<p style={{ marginBottom: "calc(1rem * var(--sudoku-size-multiplier))" }}><strong className="text-[#ffc777]">Navigation Mode</strong> (default):</p>
<p><strong className="text-[#82aaff]">h</strong>,<strong className="text-[#82aaff]">j</strong>,<strong className="text-[#82aaff]">k</strong>,<strong className="text-[#82aaff]">l</strong> to move around</p>
<p style={{ marginTop: "calc(0.5rem * var(--sudoku-size-multiplier))" }}><strong className="text-[#82aaff]">R</strong> or <strong className="text-[#82aaff]">C</strong> to enter edit mode</p>
<p style={{ marginTop: "calc(1.5rem * var(--sudoku-size-multiplier))", marginBottom: "calc(1rem * var(--sudoku-size-multiplier))" }}><strong className="text-[#ffc777]">Edit Mode</strong>:</p>
<p>Type <strong className="text-[#82aaff]">1-9</strong> to fill cell</p>
<p style={{ marginTop: "calc(0.5rem * var(--sudoku-size-multiplier))" }}><strong className="text-[#82aaff]">Esc</strong> or <strong className="text-[#82aaff]">Enter</strong> to exit edit mode</p>
<p className="text-[#828bb8]" style={{ marginTop: "calc(1.5rem * var(--sudoku-size-multiplier))", fontSize: "calc(0.8rem * var(--sudoku-size-multiplier))" }}>
Try vim motions: <strong className="text-[#82aaff]">$</strong>, <strong className="text-[#82aaff]">^</strong>, <strong className="text-[#82aaff]">0</strong>, counted moves
</p>
</div>
</div>
</div>
);
};
export const GameWonContent = ({ scoreManager }: { scoreManager: UseScoreType }) => {
const finalScore = scoreManager.finalScore ?? 0;
return (
<div
className="text-[#c8d3f5] grid font-mono uppercase text-center select-none"
style={{
textShadow: "2px 2px 4px rgba(27, 29, 43, 0.9)",
fontSize: "calc(2rem * var(--sudoku-size-multiplier))",
gap: "calc(1rem * var(--sudoku-size-multiplier))"
}}
>
<p className="text-[#c3e88d]">🎉 Puzzle Solved!</p>
<p>Final Score:</p>
<p className="text-[#82aaff]" style={{ fontSize: "calc(2.5rem * var(--sudoku-size-multiplier))" }}>{finalScore.toLocaleString()}</p>
<p className="text-[#828bb8] normal-case" style={{ fontSize: "calc(0.65rem * var(--sudoku-size-multiplier))" }}>
<span className="text-[#c099ff]">max</span>
<span className="text-[#c8d3f5]">(</span>
<span className="text-[#ff966c]">0</span>
<span className="text-[#c8d3f5]">, </span>
<span className="text-[#ff966c]">100000</span>
<span className="text-[#c8d3f5]"> - </span>
<span className="text-[#82aaff]">timeInSeconds</span>
<span className="text-[#c8d3f5]"> * </span>
<span className="text-[#ff966c]">10</span>
<span className="text-[#c8d3f5]">)</span>
</p>
<p className="text-[#828bb8]">Click <strong className="text-[#ffc777] normal-case">New Puzzle</strong> to play again</p>
</div>
);
};
export const GameOverContent = () => {
return (
<div
className="text-[#ff757f] font-mono uppercase text-center select-none"
style={{ textShadow: "2px 2px 4px rgba(27, 29, 43, 0.9)" }}
>
<p style={{ fontSize: "calc(5rem * var(--sudoku-size-multiplier))" }}>Game Over</p>
<p className="text-[#828bb8]" style={{ fontSize: "calc(2rem * var(--sudoku-size-multiplier))" }}>Press <strong className="text-[#ffc777] normal-case">i</strong> to play again</p>
</div>
);
};
export const GameOverlayContainer = ({
children,
}: {
children: React.ReactNode;
}) => {
return (
<div
className="
absolute inset-0
flex justify-center items-center
z-40
pointer-events-none
"
style={{
backgroundColor: 'rgba(27, 29, 43, 0.75)',
backdropFilter: 'blur(1px)'
}}
>
{children}
</div>
);
};
-106
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@@ -1,106 +0,0 @@
import type { GameStatus, UseScoreType } from "../../src/types";
type MobileGameOverlayProps = {
gameStatus: GameStatus;
scoreManager: UseScoreType;
};
export const MobileGameOverlay = ({ gameStatus, scoreManager }: MobileGameOverlayProps) => {
if (gameStatus === "started") return null;
return (
<GameOverlayContainer>
{gameStatus === "waiting" && <GameWaitingContent />}
{gameStatus === "game-over" && <GameOverContent />}
{gameStatus === "game-won" && <GameWonContent scoreManager={scoreManager} />}
</GameOverlayContainer>
);
};
export const GameWaitingContent = () => {
return (
<div
className="text-[#c8d3f5] font-mono text-center select-none"
style={{
textShadow: "2px 2px 4px rgba(27, 29, 43, 0.9)",
fontSize: "calc(1rem * var(--sudoku-size-multiplier))"
}}
>
<div className="flex flex-col" style={{ gap: "calc(0.75rem * var(--sudoku-size-multiplier))" }}>
<p style={{ fontSize: "calc(1.5rem * var(--sudoku-size-multiplier))" }}>Tap New Puzzle to start</p>
<p>VIM motions available <br /> via on-screen keyboard</p>
</div>
</div>
);
};
export const GameWonContent = ({ scoreManager }: { scoreManager: UseScoreType }) => {
const finalScore = scoreManager.finalScore ?? 0;
return (
<div
className="text-[#c8d3f5] grid font-mono uppercase text-center select-none"
style={{
textShadow: "2px 2px 4px rgba(27, 29, 43, 0.9)",
fontSize: "calc(1rem * var(--sudoku-size-multiplier))",
gap: "calc(1rem * var(--sudoku-size-multiplier))"
}}
>
<p className="text-[#c3e88d]">🎉 Solved!</p>
<p>Final Score:</p>
<p className="text-[#82aaff]" style={{ fontSize: "calc(2.5rem * var(--sudoku-size-multiplier))" }}>{finalScore.toLocaleString()}</p>
<p className="text-[#828bb8] normal-case" style={{ fontSize: "calc(0.65rem * var(--sudoku-size-multiplier))" }}>
<span className="text-[#c099ff]">max</span>
<span className="text-[#c8d3f5]">(</span>
<span className="text-[#ff966c]">0</span>
<span className="text-[#c8d3f5]">, </span>
<span className="text-[#ff966c]">100000</span>
<span className="text-[#c8d3f5]"> - </span>
<span className="text-[#82aaff]">time</span>
<span className="text-[#c8d3f5]"> * </span>
<span className="text-[#ff966c]">10</span>
<span className="text-[#c8d3f5]">)</span>
</p>
<p className="text-[#828bb8]">Tap to play again</p>
</div>
);
};
export const GameOverContent = () => {
return (
<div
className="text-[#ff757f] font-mono uppercase text-center select-none"
style={{
textShadow: "2px 2px 4px rgba(27, 29, 43, 0.9)",
fontSize: "calc(5rem * var(--sudoku-size-multiplier))"
}}
>
Game Over
</div>
);
};
export const GameOverlayContainer = ({
children,
}: {
children: React.ReactNode;
}) => {
return (
<div
className="
absolute inset-0
flex justify-center items-center
z-40
pointer-events-none
"
style={{
backgroundColor: 'rgba(27, 29, 43, 0.75)',
backdropFilter: 'blur(1px)'
}}
>
{children}
</div>
);
};
+13 -22
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@@ -1,22 +1,21 @@
import { useEffect } from "react";
import type { UseGameType } from "../../src/";
import type { GameManager } from "../../src";
export const useKeyBindings = (gameManager: UseGameType) => {
const { gameStatus, initGame, stopGame, clearLog, resetCount } = gameManager;
export const useKeyBindings = (gameManager: GameManager) => {
const { gameStatus, renderBoard, startGame, quitGame, clearKeyLog } = gameManager;
useEffect(() => {
const handler = (e: KeyboardEvent) => {
console.log(e.key);
const handler = (ev: KeyboardEvent) => {
// start game
if (e.code === "Space") {
if (ev.code === "Space") {
if (["waiting", "game-over", "game-won"].includes(gameStatus)) {
clearLog();
resetCount();
clearKeyLog();
renderBoard();
if (gameStatus === "game-over" || gameStatus === "game-won") {
stopGame();
setTimeout(() => initGame(), 0);
quitGame();
setTimeout(() => startGame(), 0);
} else {
initGame();
startGame();
}
return;
}
@@ -25,23 +24,15 @@ export const useKeyBindings = (gameManager: UseGameType) => {
// ignore other keys while waiting
if (gameStatus === "waiting") return;
// cancel count or stop game
if (e.key === "Escape") {
stopGame();
resetCount();
return;
}
// quit
if (e.key === "q" || e.key === "Q") {
stopGame();
resetCount();
if (ev.key === "q" || ev.key === "Q") {
quitGame();
return;
}
};
window.addEventListener("keydown", handler);
return () => window.removeEventListener("keydown", handler);
}, [gameStatus, initGame, stopGame, clearLog, resetCount]);
}, [gameStatus]);
};
+2 -2
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@@ -31,8 +31,8 @@
/* === Path aliases (optional) === */
"baseUrl": ".",
"paths": {
"@vimazing/vim-maze": ["../dist/index.d.ts"],
"@vimazing/vim-maze/*": ["../dist/*"]
"@vimazing/vim-sudoku": ["../src/index.ts"],
"@vimazing/vim-sudoku/*": ["../src/*"]
}
},
"include": ["src", "vite.config.ts", "global.d.ts"],
+1 -1
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@@ -11,7 +11,7 @@ export default defineConfig({
plugins: [react(), tailwindcss()],
resolve: {
alias: {
"@vimazing/vim-maze": libSource, // use source during dev
"@vimazing/vim-sudoku": libSource, // use source during dev
},
},
server: {
+2 -2
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@@ -1,12 +1,12 @@
{
"name": "@vimazing/vim-maze",
"version": "0.10.0",
"version": "0.11.0",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "@vimazing/vim-maze",
"version": "0.10.0",
"version": "0.11.0",
"license": "MIT",
"devDependencies": {
"typescript": "~5.9.3"
+3 -2
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@@ -1,6 +1,6 @@
{
"name": "@vimazing/vim-sudoku",
"version": "0.10.0",
"version": "0.11.0",
"description": "VIMazing VIM Sudoku engine — a lightweight, typed React hook set for sudoku games.",
"author": "André Padez <andre.padez@gmail.com>",
"repository": {
@@ -52,13 +52,14 @@
"dist"
],
"scripts": {
"build": "tsc --outDir dist --declaration --emitDeclarationOnly false && node -e \"const fs = require('node:fs'); fs.mkdirSync('dist', { recursive: true }); fs.copyFileSync('src/sudoku.css', 'dist/sudoku.css');\"",
"build": "tsc --outDir dist --declaration --emitDeclarationOnly false && node -e \"const fs = require('node:fs'); fs.mkdirSync('dist', { recursive: true }); fs.copyFileSync('src/game.css', 'dist/game.css');\"",
"prepublishOnly": "npm run build"
},
"peerDependencies": {
"react": "^19.1.1"
},
"devDependencies": {
"@types/bun": "^1.3.0",
"@types/node": "^24.7.2",
"@types/react": "^19.2.2",
"typescript": "~5.9.3"
+4 -5
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@@ -2,11 +2,10 @@
🔧 Controls (tweak these)
========================================================= */
:root {
--sudoku-size-multiplier: 3;
--cell-size: calc(32px * var(--sudoku-size-multiplier));
--cell-font-size: calc(16px * var(--sudoku-size-multiplier));
--grid-gap: calc(2px * var(--sudoku-size-multiplier));
--box-separator: calc(3px * var(--sudoku-size-multiplier));
--cell-size: 96px;
--cell-font-size: 48px;
--grid-gap: 6px;
--box-separator: 9px;
}
/* =========================================================
+32 -3
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@@ -1,3 +1,32 @@
import './sudoku.css';
export * from './types';
export * from "./useGame";
export { useGame } from './useGame';
export type { GameManager, GameOptions } from './types';
export { useBoard } from './useBoard';
export { useCursor } from './useCursor';
export { useGameStatus } from './useGameStatus';
export { useScore } from './useScore';
export type {
Coord,
SudokuBoard,
SudokuCell,
Difficulty,
BoardManager
} from './useBoard/types';
export type {
CursorManager,
CursorMode,
GameKeyManager,
KeyLogEntry
} from './useCursor/types';
export type {
GameStatus,
GameStatusManager
} from './useGameStatus/types';
export type {
ScoreManager,
TimerManager
} from './useScore/types';
+32 -17
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@@ -1,20 +1,35 @@
import { useGame } from "./useGame";
import { useScore } from "./useScore";
import type { RefObject } from 'react';
export type UseGameType = ReturnType<typeof useGame>;
export type UseScoreType = ReturnType<typeof useScore>;
export type { Coord, SudokuBoard, SudokuCell, Difficulty } from './useBoard/types';
export type { CursorManager, CursorMode, GameKeyManager, KeyLogEntry } from './useCursor/types';
export type { GameStatus, GameStatusManager } from './useGameStatus/types';
export type { ScoreManager, TimerManager } from './useScore/types';
export type {
Difficulty,
DifficultyName,
} from "./lib/Sudoku";
export type GameOptions = {
difficulty?: Difficulty;
};
export type GamePhase = "idle" | "playing";
export type PlayStatus = "started" | "game-over" | "game-won";
export type GameStatus = "waiting" | "started" | "game-over" | "game-won";
export const isPlaying = (status: GameStatus): status is PlayStatus =>
status === "started" || status === "game-over" || status === "game-won";
export const getGamePhase = (status: GameStatus): GamePhase =>
status === "waiting" ? "idle" : "playing";
export type GameManager = {
containerRef: RefObject<HTMLDivElement | null>;
renderBoard: () => void;
gameStatus: GameStatus;
setGameStatus: (status: GameStatus) => void;
startGame: () => void;
togglePause: (pause?: boolean) => void;
quitGame: () => void;
cursor: CursorManager;
scoreManager: ScoreManager;
keyLog: KeyLogEntry[];
clearKeyLog: () => void;
getKeyLog: () => KeyLogEntry[];
board: {
generateBoard: (difficulty: Difficulty) => void;
solveBoard: () => boolean;
resetBoard: () => void;
getCell: (row: number, col: number) => any;
setCell: (row: number, col: number, value: string) => boolean;
canEditCell: (row: number, col: number) => boolean;
isComplete: () => boolean;
isFullyValid: () => boolean;
};
};
+316
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@@ -0,0 +1,316 @@
export type DifficultyName = 'easy' | 'medium' | 'hard' | 'very-hard' | 'insane' | 'inhuman';
export type Difficulty = DifficultyName | number;
const DIGITS = '123456789';
const ROWS = 'ABCDEFGHI';
const COLS = DIGITS;
let SQUARES: string[] = [];
let UNITS: string[][] = [];
let SQUARE_UNITS_MAP: Record<string, string[][]> = {};
let SQUARE_PEERS_MAP: Record<string, string[]> = {};
const MIN_GIVENS = 17;
const NR_SQUARES = 81;
const DIFFICULTY: Record<DifficultyName, number> = {
easy: 62,
medium: 53,
hard: 44,
'very-hard': 35,
insane: 26,
inhuman: 17,
};
const BLANK_CHAR = '.';
const BLANK_BOARD = BLANK_CHAR.repeat(NR_SQUARES);
function initialize() {
SQUARES = cross(ROWS, COLS);
UNITS = getAllUnits(ROWS, COLS);
SQUARE_UNITS_MAP = getSquareUnitsMap(SQUARES, UNITS);
SQUARE_PEERS_MAP = getSquarePeersMap(SQUARES, SQUARE_UNITS_MAP);
}
function cross(a: string, b: string) {
const res: string[] = [];
for (const ai of a) {
for (const bi of b) {
res.push(ai + bi);
}
}
return res;
}
function inStr(v: string, seq: string) {
return seq.indexOf(v) !== -1;
}
function shuffle<T>(seq: T[]): T[] {
const arr = [...seq];
for (let i = arr.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[arr[i], arr[j]] = [arr[j], arr[i]];
}
return arr;
}
function randRange(max: number, min = 0) {
return Math.floor(Math.random() * (max - min)) + min;
}
function stripDups<T>(seq: T[]): T[] {
return Array.from(new Set(seq));
}
function forceRange(nr: number, max: number, min = 0) {
return Math.min(Math.max(nr || 0, min), max);
}
function getAllUnits(rows: string, cols: string) {
const units: string[][] = [];
for (const r of rows) units.push(cross(r, cols));
for (const c of cols) units.push(cross(rows, c));
const row_blocks = ['ABC', 'DEF', 'GHI'];
const col_blocks = ['123', '456', '789'];
for (const rb of row_blocks) {
for (const cb of col_blocks) {
units.push(cross(rb, cb));
}
}
return units;
}
function getSquareUnitsMap(squares: string[], units: string[][]) {
const map: Record<string, string[][]> = {};
for (const s of squares) {
const list: string[][] = [];
for (const u of units) {
if (u.includes(s)) list.push(u);
}
map[s] = list;
}
return map;
}
function getSquarePeersMap(squares: string[], units_map: Record<string, string[][]>) {
const map: Record<string, string[]> = {};
for (const s of squares) {
const peers: string[] = [];
for (const unit of units_map[s]) {
for (const sq of unit) {
if (sq !== s && !peers.includes(sq)) peers.push(sq);
}
}
map[s] = peers;
}
return map;
}
function getSquareValsMap(board: string) {
const map: Record<string, string> = {};
if (board.length !== SQUARES.length) throw 'Board length mismatch';
for (let i = 0; i < SQUARES.length; i++) {
map[SQUARES[i]] = board[i];
}
return map;
}
function validateBoard(board: string): true | string {
if (!board) return 'Empty board';
if (board.length !== NR_SQUARES) return 'Invalid board size';
for (let i = 0; i < board.length; i++) {
const c = board[i];
if (!inStr(c, DIGITS) && c !== BLANK_CHAR) {
return `Invalid char at ${i}: ${c}`;
}
}
return true;
}
function getCandidatesMap(board: string): Record<string, string> | false {
const report = validateBoard(board);
if (report !== true) throw report;
const map: Record<string, string> = {};
const squares_values = getSquareValsMap(board);
for (const s of SQUARES) map[s] = DIGITS;
for (const s in squares_values) {
const val = squares_values[s];
if (inStr(val, DIGITS)) {
const new_candidates = assign(map, s, val);
if (!new_candidates) return false;
}
}
return map;
}
function assign(candidates: Record<string, string>, square: string, val: string) {
const others = candidates[square].replace(val, '');
for (const v of others) {
const next = eliminate(candidates, square, v);
if (!next) return false;
}
return candidates;
}
function eliminate(candidates: Record<string, string>, square: string, val: string) {
if (!inStr(val, candidates[square])) return candidates;
candidates[square] = candidates[square].replace(val, '');
const n = candidates[square].length;
if (n === 1) {
const target_val = candidates[square];
for (const peer of SQUARE_PEERS_MAP[square]) {
const next = eliminate(candidates, peer, target_val);
if (!next) return false;
}
} else if (n === 0) return false;
for (const unit of SQUARE_UNITS_MAP[square]) {
const places: string[] = [];
for (const sq of unit) {
if (inStr(val, candidates[sq])) places.push(sq);
}
if (places.length === 0) return false;
else if (places.length === 1) {
const next = assign(candidates, places[0], val);
if (!next) return false;
}
}
return candidates;
}
function search(candidates: Record<string, string>, reverse: boolean): any {
if (!candidates) return false;
reverse = reverse || false;
let max_nr_candidates = 0;
for (const s of SQUARES) {
const n = candidates[s].length;
if (n > max_nr_candidates) {
max_nr_candidates = n;
}
}
if (max_nr_candidates === 1) return candidates;
let min_nr_candidates = 10;
let min_square = '';
for (const s of SQUARES) {
const n = candidates[s].length;
if (n < min_nr_candidates && n > 1) {
min_nr_candidates = n;
min_square = s;
}
}
const min_candidates = candidates[min_square];
if (!reverse) {
for (const v of min_candidates) {
const copy = JSON.parse(JSON.stringify(candidates));
const next = search(assign(copy, min_square, v), reverse);
if (next) return next;
}
} else {
for (let i = min_candidates.length - 1; i >= 0; --i) {
const v = min_candidates[i];
const copy = JSON.parse(JSON.stringify(candidates));
const next = search(assign(copy, min_square, v), reverse);
if (next) return next;
}
}
return false;
}
export class SudokuGenerator {
static generate(difficulty: Difficulty, unique?: boolean): string {
let numericDifficulty: number;
if (typeof difficulty === 'string' || typeof difficulty === 'undefined') {
numericDifficulty = DIFFICULTY[difficulty as DifficultyName] || DIFFICULTY.easy;
} else {
numericDifficulty = difficulty;
}
numericDifficulty = forceRange(numericDifficulty, NR_SQUARES + 1, MIN_GIVENS);
unique = unique ?? true;
const blank_board = BLANK_BOARD;
let candidates = getCandidatesMap(blank_board);
if (!candidates) return SudokuGenerator.generate(numericDifficulty);
const shuffled_squares = shuffle(SQUARES);
for (const square of shuffled_squares) {
const rand_candidate_idx = randRange(candidates[square].length);
const rand_candidate = candidates[square][rand_candidate_idx];
if (!assign(candidates, square, rand_candidate)) break;
const single_candidates: string[] = [];
for (const s of SQUARES) {
if (candidates[s].length === 1) single_candidates.push(candidates[s]);
}
if (
single_candidates.length >= numericDifficulty &&
stripDups(single_candidates).length >= 8
) {
let board = '';
let givens_idxs: number[] = [];
for (let i = 0; i < SQUARES.length; i++) {
const s = SQUARES[i];
if (candidates[s].length === 1) {
board += candidates[s];
givens_idxs.push(i);
} else {
board += BLANK_CHAR;
}
}
if (givens_idxs.length > numericDifficulty) {
givens_idxs = shuffle(givens_idxs);
for (let i = 0; i < givens_idxs.length - numericDifficulty; ++i) {
const target = givens_idxs[i];
board =
board.substring(0, target) +
BLANK_CHAR +
board.substring(target + 1);
}
}
if (SudokuGenerator.solve(board)) return board;
}
}
return SudokuGenerator.generate(numericDifficulty);
}
static solve(board: string, reverse?: boolean): string | false {
const report = validateBoard(board);
if (report !== true) throw report;
let nr_givens = 0;
for (const ch of board) {
if (ch !== BLANK_CHAR && inStr(ch, DIGITS)) nr_givens++;
}
if (nr_givens < MIN_GIVENS) throw 'Too few givens';
reverse = reverse || false;
const candidates = getCandidatesMap(board);
if (!candidates) return false;
const result = search(candidates, reverse);
if (result) {
let solution = '';
for (const s of SQUARES) solution += result[s];
return solution;
}
return false;
}
}
initialize();
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import type { SudokuBoard, SudokuCell } from './types';
export class SudokuRenderer {
static renderBoard(container: HTMLElement, board: SudokuBoard): void {
const sudokuDiv = document.createElement('div');
sudokuDiv.id = 'sudoku';
sudokuDiv.className = 'sudoku-board';
for (let row = 0; row < 9; row++) {
const rowDiv = document.createElement('div');
rowDiv.className = 'sudoku-row';
for (let col = 0; col < 9; col++) {
const cell = board[row][col];
const cellDiv = document.createElement('div');
cellDiv.className = 'sudoku-cell';
cellDiv.dataset.row = row.toString();
cellDiv.dataset.col = col.toString();
cellDiv.textContent = cell.value || '';
if (cell.isGiven) {
cellDiv.classList.add('given');
}
if (cell.hasConflict) {
cellDiv.classList.add('conflict');
}
if (col === 2 || col === 5) {
cellDiv.classList.add('border-right');
}
if (row === 2 || row === 5) {
cellDiv.classList.add('border-bottom');
}
rowDiv.appendChild(cellDiv);
}
sudokuDiv.appendChild(rowDiv);
}
container.innerHTML = '';
container.appendChild(sudokuDiv);
}
static renderEmptyBoard(container: HTMLElement): void {
const emptyBoard: SudokuBoard = Array(9).fill(null).map(() =>
Array(9).fill(null).map(() => ({
value: '',
isGiven: false,
hasConflict: false
}))
);
SudokuRenderer.renderBoard(container, emptyBoard);
}
static updateCell(container: HTMLElement, row: number, col: number, cell: SudokuCell): void {
const cellEl = container.querySelector(`.sudoku-cell[data-row="${row}"][data-col="${col}"]`) as HTMLElement;
if (!cellEl) return;
cellEl.textContent = cell.value || '';
cellEl.classList.toggle('given', cell.isGiven);
cellEl.classList.toggle('conflict', cell.hasConflict);
}
static highlightCursor(container: HTMLElement, row: number, col: number, editMode: boolean): void {
const cells = container.querySelectorAll('.sudoku-cell');
cells.forEach(cell => cell.classList.remove('cursor', 'edit-mode'));
const cursorCell = container.querySelector(`.sudoku-cell[data-row="${row}"][data-col="${col}"]`) as HTMLElement;
if (cursorCell) {
cursorCell.classList.add('cursor');
if (editMode) {
cursorCell.classList.add('edit-mode');
}
}
}
static flashCell(container: HTMLElement, row: number, col: number, className: string, duration: number = 300): void {
const cellEl = container.querySelector(`.sudoku-cell[data-row="${row}"][data-col="${col}"]`) as HTMLElement;
if (!cellEl) return;
cellEl.classList.add(className);
setTimeout(() => cellEl.classList.remove(className), duration);
}
static highlightConflicts(container: HTMLElement, conflictIndices: number[], duration: number = 2000): void {
conflictIndices.forEach((idx) => {
const row = Math.floor(idx / 9);
const col = idx % 9;
const cellEl = container.querySelector(`.sudoku-cell[data-row="${row}"][data-col="${col}"]`) as HTMLElement;
if (cellEl) {
cellEl.classList.add('conflict');
}
});
setTimeout(() => {
conflictIndices.forEach((idx) => {
const row = Math.floor(idx / 9);
const col = idx % 9;
const cellEl = container.querySelector(`.sudoku-cell[data-row="${row}"][data-col="${col}"]`) as HTMLElement;
if (cellEl) {
cellEl.classList.remove('conflict');
}
});
}, duration);
}
}
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export { useBoard } from './useBoard';
export type { BoardManager, SudokuBoard, SudokuCell, Coord, Difficulty } from './types';
export { SudokuGenerator } from './SudokuGenerator';
export { SudokuRenderer } from './SudokuRenderer';
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import type { RefObject } from 'react';
export type Coord = { row: number; col: number };
export type SudokuCell = {
value: string;
isGiven: boolean;
hasConflict: boolean;
};
export type SudokuBoard = SudokuCell[][];
export type Difficulty = 'easy' | 'medium' | 'hard' | 'very-hard' | 'insane' | 'inhuman';
export type BoardManager = {
containerRef: RefObject<HTMLDivElement | null>;
boardRef: RefObject<SudokuBoard>;
initialBoardRef: RefObject<string>;
solutionRef: RefObject<string | null>;
renderBoard: () => void;
generateBoard: (difficulty: Difficulty) => void;
getCell: (row: number, col: number) => SudokuCell | null;
setCell: (row: number, col: number, value: string) => boolean;
canEditCell: (row: number, col: number) => boolean;
isValidPlacement: (row: number, col: number, digit: string) => boolean;
getConflicts: (row: number, col: number) => number[];
isComplete: () => boolean;
isFullyValid: () => boolean;
solveBoard: () => boolean;
resetBoard: () => void;
};
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import { useRef, useState, useCallback } from 'react';
import type { RefObject } from 'react';
import type { BoardManager, SudokuBoard, SudokuCell, Difficulty } from './types';
import { SudokuGenerator } from './SudokuGenerator';
import { SudokuRenderer } from './SudokuRenderer';
export function useBoard(): BoardManager {
const containerRef = useRef<HTMLDivElement | null>(null);
const boardRef = useRef<SudokuBoard>([]);
const initialBoardRef = useRef<string>('');
const solutionRef = useRef<string | null>(null);
const initializeBoard = useCallback((boardString: string): SudokuBoard => {
const board: SudokuBoard = [];
for (let row = 0; row < 9; row++) {
const boardRow: SudokuCell[] = [];
for (let col = 0; col < 9; col++) {
const index = row * 9 + col;
const value = boardString[index];
boardRow.push({
value: value === '.' ? '' : value,
isGiven: value !== '.',
hasConflict: false
});
}
board.push(boardRow);
}
return board;
}, []);
const getCell = useCallback((row: number, col: number): SudokuCell | null => {
const board = boardRef.current;
if (row < 0 || row >= 9 || col < 0 || col >= 9) return null;
return board[row]?.[col] || null;
}, []);
const canEditCell = useCallback((row: number, col: number): boolean => {
const cell = getCell(row, col);
return cell ? !cell.isGiven : false;
}, [getCell]);
const isValidPlacement = useCallback((boardString: string, row: number, col: number, digit: string): boolean => {
if (digit === '.') return true;
for (let c = 0; c < 9; c++) {
const checkIdx = row * 9 + c;
if (c !== col && boardString[checkIdx] === digit) {
return false;
}
}
for (let r = 0; r < 9; r++) {
const checkIdx = r * 9 + col;
if (r !== row && boardString[checkIdx] === digit) {
return false;
}
}
const boxRow = Math.floor(row / 3) * 3;
const boxCol = Math.floor(col / 3) * 3;
for (let r = boxRow; r < boxRow + 3; r++) {
for (let c = boxCol; c < boxCol + 3; c++) {
const checkIdx = r * 9 + c;
if ((r !== row || c !== col) && boardString[checkIdx] === digit) {
return false;
}
}
}
return true;
}, []);
const getConflicts = useCallback((boardString: string, row: number, col: number): number[] => {
const conflicts: number[] = [];
const digit = boardString[row * 9 + col];
if (digit === '.') return conflicts;
for (let c = 0; c < 9; c++) {
if (c !== col && boardString[row * 9 + c] === digit) {
conflicts.push(row * 9 + c);
}
}
for (let r = 0; r < 9; r++) {
if (r !== row && boardString[r * 9 + col] === digit) {
conflicts.push(r * 9 + col);
}
}
const boxRow = Math.floor(row / 3) * 3;
const boxCol = Math.floor(col / 3) * 3;
for (let r = boxRow; r < boxRow + 3; r++) {
for (let c = boxCol; c < boxCol + 3; c++) {
const idx = r * 9 + c;
if ((r !== row || c !== col) && boardString[idx] === digit) {
if (!conflicts.includes(idx)) {
conflicts.push(idx);
}
}
}
}
return conflicts;
}, []);
const isFullyValid = useCallback((boardString: string): boolean => {
for (let r = 0; r < 9; r++) {
let rowSum = 0;
for (let c = 0; c < 9; c++) {
const digit = boardString[r * 9 + c];
if (digit === '.') return false;
rowSum += parseInt(digit, 10);
}
if (rowSum !== 45) return false;
}
for (let c = 0; c < 9; c++) {
let colSum = 0;
for (let r = 0; r < 9; r++) {
const digit = boardString[r * 9 + c];
colSum += parseInt(digit, 10);
}
if (colSum !== 45) return false;
}
for (let boxRow = 0; boxRow < 3; boxRow++) {
for (let boxCol = 0; boxCol < 3; boxCol++) {
let boxSum = 0;
for (let r = boxRow * 3; r < boxRow * 3 + 3; r++) {
for (let c = boxCol * 3; c < boxCol * 3 + 3; c++) {
const digit = boardString[r * 9 + c];
boxSum += parseInt(digit, 10);
}
}
if (boxSum !== 45) return false;
}
}
return true;
}, []);
const isComplete = useCallback((boardString: string): boolean => {
return !boardString.includes('.');
}, []);
const boardToString = useCallback((board: SudokuBoard): string => {
return board.map(row =>
row.map(cell => cell.value || '.').join('')
).join('');
}, []);
const setCell = useCallback((row: number, col: number, value: string): boolean => {
if (!canEditCell(row, col)) return false;
const board = boardRef.current;
const boardString = boardToString(board);
const newBoardString = boardString.substring(0, row * 9 + col) + value + boardString.substring(row * 9 + col + 1);
if (!isValidPlacement(newBoardString, row, col, value)) {
return false;
}
board[row][col] = {
value: value === '.' ? '' : value,
isGiven: board[row][col].isGiven,
hasConflict: false
};
return true;
}, [canEditCell, isValidPlacement, boardToString]);
const generateBoard = useCallback((difficulty: Difficulty): void => {
const newBoardString = SudokuGenerator.generate(difficulty);
const solution = SudokuGenerator.solve(newBoardString);
initialBoardRef.current = newBoardString;
solutionRef.current = solution;
boardRef.current = initializeBoard(newBoardString);
}, [initializeBoard]);
const solveBoard = useCallback((): boolean => {
const solution = solutionRef.current;
if (!solution) return false;
boardRef.current = initializeBoard(solution);
return true;
}, [initializeBoard]);
const resetBoard = useCallback((): void => {
const initialBoard = initialBoardRef.current;
if (initialBoard) {
boardRef.current = initializeBoard(initialBoard);
}
}, [initializeBoard]);
const renderBoard = useCallback((): void => {
const container = containerRef.current;
const board = boardRef.current;
if (!container || board.length === 0) {
if (container) {
SudokuRenderer.renderEmptyBoard(container);
}
return;
}
SudokuRenderer.renderBoard(container, board);
}, []);
return {
containerRef,
boardRef,
initialBoardRef,
solutionRef,
renderBoard,
generateBoard,
getCell,
setCell,
canEditCell,
isValidPlacement: (row, col, digit) => {
const boardString = boardToString(boardRef.current);
return isValidPlacement(boardString, row, col, digit);
},
getConflicts: (row, col) => {
const boardString = boardToString(boardRef.current);
return getConflicts(boardString, row, col);
},
isComplete: () => {
const boardString = boardToString(boardRef.current);
return isComplete(boardString);
},
isFullyValid: () => {
const boardString = boardToString(boardRef.current);
return isFullyValid(boardString);
},
solveBoard,
resetBoard
};
}
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export { useCursor } from './useCursor';
export { useVimMotions } from './useVimMotions';
export type {
CursorManager,
CursorMode,
Coord,
Motion,
VimMotionSystem,
GameKeyManager,
KeyLogEntry,
CursorRenderer
} from './types';
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import type { RefObject } from 'react';
import type { BoardManager } from '../useBoard/types';
export type Coord = { row: number; col: number };
export type CursorMode = 'normal' | 'edit';
export type Motion = {
dr: number;
dc: number;
steps: number;
};
export type CursorManager = {
position: () => Coord;
mode: () => CursorMode;
move: (dRows: number, dCols: number, count: number) => void;
moveLeft: (count?: number) => void;
moveRight: (count?: number) => void;
moveUp: (count?: number) => void;
moveDown: (count?: number) => void;
moveToStart: () => void;
moveToEnd: () => void;
moveToTop: () => void;
moveToBottom: () => void;
repeatLastMotion: () => void;
resetCount: () => void;
getCount: () => string;
hasCount: () => boolean;
setCount: (digit: string) => void;
setLastKey: (key: string) => void;
getLastKey: () => string;
setMode: (mode: CursorMode) => void;
flashInvalid: () => void;
flashValid: () => void;
flashLocked: () => void;
highlightConflicts: (conflictIndices: number[]) => void;
};
export type VimMotionSystem = {
processKey: (key: string) => { type: 'move' | 'anchor' | 'repeat' | 'count' | 'digit' | 'erase' | 'mode', data: any } | null;
resetCount: () => void;
getCount: () => number;
hasCount: () => boolean;
setLastMotion: (motion: Motion) => void;
repeatLastMotion: () => Motion | null;
};
export type GameKeyManager = {
keyLog: KeyLogEntry[];
clearKeyLog: () => void;
getKeyLog: () => KeyLogEntry[];
editMode: CursorMode;
setEditMode: (mode: CursorMode) => void;
};
export type KeyLogEntry = { key: string; timestamp: number };
export type CursorRenderer = {
highlightCursor: (row: number, col: number, editMode: boolean) => void;
flashCell: (row: number, col: number, className: string, duration?: number) => void;
highlightConflicts: (conflictIndices: number[], duration?: number) => void;
};
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import { useState, useCallback, useEffect } from 'react';
import type { BoardManager } from '../useBoard/types';
import type { CursorManager, CursorMode, Coord, VimMotionSystem, GameKeyManager, KeyLogEntry } from './types';
import { useVimMotions } from './useVimMotions';
export function useCursor(board: BoardManager): CursorManager & { keyManager: GameKeyManager } {
const [position, setPosition] = useState<Coord>({ row: 0, col: 0 });
const [mode, setMode] = useState<CursorMode>('normal');
const [keyLog, setKeyLog] = useState<KeyLogEntry[]>([]);
const vimMotions = useVimMotions();
const addKeyToLog = useCallback((key: string) => {
setKeyLog(prev => [...prev, { key, timestamp: Date.now() }]);
}, []);
const move = useCallback((dRows: number, dCols: number, count: number) => {
setPosition(prev => {
const newRow = prev.row + (dRows * count);
const newCol = prev.col + (dCols * count);
if (newRow < 0 || newRow > 8 || newCol < 0 || newCol > 8) {
flashInvalid();
return prev;
}
return { row: newRow, col: newCol };
});
}, []);
const moveLeft = useCallback((count = 1) => {
move(0, -1, count);
}, [move]);
const moveRight = useCallback((count = 1) => {
move(0, 1, count);
}, [move]);
const moveUp = useCallback((count = 1) => {
move(-1, 0, count);
}, [move]);
const moveDown = useCallback((count = 1) => {
move(1, 0, count);
}, [move]);
const moveToStart = useCallback(() => {
setPosition(prev => ({ ...prev, col: 0 }));
}, []);
const moveToEnd = useCallback(() => {
setPosition(prev => ({ ...prev, col: 8 }));
}, []);
const moveToTop = useCallback(() => {
setPosition({ row: 0, col: 0 });
}, []);
const moveToBottom = useCallback(() => {
setPosition({ row: 8, col: 0 });
}, []);
const repeatLastMotion = useCallback(() => {
const lastMotion = vimMotions.repeatLastMotion();
if (lastMotion) {
move(lastMotion.dr, lastMotion.dc, lastMotion.steps);
}
}, [vimMotions, move]);
const resetCount = useCallback(() => {
vimMotions.resetCount();
}, [vimMotions]);
const getCount = useCallback(() => {
return vimMotions.getCount().toString();
}, [vimMotions]);
const hasCount = useCallback(() => {
return vimMotions.hasCount();
}, [vimMotions]);
const setCount = useCallback((digit: string) => {
vimMotions.processKey(digit);
}, [vimMotions]);
const setLastKey = useCallback((key: string) => {
addKeyToLog(key);
}, [addKeyToLog]);
const getLastKey = useCallback(() => {
return keyLog[keyLog.length - 1]?.key || '';
}, [keyLog]);
const flashInvalid = useCallback(() => {
const container = board.containerRef.current;
if (!container) return;
const cellEl = container.querySelector(`.sudoku-cell[data-row="${position.row}"][data-col="${position.col}"]`) as HTMLElement;
if (cellEl) {
cellEl.classList.add('invalid-move');
setTimeout(() => cellEl.classList.remove('invalid-move'), 180);
}
}, [board, position]);
const flashValid = useCallback(() => {
const container = board.containerRef.current;
if (!container) return;
const cellEl = container.querySelector(`.sudoku-cell[data-row="${position.row}"][data-col="${position.col}"]`) as HTMLElement;
if (cellEl) {
cellEl.classList.add('valid-move');
setTimeout(() => cellEl.classList.remove('valid-move'), 300);
}
}, [board, position]);
const flashLocked = useCallback(() => {
const container = board.containerRef.current;
if (!container) return;
const cellEl = container.querySelector(`.sudoku-cell[data-row="${position.row}"][data-col="${position.col}"]`) as HTMLElement;
if (cellEl) {
cellEl.classList.add('locked-cell');
setTimeout(() => cellEl.classList.remove('locked-cell'), 300);
}
}, [board, position]);
const highlightConflicts = useCallback((conflictIndices: number[]) => {
const container = board.containerRef.current;
if (!container) return;
conflictIndices.forEach((idx) => {
const row = Math.floor(idx / 9);
const col = idx % 9;
const cellEl = container.querySelector(`.sudoku-cell[data-row="${row}"][data-col="${col}"]`) as HTMLElement;
if (cellEl) {
cellEl.classList.add('conflict');
}
});
setTimeout(() => {
conflictIndices.forEach((idx) => {
const row = Math.floor(idx / 9);
const col = idx % 9;
const cellEl = container.querySelector(`.sudoku-cell[data-row="${row}"][data-col="${col}"]`) as HTMLElement;
if (cellEl) {
cellEl.classList.remove('conflict');
}
});
}, 2000);
}, [board]);
const clearKeyLog = useCallback(() => {
setKeyLog([]);
}, []);
const getKeyLog = useCallback(() => {
return [...keyLog];
}, [keyLog]);
useEffect(() => {
const handleKeyDown = (e: KeyboardEvent) => {
const key = e.key;
const result = vimMotions.processKey(key);
if (!result) return;
addKeyToLog(key);
switch (result.type) {
case 'move':
move(result.data.dr, result.data.dc, result.data.steps);
break;
case 'anchor':
switch (result.data) {
case 'start':
moveToStart();
break;
case 'end':
moveToEnd();
break;
case 'top':
moveToTop();
break;
case 'bottom':
moveToBottom();
break;
}
break;
case 'repeat':
if (result.data) {
move(result.data.dr, result.data.dc, result.data.steps);
}
break;
case 'mode':
setMode(result.data);
break;
case 'digit':
if (mode === 'edit') {
const success = board.setCell(position.row, position.col, result.data);
if (success) {
flashValid();
} else if (!board.canEditCell(position.row, position.col)) {
flashLocked();
} else {
const conflicts = board.getConflicts(position.row, position.col);
if (conflicts.length > 0) {
highlightConflicts(conflicts);
}
flashInvalid();
}
}
break;
case 'erase':
if (mode === 'edit') {
const success = board.setCell(position.row, position.col, '.');
if (success) {
flashValid();
} else if (!board.canEditCell(position.row, position.col)) {
flashLocked();
} else {
flashInvalid();
}
}
break;
}
};
window.addEventListener('keydown', handleKeyDown);
return () => window.removeEventListener('keydown', handleKeyDown);
}, [vimMotions, addKeyToLog, move, moveToStart, moveToEnd, moveToTop, moveToBottom, mode, board, position, flashValid, flashLocked, flashInvalid, highlightConflicts]);
const cursorManager: CursorManager = {
position: () => position,
mode: () => mode,
move,
moveLeft,
moveRight,
moveUp,
moveDown,
moveToStart,
moveToEnd,
moveToTop,
moveToBottom,
repeatLastMotion,
resetCount,
getCount,
hasCount,
setCount,
setLastKey,
getLastKey,
setMode,
flashInvalid,
flashValid,
flashLocked,
highlightConflicts
};
const keyManager: GameKeyManager = {
keyLog,
clearKeyLog,
getKeyLog,
editMode: mode,
setEditMode: setMode
};
return {
...cursorManager,
keyManager
};
}
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import { useRef } from 'react';
import type { VimMotionSystem, Motion } from './types';
export function useVimMotions(): VimMotionSystem {
const countRef = useRef<string>('');
const lastMotionRef = useRef<Motion | null>(null);
const processKey = (key: string) => {
if (key >= '0' && key <= '9') {
if (key === '0' && countRef.current === '') {
return { type: 'anchor', data: 'start' };
}
countRef.current += key;
return { type: 'count', data: key };
}
const count = countRef.current ? parseInt(countRef.current, 10) : 1;
switch (key) {
case 'h':
const motionH = { dr: 0, dc: -1, steps: count };
lastMotionRef.current = motionH;
countRef.current = '';
return { type: 'move', data: motionH };
case 'j':
const motionJ = { dr: 1, dc: 0, steps: count };
lastMotionRef.current = motionJ;
countRef.current = '';
return { type: 'move', data: motionJ };
case 'k':
const motionK = { dr: -1, dc: 0, steps: count };
lastMotionRef.current = motionK;
countRef.current = '';
return { type: 'move', data: motionK };
case 'l':
const motionL = { dr: 0, dc: 1, steps: count };
lastMotionRef.current = motionL;
countRef.current = '';
return { type: 'move', data: motionL };
case '^':
countRef.current = '';
return { type: 'anchor', data: 'start' };
case '$':
countRef.current = '';
return { type: 'anchor', data: 'end' };
case 'g':
countRef.current = '';
return { type: 'anchor', data: 'top' };
case 'G':
countRef.current = '';
return { type: 'anchor', data: 'bottom' };
case '.':
const lastMotion = lastMotionRef.current;
if (lastMotion) {
return { type: 'repeat', data: lastMotion };
}
return null;
case 'i':
countRef.current = '';
return { type: 'mode', data: 'edit' };
case 'Escape':
countRef.current = '';
return { type: 'mode', data: 'normal' };
case 'x':
case 'Delete':
case 'Backspace':
countRef.current = '';
return { type: 'erase', data: null };
default:
if (key >= '1' && key <= '9') {
countRef.current = '';
return { type: 'digit', data: key };
}
return null;
}
};
const resetCount = () => {
countRef.current = '';
};
const getCount = () => {
return countRef.current ? parseInt(countRef.current, 10) : 1;
};
const hasCount = () => {
return countRef.current !== '';
};
const setLastMotion = (motion: Motion) => {
lastMotionRef.current = motion;
};
const repeatLastMotion = () => {
return lastMotionRef.current;
};
return {
processKey,
resetCount,
getCount,
hasCount,
setLastMotion,
repeatLastMotion
};
}
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import { useEffect } from 'react';
import { useBoard } from './useBoard';
import { useCursor } from './useCursor';
import { useGameStatus } from './useGameStatus';
import { useScore } from './useScore';
import type { GameManager, GameOptions } from './types';
export function useGame(options: GameOptions, platformHook?: unknown): GameManager {
const board = useBoard();
const gameStatusManager = useGameStatus();
const { cursor, keyManager } = useCursor(board);
const scoreManager = useScore({
board,
gameStatusManager,
keystrokeCount: keyManager.keyLog.length
});
useEffect(() => {
board.generateBoard('medium');
}, [board]);
useEffect(() => {
const { gameStatus } = gameStatusManager;
if (gameStatus === 'waiting') {
board.renderBoard();
} else {
board.renderBoard();
const container = board.containerRef.current;
if (container) {
const pos = cursor.position();
const cellEl = container.querySelector(`.sudoku-cell[data-row="${pos.row}"][data-col="${pos.col}"]`) as HTMLElement;
if (cellEl) {
cellEl.classList.add('cursor');
if (cursor.mode() === 'edit') {
cellEl.classList.add('edit-mode');
}
}
}
}
}, [gameStatusManager.gameStatus, board, cursor]);
useEffect(() => {
const container = board.containerRef.current;
if (!container) return;
const handleCellClick = (e: MouseEvent) => {
const target = e.target as HTMLElement;
const cellEl = target.closest('.sudoku-cell') as HTMLElement;
if (!cellEl) return;
const row = parseInt(cellEl.dataset.row || '0');
const col = parseInt(cellEl.dataset.col || '0');
const currentPos = cursor.position();
if (currentPos.row !== row || currentPos.col !== col) {
cursor.move(row - currentPos.row, col - currentPos.col, 1);
}
};
container.addEventListener('click', handleCellClick);
return () => container.removeEventListener('click', handleCellClick);
}, [board, cursor]);
const startGame = () => {
board.generateBoard('medium');
gameStatusManager.startGame();
};
const togglePause = (pause?: boolean) => {
gameStatusManager.togglePause(pause);
};
const quitGame = () => {
gameStatusManager.quitGame();
};
const gameManager: GameManager = {
containerRef: board.containerRef,
renderBoard: board.renderBoard,
gameStatus: gameStatusManager.gameStatus,
setGameStatus: gameStatusManager.setGameStatus,
startGame,
togglePause,
quitGame,
cursor,
scoreManager,
keyLog: keyManager.keyLog,
clearKeyLog: keyManager.clearKeyLog,
getKeyLog: keyManager.getKeyLog,
board,
solveBoard: board.solveBoard,
resetBoard: board.resetBoard
};
if (typeof platformHook === 'function') {
platformHook(gameManager);
}
return gameManager;
}
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export { useGameStatus } from './useGameStatus';
export type { GameStatus, GameStatusManager } from './types';
+9
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export type GameStatus = 'waiting' | 'started' | 'paused' | 'game-over' | 'game-won';
export type GameStatusManager = {
gameStatus: GameStatus;
setGameStatus: (status: GameStatus) => void;
startGame: () => void;
togglePause: (pause?: boolean) => void;
quitGame: () => void;
};
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import { useState, useCallback } from 'react';
import type { GameStatusManager, GameStatus } from './types';
export function useGameStatus(): GameStatusManager {
const [gameStatus, setGameStatus] = useState<GameStatus>('waiting');
const startGame = useCallback(() => {
setGameStatus('started');
}, []);
const togglePause = useCallback((pause?: boolean) => {
setGameStatus(current => {
if (current === 'started' || current === 'paused') {
return pause !== undefined ? (pause ? 'paused' : 'started') :
(current === 'started' ? 'paused' : 'started');
}
return current;
});
}, []);
const quitGame = useCallback(() => {
setGameStatus('waiting');
}, []);
return {
gameStatus,
setGameStatus,
startGame,
togglePause,
quitGame
};
}
+3 -1
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export * from './useScore';
export { useScore } from './useScore';
export { useTimer } from './useTimer';
export type { ScoreManager, TimerManager, UseScoreProps } from './types';
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import type { BoardManager } from '../useBoard/types';
import type { GameStatusManager } from '../useGameStatus/types';
export type TimerManager = {
timeValue: number;
startTimer: () => void;
stopTimer: () => void;
resetTimer: () => void;
};
export type ScoreManager = {
timeValue: number;
keystrokes: number;
mistakes: number;
hints: number;
efficiency: number;
finalScore: number | null;
startTimer: () => void;
stopTimer: () => void;
resetTimer: () => void;
addMistake: () => void;
addHint: () => void;
calculateEfficiency: () => number;
calculateFinalScore: () => number | null;
};
export type UseScoreProps = {
board: BoardManager;
gameStatusManager: GameStatusManager;
keystrokeCount: number;
};
+79 -90
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import { useEffect, useState } from "react";
import { useTimer } from "./hooks/useTimer";
import { useScoreTime } from "./useScoreTime";
import type { GameStatus } from "../types";
import { useState, useEffect, useCallback } from 'react';
import type { BoardManager } from '../useBoard/types';
import type { GameStatusManager } from '../useGameStatus/types';
import type { ScoreManager, UseScoreProps } from './types';
import { useTimer } from './useTimer';
const TIME_LIMIT_MS = Infinity; // No time limit by default
const KEYSTROKE_LIMIT = Infinity; // No keystroke limit by default
type GameScoreContext = {
gameStatus: GameStatus;
setGameStatus: (status: GameStatus) => void;
};
type UseScoreParams = {
gameContext: GameScoreContext;
keystrokeCount: number;
board: string;
isComplete: (board: string) => boolean;
isFullyValid: (board: string) => boolean;
initialBoard: string;
};
export function useScore({
gameContext,
keystrokeCount,
board,
isComplete,
isFullyValid,
initialBoard
}: UseScoreParams) {
export function useScore({ board, gameStatusManager, keystrokeCount }: UseScoreProps): ScoreManager {
const timer = useTimer();
const { gameStatus, setGameStatus } = gameContext;
const { timeValue, startTimer, stopTimer, resetTimer } = timer;
const [mistakes, setMistakes] = useState<number>(0);
const [hints, setHints] = useState<number>(0);
const [finalScore, setFinalScore] = useState<number | null>(null);
const addMistake = useCallback(() => {
setMistakes(prev => prev + 1);
}, []);
const minMovesRequired = initialBoard.split("").filter(c => c === ".").length;
const actualMoves = keystrokeCount;
const efficiency = minMovesRequired > 0
? Math.round((actualMoves / minMovesRequired) * 100)
: 0;
const addHint = useCallback(() => {
setHints(prev => prev + 1);
}, []);
useScoreTime({ gameStatus, timer });
const calculateEfficiency = useCallback((): number => {
const boardString = board.boardRef.current.map(row =>
row.map(cell => cell.value || '.').join('')
).join('');
const filledCells = boardString.replace(/\./g, '').length;
const totalCells = 81;
const givenCells = board.initialBoardRef.current.replace(/\./g, '').length;
const userFilledCells = filledCells - givenCells;
if (userFilledCells === 0) return 100;
const optimalMoves = userFilledCells;
const actualMoves = keystrokeCount;
const efficiency = Math.round((optimalMoves / actualMoves) * 100);
return Math.max(0, Math.min(100, efficiency));
}, [board, keystrokeCount]);
const calculateFinalScore = useCallback((): number | null => {
const { gameStatus } = gameStatusManager;
if (gameStatus !== 'game-won') return null;
const efficiency = calculateEfficiency();
const timeInSeconds = timer.timeValue / 1000;
const timeBonus = Math.max(0, 3600 - timeInSeconds) * 10;
const mistakePenalty = mistakes * 100;
const hintPenalty = hints * 200;
const baseScore = 10000;
const efficiencyBonus = efficiency * 50;
const finalScore = baseScore + efficiencyBonus + timeBonus - mistakePenalty - hintPenalty;
return Math.max(0, Math.round(finalScore));
}, [gameStatusManager, calculateEfficiency, timer.timeValue, mistakes, hints]);
useEffect(() => {
if (gameStatus !== "started") return;
const { gameStatus } = gameStatusManager;
if (isComplete(board) && isFullyValid(board)) {
setGameStatus("game-won");
return;
if (gameStatus === 'started') {
timer.startTimer();
} else if (gameStatus === 'paused' || gameStatus === 'game-over' || gameStatus === 'game-won') {
timer.stopTimer();
}
if (timeValue >= TIME_LIMIT_MS) {
setGameStatus("game-over");
return;
if (gameStatus === 'waiting') {
timer.resetTimer();
setMistakes(0);
setHints(0);
}
if (keystrokeCount >= KEYSTROKE_LIMIT) {
setGameStatus("game-over");
return;
}
// TODO: Enable efficiency-based game-over in future
// if (efficiency > 200) {
// setGameStatus("game-over");
// return;
// }
}, [gameStatus, timeValue, keystrokeCount, board, setGameStatus, isComplete, isFullyValid, efficiency]);
}, [gameStatusManager.gameStatus, timer]);
useEffect(() => {
const handleWin = () => {
if (gameStatus === "started") {
setGameStatus("game-won");
}
};
window.addEventListener("sudoku-game-won", handleWin);
return () => window.removeEventListener("sudoku-game-won", handleWin);
}, [gameStatus, setGameStatus]);
const { gameStatus, setGameStatus } = gameStatusManager;
useEffect(() => {
if (gameStatus !== "game-won") return;
const timeInSeconds = timeValue / 1000;
const baseScore = 100000;
const timePenalty = Math.floor(timeInSeconds * 10);
const extraMoves = Math.max(0, actualMoves - minMovesRequired);
const movePenalty = extraMoves * 50;
const score = Math.max(0, baseScore - timePenalty - movePenalty);
setFinalScore(score);
}, [gameStatus, timeValue, actualMoves, minMovesRequired]);
if (gameStatus === 'started' && board.isComplete() && board.isFullyValid()) {
setGameStatus('game-won');
}
}, [board, gameStatusManager]);
return {
timeValue,
startTimer,
stopTimer,
resetTimer,
finalScore,
timeLimit: TIME_LIMIT_MS,
keystrokeLimit: KEYSTROKE_LIMIT,
minMovesRequired,
actualMoves,
efficiency,
timeValue: timer.timeValue,
keystrokes: keystrokeCount,
mistakes,
hints,
efficiency: calculateEfficiency(),
finalScore: calculateFinalScore(),
startTimer: timer.startTimer,
stopTimer: timer.stopTimer,
resetTimer: timer.resetTimer,
addMistake,
addHint,
calculateEfficiency,
calculateFinalScore
};
}
export type UseScoreType = ReturnType<typeof useScore>;
}
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import { useState, useEffect, useRef } from 'react';
import type { TimerManager } from './types';
export function useTimer(): TimerManager {
const [timeValue, setTimeValue] = useState<number>(0);
const intervalRef = useRef<NodeJS.Timeout | null>(null);
const startTimeRef = useRef<number>(0);
const startTimer = () => {
if (intervalRef.current) return;
startTimeRef.current = Date.now() - timeValue;
intervalRef.current = setInterval(() => {
setTimeValue(Date.now() - startTimeRef.current);
}, 100);
};
const stopTimer = () => {
if (intervalRef.current) {
clearInterval(intervalRef.current);
intervalRef.current = null;
}
};
const resetTimer = () => {
stopTimer();
setTimeValue(0);
startTimeRef.current = 0;
};
useEffect(() => {
return () => {
if (intervalRef.current) {
clearInterval(intervalRef.current);
}
};
}, []);
return {
timeValue,
startTimer,
stopTimer,
resetTimer
};
}
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/* =========================================================
🔧 Controls (tweak these)
========================================================= */
:root {
--cell-size: 96px;
--cell-font-size: 48px;
--grid-gap: 6px;
--box-separator: 9px;
}
/* =========================================================
Container & Grid Base
========================================================= */
#sudoku_container {
position: relative;
margin: 1em auto;
width: fit-content;
}
#sudoku {
position: relative;
background-color: var(--card, #1e2030);
border-radius: 0.5rem;
box-shadow: 0 0 10px rgba(27, 29, 43, 0.6), inset 0 0 6px rgba(130, 170, 255, 0.05);
padding: 0.5rem;
width: fit-content;
}
/* =========================================================
Grid Layout
========================================================= */
#sudoku .sudoku-grid {
display: grid;
grid-template-columns:
var(--cell-size) var(--cell-size) var(--cell-size)
var(--cell-size) var(--cell-size) var(--cell-size)
var(--cell-size) var(--cell-size) var(--cell-size);
grid-template-rows:
var(--cell-size) var(--cell-size) var(--cell-size)
var(--cell-size) var(--cell-size) var(--cell-size)
var(--cell-size) var(--cell-size) var(--cell-size);
column-gap: var(--grid-gap);
row-gap: var(--grid-gap);
user-select: none;
}
/* =========================================================
Cell Base Styles
========================================================= */
#sudoku .sudoku-cell {
width: var(--cell-size);
height: var(--cell-size);
display: flex;
align-items: center;
justify-content: center;
border-radius: 4px;
font-family: "Fira Code", monospace;
font-size: var(--cell-font-size);
background: var(--muted, #2f334d);
color: var(--foreground, #c8d3f5);
transition: all 0.15s ease;
box-shadow: inset 0 0 3px rgba(27, 29, 43, 0.4);
}
/* =========================================================
3x3 Box Separators
========================================================= */
/* Right borders (end of each 3x3 box horizontally) */
#sudoku .sudoku-cell[data-c="2"],
#sudoku .sudoku-cell[data-c="5"],
#sudoku .sudoku-cell[data-c="8"] {
border-right: 2px solid color-mix(in srgb, var(--primary, #82aaff) 30%, transparent);
}
/* Left borders (start of each 3x3 box horizontally) */
#sudoku .sudoku-cell[data-c="0"],
#sudoku .sudoku-cell[data-c="3"],
#sudoku .sudoku-cell[data-c="6"] {
border-left: 2px solid color-mix(in srgb, var(--primary, #82aaff) 30%, transparent);
}
/* Bottom borders (end of each 3x3 box vertically) */
#sudoku .sudoku-cell[data-r="2"],
#sudoku .sudoku-cell[data-r="5"],
#sudoku .sudoku-cell[data-r="8"] {
border-bottom: 2px solid color-mix(in srgb, var(--primary, #82aaff) 30%, transparent);
}
/* Top borders (start of each 3x3 box vertically) */
#sudoku .sudoku-cell[data-r="0"],
#sudoku .sudoku-cell[data-r="3"],
#sudoku .sudoku-cell[data-r="6"] {
border-top: 2px solid color-mix(in srgb, var(--primary, #82aaff) 30%, transparent);
}
/* =========================================================
User-Entered Cells
========================================================= */
#sudoku .sudoku-cell.user-entered {
color: var(--primary, #82aaff);
font-weight: 600;
}
/* =========================================================
Active Cell Highlight (Navigation Mode)
========================================================= */
#sudoku .sudoku-cell.active {
outline: 2px solid var(--primary, #82aaff);
outline-offset: -2px;
background: color-mix(in srgb, var(--primary, #82aaff) 20%, var(--muted, #2f334d));
box-shadow:
0 0 8px color-mix(in srgb, var(--primary, #82aaff) 40%, transparent),
0 0 12px color-mix(in srgb, var(--primary, #82aaff) 20%, transparent),
inset 0 0 6px color-mix(in srgb, var(--primary, #82aaff) 15%, transparent);
}
/* =========================================================
Editing Cell Highlight (Edit Mode)
========================================================= */
#sudoku .sudoku-cell.editing {
outline: 2px solid var(--accent, #ffc777);
outline-offset: -2px;
background: color-mix(in srgb, var(--accent, #ffc777) 15%, var(--muted, #2f334d));
box-shadow:
0 0 16px color-mix(in srgb, var(--accent, #ffc777) 70%, transparent),
0 0 24px color-mix(in srgb, var(--accent, #ffc777) 40%, transparent),
inset 0 0 12px color-mix(in srgb, var(--accent, #ffc777) 30%, transparent);
animation: editing-cell-glow 1.5s ease-in-out infinite;
}
@keyframes editing-cell-glow {
0%, 100% {
box-shadow:
0 0 16px color-mix(in srgb, var(--accent, #ffc777) 70%, transparent),
0 0 24px color-mix(in srgb, var(--accent, #ffc777) 40%, transparent),
inset 0 0 12px color-mix(in srgb, var(--accent, #ffc777) 30%, transparent);
}
50% {
box-shadow:
0 0 20px color-mix(in srgb, var(--accent, #ffc777) 90%, transparent),
0 0 32px color-mix(in srgb, var(--accent, #ffc777) 60%, transparent),
inset 0 0 16px color-mix(in srgb, var(--accent, #ffc777) 40%, transparent);
}
}
/* =========================================================
Visual Feedback Effects
========================================================= */
/* Invalid move effect */
#sudoku .sudoku-cell.invalid-move {
animation: sudoku-invalid-pulse 180ms ease-out;
box-shadow:
0 0 12px color-mix(in srgb, var(--destructive, #c53b53) 85%, transparent),
0 0 24px color-mix(in srgb, var(--destructive, #c53b53) 45%, transparent);
}
@keyframes sudoku-invalid-pulse {
0% {
transform: scale(1.05);
box-shadow:
0 0 16px color-mix(in srgb, var(--destructive, #c53b53) 95%, transparent),
0 0 28px color-mix(in srgb, var(--destructive, #c53b53) 55%, transparent);
}
100% {
transform: none;
box-shadow: none;
}
}
/* Locked cell effect (pre-filled clues) */
#sudoku .sudoku-cell.locked-cell {
animation: sudoku-locked-pulse 300ms ease-out;
}
@keyframes sudoku-locked-pulse {
0% {
transform: scale(1.08);
background: rgba(255, 85, 85, 0.3);
box-shadow:
0 0 20px rgba(255, 85, 85, 0.9),
0 0 32px rgba(255, 85, 85, 0.6),
inset 0 0 16px rgba(255, 85, 85, 0.4);
}
50% {
transform: scale(1.05);
background: rgba(255, 85, 85, 0.2);
box-shadow:
0 0 16px rgba(255, 85, 85, 0.8),
0 0 28px rgba(255, 85, 85, 0.5),
inset 0 0 12px rgba(255, 85, 85, 0.3);
}
100% {
transform: none;
background: transparent;
box-shadow: none;
}
}
/* Trail effect for moves */
#sudoku .sudoku-cell.trail {
box-shadow:
inset 0 0 6px color-mix(in srgb, var(--primary, #82aaff) 60%, transparent),
0 0 6px color-mix(in srgb, var(--primary, #82aaff) 35%, transparent);
animation: sudoku-trail-fade 220ms ease-out;
}
@keyframes sudoku-trail-fade {
from { background-color: color-mix(in srgb, var(--primary, #82aaff) 25%, transparent); }
to { background-color: transparent; }
}
/* Valid move flash */
#sudoku .sudoku-cell.valid-move {
animation: sudoku-valid-flash 300ms ease-out;
}
@keyframes sudoku-valid-flash {
0% {
background: color-mix(in srgb, var(--success, #4fd6be) 40%, transparent);
box-shadow:
0 0 12px color-mix(in srgb, var(--success, #4fd6be) 80%, transparent),
0 0 20px color-mix(in srgb, var(--success, #4fd6be) 50%, transparent),
inset 0 0 8px color-mix(in srgb, var(--success, #4fd6be) 35%, transparent);
}
100% {
background: transparent;
box-shadow: none;
}
}
/* Conflict highlighting */
#sudoku .sudoku-cell.conflict {
outline: 2px solid var(--destructive, #c53b53);
outline-offset: -2px;
background: color-mix(in srgb, var(--destructive, #c53b53) 25%, var(--muted, #2f334d));
box-shadow:
0 0 10px color-mix(in srgb, var(--destructive, #c53b53) 70%, transparent),
0 0 18px color-mix(in srgb, var(--destructive, #c53b53) 40%, transparent),
inset 0 0 8px color-mix(in srgb, var(--destructive, #c53b53) 30%, transparent);
animation: sudoku-conflict-pulse 1s ease-in-out infinite;
}
@keyframes sudoku-conflict-pulse {
0%, 100% {
box-shadow:
0 0 10px color-mix(in srgb, var(--destructive, #c53b53) 70%, transparent),
0 0 18px color-mix(in srgb, var(--destructive, #c53b53) 40%, transparent),
inset 0 0 8px color-mix(in srgb, var(--destructive, #c53b53) 30%, transparent);
}
50% {
box-shadow:
0 0 14px color-mix(in srgb, var(--destructive, #c53b53) 85%, transparent),
0 0 24px color-mix(in srgb, var(--destructive, #c53b53) 55%, transparent),
inset 0 0 12px color-mix(in srgb, var(--destructive, #c53b53) 40%, transparent);
}
}
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export * from './types';
export * from "./useGame";
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export * from './sudoku';
export * from './validate-board';
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/**
* Create a playable Sudoku puzzle by removing random digits
* from a fully solved board string.
*
* Difficulty only determines how many cells are removed.
* - "easy": removes ~40 cells
* - "medium": removes ~50 cells
* - "hard": removes ~60 cells
*
* The returned string uses '.' for blanks.
*/
export function makePuzzle(
solution: string,
difficulty: "easy" | "medium" | "hard" = "medium"
): string {
if (solution.length !== 81 || !/^[1-9]+$/.test(solution)) {
throw new Error("Invalid solved board: must be 81 digits 1–9");
}
// --- removal count based on difficulty ---
const removeCount = {
easy: 40,
medium: 50,
hard: 60,
}[difficulty];
// --- create a mutable copy ---
const board = solution.split("");
// --- build a shuffled list of indices 0–80 ---
const indices = Array.from({ length: 81 }, (_, i) => i);
for (let i = indices.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[indices[i], indices[j]] = [indices[j], indices[i]];
}
// --- remove the desired number of cells ---
for (let i = 0; i < removeCount; i++) {
const idx = indices[i];
board[idx] = ".";
}
return board.join("");
}
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import { describe, test, expect } from "bun:test";
import { generateSolvedBoard } from "./sudoku";
import { assertValidFullBoard } from "./validate-board";
const valids = [
"534678912672195348198342567859761423426853791713924856961537284287419635345286179",
"456789123123456789789123456567891234234567891891234567678912345345678912912345678",
"234567891567891234891234567345678912678912345912345678456789123789123456123456789",
"987654321654321987321987654876543219543219876219876543765432198432198765198765432"
];
const invalids = [
"534678912672195348198342567859761423426853791713924856961537284287419635345286171",
"534678911672195348198342567859761423426853791713924856961537284287419635345286179",
"534678912572195348198342567859761423426853791713924856961537284287419635345286179",
"534678912672195348198342567859761423426863791713924856961537284287419635345286179",
];
describe("Testing the Asserter with static boards", () => {
test("valid boards", () => {
for (let board of valids) {
expect(() => assertValidFullBoard(board)).not.toThrow();
}
})
test("invalid boards", () => {
for (let board of invalids) {
expect(() => assertValidFullBoard(board)).toThrow()
}
})
});
describe("Testing the generateSolvedBoard", () => {
test("generates 10 valid boards", () => {
for (let i = 0; i < 10; i++) {
const generated = generateSolvedBoard();
assertValidFullBoard(generated);
};
});
test("generates 100 valid boards", () => {
for (let i = 0; i < 100; i++) {
const generated = generateSolvedBoard();
assertValidFullBoard(generated);
};
});
test("generates 1000 valid boards", () => {
for (let i = 0; i < 1000; i++) {
const generated = generateSolvedBoard();
assertValidFullBoard(generated);
};
});
});
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/**
* Generate a fully valid Sudoku solution using a base pattern and structural shuffles.
* Returns a string of 81 digits (row-major order).
*/
export function generateSolvedBoard(): string {
const size = 9;
const box = 3;
// --- 1️⃣ Base pattern function ---
const pattern = (r: number, c: number) =>
(box * (r % box) + Math.floor(r / box) + c) % size;
// --- 2️⃣ Create base board ---
const baseBoard: number[][] = Array.from({ length: size }, (_, r) =>
Array.from({ length: size }, (_, c) => pattern(r, c) + 1)
);
// --- 3️⃣ Helper to shuffle an array in place ---
const shuffle = <T>(arr: T[]): T[] => {
const copy = [...arr];
for (let i = copy.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[copy[i], copy[j]] = [copy[j], copy[i]];
}
return copy;
};
// --- 4️⃣ Build shuffled row/col indices preserving 3×3 structure ---
const rows = shuffle([0, 1, 2])
.concat(shuffle([3, 4, 5]))
.concat(shuffle([6, 7, 8]));
const cols = shuffle([0, 1, 2])
.concat(shuffle([3, 4, 5]))
.concat(shuffle([6, 7, 8]));
// --- 5️⃣ Shuffle entire bands and stacks (groups of 3) ---
const rowBands = shuffle([0, 1, 2]);
const colStacks = shuffle([0, 1, 2]);
const shuffledRows = rowBands.flatMap(band => rows.slice(band * 3, band * 3 + 3));
const shuffledCols = colStacks.flatMap(stack => cols.slice(stack * 3, stack * 3 + 3));
// --- 6️⃣ Digit permutation (1–9) ---
const digits = shuffle([1, 2, 3, 4, 5, 6, 7, 8, 9]);
// --- 7️⃣ Build the final shuffled board ---
const board: number[][] = shuffledRows.map(r =>
shuffledCols.map(c => digits[baseBoard[r][c] - 1])
);
// --- 8️⃣ Flatten to 81-char string ---
return board.flat().join('');
}
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/**
* Validate a fully filled Sudoku board (81-char string)
* Returns true if:
* - 81 characters long
* - all characters are digits 1–9
* - all rows, columns, and 3×3 boxes sum to 45
*/
export function validateFullBoard(board: string): boolean {
// --- Basic sanity ---
if (board.length !== 81) return false;
if (!/^[1-9]+$/.test(board)) return false;
const getCell = (r: number, c: number) => Number(board[r * 9 + c]);
// --- Validate rows ---
for (let r = 0; r < 9; r++) {
const sum = Array.from({ length: 9 }, (_, c) => getCell(r, c))
.reduce((a, b) => a + b, 0);
if (sum !== 45) return false;
}
// --- Validate columns ---
for (let c = 0; c < 9; c++) {
const sum = Array.from({ length: 9 }, (_, r) => getCell(r, c))
.reduce((a, b) => a + b, 0);
if (sum !== 45) return false;
}
// --- Validate 3×3 boxes ---
for (let br = 0; br < 3; br++) {
for (let bc = 0; bc < 3; bc++) {
const sum = Array.from({ length: 9 }, (_, i) => {
const r = br * 3 + Math.floor(i / 3);
const c = bc * 3 + (i % 3);
return getCell(r, c);
}).reduce((a, b) => a + b, 0);
if (sum !== 45) return false;
}
}
return true;
}
/**
* 🔍 Assert that a Sudoku board string represents a valid, fully filled grid.
*
* Format:
* - 81 characters
* - Only digits 1–9
* - Each row, column, and 3×3 box contains unique digits that sum to 45
*
* Throws descriptive errors on failure.
*/
export function assertValidFullBoard(board: string): void {
// --- Basic integrity checks ---
console.assert(board.length === 81, `❌ Board length must be 81, got ${board.length}`);
if (board.length !== 81) throw new Error(`Invalid board length: ${board.length}`);
// All characters must be digits 1–9
console.assert(/^[1-9]+$/.test(board), "❌ Board must contain only digits 1–9 (no 0s or dots)");
if (!/^[1-9]+$/.test(board)) throw new Error("Board contains invalid characters");
const get = (r: number, c: number) => Number(board[r * 9 + c]);
// --- Helper to assert uniqueness and sum ---
const assertGroup = (label: string, cells: number[]) => {
const sum = cells.reduce((a, b) => a + b, 0);
const unique = new Set(cells);
console.assert(sum === 45, `❌ ${label} sum=${sum} (should be 45)`);
console.assert(unique.size === 9, `❌ ${label} has duplicates: [${cells.join(",")}]`);
if (sum !== 45) throw new Error(`${label} does not sum to 45`);
if (unique.size !== 9) throw new Error(`${label} contains duplicates`);
};
// --- Validate rows ---
for (let r = 0; r < 9; r++) {
const row = Array.from({ length: 9 }, (_, c) => get(r, c));
assertGroup(`Row ${r + 1}`, row);
}
// --- Validate columns ---
for (let c = 0; c < 9; c++) {
const col = Array.from({ length: 9 }, (_, r) => get(r, c));
assertGroup(`Column ${c + 1}`, col);
}
// --- Validate 3×3 boxes ---
for (let br = 0; br < 3; br++) {
for (let bc = 0; bc < 3; bc++) {
const box: number[] = [];
for (let r = 0; r < 3; r++) {
for (let c = 0; c < 3; c++) {
box.push(get(br * 3 + r, bc * 3 + c));
}
}
const idx = br * 3 + bc + 1;
assertGroup(`Box ${idx}`, box);
}
}
}
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import { useGame } from "./useGame";
import { useScore } from "./useScore";
export type UseGameType = ReturnType<typeof useGame>;
export type UseScoreType = ReturnType<typeof useScore>;
export type {
Difficulty,
DifficultyName,
} from "./lib/Sudoku";
export type GamePhase = "idle" | "playing";
export type PlayStatus = "started" | "game-over" | "game-won";
export type GameStatus = "waiting" | "started" | "game-over" | "game-won";
export const isPlaying = (status: GameStatus): status is PlayStatus =>
status === "started" || status === "game-over" || status === "game-won";
export const getGamePhase = (status: GameStatus): GamePhase =>
status === "waiting" ? "idle" : "playing";
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export * from './useScore';
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import { useEffect, useState } from "react";
import { useTimer } from "./hooks/useTimer";
import { useScoreTime } from "./useScoreTime";
import type { GameStatus } from "../types";
const TIME_LIMIT_MS = Infinity; // No time limit by default
const KEYSTROKE_LIMIT = Infinity; // No keystroke limit by default
type GameScoreContext = {
gameStatus: GameStatus;
setGameStatus: (status: GameStatus) => void;
};
type UseScoreParams = {
gameContext: GameScoreContext;
keystrokeCount: number;
board: string;
isComplete: (board: string) => boolean;
isFullyValid: (board: string) => boolean;
initialBoard: string;
};
export function useScore({
gameContext,
keystrokeCount,
board,
isComplete,
isFullyValid,
initialBoard
}: UseScoreParams) {
const timer = useTimer();
const { gameStatus, setGameStatus } = gameContext;
const { timeValue, startTimer, stopTimer, resetTimer } = timer;
const [finalScore, setFinalScore] = useState<number | null>(null);
const minMovesRequired = initialBoard.split("").filter(c => c === ".").length;
const actualMoves = keystrokeCount;
const efficiency = minMovesRequired > 0
? Math.round((actualMoves / minMovesRequired) * 100)
: 0;
useScoreTime({ gameStatus, timer });
useEffect(() => {
if (gameStatus !== "started") return;
if (isComplete(board) && isFullyValid(board)) {
setGameStatus("game-won");
return;
}
if (timeValue >= TIME_LIMIT_MS) {
setGameStatus("game-over");
return;
}
if (keystrokeCount >= KEYSTROKE_LIMIT) {
setGameStatus("game-over");
return;
}
// TODO: Enable efficiency-based game-over in future
// if (efficiency > 200) {
// setGameStatus("game-over");
// return;
// }
}, [gameStatus, timeValue, keystrokeCount, board, setGameStatus, isComplete, isFullyValid, efficiency]);
useEffect(() => {
const handleWin = () => {
if (gameStatus === "started") {
setGameStatus("game-won");
}
};
window.addEventListener("sudoku-game-won", handleWin);
return () => window.removeEventListener("sudoku-game-won", handleWin);
}, [gameStatus, setGameStatus]);
useEffect(() => {
if (gameStatus !== "game-won") return;
const timeInSeconds = timeValue / 1000;
const baseScore = 100000;
const timePenalty = Math.floor(timeInSeconds * 10);
const extraMoves = Math.max(0, actualMoves - minMovesRequired);
const movePenalty = extraMoves * 50;
const score = Math.max(0, baseScore - timePenalty - movePenalty);
setFinalScore(score);
}, [gameStatus, timeValue, actualMoves, minMovesRequired]);
return {
timeValue,
startTimer,
stopTimer,
resetTimer,
finalScore,
timeLimit: TIME_LIMIT_MS,
keystrokeLimit: KEYSTROKE_LIMIT,
minMovesRequired,
actualMoves,
efficiency,
};
}
export type UseScoreType = ReturnType<typeof useScore>;