# vim-sudoku Unified API Implementation Log This document tracks the step-by-step implementation of the unified API architecture for vim-sudoku. ## Overview We are porting vim-sudoku from the old architecture (src_old) to follow the unified API patterns established by vim-maze. This enables consistent architecture across all VIMazing games and better platform integration. --- ## Iteration 1: Preparation & Planning **Date**: 2025-01-22 ### Goals - Review existing implementations (vim-maze, src_old, src_failed) - Create implementation plan - Prepare example app for new API ### Tasks Completed #### 1. Reviewed Architecture - Analyzed vim-maze unified API implementation - Examined src_old working implementation - Identified src_failed attempt issues - Documented key differences between vim-maze and vim-sudoku #### 2. Created Implementation Plan - Created `IMPLEMENTATION_PLAN.md` with 7 phases (numbered x10 for flexibility) - Defined file structure matching vim-maze patterns - Documented key design decisions - Established type mappings between vim-maze and vim-sudoku - Listed success criteria #### 3. Prepared Example App (Phase 5) - Updated `example/src/App.tsx` to match vim-maze structure - Simplified to desktop-only (no mobile support) - Added score metrics display (time, keystrokes, final score) - Updated game status messages for sudoku context - Changed navigation instructions (hjkl + i for edit mode) - Verified `useKeyBindings` already matches vim-maze ### File Changes ``` vim-sudoku/ ├── IMPLEMENTATION_PLAN.md [CREATED] - Detailed implementation roadmap ├── IMPLEMENTATION.md [CREATED] - This file, tracking progress ├── example/src/App.tsx [MODIFIED] - Simplified, sudoku-focused UI └── src/ → src_failed/ [RENAMED] - Previous failed attempt archived ``` ### Key Decisions 1. **No Mobile Support**: Sudoku with vim bindings requires keyboard, mobile not practical 2. **Simple Metrics**: Start with time, keystrokes, and final score (no efficiency yet) 3. **Phase Numbering**: Use x10 numbering (10, 20, 30...) to allow insertions ### Next Steps - Phase 10: Setup & Core Types - Create clean src/ directory structure - Define all type definitions - Set up module exports --- ## Iteration 2: Phase 10 - Minimal Skeleton **Date**: 2025-01-22 ### Goals - Create clean src/ directory structure - Implement minimal types - Build empty 9x9 grid rendering - Mock GameManager API for example app - Get visual feedback without errors ### Tasks Completed #### 1. Created Core Structure ``` src/ ├── game.css [COPIED] - From src_old ├── index.ts [CREATED] - Main exports ├── types.ts [CREATED] - Basic type definitions ├── useGame.ts [CREATED] - Orchestrator with mocks └── useBoard/ └── useBoard.ts [CREATED] - Empty grid rendering ``` #### 2. Implemented Types (src/types.ts) - `Difficulty` - Puzzle difficulty levels - `GameStatus` - Game state machine states - `GameOptions` - useGame configuration - `GameManager` - Full API interface (mocked for now) - `KeyLogEntry` - Keystroke tracking #### 3. Implemented useBoard (src/useBoard/useBoard.ts) - `containerRef` - DOM reference - `renderBoard()` - Renders empty 9x9 sudoku grid - Creates proper HTML structure with `sudoku-grid` and `sudoku-cell` classes - Sets data attributes (data-r, data-c) for cell identification #### 4. Implemented useGame (src/useGame.ts) - Calls `useBoard()` for grid rendering - Returns full `GameManager` interface - Real implementations: - `gameStatus` state management - `startGame`, `togglePause`, `quitGame` - `keyLog` tracking with `clearKeyLog`, `getKeyLog` - Mocked implementations: - `cursor` (empty object) - `scoreManager` (zeros and null) - Supports optional `platformHook` parameter #### 5. Verified Build - ✅ TypeScript compilation successful - ✅ Example app builds without errors - ✅ No runtime errors expected ### Technical Details **Empty Grid Rendering**: - 81 cells (9x9) created with `sudoku-cell` class - Each cell has `data-r` and `data-c` attributes - Wrapped in `sudoku-grid` div inside `#sudoku` container - Uses CSS from src_old for styling **Mocking Strategy**: - Return full GameManager interface to satisfy example app - Mock methods do nothing (empty functions) - Mock values return defaults (0, null, empty arrays) - Real state management only for critical path (gameStatus) ### Next Steps - Phase 20: Implement full useBoard with SudokuGenerator - Port puzzle generation logic - Add board state management - Implement cell validation --- ## Iteration 3: Phase 20 - Puzzle Generation & Rendering **Date**: 2025-01-22 ### Goals - Port SudokuGenerator from src_old - Generate valid sudoku puzzles - Render given numbers in correct positions - Test startGame/quitGame integration via platformHook ### Tasks Completed #### 1. Ported SudokuGenerator - Copied `src_old/lib/Sudoku.ts` → `src/useBoard/SudokuGenerator.ts` - Full puzzle generation algorithm from robatron/sudoku.js - Supports all difficulty levels (easy, medium, hard, very-hard, insane, inhuman) - Returns 81-character string representation #### 2. Enhanced useBoard - Added `boardRef` - Current board state (81-char string) - Added `initialBoardRef` - Initial puzzle state for reset - Added `generateBoard(difficulty)` - Creates new puzzle - Updated `renderBoard()` - Displays numbers from board state - Cells show given digits, empty for '.' characters #### 3. Updated useGame - Reads `difficulty` from GameOptions (defaults to 'easy') - Calls `generateBoard()` when gameStatus becomes 'started' - Re-renders board on game status changes - startGame → generates puzzle and displays it - quitGame → clears to empty board #### 4. Game Flow Integration - **Waiting state**: Empty 9x9 grid displayed - **Press Space**: Triggers startGame via platformHook - **Started state**: New puzzle generated with ~62 givens (easy mode) - **Press Q**: Triggers quitGame, returns to empty grid ### Technical Details **Board Representation**: ```typescript boardRef.current = "52...8.4....7...4......6.....8.....3.9....8..1...2.......2....6...3....7..8...9." // 81 characters: '1'-'9' for givens, '.' for empty cells ``` **Rendering Logic**: - Iterate through 81 characters - Create cell with data-r and data-c attributes - If character is digit → display in cell - If character is '.' → leave cell empty - Uses existing CSS classes from game.css **Game Status Flow**: ``` waiting (empty grid) ↓ [space pressed] started (puzzle generated & rendered) ↓ [q pressed] waiting (empty grid) ``` ### Testing Notes - ✅ TypeScript compiles cleanly - ✅ Example app builds successfully - ✅ Easy difficulty generates ~62 given numbers - ✅ platformHook integration working (startGame/quitGame) - Ready for browser testing with actual puzzle display ### Next Steps - Phase 30: Implement useGameStatus hook - Proper state machine with transitions - Handle paused state - Integrate with scoring --- ## Iteration 4: Phase 21 - Better Generation Algorithm **Date**: 2025-01-22 ### Goals - Replace Robatron's algorithm with pattern-based generation - Separate generator and renderer into clean classes - Always generate valid, solvable puzzles - Store both puzzle and solution references - Port unit tests for validation ### Tasks Completed #### 1. Replaced SudokuGenerator - **Old**: Robatron's backtracking algorithm (372 lines, complex) - **New**: Pattern-based generation from src_old/sudoku/ (~130 lines, simple) - Algorithm: 1. Generate fully solved board using base pattern + shuffles 2. Validate complete board (sum checks for rows/cols/boxes) 3. Remove X cells based on difficulty to create puzzle 4. Keep solution reference (no solving needed!) #### 2. Implemented Class-Based Architecture **SudokuGenerator class**: - `generate(difficulty)` - Creates puzzle + solution - `getPuzzle()` - Returns puzzle string (with '.' for empty) - `getSolution()` - Returns complete solution - `validateFullBoard()` - Private validation (defensive) - Configurable difficulty at top of file **SudokuRenderer class**: - `render(board, initialBoard)` - Renders current state - `renderEmpty()` - Renders empty 9x9 grid - Distinguishes given cells from user-entered cells - Adds CSS classes: 'given', 'user-entered' #### 3. Updated useBoard - Stores refs: `generatorRef`, `rendererRef` - Stores state: `boardRef`, `solutionRef`, `initialBoardRef` - Uses class instances for generation and rendering - Clean separation of concerns #### 4. Difficulty Configuration ```typescript const CELLS_TO_REMOVE = { easy: 40, // ~41 givens medium: 50, // ~31 givens hard: 60, // ~21 givens } as const; ``` #### 5. Ported Unit Tests - SudokuGenerator.test.ts using bun:test - Tests: valid board generation (100x) - Tests: correct cell removal counts - Tests: puzzle/solution consistency ### Technical Details **Why This Algorithm is Better**: 1. **Always valid**: Starts with mathematically valid complete board 2. **Always solvable**: We keep the solution, don't need to solve 3. **Fast**: No backtracking, just pattern + shuffle 4. **Simple**: Easy to understand and maintain 5. **Predictable difficulty**: Just cell count, not algorithmic complexity **Pattern-Based Generation**: ```typescript // Base pattern ensures valid structure pattern(r, c) = (3 * (r % 3) + floor(r / 3) + c) % 9 + 1 // Then shuffle: // - Rows within bands (0-2, 3-5, 6-8) // - Cols within stacks (0-2, 3-5, 6-8) // - Band order // - Stack order // - Digit mapping (1-9) ``` **Rendering Enhancement**: - Given cells: `
5
` - User-entered: `
7
` - Empty: `
` ### Build Status - ✅ TypeScript compiles cleanly - ✅ Example app builds successfully - ✅ Unit tests ready (bun test) - ✅ Algorithm validated with 100+ board generations ### Next Steps - Phase 30: Implement useGameStatus hook - Proper state machine - Handle paused state - Win condition detection --- ## Iteration 5: Phase 30 - useGameStatus Hook **Date**: 2025-01-22 ### Goals - Extract game status logic into dedicated hook - Follow vim-maze architecture pattern - Clean separation of concerns - Reusable state machine ### Tasks Completed #### 1. Created useGameStatus Module **File Structure**: ``` src/useGameStatus/ ├── index.ts # Public exports ├── types.ts # GameStatus, GameStatusManager └── useGameStatus.ts # Hook implementation ``` #### 2. Implemented State Machine **States**: - `waiting` - Initial state, awaiting start - `started` - Game in progress - `paused` - Game temporarily paused - `game-over` - Game lost - `game-won` - Game completed **State Transitions**: ``` waiting ──startGame()──> started ▲ │ │ │ togglePause() │ ▼ quitGame() paused │ │ togglePause() ▼ started ``` #### 3. Hook API ```typescript const gameStatusManager = useGameStatus(); const { gameStatus, // Current state setGameStatus, // Direct setter (for special cases) startGame, // waiting → started togglePause, // started ↔ paused quitGame, // * → waiting } = gameStatusManager; ``` #### 4. Updated useGame - Removed inline `useState` - Uses `useGameStatus()` hook - Spreads `gameStatusManager` into `GameManager` - Cleaner, more maintainable code #### 5. Updated Type System **types.ts**: - Imports `GameStatus` and `GameStatusManager` from useGameStatus - Re-exports for public API - `GameManager` extends `GameStatusManager` (intersection type) - Avoids duplication, single source of truth ### Technical Details **Simpler than vim-maze**: - No intermediate states (no 'has-key' equivalent) - Straightforward: waiting → started → won/over - Pause is optional toggle, not a separate flow **Hook Composition**: ```typescript // In useGame const gameStatusManager = useGameStatus(); const { gameStatus } = gameStatusManager; // Compose into GameManager const gameManager = { ...gameStatusManager, // gameStatus, startGame, etc. // ... other managers }; ``` **Type Safety**: - `GameManager` extends `GameStatusManager` - All status methods available on gameManager - Full TypeScript inference throughout ### Build Status - ✅ TypeScript compiles cleanly - ✅ Example app builds successfully - ✅ No breaking changes to public API ### Next Steps - Phase 40: useCursor Hook Composition - useCellEditor (analog to useHero) - useVimMotions - useGameKeys - useCursorRender --- ## Iteration 6: Phase 40.1 - Basic Cursor with hjkl Movement **Date**: 2025-01-22 ### Goals - Implement basic cursor navigation - Add hjkl vim keys - Visual cursor highlight - Only active during gameplay ### Tasks Completed #### 1. Created useCursor Module - `useCursor.ts` - Position tracking and movement logic - `useCursorRender.ts` - Visual cursor highlight on DOM - `types.ts` - Coord and CursorManager types #### 2. Cursor Implementation - Position tracking with useState (row/col 0-8) - Movement functions: moveLeft, moveRight, moveUp, moveDown - Bounds checking prevents moving outside 9x9 grid - Keyboard listener for h/j/k/l keys - Only active when gameStatus === 'started' #### 3. Visual Feedback - Blue highlight with border on current cell - CSS class 'cursor' applied to active cell - Removed from previous cell on movement #### 4. Fixed Initial Cursor Display (Issue 1) **Problem**: Cursor not showing on game start before first move **Root Cause**: renderBoard() rebuilds DOM, wiping cursor class **Solution**: Added boardRendered counter - Increments after each renderBoard() - useCursorRender depends on boardRendered - Forces cursor re-application after DOM rebuild **Flow**: 1. Press Space → startGame() 2. renderBoard() rebuilds DOM 3. boardRendered increments 4. useCursorRender triggers 5. Cursor class applied to (0,0) ### Technical Details **useState vs useRef**: - Initially used useRef (no re-renders) - Changed to useState to trigger useCursorRender - Position changes now properly update DOM **Timing Issue Resolution**: - renderBoard() is synchronous - useEffect runs after render - boardRendered ensures proper ordering #### 5. Fixed Cursor Border Conflicts (Issue 2) **Problem**: Cursor border conflicting with 3x3 box separators - Cells have borders for grid structure - Cursor border overlapped/clipped at edges - Screenshots showed visual conflicts **Solution**: Use outline instead of border - `outline: 3px solid` (sits above borders) - `outline-offset: -3px` (draws inside cell) - `z-index: 10 + position: relative` (layers above) - Outline doesn't affect layout or conflict with borders ### Next Steps - Issue 3: Add red flash on invalid movement attempts (500ms) --- ## Iteration 7: [Pending] *To be filled as implementation progresses...*