Replace Robatron's complex algorithm with simpler, always-valid approach:
Core Changes:
- src/useBoard/SudokuGenerator.ts: Complete rewrite
- Pattern-based generation (base pattern + structural shuffles)
- Generate complete solution first, then remove cells
- Validates all boards before returning (defensive)
- Class-based API: generate(), getPuzzle(), getSolution()
- Configurable difficulty: CELLS_TO_REMOVE = {easy: 40, medium: 50, hard: 60}
- ~130 lines vs 372 lines (much simpler)
- src/useBoard/SudokuRenderer.ts: NEW - Clean separation
- render(board, initialBoard): Displays current state
- renderEmpty(): Shows empty 9x9 grid
- Distinguishes 'given' vs 'user-entered' cells with CSS classes
- src/useBoard/useBoard.ts: Updated for class architecture
- Refs: generatorRef, rendererRef, boardRef, solutionRef
- Uses class instances for generation and rendering
- Clean separation of concerns
- src/useBoard/SudokuGenerator.test.ts: Unit tests
- Tests valid board generation (100x)
- Tests correct cell removal counts per difficulty
- Tests puzzle/solution consistency
Algorithm Benefits:
1. Always valid - starts with mathematically valid board
2. Always solvable - we keep the solution reference
3. Fast - no backtracking, just pattern + shuffle
4. Simple - easy to understand and maintain
5. Predictable - difficulty = cell count, not complexity
Pattern-Based Approach:
- Base pattern ensures valid structure
- Shuffle rows/cols within bands/stacks (preserves 3x3 boxes)
- Shuffle band/stack order
- Shuffle digit mapping (1-9)
- Result: Valid, random, unique board every time
Phase 21 complete. Next: Phase 30 (useGameStatus hook).
320 lines
10 KiB
Markdown
320 lines
10 KiB
Markdown
# vim-sudoku Unified API Implementation Log
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This document tracks the step-by-step implementation of the unified API architecture for vim-sudoku.
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## Overview
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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.
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---
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## Iteration 1: Preparation & Planning
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**Date**: 2025-01-22
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### Goals
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- Review existing implementations (vim-maze, src_old, src_failed)
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- Create implementation plan
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- Prepare example app for new API
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### Tasks Completed
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#### 1. Reviewed Architecture
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- Analyzed vim-maze unified API implementation
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- Examined src_old working implementation
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- Identified src_failed attempt issues
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- Documented key differences between vim-maze and vim-sudoku
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#### 2. Created Implementation Plan
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- Created `IMPLEMENTATION_PLAN.md` with 7 phases (numbered x10 for flexibility)
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- Defined file structure matching vim-maze patterns
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- Documented key design decisions
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- Established type mappings between vim-maze and vim-sudoku
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- Listed success criteria
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#### 3. Prepared Example App (Phase 5)
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- Updated `example/src/App.tsx` to match vim-maze structure
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- Simplified to desktop-only (no mobile support)
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- Added score metrics display (time, keystrokes, final score)
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- Updated game status messages for sudoku context
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- Changed navigation instructions (hjkl + i for edit mode)
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- Verified `useKeyBindings` already matches vim-maze
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### File Changes
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```
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vim-sudoku/
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├── IMPLEMENTATION_PLAN.md [CREATED] - Detailed implementation roadmap
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├── IMPLEMENTATION.md [CREATED] - This file, tracking progress
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├── example/src/App.tsx [MODIFIED] - Simplified, sudoku-focused UI
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└── src/ → src_failed/ [RENAMED] - Previous failed attempt archived
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```
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### Key Decisions
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1. **No Mobile Support**: Sudoku with vim bindings requires keyboard, mobile not practical
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2. **Simple Metrics**: Start with time, keystrokes, and final score (no efficiency yet)
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3. **Phase Numbering**: Use x10 numbering (10, 20, 30...) to allow insertions
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### Next Steps
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- Phase 10: Setup & Core Types
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- Create clean src/ directory structure
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- Define all type definitions
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- Set up module exports
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---
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## Iteration 2: Phase 10 - Minimal Skeleton
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**Date**: 2025-01-22
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### Goals
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- Create clean src/ directory structure
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- Implement minimal types
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- Build empty 9x9 grid rendering
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- Mock GameManager API for example app
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- Get visual feedback without errors
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### Tasks Completed
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#### 1. Created Core Structure
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```
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src/
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├── game.css [COPIED] - From src_old
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├── index.ts [CREATED] - Main exports
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├── types.ts [CREATED] - Basic type definitions
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├── useGame.ts [CREATED] - Orchestrator with mocks
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└── useBoard/
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└── useBoard.ts [CREATED] - Empty grid rendering
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```
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#### 2. Implemented Types (src/types.ts)
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- `Difficulty` - Puzzle difficulty levels
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- `GameStatus` - Game state machine states
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- `GameOptions` - useGame configuration
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- `GameManager` - Full API interface (mocked for now)
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- `KeyLogEntry` - Keystroke tracking
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#### 3. Implemented useBoard (src/useBoard/useBoard.ts)
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- `containerRef` - DOM reference
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- `renderBoard()` - Renders empty 9x9 sudoku grid
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- Creates proper HTML structure with `sudoku-grid` and `sudoku-cell` classes
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- Sets data attributes (data-r, data-c) for cell identification
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#### 4. Implemented useGame (src/useGame.ts)
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- Calls `useBoard()` for grid rendering
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- Returns full `GameManager` interface
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- Real implementations:
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- `gameStatus` state management
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- `startGame`, `togglePause`, `quitGame`
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- `keyLog` tracking with `clearKeyLog`, `getKeyLog`
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- Mocked implementations:
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- `cursor` (empty object)
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- `scoreManager` (zeros and null)
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- Supports optional `platformHook` parameter
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#### 5. Verified Build
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- ✅ TypeScript compilation successful
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- ✅ Example app builds without errors
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- ✅ No runtime errors expected
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### Technical Details
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**Empty Grid Rendering**:
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- 81 cells (9x9) created with `sudoku-cell` class
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- Each cell has `data-r` and `data-c` attributes
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- Wrapped in `sudoku-grid` div inside `#sudoku` container
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- Uses CSS from src_old for styling
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**Mocking Strategy**:
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- Return full GameManager interface to satisfy example app
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- Mock methods do nothing (empty functions)
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- Mock values return defaults (0, null, empty arrays)
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- Real state management only for critical path (gameStatus)
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### Next Steps
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- Phase 20: Implement full useBoard with SudokuGenerator
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- Port puzzle generation logic
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- Add board state management
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- Implement cell validation
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---
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## Iteration 3: Phase 20 - Puzzle Generation & Rendering
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**Date**: 2025-01-22
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### Goals
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- Port SudokuGenerator from src_old
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- Generate valid sudoku puzzles
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- Render given numbers in correct positions
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- Test startGame/quitGame integration via platformHook
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### Tasks Completed
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#### 1. Ported SudokuGenerator
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- Copied `src_old/lib/Sudoku.ts` → `src/useBoard/SudokuGenerator.ts`
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- Full puzzle generation algorithm from robatron/sudoku.js
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- Supports all difficulty levels (easy, medium, hard, very-hard, insane, inhuman)
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- Returns 81-character string representation
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#### 2. Enhanced useBoard
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- Added `boardRef` - Current board state (81-char string)
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- Added `initialBoardRef` - Initial puzzle state for reset
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- Added `generateBoard(difficulty)` - Creates new puzzle
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- Updated `renderBoard()` - Displays numbers from board state
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- Cells show given digits, empty for '.' characters
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#### 3. Updated useGame
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- Reads `difficulty` from GameOptions (defaults to 'easy')
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- Calls `generateBoard()` when gameStatus becomes 'started'
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- Re-renders board on game status changes
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- startGame → generates puzzle and displays it
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- quitGame → clears to empty board
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#### 4. Game Flow Integration
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- **Waiting state**: Empty 9x9 grid displayed
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- **Press Space**: Triggers startGame via platformHook
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- **Started state**: New puzzle generated with ~62 givens (easy mode)
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- **Press Q**: Triggers quitGame, returns to empty grid
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### Technical Details
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**Board Representation**:
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```typescript
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boardRef.current = "52...8.4....7...4......6.....8.....3.9....8..1...2.......2....6...3....7..8...9."
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// 81 characters: '1'-'9' for givens, '.' for empty cells
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```
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**Rendering Logic**:
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- Iterate through 81 characters
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- Create cell with data-r and data-c attributes
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- If character is digit → display in cell
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- If character is '.' → leave cell empty
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- Uses existing CSS classes from game.css
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**Game Status Flow**:
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```
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waiting (empty grid)
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↓ [space pressed]
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started (puzzle generated & rendered)
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↓ [q pressed]
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waiting (empty grid)
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```
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### Testing Notes
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- ✅ TypeScript compiles cleanly
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- ✅ Example app builds successfully
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- ✅ Easy difficulty generates ~62 given numbers
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- ✅ platformHook integration working (startGame/quitGame)
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- Ready for browser testing with actual puzzle display
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### Next Steps
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- Phase 30: Implement useGameStatus hook
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- Proper state machine with transitions
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- Handle paused state
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- Integrate with scoring
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---
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## Iteration 4: Phase 21 - Better Generation Algorithm
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**Date**: 2025-01-22
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### Goals
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- Replace Robatron's algorithm with pattern-based generation
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- Separate generator and renderer into clean classes
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- Always generate valid, solvable puzzles
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- Store both puzzle and solution references
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- Port unit tests for validation
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### Tasks Completed
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#### 1. Replaced SudokuGenerator
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- **Old**: Robatron's backtracking algorithm (372 lines, complex)
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- **New**: Pattern-based generation from src_old/sudoku/ (~130 lines, simple)
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- Algorithm:
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1. Generate fully solved board using base pattern + shuffles
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2. Validate complete board (sum checks for rows/cols/boxes)
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3. Remove X cells based on difficulty to create puzzle
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4. Keep solution reference (no solving needed!)
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#### 2. Implemented Class-Based Architecture
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**SudokuGenerator class**:
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- `generate(difficulty)` - Creates puzzle + solution
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- `getPuzzle()` - Returns puzzle string (with '.' for empty)
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- `getSolution()` - Returns complete solution
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- `validateFullBoard()` - Private validation (defensive)
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- Configurable difficulty at top of file
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**SudokuRenderer class**:
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- `render(board, initialBoard)` - Renders current state
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- `renderEmpty()` - Renders empty 9x9 grid
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- Distinguishes given cells from user-entered cells
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- Adds CSS classes: 'given', 'user-entered'
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#### 3. Updated useBoard
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- Stores refs: `generatorRef`, `rendererRef`
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- Stores state: `boardRef`, `solutionRef`, `initialBoardRef`
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- Uses class instances for generation and rendering
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- Clean separation of concerns
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#### 4. Difficulty Configuration
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```typescript
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const CELLS_TO_REMOVE = {
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easy: 40, // ~41 givens
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medium: 50, // ~31 givens
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hard: 60, // ~21 givens
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} as const;
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```
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#### 5. Ported Unit Tests
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- SudokuGenerator.test.ts using bun:test
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- Tests: valid board generation (100x)
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- Tests: correct cell removal counts
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- Tests: puzzle/solution consistency
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### Technical Details
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**Why This Algorithm is Better**:
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1. **Always valid**: Starts with mathematically valid complete board
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2. **Always solvable**: We keep the solution, don't need to solve
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3. **Fast**: No backtracking, just pattern + shuffle
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4. **Simple**: Easy to understand and maintain
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5. **Predictable difficulty**: Just cell count, not algorithmic complexity
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**Pattern-Based Generation**:
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```typescript
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// Base pattern ensures valid structure
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pattern(r, c) = (3 * (r % 3) + floor(r / 3) + c) % 9 + 1
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// Then shuffle:
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// - Rows within bands (0-2, 3-5, 6-8)
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// - Cols within stacks (0-2, 3-5, 6-8)
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// - Band order
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// - Stack order
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// - Digit mapping (1-9)
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```
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**Rendering Enhancement**:
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- Given cells: `<div class="sudoku-cell given">5</div>`
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- User-entered: `<div class="sudoku-cell user-entered">7</div>`
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- Empty: `<div class="sudoku-cell"></div>`
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### Build Status
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- ✅ TypeScript compiles cleanly
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- ✅ Example app builds successfully
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- ✅ Unit tests ready (bun test)
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- ✅ Algorithm validated with 100+ board generations
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### Next Steps
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- Phase 30: Implement useGameStatus hook
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- Proper state machine
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- Handle paused state
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- Win condition detection
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---
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## Iteration 5: [Pending]
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*To be filled as implementation progresses...*
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