Extract game status logic into dedicated hook following vim-maze pattern: New Module Structure: - src/useGameStatus/types.ts: GameStatus and GameStatusManager types - src/useGameStatus/useGameStatus.ts: Hook implementation - src/useGameStatus/index.ts: Public exports Hook Implementation: - State machine with 5 states (waiting/started/paused/game-over/game-won) - Methods: startGame, togglePause, quitGame, setGameStatus - Clean state transitions with useState - Simpler than vim-maze (no intermediate 'has-key' state) Updated Core Files: - src/useGame.ts: Use useGameStatus() instead of inline useState - Compose gameStatusManager into GameManager - Cleaner separation of concerns - src/types.ts: Import and re-export GameStatus types - GameManager extends GameStatusManager (intersection type) - Single source of truth for status types - src/index.ts: Export useGameStatus hook publicly Benefits: - Reusable state machine - Easier to test in isolation - Follows unified API architecture - Matches vim-maze patterns State Transitions: waiting → startGame() → started ↔ togglePause() ↔ paused started → (win/lose) → game-won/game-over * → quitGame() → waiting Phase 30 complete. Next: Phase 40 (useCursor composition).
259 lines
9.1 KiB
Markdown
259 lines
9.1 KiB
Markdown
# vim-sudoku Unified API Implementation Plan
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## Overview
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Port vim-sudoku to the unified API architecture established by vim-maze, following the composable hook pattern with `useGame()` as the single entry point.
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## Goals
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1. Follow unified API architecture from UNIFIED_API.md
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2. Maintain vim-maze patterns and conventions
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3. Preserve all working functionality from src_old
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4. Support platform integration via optional platformHook parameter
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5. Enable code reuse across games (vim-maze, vim-sudoku, vim-snake)
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## Architecture
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### Core Composition
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```tsx
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// Inside useGame:
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const board = useBoard();
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const gameStatusManager = useGameStatus();
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const { cursor, keyManager } = useCursor(board, gameStatusManager);
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const scoreManager = useScore({ board, gameStatusManager, keyManager });
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// Returns unified GameManager interface
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```
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## File Structure
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```
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src/
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├── index.ts # Main package exports
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├── types.ts # Re-exports all types from modules
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├── useGame.ts # Main orchestrator hook
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├── useGameStatus/
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│ ├── index.ts # Public exports
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│ ├── types.ts # GameStatus, GameStatusManager
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│ └── useGameStatus.ts # Game state management
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├── useBoard/
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│ ├── index.ts # Public exports
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│ ├── types.ts # SudokuBoard, SudokuCell, Difficulty, BoardManager
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│ ├── useBoard.ts # Board management hook
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│ ├── SudokuGenerator.ts # Puzzle generation (from src_old/lib/Sudoku.ts)
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│ └── SudokuRenderer.ts # DOM rendering for sudoku grid
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├── useCursor/
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│ ├── index.ts # Public exports
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│ ├── types.ts # CursorManager, CursorMode, VimMotionSystem, CellEditor
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│ ├── useCursor.ts # Main cursor/input hook
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│ ├── useCellEditor.ts # Cell editing logic (analog to useHero)
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│ ├── useCursorRender.ts # Cursor rendering on DOM (analog to useHeroRender)
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│ ├── useVimMotions.ts # Vim keybinding system
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│ └── useGameKeys.ts # Game-specific key handling
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└── useScore/
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├── index.ts # Public exports
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├── types.ts # TimerManager, ScoreManager
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├── useScore.ts # Main scoring hook
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└── useTimer.ts # Timer state management
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```
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## Implementation Steps
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### Phase 5: Prepare Example App
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- [x] Update example/src/App.tsx to match vim-maze structure
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- [x] Update App to display score metrics (time, keystrokes, final score)
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- [x] Update App to show game status messages
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- [x] Update App instructions for sudoku-specific keys (i for edit)
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- [x] Keep it simple - no mobile support for now
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### Phase 10: Setup & Core Types
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- [ ] Create clean src/ directory structure
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- [ ] Define all types in module-specific types.ts files
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- [ ] Create index.ts exports for each module
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- [ ] Set up main types.ts re-export file
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### Phase 20: useBoard Hook
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- [x] Port SudokuGenerator from src_old/lib/Sudoku.ts (Robatron's implementation)
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- [x] Basic puzzle generation and rendering
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- [x] Game flow integration (startGame/quitGame)
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### Phase 21: Replace with Better Generation Algorithm
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- [ ] Replace Robatron's algorithm with pattern-based generation
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- [ ] Implement SudokuGenerator class (from src_old/sudoku/)
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- [ ] Implement SudokuRenderer class for clean separation
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- [ ] Update useBoard to use new classes
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- [ ] Store both puzzle and solution refs
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- [ ] Port unit tests for validation
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- [ ] Three difficulty levels with configurable cell removal
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### Phase 30: useGameStatus Hook
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- [x] Implement GameStatus state machine
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- 'waiting' → 'started' → 'game-won' / 'game-over'
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- 'paused' state support
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- [x] Methods: startGame, togglePause, quitGame, setGameStatus
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- [x] Extract from inline useState in useGame
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- [x] Create dedicated hook following vim-maze pattern
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### Phase 40: useCursor Hook Composition
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#### 40.1 useCellEditor (analog to useHero)
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- [ ] Manage cursor position (row, col)
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- [ ] Handle cell editing operations
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- [ ] Validate edits against isGiven cells
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- [ ] Trigger validation on cell changes
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- [ ] Handle win condition detection
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#### 40.2 useVimMotions
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- [ ] Port vim motion system from vim-maze
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- [ ] Support: h/j/k/l, ^/$, g/G, . (repeat)
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- [ ] Support: i (insert), r (replace), x (delete)
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- [ ] Count prefix handling (e.g., 5j)
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- [ ] Mode transitions (normal ↔ edit)
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#### 40.3 useGameKeys
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- [ ] Keyboard event listener
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- [ ] Route keys through vim motion processor
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- [ ] Execute cursor movements
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- [ ] Execute cell editing commands
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- [ ] Track keystroke history
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- [ ] Handle game-specific keys (q, p, space)
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#### 40.4 useCursorRender (analog to useHeroRender)
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- [ ] Render cursor highlight on current cell
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- [ ] Show edit mode indicator
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- [ ] Flash animations (valid/invalid/locked)
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- [ ] Highlight conflict cells
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#### 40.5 useCursor Main Hook
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- [ ] Compose cellEditor, vimMotions, gameKeys, cursorRender
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- [ ] Return unified CursorManager interface
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- [ ] Split keyManager for useGame composition
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### Phase 50: useScore Hook
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- [ ] Port timer from src_old/useScore/hooks/useTimer.ts
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- [ ] Track keystrokes from keyManager.keyLog
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- [ ] Calculate efficiency metrics
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- [ ] Detect win/loss conditions based on completion
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- [ ] Compute final score on game-won
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### Phase 60: useGame Orchestrator
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- [ ] Compose all hooks (board, cursor, gameStatus, score)
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- [ ] Handle initial board generation
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- [ ] Coordinate rendering updates
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- [ ] Expose unified GameManager interface
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- [ ] Support optional platformHook parameter
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### Phase 70: Testing & Refinement
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- [ ] Test with example app
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- [ ] Verify all vim motions work
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- [ ] Verify edit mode (i/r/x) works
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- [ ] Verify validation and conflicts work
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- [ ] Verify win condition triggers
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- [ ] Test platform hook integration
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- [ ] Update UNIFIED_API.md with sudoku specifics
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## Key Design Decisions
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### 1. Board Representation
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**Choice**: Use 2D array of SudokuCell objects
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```typescript
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type SudokuCell = {
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value: string; // '1'-'9' or ''
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isGiven: boolean; // true for puzzle clues
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hasConflict: boolean; // validation state
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};
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type SudokuBoard = SudokuCell[][];
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```
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**Rationale**: Easier to work with than 81-char string, matches vim-maze pattern of using structured data.
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### 2. Cell Editing (analog to Hero Movement)
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**Choice**: useCellEditor hook manages cell editing state
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- Similar to useHero managing hero position in maze
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- Handles validation before setting values
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- Triggers game status changes on completion
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**Rationale**: Keeps editing logic separate from cursor movement, following vim-maze separation of concerns.
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### 3. Edit Mode vs Insert Mode
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**Choice**: Two modes - 'normal' and 'edit'
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- Normal mode: vim navigation + commands (i/r/x/d)
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- Edit mode: digit entry (1-9) + erase (x/Backspace)
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- i = insert (enter edit mode on empty cell)
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- r = replace (enter edit mode on filled cell)
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- Escape/Enter = exit edit mode
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**Rationale**: Matches vim philosophy and src_old behavior.
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### 4. Rendering Strategy
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**Choice**: Keep rendering separate from state
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- SudokuRenderer handles DOM generation
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- useCursorRender handles cursor highlighting
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- useBoard calls renderer with board data
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**Rationale**: Matches vim-maze pattern (MazeRenderer + useHeroRender).
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### 5. Validation Approach
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**Choice**: Validate on setCell, show conflicts visually
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- Real-time validation when setting digits
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- Flash animations for feedback
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- Highlight conflicting cells temporarily
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- Don't prevent invalid moves (optional strictMode)
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**Rationale**: Provides immediate feedback without blocking player exploration.
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## Type Mappings (vim-maze → vim-sudoku)
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| vim-maze | vim-sudoku | Notes |
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|----------|------------|-------|
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| MazeCell[][] | SudokuBoard | Board structure |
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| Coord | Coord | Same (row, col) |
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| useHero | useCellEditor | Cell editing vs movement |
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| useHeroRender | useCursorRender | Visual feedback |
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| MazeGenerator | SudokuGenerator | Puzzle generation |
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| MazeRenderer | SudokuRenderer | Grid rendering |
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| hero.moveTo | cellEditor.setValue | Action semantics |
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| 'entrance'/'exit'/'key' | 'isGiven'/'value' | Cell metadata |
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## Differences from vim-maze
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1. **No pathfinding**: Simple grid bounds checking
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2. **Edit mode**: Need mode toggle for digit entry
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3. **Validation**: Real-time conflict detection
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4. **Win condition**: Complete + valid vs reach exit
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5. **No animation**: Cursor moves instantly (no multi-step)
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6. **Board generation**: On-demand vs one-time initialization
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## Success Criteria
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- [ ] All functionality from src_old preserved
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- [ ] Follows unified API architecture
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- [ ] Types match vim-maze patterns
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- [ ] Hook composition mirrors vim-maze
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- [ ] Example app works identically to src_old version
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- [ ] Platform hook integration works
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- [ ] Code is clean, documented, and maintainable
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- [ ] UNIFIED_API.md updated with vim-sudoku section
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## Notes
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- Keep game.css from src_old for styling
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- Port sudoku generation algorithm directly (working code)
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- Maintain existing vim keybindings (h/j/k/l, ^/$, g/G, ., i/r/x)
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- Preserve flash animations for visual feedback
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- Follow AGENTS.md conventions throughout
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