feat(arcade): migrate matching pairs - phases 1-4 and 7 complete
Phases completed: - Phase 1: Pre-migration audit (arcade version is canonical) - Phase 2: Create modular game definition with registry - Phase 3: Move and update validator to modular location - Phase 4: Consolidate and move SDK-compatible types - Phase 7: Move utility functions (cardGeneration, matchValidation, gameScoring) Changes: - Created /src/arcade-games/matching/ with game definition - Registered matching game in game registry - Added type inference for MatchingGameConfig - Moved validator with updated imports to use local types - Created SDK-compatible MatchingConfig, MatchingState, MatchingMove types - Moved utils with updated import paths Remaining: - Phase 5: Create unified Provider - Phase 6: Consolidate and move components - Phase 8: Update routes and clean up legacy files 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
299
apps/web/docs/MATCHING_PAIRS_AUDIT.md
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299
apps/web/docs/MATCHING_PAIRS_AUDIT.md
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# Matching Pairs Battle - Pre-Migration Audit Results
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**Date**: 2025-01-16
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**Phase**: 1 - Pre-Migration Audit
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**Status**: Complete ✅
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---
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## Executive Summary
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**Canonical Location**: `/src/app/arcade/matching/` is clearly the more advanced, feature-complete version.
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**Key Findings**:
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- Arcade version has pause/resume, networked presence, better player ownership
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- Utils are **identical** between locations (can use either)
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- **ResultsPhase.tsx** needs manual merge (arcade layout + games Performance Analysis)
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- **7 files** currently import from `/games/matching/` - must update during migration
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---
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## File-by-File Comparison
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### Components
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#### 1. GameCard.tsx
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**Differences**: Arcade has helper function `getPlayerIndex()` to reduce code duplication
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**Decision**: ✅ Use arcade version (better code organization)
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#### 2. PlayerStatusBar.tsx
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**Differences**:
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- Arcade: Distinguishes "Your turn" vs "Their turn" based on player ownership
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- Arcade: Uses `useViewerId()` for authorization
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- Games: Shows only "Your turn" for all players
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**Decision**: ✅ Use arcade version (more feature-complete)
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#### 3. ResultsPhase.tsx
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**Differences**:
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- Arcade: Modern responsive layout, exits via `exitSession()` to `/arcade`
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- Games: Has unique "Performance Analysis" section (strengths/improvements)
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- Games: Simple navigation to `/games`
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**Decision**: ⚠️ MERGE REQUIRED
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- Keep arcade's layout, navigation, responsive design
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- **Add** Performance Analysis section from games version (lines 245-317)
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#### 4. SetupPhase.tsx
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**Differences**:
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- Arcade: Full pause/resume with config change warnings
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- Arcade: Uses action creators (setGameType, setDifficulty, setTurnTimer)
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- Arcade: Sophisticated "Resume Game" vs "Start Game" button logic
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- Games: Simple dispatch pattern, no pause/resume
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**Decision**: ✅ Use arcade version (much more advanced)
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#### 5. EmojiPicker.tsx
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**Differences**: None (files identical)
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**Decision**: ✅ Use arcade version (same as games)
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#### 6. GamePhase.tsx
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**Differences**:
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- Arcade: Passes hoverCard, viewerId, gameMode to MemoryGrid
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- Arcade: `enableMultiplayerPresence={true}`
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- Games: No multiplayer presence features
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**Decision**: ✅ Use arcade version (has networked presence)
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#### 7. MemoryPairsGame.tsx
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**Differences**:
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- Arcade: Provides onExitSession, onSetup, onNewGame callbacks
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- Arcade: Uses router for navigation
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- Games: Simple component with just gameName prop
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**Decision**: ✅ Use arcade version (better integration)
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### Utilities
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#### 1. cardGeneration.ts
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**Differences**: None (files identical)
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**Decision**: ✅ Use arcade version (same as games)
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#### 2. matchValidation.ts
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**Differences**: None (files identical)
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**Decision**: ✅ Use arcade version (same as games)
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#### 3. gameScoring.ts
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**Differences**: None (files identical)
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**Decision**: ✅ Use arcade version (same as games)
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### Context/Types
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#### types.ts
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**Differences**:
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- Arcade: PlayerMetadata properly typed (vs `any` in games)
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- Arcade: Better documentation for pause/resume state
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- Arcade: Hover state not optional (`playerHovers: {}` vs `playerHovers?: {}`)
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- Arcade: More complete MemoryPairsContextValue interface
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**Decision**: ✅ Use arcade version (better types)
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---
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## External Dependencies on `/games/matching/`
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Found **7 imports** that reference `/games/matching/`:
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1. `/src/components/nav/PlayerConfigDialog.tsx`
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- Imports: `EmojiPicker`
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- **Action**: Update to `@/arcade-games/matching/components/EmojiPicker`
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2. `/src/lib/arcade/game-configs.ts`
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- Imports: `Difficulty, GameType` types
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- **Action**: Update to `@/arcade-games/matching/types`
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3. `/src/lib/arcade/__tests__/arcade-session-integration.test.ts`
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- Imports: `MemoryPairsState` type
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- **Action**: Update to `@/arcade-games/matching/types`
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4. `/src/lib/arcade/validation/MatchingGameValidator.ts` (3 imports)
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- Imports: `GameCard, MemoryPairsState, Player` types
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- Imports: `generateGameCards` util
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- Imports: `canFlipCard, validateMatch` utils
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- **Action**: Will be moved to `/src/arcade-games/matching/Validator.ts` in Phase 3
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- Update imports to local `./types` and `./utils/*`
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---
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## Migration Strategy
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### Canonical Source
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**Use**: `/src/app/arcade/matching/` as the base for all files
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**Exception**: Merge Performance Analysis from `/src/app/games/matching/components/ResultsPhase.tsx`
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### Files to Move (from `/src/app/arcade/matching/`)
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**Components** (7 files):
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- ✅ GameCard.tsx (as-is)
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- ✅ PlayerStatusBar.tsx (as-is)
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- ⚠️ ResultsPhase.tsx (merge with games version)
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- ✅ SetupPhase.tsx (as-is)
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- ✅ EmojiPicker.tsx (as-is)
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- ✅ GamePhase.tsx (as-is)
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- ✅ MemoryPairsGame.tsx (as-is)
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**Utils** (3 files):
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- ✅ cardGeneration.ts (as-is)
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- ✅ matchValidation.ts (as-is)
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- ✅ gameScoring.ts (as-is)
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**Context**:
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- ✅ types.ts (as-is)
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- ✅ RoomMemoryPairsProvider.tsx (convert to modular Provider)
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**Tests**:
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- ✅ EmojiPicker.test.tsx
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- ✅ playerMetadata-userId.test.ts
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### Files to Delete (after migration)
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**From `/src/app/arcade/matching/`** (~13 files):
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- Components: 7 files + 1 test (move, then delete old location)
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- Context: LocalMemoryPairsProvider.tsx, MemoryPairsContext.tsx, index.ts
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- Utils: 3 files (move, then delete old location)
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- page.tsx (replace with redirect)
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**From `/src/app/games/matching/`** (~14 files):
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- Components: 7 files + 2 tests (delete)
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- Context: 2 files (delete)
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- Utils: 3 files (delete)
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- page.tsx (replace with redirect)
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**Validator**:
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- `/src/lib/arcade/validation/MatchingGameValidator.ts` (move to modular location)
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**Total files to delete**: ~27 files
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---
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## Special Merge: ResultsPhase.tsx
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### Keep from Arcade Version
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- Responsive layout (padding, fontSize with base/md breakpoints)
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- Modern stat cards design
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- exitSession() navigation to /arcade
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- Better button styling with gradients
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### Add from Games Version
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Lines 245-317: Performance Analysis section
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```tsx
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{/* Performance Analysis */}
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<div className={css({
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background: 'rgba(248, 250, 252, 0.8)',
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padding: '30px',
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borderRadius: '16px',
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marginBottom: '40px',
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border: '1px solid rgba(226, 232, 240, 0.8)',
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maxWidth: '600px',
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margin: '0 auto 40px auto',
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})}>
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<h3 className={css({
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fontSize: '24px',
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marginBottom: '20px',
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color: 'gray.800',
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})}>
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Performance Analysis
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</h3>
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{analysis.strengths.length > 0 && (
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<div className={css({ marginBottom: '20px' })}>
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<h4 className={css({
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fontSize: '18px',
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color: 'green.600',
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marginBottom: '8px',
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})}>
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✅ Strengths:
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</h4>
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<ul className={css({
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textAlign: 'left',
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color: 'gray.700',
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lineHeight: '1.6',
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})}>
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{analysis.strengths.map((strength, index) => (
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<li key={index}>{strength}</li>
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))}
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</ul>
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</div>
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)}
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{analysis.improvements.length > 0 && (
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<div>
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<h4 className={css({
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fontSize: '18px',
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color: 'orange.600',
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marginBottom: '8px',
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})}>
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💡 Areas for Improvement:
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</h4>
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<ul className={css({
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textAlign: 'left',
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color: 'gray.700',
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lineHeight: '1.6',
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})}>
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{analysis.improvements.map((improvement, index) => (
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<li key={index}>{improvement}</li>
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))}
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</ul>
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</div>
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)}
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</div>
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```
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**Note**: Need to ensure `analysis` variable is computed (may already exist in arcade version from `analyzePerformance` utility)
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---
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## Validator Assessment
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**Location**: `/src/lib/arcade/validation/MatchingGameValidator.ts`
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**Status**: ✅ Comprehensive and complete (570 lines)
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**Handles all move types**:
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- FLIP_CARD (with turn validation, player ownership)
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- START_GAME
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- CLEAR_MISMATCH
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- GO_TO_SETUP (with pause state)
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- SET_CONFIG (with validation)
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- RESUME_GAME (with config change detection)
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- HOVER_CARD (networked presence)
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**Ready for migration**: Yes, just needs import path updates
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---
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## Next Steps (Phase 2)
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1. Create `/src/arcade-games/matching/index.ts` with game definition
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2. Register in game registry
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3. Add type inference to game-configs.ts
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4. Update validator imports
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---
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## Risks Identified
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### Risk 1: Performance Analysis Feature Loss
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**Mitigation**: Must manually merge Performance Analysis from games/ResultsPhase.tsx
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### Risk 2: Import References
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**Mitigation**: 7 files import from games/matching - systematic update required
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### Risk 3: Test Coverage
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**Mitigation**: Move tests with components, verify they still pass
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---
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## Conclusion
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Phase 1 audit complete. Clear path forward:
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- **Arcade version is canonical** for all files
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- **Utils are identical** - no conflicts
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- **One manual merge required** (ResultsPhase Performance Analysis)
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- **7 import updates required** before deletion
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Ready to proceed to Phase 2: Create Modular Game Definition.
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575
apps/web/src/arcade-games/matching/Validator.ts
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575
apps/web/src/arcade-games/matching/Validator.ts
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/**
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* Server-side validator for matching game
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* Validates all game moves and state transitions
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*/
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import type {
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GameCard,
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MatchingConfig,
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MatchingMove,
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MatchingState,
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Player,
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} from './types'
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import { generateGameCards } from './utils/cardGeneration'
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import { canFlipCard, validateMatch } from './utils/matchValidation'
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import type { GameValidator, ValidationResult } from '@/lib/arcade/validation/types'
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export class MatchingGameValidator implements GameValidator<MatchingState, MatchingMove> {
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validateMove(
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state: MatchingState,
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move: MatchingMove,
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context?: { userId?: string; playerOwnership?: Record<string, string> }
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): ValidationResult {
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switch (move.type) {
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case 'FLIP_CARD':
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return this.validateFlipCard(state, move.data.cardId, move.playerId, context)
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case 'START_GAME':
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return this.validateStartGame(
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state,
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move.data.activePlayers,
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move.data.cards,
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move.data.playerMetadata
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)
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case 'CLEAR_MISMATCH':
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return this.validateClearMismatch(state)
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case 'GO_TO_SETUP':
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return this.validateGoToSetup(state)
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case 'SET_CONFIG':
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return this.validateSetConfig(state, move.data.field, move.data.value)
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case 'RESUME_GAME':
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return this.validateResumeGame(state)
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case 'HOVER_CARD':
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return this.validateHoverCard(state, move.data.cardId, move.playerId)
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default:
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return {
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valid: false,
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error: `Unknown move type: ${(move as any).type}`,
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}
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}
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}
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private validateFlipCard(
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state: MatchingState,
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cardId: string,
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playerId: string,
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context?: { userId?: string; playerOwnership?: Record<string, string> }
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): ValidationResult {
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// Game must be in playing phase
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if (state.gamePhase !== 'playing') {
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return {
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valid: false,
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error: 'Cannot flip cards outside of playing phase',
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}
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}
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// Check if it's the player's turn (in multiplayer)
|
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if (state.activePlayers.length > 1 && state.currentPlayer !== playerId) {
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console.log('[Validator] Turn check failed:', {
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activePlayers: state.activePlayers,
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currentPlayer: state.currentPlayer,
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currentPlayerType: typeof state.currentPlayer,
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playerId,
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playerIdType: typeof playerId,
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matches: state.currentPlayer === playerId,
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})
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return {
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valid: false,
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error: 'Not your turn',
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}
|
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}
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// Check player ownership authorization (if context provided)
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if (context?.userId && context?.playerOwnership) {
|
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const playerOwner = context.playerOwnership[playerId]
|
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if (playerOwner && playerOwner !== context.userId) {
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console.log('[Validator] Player ownership check failed:', {
|
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playerId,
|
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playerOwner,
|
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requestingUserId: context.userId,
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})
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return {
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valid: false,
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error: 'You can only move your own players',
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}
|
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}
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}
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// Find the card
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const card = state.gameCards.find((c) => c.id === cardId)
|
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if (!card) {
|
||||
return {
|
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valid: false,
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error: 'Card not found',
|
||||
}
|
||||
}
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||||
|
||||
// Validate using existing game logic
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if (!canFlipCard(card, state.flippedCards, state.isProcessingMove)) {
|
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return {
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valid: false,
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error: 'Cannot flip this card',
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate new state
|
||||
const newFlippedCards = [...state.flippedCards, card]
|
||||
let newState = {
|
||||
...state,
|
||||
flippedCards: newFlippedCards,
|
||||
isProcessingMove: newFlippedCards.length === 2,
|
||||
// Clear mismatch feedback when player flips a new card
|
||||
showMismatchFeedback: false,
|
||||
}
|
||||
|
||||
// If two cards are flipped, check for match
|
||||
if (newFlippedCards.length === 2) {
|
||||
const [card1, card2] = newFlippedCards
|
||||
const matchResult = validateMatch(card1, card2)
|
||||
|
||||
if (matchResult.isValid) {
|
||||
// Match found - update cards
|
||||
newState = {
|
||||
...newState,
|
||||
gameCards: newState.gameCards.map((c) =>
|
||||
c.id === card1.id || c.id === card2.id
|
||||
? { ...c, matched: true, matchedBy: state.currentPlayer }
|
||||
: c
|
||||
),
|
||||
matchedPairs: state.matchedPairs + 1,
|
||||
scores: {
|
||||
...state.scores,
|
||||
[state.currentPlayer]: (state.scores[state.currentPlayer] || 0) + 1,
|
||||
},
|
||||
consecutiveMatches: {
|
||||
...state.consecutiveMatches,
|
||||
[state.currentPlayer]: (state.consecutiveMatches[state.currentPlayer] || 0) + 1,
|
||||
},
|
||||
moves: state.moves + 1,
|
||||
flippedCards: [],
|
||||
isProcessingMove: false,
|
||||
}
|
||||
|
||||
// Check if game is complete
|
||||
if (newState.matchedPairs === newState.totalPairs) {
|
||||
newState = {
|
||||
...newState,
|
||||
gamePhase: 'results',
|
||||
gameEndTime: Date.now(),
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// Match failed - keep cards flipped briefly so player can see them
|
||||
// Client will handle clearing them after a delay
|
||||
const shouldSwitchPlayer = state.activePlayers.length > 1
|
||||
const nextPlayerIndex = shouldSwitchPlayer
|
||||
? (state.activePlayers.indexOf(state.currentPlayer) + 1) % state.activePlayers.length
|
||||
: 0
|
||||
const nextPlayer = shouldSwitchPlayer
|
||||
? state.activePlayers[nextPlayerIndex]
|
||||
: state.currentPlayer
|
||||
|
||||
newState = {
|
||||
...newState,
|
||||
currentPlayer: nextPlayer,
|
||||
consecutiveMatches: {
|
||||
...state.consecutiveMatches,
|
||||
[state.currentPlayer]: 0,
|
||||
},
|
||||
moves: state.moves + 1,
|
||||
// Keep flippedCards so player can see both cards
|
||||
flippedCards: newFlippedCards,
|
||||
isProcessingMove: true, // Keep processing state so no more cards can be flipped
|
||||
showMismatchFeedback: true,
|
||||
// Clear hover state for the player whose turn is ending
|
||||
playerHovers: {
|
||||
...state.playerHovers,
|
||||
[state.currentPlayer]: null,
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
valid: true,
|
||||
newState,
|
||||
}
|
||||
}
|
||||
|
||||
private validateStartGame(
|
||||
state: MatchingState,
|
||||
activePlayers: Player[],
|
||||
cards?: GameCard[],
|
||||
playerMetadata?: { [playerId: string]: any }
|
||||
): ValidationResult {
|
||||
// Allow starting a new game from any phase (for "New Game" button)
|
||||
|
||||
// Must have at least one player
|
||||
if (!activePlayers || activePlayers.length === 0) {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'Must have at least one player',
|
||||
}
|
||||
}
|
||||
|
||||
// Use provided cards or generate new ones
|
||||
const gameCards = cards || generateGameCards(state.gameType, state.difficulty)
|
||||
|
||||
const newState: MatchingState = {
|
||||
...state,
|
||||
gameCards,
|
||||
cards: gameCards,
|
||||
activePlayers,
|
||||
playerMetadata: playerMetadata || {}, // Store player metadata for cross-user visibility
|
||||
gamePhase: 'playing',
|
||||
gameStartTime: Date.now(),
|
||||
currentPlayer: activePlayers[0],
|
||||
flippedCards: [],
|
||||
matchedPairs: 0,
|
||||
moves: 0,
|
||||
scores: activePlayers.reduce((acc, p) => ({ ...acc, [p]: 0 }), {}),
|
||||
consecutiveMatches: activePlayers.reduce((acc, p) => ({ ...acc, [p]: 0 }), {}),
|
||||
// PAUSE/RESUME: Save original config so we can detect changes
|
||||
originalConfig: {
|
||||
gameType: state.gameType,
|
||||
difficulty: state.difficulty,
|
||||
turnTimer: state.turnTimer,
|
||||
},
|
||||
// Clear any paused game state (starting fresh)
|
||||
pausedGamePhase: undefined,
|
||||
pausedGameState: undefined,
|
||||
// Clear hover state when starting new game
|
||||
playerHovers: {},
|
||||
}
|
||||
|
||||
return {
|
||||
valid: true,
|
||||
newState,
|
||||
}
|
||||
}
|
||||
|
||||
private validateClearMismatch(state: MatchingState): ValidationResult {
|
||||
// Only clear if there's actually a mismatch showing
|
||||
// This prevents race conditions where CLEAR_MISMATCH arrives after cards have already been cleared
|
||||
if (!state.showMismatchFeedback || state.flippedCards.length === 0) {
|
||||
// Nothing to clear - return current state unchanged
|
||||
return {
|
||||
valid: true,
|
||||
newState: state,
|
||||
}
|
||||
}
|
||||
|
||||
// Get the list of all non-current players whose hovers should be cleared
|
||||
// (They're not playing this turn, so their hovers from previous turns should not show)
|
||||
const clearedHovers = { ...state.playerHovers }
|
||||
for (const playerId of state.activePlayers) {
|
||||
// Clear hover for all players except the current player
|
||||
// This ensures only the current player's active hover shows
|
||||
if (playerId !== state.currentPlayer) {
|
||||
clearedHovers[playerId] = null
|
||||
}
|
||||
}
|
||||
|
||||
// Clear mismatched cards and feedback
|
||||
return {
|
||||
valid: true,
|
||||
newState: {
|
||||
...state,
|
||||
flippedCards: [],
|
||||
showMismatchFeedback: false,
|
||||
isProcessingMove: false,
|
||||
// Clear hovers for non-current players when cards are cleared
|
||||
playerHovers: clearedHovers,
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* STANDARD ARCADE PATTERN: GO_TO_SETUP
|
||||
*
|
||||
* Transitions the game back to setup phase, allowing players to reconfigure
|
||||
* the game. This is synchronized across all room members.
|
||||
*
|
||||
* Can be called from any phase (setup, playing, results).
|
||||
*
|
||||
* PAUSE/RESUME: If called from 'playing' or 'results', saves game state
|
||||
* to allow resuming later (if config unchanged).
|
||||
*
|
||||
* Pattern for all arcade games:
|
||||
* - Validates the move is allowed
|
||||
* - Sets gamePhase to 'setup'
|
||||
* - Preserves current configuration (gameType, difficulty, etc.)
|
||||
* - Saves game state for resume if coming from active game
|
||||
* - Resets game progression state (scores, cards, etc.)
|
||||
*/
|
||||
private validateGoToSetup(state: MatchingState): ValidationResult {
|
||||
// Determine if we're pausing an active game (for Resume functionality)
|
||||
const isPausingGame = state.gamePhase === 'playing' || state.gamePhase === 'results'
|
||||
|
||||
return {
|
||||
valid: true,
|
||||
newState: {
|
||||
...state,
|
||||
gamePhase: 'setup',
|
||||
|
||||
// Pause/Resume: Save game state if pausing from active game
|
||||
pausedGamePhase: isPausingGame ? state.gamePhase : undefined,
|
||||
pausedGameState: isPausingGame
|
||||
? {
|
||||
gameCards: state.gameCards,
|
||||
currentPlayer: state.currentPlayer,
|
||||
matchedPairs: state.matchedPairs,
|
||||
moves: state.moves,
|
||||
scores: state.scores,
|
||||
activePlayers: state.activePlayers,
|
||||
playerMetadata: state.playerMetadata,
|
||||
consecutiveMatches: state.consecutiveMatches,
|
||||
gameStartTime: state.gameStartTime,
|
||||
}
|
||||
: undefined,
|
||||
|
||||
// Keep originalConfig if it exists (was set when game started)
|
||||
// This allows detecting if config changed while paused
|
||||
|
||||
// Reset visible game progression
|
||||
gameCards: [],
|
||||
cards: [],
|
||||
flippedCards: [],
|
||||
currentPlayer: '',
|
||||
matchedPairs: 0,
|
||||
moves: 0,
|
||||
scores: {},
|
||||
activePlayers: [],
|
||||
playerMetadata: {},
|
||||
consecutiveMatches: {},
|
||||
gameStartTime: null,
|
||||
gameEndTime: null,
|
||||
currentMoveStartTime: null,
|
||||
celebrationAnimations: [],
|
||||
isProcessingMove: false,
|
||||
showMismatchFeedback: false,
|
||||
lastMatchedPair: null,
|
||||
playerHovers: {}, // Clear hover state when returning to setup
|
||||
// Preserve configuration - players can modify in setup
|
||||
// gameType, difficulty, turnTimer stay as-is
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* STANDARD ARCADE PATTERN: SET_CONFIG
|
||||
*
|
||||
* Updates a configuration field during setup phase. This is synchronized
|
||||
* across all room members in real-time, allowing collaborative setup.
|
||||
*
|
||||
* Pattern for all arcade games:
|
||||
* - Only allowed during setup phase
|
||||
* - Validates field name and value
|
||||
* - Updates the configuration field
|
||||
* - Other room members see the change immediately (optimistic + server validation)
|
||||
*
|
||||
* @param state Current game state
|
||||
* @param field Configuration field name
|
||||
* @param value New value for the field
|
||||
*/
|
||||
private validateSetConfig(
|
||||
state: MatchingState,
|
||||
field: 'gameType' | 'difficulty' | 'turnTimer',
|
||||
value: any
|
||||
): ValidationResult {
|
||||
// Can only change config during setup phase
|
||||
if (state.gamePhase !== 'setup') {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'Cannot change configuration outside of setup phase',
|
||||
}
|
||||
}
|
||||
|
||||
// Validate field-specific values
|
||||
switch (field) {
|
||||
case 'gameType':
|
||||
if (value !== 'abacus-numeral' && value !== 'complement-pairs') {
|
||||
return { valid: false, error: `Invalid gameType: ${value}` }
|
||||
}
|
||||
break
|
||||
|
||||
case 'difficulty':
|
||||
if (![6, 8, 12, 15].includes(value)) {
|
||||
return { valid: false, error: `Invalid difficulty: ${value}` }
|
||||
}
|
||||
break
|
||||
|
||||
case 'turnTimer':
|
||||
if (typeof value !== 'number' || value < 5 || value > 300) {
|
||||
return { valid: false, error: `Invalid turnTimer: ${value}` }
|
||||
}
|
||||
break
|
||||
|
||||
default:
|
||||
return { valid: false, error: `Unknown config field: ${field}` }
|
||||
}
|
||||
|
||||
// PAUSE/RESUME: If there's a paused game and config is changing,
|
||||
// clear the paused game state (can't resume anymore)
|
||||
const clearPausedGame = !!state.pausedGamePhase
|
||||
|
||||
// Apply the configuration change
|
||||
return {
|
||||
valid: true,
|
||||
newState: {
|
||||
...state,
|
||||
[field]: value,
|
||||
// Update totalPairs if difficulty changes
|
||||
...(field === 'difficulty' ? { totalPairs: value } : {}),
|
||||
// Clear paused game if config changed
|
||||
...(clearPausedGame
|
||||
? {
|
||||
pausedGamePhase: undefined,
|
||||
pausedGameState: undefined,
|
||||
originalConfig: undefined,
|
||||
}
|
||||
: {}),
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* STANDARD ARCADE PATTERN: RESUME_GAME
|
||||
*
|
||||
* Resumes a paused game if configuration hasn't changed.
|
||||
* Restores the saved game state from when GO_TO_SETUP was called.
|
||||
*
|
||||
* Pattern for all arcade games:
|
||||
* - Validates there's a paused game
|
||||
* - Validates config hasn't changed since pause
|
||||
* - Restores game state and phase
|
||||
* - Clears paused game state
|
||||
*/
|
||||
private validateResumeGame(state: MatchingState): ValidationResult {
|
||||
// Must be in setup phase
|
||||
if (state.gamePhase !== 'setup') {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'Can only resume from setup phase',
|
||||
}
|
||||
}
|
||||
|
||||
// Must have a paused game
|
||||
if (!state.pausedGamePhase || !state.pausedGameState) {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'No paused game to resume',
|
||||
}
|
||||
}
|
||||
|
||||
// Config must match original (no changes while paused)
|
||||
if (state.originalConfig) {
|
||||
const configChanged =
|
||||
state.gameType !== state.originalConfig.gameType ||
|
||||
state.difficulty !== state.originalConfig.difficulty ||
|
||||
state.turnTimer !== state.originalConfig.turnTimer
|
||||
|
||||
if (configChanged) {
|
||||
return {
|
||||
valid: false,
|
||||
error: 'Cannot resume - configuration has changed',
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Restore the paused game
|
||||
return {
|
||||
valid: true,
|
||||
newState: {
|
||||
...state,
|
||||
gamePhase: state.pausedGamePhase,
|
||||
gameCards: state.pausedGameState.gameCards,
|
||||
cards: state.pausedGameState.gameCards,
|
||||
currentPlayer: state.pausedGameState.currentPlayer,
|
||||
matchedPairs: state.pausedGameState.matchedPairs,
|
||||
moves: state.pausedGameState.moves,
|
||||
scores: state.pausedGameState.scores,
|
||||
activePlayers: state.pausedGameState.activePlayers,
|
||||
playerMetadata: state.pausedGameState.playerMetadata,
|
||||
consecutiveMatches: state.pausedGameState.consecutiveMatches,
|
||||
gameStartTime: state.pausedGameState.gameStartTime,
|
||||
// Clear paused state
|
||||
pausedGamePhase: undefined,
|
||||
pausedGameState: undefined,
|
||||
// Keep originalConfig for potential future pauses
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Validate hover state update for networked presence
|
||||
*
|
||||
* Hover moves are lightweight and always valid - they just update
|
||||
* which card a player is hovering over for UI feedback to other players.
|
||||
*/
|
||||
private validateHoverCard(
|
||||
state: MatchingState,
|
||||
cardId: string | null,
|
||||
playerId: string
|
||||
): ValidationResult {
|
||||
// Hover is always valid - it's just UI state for networked presence
|
||||
// Update the player's hover state
|
||||
return {
|
||||
valid: true,
|
||||
newState: {
|
||||
...state,
|
||||
playerHovers: {
|
||||
...state.playerHovers,
|
||||
[playerId]: cardId,
|
||||
},
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
isGameComplete(state: MatchingState): boolean {
|
||||
return state.gamePhase === 'results' || state.matchedPairs === state.totalPairs
|
||||
}
|
||||
|
||||
getInitialState(config: MatchingConfig): MatchingState {
|
||||
return {
|
||||
cards: [],
|
||||
gameCards: [],
|
||||
flippedCards: [],
|
||||
gameType: config.gameType,
|
||||
difficulty: config.difficulty,
|
||||
turnTimer: config.turnTimer,
|
||||
gamePhase: 'setup',
|
||||
currentPlayer: '',
|
||||
matchedPairs: 0,
|
||||
totalPairs: config.difficulty,
|
||||
moves: 0,
|
||||
scores: {},
|
||||
activePlayers: [],
|
||||
playerMetadata: {}, // Initialize empty player metadata
|
||||
consecutiveMatches: {},
|
||||
gameStartTime: null,
|
||||
gameEndTime: null,
|
||||
currentMoveStartTime: null,
|
||||
timerInterval: null,
|
||||
celebrationAnimations: [],
|
||||
isProcessingMove: false,
|
||||
showMismatchFeedback: false,
|
||||
lastMatchedPair: null,
|
||||
// PAUSE/RESUME: Initialize paused game fields
|
||||
originalConfig: undefined,
|
||||
pausedGamePhase: undefined,
|
||||
pausedGameState: undefined,
|
||||
// HOVER: Initialize hover state
|
||||
playerHovers: {},
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Singleton instance
|
||||
export const matchingGameValidator = new MatchingGameValidator()
|
||||
76
apps/web/src/arcade-games/matching/index.ts
Normal file
76
apps/web/src/arcade-games/matching/index.ts
Normal file
@@ -0,0 +1,76 @@
|
||||
/**
|
||||
* Matching Pairs Battle Game Definition
|
||||
*
|
||||
* A turn-based multiplayer memory game where players flip cards to find matching pairs.
|
||||
* Supports both abacus-numeral matching and complement pairs modes.
|
||||
*/
|
||||
|
||||
import { defineGame } from '@/lib/arcade/game-sdk'
|
||||
import type { GameManifest } from '@/lib/arcade/game-sdk'
|
||||
import { MemoryPairsGame } from './components/MemoryPairsGame'
|
||||
import { MatchingProvider } from './Provider'
|
||||
import type { MatchingConfig, MatchingMove, MatchingState } from './types'
|
||||
import { matchingGameValidator } from './Validator'
|
||||
|
||||
const manifest: GameManifest = {
|
||||
name: 'matching',
|
||||
displayName: 'Matching Pairs Battle',
|
||||
icon: '⚔️',
|
||||
description: 'Multiplayer memory battle with friends',
|
||||
longDescription:
|
||||
'Battle friends in epic memory challenges. Match pairs faster than your opponents in this exciting multiplayer experience. ' +
|
||||
'Choose between abacus-numeral matching or complement pairs mode. Strategic thinking and quick memory are key to victory!',
|
||||
maxPlayers: 4,
|
||||
difficulty: 'Intermediate',
|
||||
chips: ['👥 Multiplayer', '🎯 Strategic', '🏆 Competitive'],
|
||||
color: 'purple',
|
||||
gradient: 'linear-gradient(135deg, #e9d5ff, #ddd6fe)',
|
||||
borderColor: 'purple.200',
|
||||
available: true,
|
||||
}
|
||||
|
||||
const defaultConfig: MatchingConfig = {
|
||||
gameType: 'abacus-numeral',
|
||||
difficulty: 6,
|
||||
turnTimer: 30,
|
||||
}
|
||||
|
||||
// Config validation function
|
||||
function validateMatchingConfig(config: unknown): config is MatchingConfig {
|
||||
if (typeof config !== 'object' || config === null) {
|
||||
return false
|
||||
}
|
||||
|
||||
const c = config as any
|
||||
|
||||
// Validate gameType
|
||||
if (!('gameType' in c) || !['abacus-numeral', 'complement-pairs'].includes(c.gameType)) {
|
||||
return false
|
||||
}
|
||||
|
||||
// Validate difficulty (number of pairs)
|
||||
if (!('difficulty' in c) || ![6, 8, 12, 15].includes(c.difficulty)) {
|
||||
return false
|
||||
}
|
||||
|
||||
// Validate turnTimer
|
||||
if (
|
||||
!('turnTimer' in c) ||
|
||||
typeof c.turnTimer !== 'number' ||
|
||||
c.turnTimer < 5 ||
|
||||
c.turnTimer > 300
|
||||
) {
|
||||
return false
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
export const matchingGame = defineGame<MatchingConfig, MatchingState, MatchingMove>({
|
||||
manifest,
|
||||
Provider: MatchingProvider,
|
||||
GameComponent: MemoryPairsGame,
|
||||
validator: matchingGameValidator,
|
||||
defaultConfig,
|
||||
validateConfig: validateMatchingConfig,
|
||||
})
|
||||
250
apps/web/src/arcade-games/matching/types.ts
Normal file
250
apps/web/src/arcade-games/matching/types.ts
Normal file
@@ -0,0 +1,250 @@
|
||||
/**
|
||||
* Matching Pairs Battle - Type Definitions
|
||||
*
|
||||
* SDK-compatible types for the matching game.
|
||||
*/
|
||||
|
||||
import type { GameConfig, GameState } from '@/lib/arcade/game-sdk/types'
|
||||
|
||||
// ============================================================================
|
||||
// Core Types
|
||||
// ============================================================================
|
||||
|
||||
export type GameMode = 'single' | 'multiplayer'
|
||||
export type GameType = 'abacus-numeral' | 'complement-pairs'
|
||||
export type GamePhase = 'setup' | 'playing' | 'results'
|
||||
export type CardType = 'abacus' | 'number' | 'complement'
|
||||
export type Difficulty = 6 | 8 | 12 | 15 // Number of pairs
|
||||
export type Player = string // Player ID (UUID)
|
||||
export type TargetSum = 5 | 10 | 20
|
||||
|
||||
// ============================================================================
|
||||
// Game Configuration (SDK-compatible)
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* Configuration for matching game
|
||||
* Extends GameConfig for SDK compatibility
|
||||
*/
|
||||
export interface MatchingConfig extends GameConfig {
|
||||
gameType: GameType
|
||||
difficulty: Difficulty
|
||||
turnTimer: number
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Game Entities
|
||||
// ============================================================================
|
||||
|
||||
export interface GameCard {
|
||||
id: string
|
||||
type: CardType
|
||||
number: number
|
||||
complement?: number // For complement pairs
|
||||
targetSum?: TargetSum // For complement pairs
|
||||
matched: boolean
|
||||
matchedBy?: Player // For two-player mode
|
||||
element?: HTMLElement | null // For animations
|
||||
}
|
||||
|
||||
export interface PlayerMetadata {
|
||||
id: string // Player ID (UUID)
|
||||
name: string
|
||||
emoji: string
|
||||
userId: string // Which user owns this player
|
||||
color?: string
|
||||
}
|
||||
|
||||
export interface PlayerScore {
|
||||
[playerId: string]: number
|
||||
}
|
||||
|
||||
export interface CelebrationAnimation {
|
||||
id: string
|
||||
type: 'match' | 'win' | 'confetti'
|
||||
x: number
|
||||
y: number
|
||||
timestamp: number
|
||||
}
|
||||
|
||||
export interface GameStatistics {
|
||||
totalMoves: number
|
||||
matchedPairs: number
|
||||
totalPairs: number
|
||||
gameTime: number
|
||||
accuracy: number // Percentage of successful matches
|
||||
averageTimePerMove: number
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Game State (SDK-compatible)
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* Main game state for matching pairs battle
|
||||
* Extends GameState for SDK compatibility
|
||||
*/
|
||||
export interface MatchingState extends GameState {
|
||||
// Core game data
|
||||
cards: GameCard[]
|
||||
gameCards: GameCard[]
|
||||
flippedCards: GameCard[]
|
||||
|
||||
// Game configuration
|
||||
gameType: GameType
|
||||
difficulty: Difficulty
|
||||
turnTimer: number // Seconds for turn timer
|
||||
|
||||
// Game progression
|
||||
gamePhase: GamePhase
|
||||
currentPlayer: Player
|
||||
matchedPairs: number
|
||||
totalPairs: number
|
||||
moves: number
|
||||
scores: PlayerScore
|
||||
activePlayers: Player[] // Track active player IDs
|
||||
playerMetadata: Record<string, PlayerMetadata> // Player metadata for cross-user visibility
|
||||
consecutiveMatches: Record<string, number> // Track consecutive matches per player
|
||||
|
||||
// Timing
|
||||
gameStartTime: number | null
|
||||
gameEndTime: number | null
|
||||
currentMoveStartTime: number | null
|
||||
timerInterval: NodeJS.Timeout | null
|
||||
|
||||
// UI state
|
||||
celebrationAnimations: CelebrationAnimation[]
|
||||
isProcessingMove: boolean
|
||||
showMismatchFeedback: boolean
|
||||
lastMatchedPair: [string, string] | null
|
||||
|
||||
// PAUSE/RESUME: Paused game state
|
||||
originalConfig?: {
|
||||
gameType: GameType
|
||||
difficulty: Difficulty
|
||||
turnTimer: number
|
||||
}
|
||||
pausedGamePhase?: GamePhase
|
||||
pausedGameState?: {
|
||||
gameCards: GameCard[]
|
||||
currentPlayer: Player
|
||||
matchedPairs: number
|
||||
moves: number
|
||||
scores: PlayerScore
|
||||
activePlayers: Player[]
|
||||
playerMetadata: Record<string, PlayerMetadata>
|
||||
consecutiveMatches: Record<string, number>
|
||||
gameStartTime: number | null
|
||||
}
|
||||
|
||||
// HOVER: Networked hover state
|
||||
playerHovers: Record<string, string | null> // playerId -> cardId (or null if not hovering)
|
||||
}
|
||||
|
||||
// For backwards compatibility with existing code
|
||||
export type MemoryPairsState = MatchingState
|
||||
|
||||
// ============================================================================
|
||||
// Game Moves (SDK-compatible)
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* All possible moves in the matching game
|
||||
* These match the move types validated by MatchingGameValidator
|
||||
*/
|
||||
export type MatchingMove =
|
||||
| {
|
||||
type: 'FLIP_CARD'
|
||||
playerId: string
|
||||
userId: string
|
||||
timestamp: number
|
||||
data: {
|
||||
cardId: string
|
||||
}
|
||||
}
|
||||
| {
|
||||
type: 'START_GAME'
|
||||
playerId: string
|
||||
userId: string
|
||||
timestamp: number
|
||||
data: {
|
||||
cards: GameCard[]
|
||||
activePlayers: string[]
|
||||
playerMetadata: Record<string, PlayerMetadata>
|
||||
}
|
||||
}
|
||||
| {
|
||||
type: 'CLEAR_MISMATCH'
|
||||
playerId: string
|
||||
userId: string
|
||||
timestamp: number
|
||||
data: Record<string, never>
|
||||
}
|
||||
| {
|
||||
type: 'GO_TO_SETUP'
|
||||
playerId: string
|
||||
userId: string
|
||||
timestamp: number
|
||||
data: Record<string, never>
|
||||
}
|
||||
| {
|
||||
type: 'SET_CONFIG'
|
||||
playerId: string
|
||||
userId: string
|
||||
timestamp: number
|
||||
data: {
|
||||
field: 'gameType' | 'difficulty' | 'turnTimer'
|
||||
value: any
|
||||
}
|
||||
}
|
||||
| {
|
||||
type: 'RESUME_GAME'
|
||||
playerId: string
|
||||
userId: string
|
||||
timestamp: number
|
||||
data: Record<string, never>
|
||||
}
|
||||
| {
|
||||
type: 'HOVER_CARD'
|
||||
playerId: string
|
||||
userId: string
|
||||
timestamp: number
|
||||
data: {
|
||||
cardId: string | null
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Component Props
|
||||
// ============================================================================
|
||||
|
||||
export interface GameCardProps {
|
||||
card: GameCard
|
||||
isFlipped: boolean
|
||||
isMatched: boolean
|
||||
onClick: () => void
|
||||
disabled?: boolean
|
||||
}
|
||||
|
||||
export interface PlayerIndicatorProps {
|
||||
player: Player
|
||||
isActive: boolean
|
||||
score: number
|
||||
name?: string
|
||||
}
|
||||
|
||||
export interface GameGridProps {
|
||||
cards: GameCard[]
|
||||
onCardClick: (cardId: string) => void
|
||||
disabled?: boolean
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Validation
|
||||
// ============================================================================
|
||||
|
||||
export interface MatchValidationResult {
|
||||
isValid: boolean
|
||||
reason?: string
|
||||
type: 'abacus-numeral' | 'complement' | 'invalid'
|
||||
}
|
||||
194
apps/web/src/arcade-games/matching/utils/cardGeneration.ts
Normal file
194
apps/web/src/arcade-games/matching/utils/cardGeneration.ts
Normal file
@@ -0,0 +1,194 @@
|
||||
import type { Difficulty, GameCard, GameType } from '../types'
|
||||
|
||||
// Utility function to generate unique random numbers
|
||||
function generateUniqueNumbers(count: number, options: { min: number; max: number }): number[] {
|
||||
const numbers = new Set<number>()
|
||||
const { min, max } = options
|
||||
|
||||
while (numbers.size < count) {
|
||||
const randomNum = Math.floor(Math.random() * (max - min + 1)) + min
|
||||
numbers.add(randomNum)
|
||||
}
|
||||
|
||||
return Array.from(numbers)
|
||||
}
|
||||
|
||||
// Utility function to shuffle an array
|
||||
function shuffleArray<T>(array: T[]): T[] {
|
||||
const shuffled = [...array]
|
||||
for (let i = shuffled.length - 1; i > 0; i--) {
|
||||
const j = Math.floor(Math.random() * (i + 1))
|
||||
;[shuffled[i], shuffled[j]] = [shuffled[j], shuffled[i]]
|
||||
}
|
||||
return shuffled
|
||||
}
|
||||
|
||||
// Generate cards for abacus-numeral game mode
|
||||
export function generateAbacusNumeralCards(pairs: Difficulty): GameCard[] {
|
||||
// Generate unique numbers based on difficulty
|
||||
// For easier games, use smaller numbers; for harder games, use larger ranges
|
||||
const numberRanges: Record<Difficulty, { min: number; max: number }> = {
|
||||
6: { min: 1, max: 50 }, // 6 pairs: 1-50
|
||||
8: { min: 1, max: 100 }, // 8 pairs: 1-100
|
||||
12: { min: 1, max: 200 }, // 12 pairs: 1-200
|
||||
15: { min: 1, max: 300 }, // 15 pairs: 1-300
|
||||
}
|
||||
|
||||
const range = numberRanges[pairs]
|
||||
const numbers = generateUniqueNumbers(pairs, range)
|
||||
|
||||
const cards: GameCard[] = []
|
||||
|
||||
numbers.forEach((number) => {
|
||||
// Abacus representation card
|
||||
cards.push({
|
||||
id: `abacus_${number}`,
|
||||
type: 'abacus',
|
||||
number,
|
||||
matched: false,
|
||||
})
|
||||
|
||||
// Numerical representation card
|
||||
cards.push({
|
||||
id: `number_${number}`,
|
||||
type: 'number',
|
||||
number,
|
||||
matched: false,
|
||||
})
|
||||
})
|
||||
|
||||
return shuffleArray(cards)
|
||||
}
|
||||
|
||||
// Generate cards for complement pairs game mode
|
||||
export function generateComplementCards(pairs: Difficulty): GameCard[] {
|
||||
// Define complement pairs for friends of 5 and friends of 10
|
||||
const complementPairs = [
|
||||
// Friends of 5
|
||||
{ pair: [0, 5], targetSum: 5 as const },
|
||||
{ pair: [1, 4], targetSum: 5 as const },
|
||||
{ pair: [2, 3], targetSum: 5 as const },
|
||||
|
||||
// Friends of 10
|
||||
{ pair: [0, 10], targetSum: 10 as const },
|
||||
{ pair: [1, 9], targetSum: 10 as const },
|
||||
{ pair: [2, 8], targetSum: 10 as const },
|
||||
{ pair: [3, 7], targetSum: 10 as const },
|
||||
{ pair: [4, 6], targetSum: 10 as const },
|
||||
{ pair: [5, 5], targetSum: 10 as const },
|
||||
|
||||
// Additional pairs for higher difficulties
|
||||
{ pair: [6, 4], targetSum: 10 as const },
|
||||
{ pair: [7, 3], targetSum: 10 as const },
|
||||
{ pair: [8, 2], targetSum: 10 as const },
|
||||
{ pair: [9, 1], targetSum: 10 as const },
|
||||
{ pair: [10, 0], targetSum: 10 as const },
|
||||
|
||||
// More challenging pairs (can be used for expert mode)
|
||||
{ pair: [11, 9], targetSum: 20 as const },
|
||||
{ pair: [12, 8], targetSum: 20 as const },
|
||||
]
|
||||
|
||||
// Select the required number of complement pairs
|
||||
const selectedPairs = complementPairs.slice(0, pairs)
|
||||
const cards: GameCard[] = []
|
||||
|
||||
selectedPairs.forEach(({ pair: [num1, num2], targetSum }, index) => {
|
||||
// First number in the pair
|
||||
cards.push({
|
||||
id: `comp1_${index}_${num1}`,
|
||||
type: 'complement',
|
||||
number: num1,
|
||||
complement: num2,
|
||||
targetSum,
|
||||
matched: false,
|
||||
})
|
||||
|
||||
// Second number in the pair
|
||||
cards.push({
|
||||
id: `comp2_${index}_${num2}`,
|
||||
type: 'complement',
|
||||
number: num2,
|
||||
complement: num1,
|
||||
targetSum,
|
||||
matched: false,
|
||||
})
|
||||
})
|
||||
|
||||
return shuffleArray(cards)
|
||||
}
|
||||
|
||||
// Main card generation function
|
||||
export function generateGameCards(gameType: GameType, difficulty: Difficulty): GameCard[] {
|
||||
switch (gameType) {
|
||||
case 'abacus-numeral':
|
||||
return generateAbacusNumeralCards(difficulty)
|
||||
|
||||
case 'complement-pairs':
|
||||
return generateComplementCards(difficulty)
|
||||
|
||||
default:
|
||||
throw new Error(`Unknown game type: ${gameType}`)
|
||||
}
|
||||
}
|
||||
|
||||
// Utility function to get responsive grid configuration based on difficulty and screen size
|
||||
export function getGridConfiguration(difficulty: Difficulty) {
|
||||
const configs: Record<
|
||||
Difficulty,
|
||||
{
|
||||
totalCards: number
|
||||
// Orientation-optimized responsive columns
|
||||
mobileColumns: number // Portrait mobile
|
||||
tabletColumns: number // Tablet
|
||||
desktopColumns: number // Desktop/landscape
|
||||
landscapeColumns: number // Landscape mobile/tablet
|
||||
cardSize: { width: string; height: string }
|
||||
gridTemplate: string
|
||||
}
|
||||
> = {
|
||||
6: {
|
||||
totalCards: 12,
|
||||
mobileColumns: 3, // 3x4 grid in portrait
|
||||
tabletColumns: 4, // 4x3 grid on tablet
|
||||
desktopColumns: 4, // 4x3 grid on desktop
|
||||
landscapeColumns: 6, // 6x2 grid in landscape
|
||||
cardSize: { width: '140px', height: '180px' },
|
||||
gridTemplate: 'repeat(3, 1fr)',
|
||||
},
|
||||
8: {
|
||||
totalCards: 16,
|
||||
mobileColumns: 3, // 3x6 grid in portrait (some spillover)
|
||||
tabletColumns: 4, // 4x4 grid on tablet
|
||||
desktopColumns: 4, // 4x4 grid on desktop
|
||||
landscapeColumns: 6, // 6x3 grid in landscape (some spillover)
|
||||
cardSize: { width: '120px', height: '160px' },
|
||||
gridTemplate: 'repeat(3, 1fr)',
|
||||
},
|
||||
12: {
|
||||
totalCards: 24,
|
||||
mobileColumns: 3, // 3x8 grid in portrait
|
||||
tabletColumns: 4, // 4x6 grid on tablet
|
||||
desktopColumns: 6, // 6x4 grid on desktop
|
||||
landscapeColumns: 6, // 6x4 grid in landscape (changed from 8x3)
|
||||
cardSize: { width: '100px', height: '140px' },
|
||||
gridTemplate: 'repeat(3, 1fr)',
|
||||
},
|
||||
15: {
|
||||
totalCards: 30,
|
||||
mobileColumns: 3, // 3x10 grid in portrait
|
||||
tabletColumns: 5, // 5x6 grid on tablet
|
||||
desktopColumns: 6, // 6x5 grid on desktop
|
||||
landscapeColumns: 10, // 10x3 grid in landscape
|
||||
cardSize: { width: '90px', height: '120px' },
|
||||
gridTemplate: 'repeat(3, 1fr)',
|
||||
},
|
||||
}
|
||||
|
||||
return configs[difficulty]
|
||||
}
|
||||
|
||||
// Generate a unique ID for cards
|
||||
export function generateCardId(type: string, identifier: string | number): string {
|
||||
return `${type}_${identifier}_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`
|
||||
}
|
||||
331
apps/web/src/arcade-games/matching/utils/gameScoring.ts
Normal file
331
apps/web/src/arcade-games/matching/utils/gameScoring.ts
Normal file
@@ -0,0 +1,331 @@
|
||||
import type { GameStatistics, MemoryPairsState, Player } from '../types'
|
||||
|
||||
// Calculate final game score based on multiple factors
|
||||
export function calculateFinalScore(
|
||||
matchedPairs: number,
|
||||
totalPairs: number,
|
||||
moves: number,
|
||||
gameTime: number,
|
||||
difficulty: number,
|
||||
gameMode: 'single' | 'two-player'
|
||||
): number {
|
||||
// Base score for completing pairs
|
||||
const baseScore = matchedPairs * 100
|
||||
|
||||
// Efficiency bonus (fewer moves = higher bonus)
|
||||
const idealMoves = totalPairs * 2 // Perfect game would be 2 moves per pair
|
||||
const efficiency = idealMoves / Math.max(moves, idealMoves)
|
||||
const efficiencyBonus = Math.round(baseScore * efficiency * 0.5)
|
||||
|
||||
// Time bonus (faster completion = higher bonus)
|
||||
const timeInMinutes = gameTime / (1000 * 60)
|
||||
const timeBonus = Math.max(0, Math.round((1000 * difficulty) / timeInMinutes))
|
||||
|
||||
// Difficulty multiplier
|
||||
const difficultyMultiplier = 1 + (difficulty - 6) * 0.1
|
||||
|
||||
// Two-player mode bonus
|
||||
const modeMultiplier = gameMode === 'two-player' ? 1.2 : 1.0
|
||||
|
||||
const finalScore = Math.round(
|
||||
(baseScore + efficiencyBonus + timeBonus) * difficultyMultiplier * modeMultiplier
|
||||
)
|
||||
|
||||
return Math.max(0, finalScore)
|
||||
}
|
||||
|
||||
// Calculate star rating (1-5 stars) based on performance
|
||||
export function calculateStarRating(
|
||||
accuracy: number,
|
||||
efficiency: number,
|
||||
gameTime: number,
|
||||
difficulty: number
|
||||
): number {
|
||||
// Normalize time score (assuming reasonable time ranges)
|
||||
const expectedTime = difficulty * 30000 // 30 seconds per pair as baseline
|
||||
const timeScore = Math.max(0, Math.min(100, (expectedTime / gameTime) * 100))
|
||||
|
||||
// Weighted average of different factors
|
||||
const overallScore = accuracy * 0.4 + efficiency * 0.4 + timeScore * 0.2
|
||||
|
||||
// Convert to stars
|
||||
if (overallScore >= 90) return 5
|
||||
if (overallScore >= 80) return 4
|
||||
if (overallScore >= 70) return 3
|
||||
if (overallScore >= 60) return 2
|
||||
return 1
|
||||
}
|
||||
|
||||
// Get achievement badges based on performance
|
||||
export interface Achievement {
|
||||
id: string
|
||||
name: string
|
||||
description: string
|
||||
icon: string
|
||||
earned: boolean
|
||||
}
|
||||
|
||||
export function getAchievements(
|
||||
state: MemoryPairsState,
|
||||
gameMode: 'single' | 'multiplayer'
|
||||
): Achievement[] {
|
||||
const { matchedPairs, totalPairs, moves, scores, gameStartTime, gameEndTime } = state
|
||||
const accuracy = moves > 0 ? (matchedPairs / moves) * 100 : 0
|
||||
const gameTime = gameStartTime && gameEndTime ? gameEndTime - gameStartTime : 0
|
||||
const gameTimeInSeconds = gameTime / 1000
|
||||
|
||||
const achievements: Achievement[] = [
|
||||
{
|
||||
id: 'perfect_game',
|
||||
name: 'Perfect Memory',
|
||||
description: 'Complete a game with 100% accuracy',
|
||||
icon: '🧠',
|
||||
earned: matchedPairs === totalPairs && moves === totalPairs * 2,
|
||||
},
|
||||
{
|
||||
id: 'speed_demon',
|
||||
name: 'Speed Demon',
|
||||
description: 'Complete a game in under 2 minutes',
|
||||
icon: '⚡',
|
||||
earned: gameTimeInSeconds > 0 && gameTimeInSeconds < 120 && matchedPairs === totalPairs,
|
||||
},
|
||||
{
|
||||
id: 'accuracy_ace',
|
||||
name: 'Accuracy Ace',
|
||||
description: 'Achieve 90% accuracy or higher',
|
||||
icon: '🎯',
|
||||
earned: accuracy >= 90 && matchedPairs === totalPairs,
|
||||
},
|
||||
{
|
||||
id: 'marathon_master',
|
||||
name: 'Marathon Master',
|
||||
description: 'Complete the hardest difficulty (15 pairs)',
|
||||
icon: '🏃',
|
||||
earned: totalPairs === 15 && matchedPairs === totalPairs,
|
||||
},
|
||||
{
|
||||
id: 'complement_champion',
|
||||
name: 'Complement Champion',
|
||||
description: 'Master complement pairs mode',
|
||||
icon: '🤝',
|
||||
earned:
|
||||
state.gameType === 'complement-pairs' && matchedPairs === totalPairs && accuracy >= 85,
|
||||
},
|
||||
{
|
||||
id: 'two_player_triumph',
|
||||
name: 'Two-Player Triumph',
|
||||
description: 'Win a two-player game',
|
||||
icon: '👥',
|
||||
earned:
|
||||
gameMode === 'multiplayer' &&
|
||||
matchedPairs === totalPairs &&
|
||||
Object.keys(scores).length > 1 &&
|
||||
Math.max(...Object.values(scores)) > 0,
|
||||
},
|
||||
{
|
||||
id: 'shutout_victory',
|
||||
name: 'Shutout Victory',
|
||||
description: 'Win a two-player game without opponent scoring',
|
||||
icon: '🛡️',
|
||||
earned:
|
||||
gameMode === 'multiplayer' &&
|
||||
matchedPairs === totalPairs &&
|
||||
Object.values(scores).some((score) => score === totalPairs) &&
|
||||
Object.values(scores).some((score) => score === 0),
|
||||
},
|
||||
{
|
||||
id: 'comeback_kid',
|
||||
name: 'Comeback Kid',
|
||||
description: 'Win after being behind by 3+ points',
|
||||
icon: '🔄',
|
||||
earned: false, // This would need more complex tracking during the game
|
||||
},
|
||||
{
|
||||
id: 'first_timer',
|
||||
name: 'First Timer',
|
||||
description: 'Complete your first game',
|
||||
icon: '🌟',
|
||||
earned: matchedPairs === totalPairs,
|
||||
},
|
||||
{
|
||||
id: 'consistency_king',
|
||||
name: 'Consistency King',
|
||||
description: 'Achieve 80%+ accuracy in 5 consecutive games',
|
||||
icon: '👑',
|
||||
earned: false, // This would need persistent game history
|
||||
},
|
||||
]
|
||||
|
||||
return achievements
|
||||
}
|
||||
|
||||
// Get performance metrics and analysis
|
||||
export function getPerformanceAnalysis(state: MemoryPairsState): {
|
||||
statistics: GameStatistics
|
||||
grade: 'A+' | 'A' | 'B+' | 'B' | 'C+' | 'C' | 'D' | 'F'
|
||||
strengths: string[]
|
||||
improvements: string[]
|
||||
starRating: number
|
||||
} {
|
||||
const { matchedPairs, totalPairs, moves, difficulty, gameStartTime, gameEndTime } = state
|
||||
const gameTime = gameStartTime && gameEndTime ? gameEndTime - gameStartTime : 0
|
||||
|
||||
// Calculate statistics
|
||||
const accuracy = moves > 0 ? (matchedPairs / moves) * 100 : 0
|
||||
const averageTimePerMove = moves > 0 ? gameTime / moves : 0
|
||||
const statistics: GameStatistics = {
|
||||
totalMoves: moves,
|
||||
matchedPairs,
|
||||
totalPairs,
|
||||
gameTime,
|
||||
accuracy,
|
||||
averageTimePerMove,
|
||||
}
|
||||
|
||||
// Calculate efficiency (ideal vs actual moves)
|
||||
const idealMoves = totalPairs * 2
|
||||
const efficiency = (idealMoves / Math.max(moves, idealMoves)) * 100
|
||||
|
||||
// Determine grade
|
||||
let grade: 'A+' | 'A' | 'B+' | 'B' | 'C+' | 'C' | 'D' | 'F' = 'F'
|
||||
if (accuracy >= 95 && efficiency >= 90) grade = 'A+'
|
||||
else if (accuracy >= 90 && efficiency >= 85) grade = 'A'
|
||||
else if (accuracy >= 85 && efficiency >= 80) grade = 'B+'
|
||||
else if (accuracy >= 80 && efficiency >= 75) grade = 'B'
|
||||
else if (accuracy >= 75 && efficiency >= 70) grade = 'C+'
|
||||
else if (accuracy >= 70 && efficiency >= 65) grade = 'C'
|
||||
else if (accuracy >= 60 && efficiency >= 50) grade = 'D'
|
||||
|
||||
// Calculate star rating
|
||||
const starRating = calculateStarRating(accuracy, efficiency, gameTime, difficulty)
|
||||
|
||||
// Analyze strengths and areas for improvement
|
||||
const strengths: string[] = []
|
||||
const improvements: string[] = []
|
||||
|
||||
if (accuracy >= 90) {
|
||||
strengths.push('Excellent memory and pattern recognition')
|
||||
} else if (accuracy < 70) {
|
||||
improvements.push('Focus on remembering card positions more carefully')
|
||||
}
|
||||
|
||||
if (efficiency >= 85) {
|
||||
strengths.push('Very efficient with minimal unnecessary moves')
|
||||
} else if (efficiency < 60) {
|
||||
improvements.push('Try to reduce random guessing and use memory strategies')
|
||||
}
|
||||
|
||||
const avgTimePerMoveSeconds = averageTimePerMove / 1000
|
||||
if (avgTimePerMoveSeconds < 3) {
|
||||
strengths.push('Quick decision making')
|
||||
} else if (avgTimePerMoveSeconds > 8) {
|
||||
improvements.push('Practice to improve decision speed')
|
||||
}
|
||||
|
||||
if (difficulty >= 12) {
|
||||
strengths.push('Tackled challenging difficulty levels')
|
||||
}
|
||||
|
||||
if (state.gameType === 'complement-pairs' && accuracy >= 80) {
|
||||
strengths.push('Strong mathematical complement skills')
|
||||
}
|
||||
|
||||
// Fallback messages
|
||||
if (strengths.length === 0) {
|
||||
strengths.push('Keep practicing to improve your skills!')
|
||||
}
|
||||
if (improvements.length === 0) {
|
||||
improvements.push('Great job! Continue challenging yourself with harder difficulties.')
|
||||
}
|
||||
|
||||
return {
|
||||
statistics,
|
||||
grade,
|
||||
strengths,
|
||||
improvements,
|
||||
starRating,
|
||||
}
|
||||
}
|
||||
|
||||
// Format time duration for display
|
||||
export function formatGameTime(milliseconds: number): string {
|
||||
const seconds = Math.floor(milliseconds / 1000)
|
||||
const minutes = Math.floor(seconds / 60)
|
||||
const remainingSeconds = seconds % 60
|
||||
|
||||
if (minutes > 0) {
|
||||
return `${minutes}:${remainingSeconds.toString().padStart(2, '0')}`
|
||||
}
|
||||
return `${remainingSeconds}s`
|
||||
}
|
||||
|
||||
// Get two-player game winner
|
||||
// @deprecated Use getMultiplayerWinner instead which supports N players
|
||||
export function getTwoPlayerWinner(
|
||||
state: MemoryPairsState,
|
||||
activePlayers: Player[]
|
||||
): {
|
||||
winner: Player | 'tie'
|
||||
winnerScore: number
|
||||
loserScore: number
|
||||
margin: number
|
||||
} {
|
||||
const { scores } = state
|
||||
const [player1, player2] = activePlayers
|
||||
|
||||
if (!player1 || !player2) {
|
||||
throw new Error('getTwoPlayerWinner requires at least 2 active players')
|
||||
}
|
||||
|
||||
const score1 = scores[player1] || 0
|
||||
const score2 = scores[player2] || 0
|
||||
|
||||
if (score1 > score2) {
|
||||
return {
|
||||
winner: player1,
|
||||
winnerScore: score1,
|
||||
loserScore: score2,
|
||||
margin: score1 - score2,
|
||||
}
|
||||
} else if (score2 > score1) {
|
||||
return {
|
||||
winner: player2,
|
||||
winnerScore: score2,
|
||||
loserScore: score1,
|
||||
margin: score2 - score1,
|
||||
}
|
||||
} else {
|
||||
return {
|
||||
winner: 'tie',
|
||||
winnerScore: score1,
|
||||
loserScore: score2,
|
||||
margin: 0,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Get multiplayer game winner (supports N players)
|
||||
export function getMultiplayerWinner(
|
||||
state: MemoryPairsState,
|
||||
activePlayers: Player[]
|
||||
): {
|
||||
winners: Player[]
|
||||
winnerScore: number
|
||||
scores: { [playerId: string]: number }
|
||||
isTie: boolean
|
||||
} {
|
||||
const { scores } = state
|
||||
|
||||
// Find the highest score
|
||||
const maxScore = Math.max(...activePlayers.map((playerId) => scores[playerId] || 0))
|
||||
|
||||
// Find all players with the highest score
|
||||
const winners = activePlayers.filter((playerId) => (scores[playerId] || 0) === maxScore)
|
||||
|
||||
return {
|
||||
winners,
|
||||
winnerScore: maxScore,
|
||||
scores,
|
||||
isTie: winners.length > 1,
|
||||
}
|
||||
}
|
||||
222
apps/web/src/arcade-games/matching/utils/matchValidation.ts
Normal file
222
apps/web/src/arcade-games/matching/utils/matchValidation.ts
Normal file
@@ -0,0 +1,222 @@
|
||||
import type { GameCard, MatchValidationResult } from '../types'
|
||||
|
||||
// Validate abacus-numeral match (abacus card matches with number card of same value)
|
||||
export function validateAbacusNumeralMatch(
|
||||
card1: GameCard,
|
||||
card2: GameCard
|
||||
): MatchValidationResult {
|
||||
// Both cards must have the same number
|
||||
if (card1.number !== card2.number) {
|
||||
return {
|
||||
isValid: false,
|
||||
reason: 'Numbers do not match',
|
||||
type: 'invalid',
|
||||
}
|
||||
}
|
||||
|
||||
// Cards must be different types (one abacus, one number)
|
||||
if (card1.type === card2.type) {
|
||||
return {
|
||||
isValid: false,
|
||||
reason: 'Both cards are the same type',
|
||||
type: 'invalid',
|
||||
}
|
||||
}
|
||||
|
||||
// One must be abacus, one must be number
|
||||
const hasAbacus = card1.type === 'abacus' || card2.type === 'abacus'
|
||||
const hasNumber = card1.type === 'number' || card2.type === 'number'
|
||||
|
||||
if (!hasAbacus || !hasNumber) {
|
||||
return {
|
||||
isValid: false,
|
||||
reason: 'Must match abacus with number representation',
|
||||
type: 'invalid',
|
||||
}
|
||||
}
|
||||
|
||||
// Neither should be complement type for this game mode
|
||||
if (card1.type === 'complement' || card2.type === 'complement') {
|
||||
return {
|
||||
isValid: false,
|
||||
reason: 'Complement cards not valid in abacus-numeral mode',
|
||||
type: 'invalid',
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
isValid: true,
|
||||
type: 'abacus-numeral',
|
||||
}
|
||||
}
|
||||
|
||||
// Validate complement match (two numbers that add up to target sum)
|
||||
export function validateComplementMatch(card1: GameCard, card2: GameCard): MatchValidationResult {
|
||||
// Both cards must be complement type
|
||||
if (card1.type !== 'complement' || card2.type !== 'complement') {
|
||||
return {
|
||||
isValid: false,
|
||||
reason: 'Both cards must be complement type',
|
||||
type: 'invalid',
|
||||
}
|
||||
}
|
||||
|
||||
// Both cards must have the same target sum
|
||||
if (card1.targetSum !== card2.targetSum) {
|
||||
return {
|
||||
isValid: false,
|
||||
reason: 'Cards have different target sums',
|
||||
type: 'invalid',
|
||||
}
|
||||
}
|
||||
|
||||
// Check if the numbers are actually complements
|
||||
if (!card1.complement || !card2.complement) {
|
||||
return {
|
||||
isValid: false,
|
||||
reason: 'Complement information missing',
|
||||
type: 'invalid',
|
||||
}
|
||||
}
|
||||
|
||||
// Verify the complement relationship
|
||||
if (card1.number !== card2.complement || card2.number !== card1.complement) {
|
||||
return {
|
||||
isValid: false,
|
||||
reason: 'Numbers are not complements of each other',
|
||||
type: 'invalid',
|
||||
}
|
||||
}
|
||||
|
||||
// Verify the sum equals the target
|
||||
const sum = card1.number + card2.number
|
||||
if (sum !== card1.targetSum) {
|
||||
return {
|
||||
isValid: false,
|
||||
reason: `Sum ${sum} does not equal target ${card1.targetSum}`,
|
||||
type: 'invalid',
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
isValid: true,
|
||||
type: 'complement',
|
||||
}
|
||||
}
|
||||
|
||||
// Main validation function that determines which validation to use
|
||||
export function validateMatch(card1: GameCard, card2: GameCard): MatchValidationResult {
|
||||
// Cannot match the same card with itself
|
||||
if (card1.id === card2.id) {
|
||||
return {
|
||||
isValid: false,
|
||||
reason: 'Cannot match card with itself',
|
||||
type: 'invalid',
|
||||
}
|
||||
}
|
||||
|
||||
// Cannot match already matched cards
|
||||
if (card1.matched || card2.matched) {
|
||||
return {
|
||||
isValid: false,
|
||||
reason: 'Cannot match already matched cards',
|
||||
type: 'invalid',
|
||||
}
|
||||
}
|
||||
|
||||
// Determine which type of match to validate based on card types
|
||||
const hasComplement = card1.type === 'complement' || card2.type === 'complement'
|
||||
|
||||
if (hasComplement) {
|
||||
// If either card is complement type, use complement validation
|
||||
return validateComplementMatch(card1, card2)
|
||||
} else {
|
||||
// Otherwise, use abacus-numeral validation
|
||||
return validateAbacusNumeralMatch(card1, card2)
|
||||
}
|
||||
}
|
||||
|
||||
// Helper function to check if a card can be flipped
|
||||
export function canFlipCard(
|
||||
card: GameCard,
|
||||
flippedCards: GameCard[],
|
||||
isProcessingMove: boolean
|
||||
): boolean {
|
||||
// Cannot flip if processing a move
|
||||
if (isProcessingMove) return false
|
||||
|
||||
// Cannot flip already matched cards
|
||||
if (card.matched) return false
|
||||
|
||||
// Cannot flip if already flipped
|
||||
if (flippedCards.some((c) => c.id === card.id)) return false
|
||||
|
||||
// Cannot flip if two cards are already flipped
|
||||
if (flippedCards.length >= 2) return false
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
// Get hint for what kind of match the player should look for
|
||||
export function getMatchHint(card: GameCard): string {
|
||||
switch (card.type) {
|
||||
case 'abacus':
|
||||
return `Find the number ${card.number}`
|
||||
|
||||
case 'number':
|
||||
return `Find the abacus showing ${card.number}`
|
||||
|
||||
case 'complement':
|
||||
if (card.complement !== undefined && card.targetSum !== undefined) {
|
||||
return `Find ${card.complement} to make ${card.targetSum}`
|
||||
}
|
||||
return 'Find the matching complement'
|
||||
|
||||
default:
|
||||
return 'Find the matching card'
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate match score based on difficulty and time
|
||||
export function calculateMatchScore(
|
||||
difficulty: number,
|
||||
timeForMatch: number,
|
||||
isComplementMatch: boolean
|
||||
): number {
|
||||
const baseScore = isComplementMatch ? 15 : 10 // Complement matches worth more
|
||||
const difficultyMultiplier = difficulty / 6 // Scale with difficulty
|
||||
const timeBonus = Math.max(0, (10000 - timeForMatch) / 1000) // Bonus for speed
|
||||
|
||||
return Math.round(baseScore * difficultyMultiplier + timeBonus)
|
||||
}
|
||||
|
||||
// Analyze game performance
|
||||
export function analyzeGamePerformance(
|
||||
totalMoves: number,
|
||||
matchedPairs: number,
|
||||
totalPairs: number,
|
||||
gameTime: number
|
||||
): {
|
||||
accuracy: number
|
||||
efficiency: number
|
||||
averageTimePerMove: number
|
||||
grade: 'A' | 'B' | 'C' | 'D' | 'F'
|
||||
} {
|
||||
const accuracy = totalMoves > 0 ? (matchedPairs / totalMoves) * 100 : 0
|
||||
const efficiency = totalPairs > 0 ? (matchedPairs / (totalPairs * 2)) * 100 : 0 // Ideal is 100% (each pair found in 2 moves)
|
||||
const averageTimePerMove = totalMoves > 0 ? gameTime / totalMoves : 0
|
||||
|
||||
// Calculate grade based on accuracy and efficiency
|
||||
let grade: 'A' | 'B' | 'C' | 'D' | 'F' = 'F'
|
||||
if (accuracy >= 90 && efficiency >= 80) grade = 'A'
|
||||
else if (accuracy >= 80 && efficiency >= 70) grade = 'B'
|
||||
else if (accuracy >= 70 && efficiency >= 60) grade = 'C'
|
||||
else if (accuracy >= 60 && efficiency >= 50) grade = 'D'
|
||||
|
||||
return {
|
||||
accuracy,
|
||||
efficiency,
|
||||
averageTimePerMove,
|
||||
grade,
|
||||
}
|
||||
}
|
||||
@@ -2,8 +2,8 @@
|
||||
* Shared game configuration types
|
||||
*
|
||||
* ARCHITECTURE: Phase 3 - Type Inference
|
||||
* - Modern games (number-guesser, math-sprint, memory-quiz): Types inferred from game definitions
|
||||
* - Legacy games (matching, complement-race): Manual types until migrated
|
||||
* - Modern games (number-guesser, math-sprint, memory-quiz, matching): Types inferred from game definitions
|
||||
* - Legacy games (complement-race): Manual types until migrated
|
||||
*
|
||||
* These types are used across:
|
||||
* - Database storage (room_game_configs table)
|
||||
@@ -12,12 +12,11 @@
|
||||
* - Helper functions (reading/writing configs)
|
||||
*/
|
||||
|
||||
import type { Difficulty, GameType } from '@/app/games/matching/context/types'
|
||||
|
||||
// Type-only imports (won't load React components at runtime)
|
||||
import type { numberGuesserGame } from '@/arcade-games/number-guesser'
|
||||
import type { mathSprintGame } from '@/arcade-games/math-sprint'
|
||||
import type { memoryQuizGame } from '@/arcade-games/memory-quiz'
|
||||
import type { matchingGame } from '@/arcade-games/matching'
|
||||
|
||||
/**
|
||||
* Utility type: Extract config type from a game definition
|
||||
@@ -47,20 +46,17 @@ export type MathSprintGameConfig = InferGameConfig<typeof mathSprintGame>
|
||||
*/
|
||||
export type MemoryQuizGameConfig = InferGameConfig<typeof memoryQuizGame>
|
||||
|
||||
/**
|
||||
* Configuration for matching (memory pairs battle) game
|
||||
* INFERRED from matchingGame.defaultConfig
|
||||
*/
|
||||
export type MatchingGameConfig = InferGameConfig<typeof matchingGame>
|
||||
|
||||
// ============================================================================
|
||||
// Legacy Games (Manual Type Definitions)
|
||||
// TODO: Migrate these games to the modular system for type inference
|
||||
// ============================================================================
|
||||
|
||||
/**
|
||||
* Configuration for matching (memory pairs) game
|
||||
*/
|
||||
export interface MatchingGameConfig {
|
||||
gameType: GameType
|
||||
difficulty: Difficulty
|
||||
turnTimer: number
|
||||
}
|
||||
|
||||
/**
|
||||
* Configuration for complement-race game
|
||||
* TODO: Define when implementing complement-race settings
|
||||
@@ -83,9 +79,9 @@ export type GameConfigByName = {
|
||||
'number-guesser': NumberGuesserGameConfig
|
||||
'math-sprint': MathSprintGameConfig
|
||||
'memory-quiz': MemoryQuizGameConfig
|
||||
matching: MatchingGameConfig
|
||||
|
||||
// Legacy games (manual types)
|
||||
matching: MatchingGameConfig
|
||||
'complement-race': ComplementRaceGameConfig
|
||||
}
|
||||
|
||||
|
||||
@@ -109,7 +109,9 @@ export function clearRegistry(): void {
|
||||
import { numberGuesserGame } from '@/arcade-games/number-guesser'
|
||||
import { mathSprintGame } from '@/arcade-games/math-sprint'
|
||||
import { memoryQuizGame } from '@/arcade-games/memory-quiz'
|
||||
import { matchingGame } from '@/arcade-games/matching'
|
||||
|
||||
registerGame(numberGuesserGame)
|
||||
registerGame(mathSprintGame)
|
||||
registerGame(memoryQuizGame)
|
||||
registerGame(matchingGame)
|
||||
|
||||
Reference in New Issue
Block a user