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7 Commits
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5409196008 | ||
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a59f6f747e | ||
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dc763c88a3 | ||
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1613bf0dda | ||
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b872e87b50 | ||
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87c1ee63ec |
@@ -77,13 +77,15 @@ Das Ziel ist es, den Song mit so wenigen Hinweisen wie möglich zu erraten und d
|
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- **Start-Punktestand:** 90 Punkte
|
||||
- **Richtige Antwort:** +20 Punkte
|
||||
- **Falsche Antwort:** -3 Punkte
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||||
- **Falsche Antwort:** -3 Punkte (falscher Rateversuch) + -5 Punkte (Track-Verlängerung) = **-8 Punkte total**
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- **Überspringen (Skip):** -5 Punkte
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- **Snippet erneut abspielen (Replay):** -1 Punkt
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- **Bonus-Runde (Release-Jahr erraten):** +10 Punkte (0 bei falscher Antwort)
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- **Aufgeben / Verloren:** Der Punktestand wird auf 0 gesetzt.
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- **Minimum:** Der Punktestand kann nicht unter 0 fallen.
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**Hinweis:** Bei falschen Rateversuchen werden zusätzlich -5 Punkte für die automatische Verlängerung des Audio-Snippets (unlockSteps) abgezogen, um die Verwendung dieses Hilfsmittels zu reflektieren.
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|
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## Tech Stack
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- **Framework:** Next.js 16 (App Router)
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@@ -206,6 +206,58 @@ export default async function AboutPage({ params }: AboutPageProps) {
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</p>
|
||||
</div>
|
||||
</div>
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||||
<div
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||||
style={{
|
||||
padding: "1rem",
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||||
border: "1px solid #e5e7eb",
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||||
borderRadius: "0.5rem",
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||||
backgroundColor: "#f9fafb",
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marginBottom: "0.5rem",
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}}
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>
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<h3
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style={{
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||||
fontSize: "1.125rem",
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fontWeight: "600",
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||||
marginBottom: "0.5rem",
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}}
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>
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{t("supportCuratorTitle")}
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</h3>
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<p style={{ marginBottom: 0 }}>
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{t("supportCuratorText")}
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</p>
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</div>
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||||
<div
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style={{
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||||
padding: "1rem",
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||||
border: "1px solid #e5e7eb",
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||||
borderRadius: "0.5rem",
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||||
backgroundColor: "#f9fafb",
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||||
}}
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||||
>
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||||
<h3
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style={{
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||||
fontSize: "1.125rem",
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fontWeight: "600",
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marginBottom: "0.5rem",
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}}
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>
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{t("supportReportBugTitle")}
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</h3>
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<p style={{ marginBottom: 0 }}>
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{t.rich("supportReportBugText", {
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email: (chunks) => (
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<a
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href="mailto:admin@hoerdle.de"
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style={{ textDecoration: "underline" }}
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>
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{chunks}
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</a>
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),
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})}
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</p>
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</div>
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</section>
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<section style={{ marginBottom: "2rem" }}>
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@@ -6,19 +6,21 @@ const prisma = new PrismaClient();
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/**
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* POST /api/player-id/suggest
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*
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* Tries to find a player ID based on recently updated states for a genre.
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* This helps synchronize player IDs across different domains (hoerdle.de and hördle.de).
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* Tries to find a base player ID based on recently updated states for a genre and device.
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* This helps synchronize player IDs across different domains (hoerdle.de and hördle.de)
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* on the same device.
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*
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* Request body:
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* - genreKey: Genre key (e.g., "global", "Rock", "special:00725")
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* - deviceId: Device identifier (UUID)
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*
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* Returns:
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* - playerId: Suggested player ID (UUID) if found, null otherwise
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* - basePlayerId: Suggested base player ID (UUID) if found, null otherwise
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*/
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export async function POST(request: Request) {
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try {
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const body = await request.json();
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const { genreKey } = body;
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const { genreKey, deviceId } = body;
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if (!genreKey || typeof genreKey !== 'string') {
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return NextResponse.json(
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@@ -32,6 +34,41 @@ export async function POST(request: Request) {
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const cutoffDate = new Date();
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cutoffDate.setHours(cutoffDate.getHours() - 48);
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// If deviceId is provided, search for states with matching device ID
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// Format: {basePlayerId}:{deviceId}
|
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if (deviceId && typeof deviceId === 'string') {
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// Search for states with the same device ID
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const recentStates = await prisma.playerState.findMany({
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where: {
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genreKey: genreKey,
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lastPlayed: {
|
||||
gte: cutoffDate,
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||||
},
|
||||
identifier: {
|
||||
endsWith: `:${deviceId}`,
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||||
},
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||||
},
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orderBy: {
|
||||
lastPlayed: 'desc',
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},
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||||
take: 1,
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});
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||||
|
||||
if (recentStates.length > 0) {
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const recentState = recentStates[0];
|
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// Extract base player ID from full identifier
|
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const colonIndex = recentState.identifier.indexOf(':');
|
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if (colonIndex !== -1) {
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const basePlayerId = recentState.identifier.substring(0, colonIndex);
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return NextResponse.json({
|
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basePlayerId: basePlayerId,
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lastPlayed: recentState.lastPlayed,
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});
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}
|
||||
}
|
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}
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|
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// Fallback: Find any recent state for this genre (legacy support)
|
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const recentState = await prisma.playerState.findFirst({
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where: {
|
||||
genreKey: genreKey,
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@@ -45,16 +82,26 @@ export async function POST(request: Request) {
|
||||
});
|
||||
|
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if (recentState) {
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// Return the player ID from the most recent state
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return NextResponse.json({
|
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playerId: recentState.identifier,
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lastPlayed: recentState.lastPlayed,
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});
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// Extract base player ID if format is basePlayerId:deviceId
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const colonIndex = recentState.identifier.indexOf(':');
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if (colonIndex !== -1) {
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const basePlayerId = recentState.identifier.substring(0, colonIndex);
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return NextResponse.json({
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basePlayerId: basePlayerId,
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lastPlayed: recentState.lastPlayed,
|
||||
});
|
||||
} else {
|
||||
// Legacy format: return as-is
|
||||
return NextResponse.json({
|
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basePlayerId: recentState.identifier,
|
||||
lastPlayed: recentState.lastPlayed,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// No recent state found
|
||||
return NextResponse.json({
|
||||
playerId: null,
|
||||
basePlayerId: null,
|
||||
});
|
||||
} catch (error) {
|
||||
console.error('[player-id/suggest] Error finding player ID:', error);
|
||||
|
||||
@@ -7,10 +7,30 @@ const prisma = new PrismaClient();
|
||||
|
||||
/**
|
||||
* Validate UUID format (basic check)
|
||||
* Supports both legacy format (single UUID) and new format (basePlayerId:deviceId)
|
||||
*/
|
||||
function isValidUUID(uuid: string): boolean {
|
||||
function isValidPlayerId(playerId: string): boolean {
|
||||
// Legacy format: single UUID
|
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const uuidRegex = /^[0-9a-f]{8}-[0-9a-f]{4}-4[0-9a-f]{3}-[89ab][0-9a-f]{3}-[0-9a-f]{12}$/i;
|
||||
return uuidRegex.test(uuid);
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||||
|
||||
// New format: basePlayerId:deviceId (two UUIDs separated by colon)
|
||||
const combinedRegex = /^[0-9a-f]{8}-[0-9a-f]{4}-4[0-9a-f]{3}-[89ab][0-9a-f]{3}-[0-9a-f]{12}:[0-9a-f]{8}-[0-9a-f]{4}-4[0-9a-f]{3}-[89ab][0-9a-f]{3}-[0-9a-f]{12}$/i;
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||||
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||||
return uuidRegex.test(playerId) || combinedRegex.test(playerId);
|
||||
}
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||||
|
||||
/**
|
||||
* Extract base player ID from full player ID
|
||||
* Format: {basePlayerId}:{deviceId} -> {basePlayerId}
|
||||
* Legacy: {uuid} -> {uuid}
|
||||
*/
|
||||
function extractBasePlayerId(fullPlayerId: string): string {
|
||||
const colonIndex = fullPlayerId.indexOf(':');
|
||||
if (colonIndex === -1) {
|
||||
// Legacy format (no device ID) - return as is
|
||||
return fullPlayerId;
|
||||
}
|
||||
return fullPlayerId.substring(0, colonIndex);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -33,7 +53,7 @@ export async function GET(request: Request) {
|
||||
|
||||
// Get player identifier from header
|
||||
const playerId = request.headers.get('X-Player-Id');
|
||||
if (!playerId || !isValidUUID(playerId)) {
|
||||
if (!playerId || !isValidPlayerId(playerId)) {
|
||||
return NextResponse.json(
|
||||
{ error: 'Invalid or missing player identifier' },
|
||||
{ status: 400 }
|
||||
@@ -109,7 +129,7 @@ export async function POST(request: Request) {
|
||||
try {
|
||||
// Get player identifier from header
|
||||
const playerId = request.headers.get('X-Player-Id');
|
||||
if (!playerId || !isValidUUID(playerId)) {
|
||||
if (!playerId || !isValidPlayerId(playerId)) {
|
||||
return NextResponse.json(
|
||||
{ error: 'Invalid or missing player identifier' },
|
||||
{ status: 400 }
|
||||
|
||||
@@ -284,8 +284,10 @@ export default function Game({ dailyPuzzle, genre = null, isSpecial = false, max
|
||||
const bonusStar = (hasWon && gameState.yearGuessed && dailyPuzzle.releaseYear && gameState.scoreBreakdown.some(item => item.reason === 'Bonus: Correct Year')) ? '⭐' : '';
|
||||
const genreText = genre ? `${isSpecial ? t('special') : t('genre')}: ${genre}\n` : '';
|
||||
|
||||
// Use current domain from window.location to support both hoerdle.de and hördle.de
|
||||
const currentHost = typeof window !== 'undefined' ? window.location.hostname : config.domain;
|
||||
// Use current domain from window.location to support both hoerdle.de and hördle.de,
|
||||
// but always share the pretty Unicode-Domain "hördle.de" instead of the Punycode variant.
|
||||
const rawHost = typeof window !== 'undefined' ? window.location.hostname : config.domain;
|
||||
const currentHost = rawHost === 'xn--hrdle-jua.de' ? 'hördle.de' : rawHost;
|
||||
const protocol = typeof window !== 'undefined' ? window.location.protocol : 'https:';
|
||||
let shareUrl = `${protocol}//${currentHost}`;
|
||||
// Add locale prefix if not default (en)
|
||||
@@ -687,7 +689,11 @@ function StarRating({ onRate, hasRated }: { onRate: (rating: number) => void, ha
|
||||
}
|
||||
|
||||
return (
|
||||
<div className="star-rating" style={{ display: 'flex', flexDirection: 'column', alignItems: 'center', gap: '0.5rem' }}>
|
||||
<div
|
||||
className="star-rating"
|
||||
title={t('ratingTooltip')}
|
||||
style={{ display: 'flex', flexDirection: 'column', alignItems: 'center', gap: '0.5rem' }}
|
||||
>
|
||||
<span style={{ fontSize: '0.875rem', color: 'var(--muted-foreground)', fontWeight: '500' }}>{t('rateThisPuzzle')}</span>
|
||||
<div style={{ display: 'flex', gap: '0.25rem', justifyContent: 'center' }}>
|
||||
{[...Array(5)].map((_, index) => {
|
||||
|
||||
293
docs/SCORING_OPTIONS.md
Normal file
293
docs/SCORING_OPTIONS.md
Normal file
@@ -0,0 +1,293 @@
|
||||
# Scoring-System Optionen
|
||||
|
||||
## Problem-Analyse
|
||||
|
||||
### Aktuelle Situation
|
||||
- **Start:** 90 Punkte
|
||||
- **Richtige Antwort:** +20 Punkte
|
||||
- **Falsche Antwort:** -3 Punkte (falscher Rateversuch) + -5 Punkte (Track-Verlängerung) = **-8 Punkte total**
|
||||
- **Skip:** -5 Punkte
|
||||
- **Replay:** -1 Punkt
|
||||
|
||||
### Problem (vor der Änderung)
|
||||
Bei vielen Versuchen kam man mit einem relativ hohen Score heraus:
|
||||
- Beispiel (alt): 7 Versuche = 90 + 20 - (6 × 3) = **92 Punkte**
|
||||
|
||||
### Lösung (aktuell implementiert)
|
||||
Bei falschen Rateversuchen werden zusätzlich -5 Punkte für die Track-Verlängerung (unlockSteps) abgezogen:
|
||||
- Beispiel (neu): 7 Versuche = 90 + 20 - (6 × 8) = **62 Punkte**
|
||||
- Start: 90 Punkte
|
||||
- 6 falsche Versuche: -48 Punkte (6 × -8, bestehend aus -3 für falsch + -5 für Verlängerung)
|
||||
- 1 richtiger Versuch: +20 Punkte
|
||||
- **Ergebnis: 62 Punkte**
|
||||
|
||||
Dies spiegelt nun besser die tatsächliche Leistung wider. Das System bleibt motivierend, da richtige Antworten weiterhin belohnt werden.
|
||||
|
||||
---
|
||||
|
||||
## Option 1: Progressive Abzüge ⚠️ (Intransparent)
|
||||
|
||||
### Konzept
|
||||
Abzüge steigen mit jedem Versuch, aber das System ist schwer nachvollziehbar.
|
||||
|
||||
```
|
||||
- Versuch 1-2: -2 Punkte pro falscher Antwort
|
||||
- Versuch 3-4: -4 Punkte pro falscher Antwort
|
||||
- Versuch 5-6: -6 Punkte pro falscher Antwort
|
||||
- Versuch 7: -8 Punkte
|
||||
```
|
||||
|
||||
### Beispiel
|
||||
Bei 7 Versuchen: 90 + 20 - (2+2+4+4+6+6) = **86 Punkte**
|
||||
|
||||
### Probleme
|
||||
- **Intransparent**: Spieler müssen sich merken, welche Abzüge in welcher Runde gelten
|
||||
- **Schwer erklärbar**: Das Regelwerk ist komplex
|
||||
- **Unklar im UI**: Aktuelle Abzüge sind nicht sofort ersichtlich
|
||||
|
||||
### Vorteile
|
||||
- Progressive Bestrafung für viele Versuche
|
||||
- Fairer als aktuelles System
|
||||
|
||||
---
|
||||
|
||||
## Option 2: Bonus-Malus-System
|
||||
|
||||
### Konzept
|
||||
Höhere Belohnungen für frühe Erfolge + progressive Abzüge.
|
||||
|
||||
```
|
||||
Start: 90 Punkte
|
||||
|
||||
Richtige Antwort (Bonus abhängig vom Versuch):
|
||||
- Versuch 1: +30 Punkte (sehr gut!)
|
||||
- Versuch 2: +25 Punkte (gut!)
|
||||
- Versuch 3: +20 Punkte (okay)
|
||||
- Versuch 4: +15 Punkte
|
||||
- Versuch 5+: +10 Punkte
|
||||
|
||||
Falsche Antwort (progressive Abzüge):
|
||||
- Versuch 1-2: -3 Punkte
|
||||
- Versuch 3-4: -5 Punkte
|
||||
- Versuch 5-6: -8 Punkte
|
||||
- Versuch 7: -10 Punkte
|
||||
```
|
||||
|
||||
### Beispiele
|
||||
- Gelöst in Versuch 1: 90 + 30 = **120 Punkte** ⭐
|
||||
- Gelöst in Versuch 4 (nach 3 Fehlern): 90 + 15 - (3+5+5) = **92 Punkte**
|
||||
- Gelöst in Versuch 7 (nach 6 Fehlern): 90 + 10 - (3+5+5+8+8+10) = **61 Punkte**
|
||||
|
||||
### Vorteile
|
||||
- **Transparent**: Klare Regeln pro Versuch
|
||||
- **Motivierend**: Hohe Belohnungen für schnelles Lösen
|
||||
- **Fair**: Späte Erfolge werden abgewertet
|
||||
|
||||
### Nachteile
|
||||
- Etwas komplexer als aktuelles System
|
||||
- Muss im UI klar kommuniziert werden
|
||||
|
||||
---
|
||||
|
||||
## Option 3: Effizienz-Multiplikator
|
||||
|
||||
### Konzept
|
||||
Basis-System bleibt, aber Multiplikator basierend auf Versuchszahl.
|
||||
|
||||
```
|
||||
Basis-System (wie aktuell, aber mit höheren Abzügen):
|
||||
- Falsche Antwort: -5 Punkte (statt -3)
|
||||
- Skip: -7 Punkte (statt -5)
|
||||
|
||||
Bonus-Multiplikatoren (basierend auf Versuch, in dem gelöst wurde):
|
||||
- Gelöst in 1-2 Versuchen: ×1.2 (20% Bonus)
|
||||
- Gelöst in 3-4 Versuchen: ×1.1 (10% Bonus)
|
||||
- Gelöst in 5-6 Versuchen: ×1.0 (kein Bonus)
|
||||
- Gelöst in 7 Versuchen: ×0.9 (10% Abzug)
|
||||
```
|
||||
|
||||
### Beispiele
|
||||
- Gelöst in Versuch 2 (1 Fehler): (90 + 20 - 5) × 1.2 = **126 Punkte**
|
||||
- Gelöst in Versuch 4 (3 Fehler): (90 + 20 - 15) × 1.1 = **104.5 → 105 Punkte**
|
||||
- Gelöst in Versuch 7 (6 Fehler): (90 + 20 - 30) × 0.9 = **72 Punkte**
|
||||
|
||||
### Vorteile
|
||||
- Multiplikator ist einfach zu verstehen ("20% Bonus für schnelles Lösen")
|
||||
- Basis-System bleibt ähnlich
|
||||
- Gerechte Bestrafung für viele Versuche
|
||||
|
||||
### Nachteile
|
||||
- Multiplikatoren müssen berechnet werden (könnte kompliziert wirken)
|
||||
- Kombination aus Basis + Multiplikator kann verwirrend sein
|
||||
|
||||
---
|
||||
|
||||
## Option 4: Kombiniertes System
|
||||
|
||||
### Konzept
|
||||
Höhere Abzüge + kleine Motivations-Boni.
|
||||
|
||||
```
|
||||
Basis-System (höhere Abzüge):
|
||||
- Falsche Antwort: -5 Punkte (statt -3)
|
||||
- Skip: -7 Punkte (statt -5)
|
||||
- Richtige Antwort: +20 Punkte (bleibt)
|
||||
|
||||
Motivations-Boni:
|
||||
- "Erstversuch" Bonus: +2 Punkte wenn erster Versuch nicht skipped wurde
|
||||
- "Perfekter Durchlauf": +5 Bonus wenn kein Skip verwendet wurde
|
||||
- "Knapp daneben": +1 Punkt für Versuche, die fast richtig waren (optional, komplex)
|
||||
```
|
||||
|
||||
### Beispiele
|
||||
- Gelöst in Versuch 1: 90 + 20 + 2 + 5 = **117 Punkte**
|
||||
- Gelöst in Versuch 4 (3 Fehler, kein Skip): 90 + 20 - 15 + 5 = **100 Punkte**
|
||||
- Gelöst in Versuch 7 (6 Fehler, 2 Skips): 90 + 20 - 30 - 14 = **66 Punkte**
|
||||
|
||||
### Vorteile
|
||||
- **Einfach verständlich**: Basis + kleine Boni
|
||||
- **Motivierend**: Positive Verstärkung für gutes Verhalten
|
||||
- **Fair**: Höhere Abzüge sorgen für differenzierten Score
|
||||
|
||||
### Nachteile
|
||||
- Mehrere kleine Boni können unübersichtlich werden
|
||||
- "Knapp daneben" ist schwer zu implementieren
|
||||
|
||||
---
|
||||
|
||||
## Option 5: Streak-System (Langfristige Motivation)
|
||||
|
||||
### Konzept
|
||||
Zusätzliche Belohnungen für konsequentes Spielen über mehrere Tage.
|
||||
|
||||
```
|
||||
Tägliche Streaks:
|
||||
- 3 Tage in Folge gelöst: +5 Bonus-Punkte
|
||||
- 7 Tage: +10 Bonus-Punkte
|
||||
- 30 Tage: +15 Bonus-Punkte
|
||||
```
|
||||
|
||||
**Kombiniert mit einem der anderen Systeme** (z.B. Option 2 oder 4).
|
||||
|
||||
### Vorteile
|
||||
- Langfristige Spielermotivation
|
||||
- Belohnt Engagement
|
||||
|
||||
### Nachteile
|
||||
- Braucht Tracking über mehrere Tage
|
||||
- Löst nicht das Hauptproblem (zu hoher Score bei vielen Versuchen)
|
||||
|
||||
---
|
||||
|
||||
## Option 6: Multiplikator-System (Vereinfacht)
|
||||
|
||||
### Konzept
|
||||
Höhere Abzüge + einfache Multiplikatoren für Versuchszahl.
|
||||
|
||||
```
|
||||
Höhere Basis-Abzüge:
|
||||
- Falsche Antwort: -5 Punkte
|
||||
- Skip: -7 Punkte
|
||||
|
||||
Multiplikator basierend auf Versuch, in dem gelöst wurde:
|
||||
- Versuch 1: ×1.5 (50% Bonus) → Sehr schnelles Lösen
|
||||
- Versuch 2: ×1.3 (30% Bonus)
|
||||
- Versuch 3: ×1.1 (10% Bonus)
|
||||
- Versuch 4: ×1.0 (kein Bonus/Aufschlag)
|
||||
- Versuch 5+: ×0.9 (10% Abzug)
|
||||
```
|
||||
|
||||
### Beispiele
|
||||
- Gelöst in Versuch 1: (90 + 20) × 1.5 = **165 Punkte** ⭐⭐⭐
|
||||
- Gelöst in Versuch 3 (2 Fehler): (90 + 20 - 10) × 1.1 = **110 Punkte**
|
||||
- Gelöst in Versuch 7 (6 Fehler): (90 + 20 - 30) × 0.9 = **72 Punkte**
|
||||
|
||||
### Vorteile
|
||||
- **Sehr transparent**: "50% Bonus für Erstversuch" ist einfach zu verstehen
|
||||
- **Stark motivierend**: Hohe Belohnungen für schnelles Lösen
|
||||
- **Fair**: Viele Versuche = niedriger Score
|
||||
|
||||
### Nachteile
|
||||
- Multiplikatoren könnten als zu komplex empfunden werden
|
||||
- Hohe Scores bei frühen Erfolgen (könnte als "zu leicht" empfunden werden)
|
||||
|
||||
---
|
||||
|
||||
## Empfehlungen
|
||||
|
||||
### Für Transparenz und Einfachheit: **Option 2 oder Option 4**
|
||||
|
||||
**Option 2 (Bonus-Malus)** ist am transparentesten:
|
||||
- Klare Werte pro Versuch
|
||||
- Einfach zu kommunizieren: "Erstversuch gibt +30, jeder weitere Versuch reduziert den Bonus"
|
||||
- Fair und motivierend
|
||||
|
||||
**Option 4 (Kombiniert)** ist am einfachsten:
|
||||
- Basis-System bleibt ähnlich (nur höhere Abzüge)
|
||||
- Zusätzliche kleine Boni sind optional und motivierend
|
||||
- Sehr einfach zu verstehen
|
||||
|
||||
### Für maximale Motivation: **Option 6**
|
||||
|
||||
- Hohe Belohnungen für schnelles Lösen
|
||||
- Einfache Multiplikatoren ("50% Bonus")
|
||||
- Sehr fair für viele Versuche
|
||||
|
||||
---
|
||||
|
||||
## Implementierungs-Hinweise
|
||||
|
||||
### UI-Kommunikation
|
||||
Welche Option auch gewählt wird - sie muss im Spiel klar kommuniziert werden:
|
||||
- Tooltips bei Versuchen
|
||||
- Score-Breakdown zeigt Abzüge/Boni pro Versuch
|
||||
- Vorschau: "Dieser Versuch würde X Punkte kosten/geben"
|
||||
|
||||
### Testing
|
||||
Vor der Implementierung sollten verschiedene Szenarien durchgespielt werden:
|
||||
- Erstversuch-Lösung
|
||||
- Mittlere Versuche (3-4)
|
||||
- Knappe Lösung (6-7 Versuche)
|
||||
- Mit/ohne Skips
|
||||
- Mit/ohne Replays
|
||||
|
||||
### Migration
|
||||
- Bestehende Scores können nicht einfach migriert werden
|
||||
- Neue Regeln gelten ab Start des neuen Systems
|
||||
- Eventuell: "New Scoring System" Ankündigung
|
||||
|
||||
---
|
||||
|
||||
## ✅ Implementiert: Abzüge für zusätzliche Sekunden
|
||||
|
||||
**Status:** ✅ **Aktuell implementiert**
|
||||
|
||||
Bei falschen Rateversuchen werden zusätzlich **-5 Punkte für die Track-Verlängerung** abgezogen:
|
||||
- Falsche Antwort (Rateversuch): -3 Punkte (falsch) + -5 Punkte (Verlängerung) = **-8 Punkte total**
|
||||
- Skip: -5 Punkte (kein zusätzlicher Abzug, da Skip keine Verlängerung bedeutet)
|
||||
|
||||
**Vorteile:**
|
||||
- ✅ Reflektiert den "Hilfsmittel"-Charakter der zusätzlichen Sekunden
|
||||
- ✅ Macht viele Versuche deutlich teurer
|
||||
- ✅ Fairer Score bei vielen Versuchen
|
||||
- ✅ Transparent: Klar getrennt als "Wrong guess" und "Track extension"
|
||||
|
||||
**Hinweis:** Dies ist die erste Anpassung des Scoring-Systems. Weitere Optionen (siehe oben) können in Zukunft ergänzt werden.
|
||||
|
||||
## Offene Fragen
|
||||
|
||||
1. Sollen Replays weiterhin -1 Punkt kosten?
|
||||
2. Soll das Jahr-Bonus-System (+10) beibehalten werden?
|
||||
3. Wie wichtig ist Backward-Compatibility mit bestehenden Scores?
|
||||
4. Soll es eine "Preview"-Funktion geben ("Dieser Versuch kostet X Punkte")?
|
||||
5. Sollen zusätzlich freigeschaltete Sekunden (Unlock-Steps) zusätzlich Punkte kosten?
|
||||
|
||||
---
|
||||
|
||||
## Status
|
||||
|
||||
📝 **Erstellt:** 2024-12-01
|
||||
✅ **Erste Änderung implementiert:** 2024-12-01 - Track-Verlängerung kostet jetzt -5 Punkte bei falschen Rateversuchen
|
||||
🔄 **Status:** Teilweise umgesetzt
|
||||
💡 **Nächste Schritte:** Weitere Optionen können bei Bedarf ergänzt werden (siehe Optionen oben)
|
||||
|
||||
@@ -200,6 +200,9 @@ export function useGameState(
|
||||
} else {
|
||||
newScore -= 3;
|
||||
newBreakdown.push({ value: -3, reason: 'Wrong guess' });
|
||||
// Additional penalty for track extension (unlock steps)
|
||||
newScore -= 5;
|
||||
newBreakdown.push({ value: -5, reason: 'Track extension' });
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
175
lib/playerId.ts
175
lib/playerId.ts
@@ -4,14 +4,20 @@
|
||||
* Generates and manages a unique player identifier (UUID) that is stored
|
||||
* in localStorage. This identifier is used to sync game states across
|
||||
* different domains (hoerdle.de and hördle.de).
|
||||
*
|
||||
* Device-specific isolation:
|
||||
* - Each device has its own device ID stored in localStorage
|
||||
* - Player ID format: {basePlayerId}:{deviceId}
|
||||
* - This allows cross-domain sync on the same device while keeping devices isolated
|
||||
*/
|
||||
|
||||
const STORAGE_KEY = 'hoerdle_player_id';
|
||||
const STORAGE_KEY_PLAYER = 'hoerdle_player_id';
|
||||
const STORAGE_KEY_DEVICE = 'hoerdle_device_id';
|
||||
|
||||
/**
|
||||
* Generate a UUID v4
|
||||
*/
|
||||
function generatePlayerId(): string {
|
||||
function generateUUID(): string {
|
||||
// UUID v4 format: xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx
|
||||
return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function(c) {
|
||||
const r = Math.random() * 16 | 0;
|
||||
@@ -21,68 +27,143 @@ function generatePlayerId(): string {
|
||||
}
|
||||
|
||||
/**
|
||||
* Try to find an existing player ID from the backend
|
||||
* Get or create a device ID (unique per device)
|
||||
*
|
||||
* The device ID is stored in localStorage and persists across sessions.
|
||||
* This allows device-specific isolation of game states.
|
||||
*
|
||||
* @returns Device identifier (UUID v4)
|
||||
*/
|
||||
export function getOrCreateDeviceId(): string {
|
||||
if (typeof window === 'undefined') {
|
||||
return '';
|
||||
}
|
||||
|
||||
let deviceId = localStorage.getItem(STORAGE_KEY_DEVICE);
|
||||
if (!deviceId) {
|
||||
deviceId = generateUUID();
|
||||
localStorage.setItem(STORAGE_KEY_DEVICE, deviceId);
|
||||
}
|
||||
return deviceId;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the device ID without creating a new one
|
||||
*
|
||||
* @returns Device identifier or null if not set
|
||||
*/
|
||||
export function getDeviceId(): string | null {
|
||||
if (typeof window === 'undefined') {
|
||||
return null;
|
||||
}
|
||||
return localStorage.getItem(STORAGE_KEY_DEVICE);
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate a base player ID (for cross-domain sync)
|
||||
*/
|
||||
function generateBasePlayerId(): string {
|
||||
return generateUUID();
|
||||
}
|
||||
|
||||
/**
|
||||
* Try to find an existing base player ID from the backend
|
||||
*
|
||||
* Extracts the base player ID from a full player ID (format: {basePlayerId}:{deviceId})
|
||||
*
|
||||
* @param genreKey - Genre key to search for
|
||||
* @returns Player ID if found, null otherwise
|
||||
* @returns Base player ID if found, null otherwise
|
||||
*/
|
||||
async function findExistingPlayerId(genreKey: string): Promise<string | null> {
|
||||
async function findExistingBasePlayerId(genreKey: string): Promise<string | null> {
|
||||
try {
|
||||
const deviceId = getOrCreateDeviceId();
|
||||
const response = await fetch('/api/player-id/suggest', {
|
||||
method: 'POST',
|
||||
headers: {
|
||||
'Content-Type': 'application/json',
|
||||
},
|
||||
body: JSON.stringify({ genreKey }),
|
||||
body: JSON.stringify({ genreKey, deviceId }),
|
||||
});
|
||||
|
||||
if (response.ok) {
|
||||
const data = await response.json();
|
||||
if (data.playerId) {
|
||||
return data.playerId;
|
||||
if (data.basePlayerId) {
|
||||
return data.basePlayerId;
|
||||
}
|
||||
}
|
||||
} catch (error) {
|
||||
console.warn('[playerId] Failed to find existing player ID:', error);
|
||||
console.warn('[playerId] Failed to find existing base player ID:', error);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Combine base player ID and device ID into full player ID
|
||||
* Format: {basePlayerId}:{deviceId}
|
||||
*/
|
||||
function combinePlayerId(basePlayerId: string, deviceId: string): string {
|
||||
return `${basePlayerId}:${deviceId}`;
|
||||
}
|
||||
|
||||
/**
|
||||
* Extract base player ID from full player ID
|
||||
* Format: {basePlayerId}:{deviceId} -> {basePlayerId}
|
||||
*/
|
||||
function extractBasePlayerId(fullPlayerId: string): string {
|
||||
const colonIndex = fullPlayerId.indexOf(':');
|
||||
if (colonIndex === -1) {
|
||||
// Legacy format (no device ID) - return as is
|
||||
return fullPlayerId;
|
||||
}
|
||||
return fullPlayerId.substring(0, colonIndex);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get or create a player identifier
|
||||
*
|
||||
* If no identifier exists in localStorage, tries to find an existing one from the backend
|
||||
* (based on recently updated states). If none found, generates a new UUID.
|
||||
* This enables cross-domain synchronization between hoerdle.de and hördle.de.
|
||||
* Player ID format: {basePlayerId}:{deviceId}
|
||||
*
|
||||
* @param genreKey - Optional genre key to search for existing player ID
|
||||
* @returns Player identifier (UUID v4)
|
||||
* If no identifier exists in localStorage, tries to find an existing base player ID
|
||||
* from the backend (for cross-domain sync). If none found, generates a new base ID.
|
||||
* The device ID is always device-specific.
|
||||
*
|
||||
* This enables:
|
||||
* - Cross-domain synchronization on the same device (same base player ID)
|
||||
* - Device isolation (different device IDs)
|
||||
*
|
||||
* @param genreKey - Optional genre key to search for existing base player ID
|
||||
* @returns Full player identifier ({basePlayerId}:{deviceId})
|
||||
*/
|
||||
export async function getOrCreatePlayerIdAsync(genreKey?: string): Promise<string> {
|
||||
if (typeof window === 'undefined') {
|
||||
// Server-side: return empty string (not used on server)
|
||||
return '';
|
||||
}
|
||||
|
||||
let playerId = localStorage.getItem(STORAGE_KEY);
|
||||
// Always get/create device ID (device-specific)
|
||||
const deviceId = getOrCreateDeviceId();
|
||||
|
||||
if (!playerId) {
|
||||
// Try to find an existing player ID from backend if genreKey is provided
|
||||
// Try to get base player ID from localStorage
|
||||
let basePlayerId = localStorage.getItem(STORAGE_KEY_PLAYER);
|
||||
|
||||
if (!basePlayerId) {
|
||||
// Try to find an existing base player ID from backend if genreKey is provided
|
||||
if (genreKey) {
|
||||
const existingId = await findExistingPlayerId(genreKey);
|
||||
if (existingId) {
|
||||
playerId = existingId;
|
||||
localStorage.setItem(STORAGE_KEY, playerId);
|
||||
return playerId;
|
||||
const existingBaseId = await findExistingBasePlayerId(genreKey);
|
||||
if (existingBaseId) {
|
||||
basePlayerId = existingBaseId;
|
||||
localStorage.setItem(STORAGE_KEY_PLAYER, basePlayerId);
|
||||
}
|
||||
}
|
||||
|
||||
// Generate new UUID if no existing ID found
|
||||
playerId = generatePlayerId();
|
||||
localStorage.setItem(STORAGE_KEY, playerId);
|
||||
// Generate new base player ID if no existing one found
|
||||
if (!basePlayerId) {
|
||||
basePlayerId = generateBasePlayerId();
|
||||
localStorage.setItem(STORAGE_KEY_PLAYER, basePlayerId);
|
||||
}
|
||||
}
|
||||
|
||||
return playerId;
|
||||
// Combine base player ID with device ID
|
||||
return combinePlayerId(basePlayerId, deviceId);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -90,31 +171,53 @@ export async function getOrCreatePlayerIdAsync(genreKey?: string): Promise<strin
|
||||
*
|
||||
* This is the legacy synchronous version. For cross-domain sync, use getOrCreatePlayerIdAsync instead.
|
||||
*
|
||||
* @returns Player identifier (UUID v4)
|
||||
* @returns Full player identifier ({basePlayerId}:{deviceId})
|
||||
*/
|
||||
export function getOrCreatePlayerId(): string {
|
||||
if (typeof window === 'undefined') {
|
||||
// Server-side: return empty string (not used on server)
|
||||
return '';
|
||||
}
|
||||
|
||||
let playerId = localStorage.getItem(STORAGE_KEY);
|
||||
if (!playerId) {
|
||||
playerId = generatePlayerId();
|
||||
localStorage.setItem(STORAGE_KEY, playerId);
|
||||
const deviceId = getOrCreateDeviceId();
|
||||
let basePlayerId = localStorage.getItem(STORAGE_KEY_PLAYER);
|
||||
|
||||
if (!basePlayerId) {
|
||||
basePlayerId = generateBasePlayerId();
|
||||
localStorage.setItem(STORAGE_KEY_PLAYER, basePlayerId);
|
||||
}
|
||||
return playerId;
|
||||
|
||||
return combinePlayerId(basePlayerId, deviceId);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the current player identifier without creating a new one
|
||||
*
|
||||
* @returns Player identifier or null if not set
|
||||
* @returns Full player identifier ({basePlayerId}:{deviceId}) or null if not set
|
||||
*/
|
||||
export function getPlayerId(): string | null {
|
||||
if (typeof window === 'undefined') {
|
||||
return null;
|
||||
}
|
||||
return localStorage.getItem(STORAGE_KEY);
|
||||
|
||||
const deviceId = getDeviceId();
|
||||
const basePlayerId = localStorage.getItem(STORAGE_KEY_PLAYER);
|
||||
|
||||
if (!deviceId || !basePlayerId) {
|
||||
return null;
|
||||
}
|
||||
|
||||
return combinePlayerId(basePlayerId, deviceId);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get base player ID (for debugging/logging)
|
||||
*
|
||||
* @returns Base player ID or null if not set
|
||||
*/
|
||||
export function getBasePlayerId(): string | null {
|
||||
if (typeof window === 'undefined') {
|
||||
return null;
|
||||
}
|
||||
return localStorage.getItem(STORAGE_KEY_PLAYER);
|
||||
}
|
||||
|
||||
|
||||
@@ -101,7 +101,9 @@ export async function savePlayerState(
|
||||
statistics: Statistics
|
||||
): Promise<void> {
|
||||
try {
|
||||
const playerId = getOrCreatePlayerId();
|
||||
// Use async version to ensure device ID is included
|
||||
const { getOrCreatePlayerIdAsync } = await import('./playerId');
|
||||
const playerId = await getOrCreatePlayerIdAsync();
|
||||
if (!playerId) {
|
||||
console.warn('[playerStorage] No player ID available, cannot save state');
|
||||
return;
|
||||
|
||||
@@ -47,6 +47,7 @@
|
||||
"yourBrowserDoesNotSupport": "Ihr Browser unterstützt das Audio-Element nicht.",
|
||||
"thanksForRating": "Danke für die Bewertung!",
|
||||
"rateThisPuzzle": "Bewerte dieses Rätsel:",
|
||||
"ratingTooltip": "Hilf unseren Kuratoren, gute Rätsel zu machen!",
|
||||
"shared": "✓ Geteilt!",
|
||||
"copied": "✓ Kopiert!",
|
||||
"shareFailed": "✗ Fehlgeschlagen",
|
||||
@@ -179,6 +180,10 @@
|
||||
"supportPaypalLink": "paypal.me/MBusche",
|
||||
"supportSteadyTitle": "Steady",
|
||||
"supportSteadyDescription": "Regelmäßige Unterstützung über Steady",
|
||||
"supportCuratorTitle": "Als Kurator bewerben",
|
||||
"supportCuratorText": "Du hast gute Kenntnisse in einem Genre und möchtest dich als Kurator bewerben? Wir freuen uns über deine Nachricht!",
|
||||
"supportReportBugTitle": "Fehler melden",
|
||||
"supportReportBugText": "Fehler in der App gefunden? Bitte melde sie per E-Mail an <email>admin@hoerdle.de</email>.",
|
||||
"privacyTitle": "Datenschutz",
|
||||
"privacyIntro": "Der Schutz deiner Privatsphäre ist wichtig. Dieses Projekt versucht, so datensparsam wie möglich zu arbeiten.",
|
||||
"privacyPlausibleTitle": "Selbst gehostetes Plausible Analytics",
|
||||
|
||||
@@ -47,6 +47,7 @@
|
||||
"yourBrowserDoesNotSupport": "Your browser does not support the audio element.",
|
||||
"thanksForRating": "Thanks for rating!",
|
||||
"rateThisPuzzle": "Rate this puzzle:",
|
||||
"ratingTooltip": "Help our curators create good puzzles!",
|
||||
"shared": "✓ Shared!",
|
||||
"copied": "✓ Copied!",
|
||||
"shareFailed": "✗ Failed",
|
||||
@@ -179,6 +180,10 @@
|
||||
"supportPaypalLink": "paypal.me/MBusche",
|
||||
"supportSteadyTitle": "Steady",
|
||||
"supportSteadyDescription": "Regular support via Steady",
|
||||
"supportCuratorTitle": "Apply as Curator",
|
||||
"supportCuratorText": "Do you have good knowledge in a genre and would like to apply as a curator? We'd be happy to hear from you!",
|
||||
"supportReportBugTitle": "Report Bugs",
|
||||
"supportReportBugText": "Found a bug in the app? Please report it via email to <email>admin@hoerdle.de</email>.",
|
||||
"privacyTitle": "Privacy",
|
||||
"privacyIntro": "Protecting your privacy matters. This project aims to collect as little data as possible.",
|
||||
"privacyPlausibleTitle": "Self-hosted Plausible Analytics",
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "hoerdle",
|
||||
"version": "0.1.4.2",
|
||||
"version": "0.1.4.5",
|
||||
"private": true,
|
||||
"scripts": {
|
||||
"dev": "next dev",
|
||||
|
||||
Reference in New Issue
Block a user