Files
hoerdle/lib/gameState.ts
Hördle Bot 9eb07ee8d5 refactor: Ensure genreKey is always recomputed before use
- Recompute genreKey inside useEffect and save functions to ensure current values
- Prevents potential closure issues with stale genreKey values
- Improves code quality and prevents future bugs
2025-12-01 23:58:11 +01:00

313 lines
11 KiB
TypeScript

'use client';
import { useState, useEffect } from 'react';
import { getTodayISOString } from './dateUtils';
import { loadPlayerState, savePlayerState, getGenreKey } from './playerStorage';
export interface GameState {
date: string;
guesses: string[]; // Array of song titles or IDs guessed
isSolved: boolean;
isFailed: boolean;
lastPlayed: number; // Timestamp
score: number;
replayCount: number;
skipCount: number;
scoreBreakdown: Array<{ value: number; reason: string }>;
yearGuessed: boolean;
}
export interface Statistics {
solvedIn1: number;
solvedIn2: number;
solvedIn3: number;
solvedIn4: number;
solvedIn5: number;
solvedIn6: number;
solvedIn7: number;
failed: number;
}
const INITIAL_SCORE = 90;
export function useGameState(
genre: string | null = null,
maxAttempts: number = 7,
isSpecial: boolean = false
) {
const [gameState, setGameState] = useState<GameState | null>(null);
const [statistics, setStatistics] = useState<Statistics | null>(null);
// Get genre key for backend storage
// For specials, genre contains the special name
const genreKey = getGenreKey(isSpecial ? null : genre, isSpecial, isSpecial ? genre || undefined : undefined);
const createNewState = (date: string): GameState => ({
date,
guesses: [],
isSolved: false,
isFailed: false,
lastPlayed: Date.now(),
score: INITIAL_SCORE,
replayCount: 0,
skipCount: 0,
scoreBreakdown: [{ value: INITIAL_SCORE, reason: 'Start value' }],
yearGuessed: false
});
const createNewStatistics = (): Statistics => ({
solvedIn1: 0,
solvedIn2: 0,
solvedIn3: 0,
solvedIn4: 0,
solvedIn5: 0,
solvedIn6: 0,
solvedIn7: 0,
failed: 0,
});
useEffect(() => {
const today = getTodayISOString();
// Always recompute genreKey to ensure it's current
const currentGenreKey = getGenreKey(isSpecial ? null : genre, isSpecial, isSpecial ? genre || undefined : undefined);
// Try to load from backend first
const loadFromBackend = async () => {
try {
const backendState = await loadPlayerState(currentGenreKey);
if (backendState) {
const { gameState: loadedState, statistics: loadedStats } = backendState;
// Check if the loaded state is for today
if (loadedState.date === today) {
setGameState(loadedState);
setStatistics(loadedStats);
return; // Successfully loaded from backend
} else {
// State is for a different day - create new state
const newState = createNewState(today);
setGameState(newState);
setStatistics(loadedStats); // Keep statistics across days
// Save new state to backend
await savePlayerState(currentGenreKey, newState, loadedStats);
return;
}
} else {
// No backend state found - create new state
// This is the normal case for first-time players or new genre
const newState = createNewState(today);
setGameState(newState);
const newStats = createNewStatistics();
setStatistics(newStats);
// Save to backend for cross-domain sync
await savePlayerState(currentGenreKey, newState, newStats);
return;
}
} catch (error) {
console.error('[gameState] Failed to load from backend:', error);
// On error, create new state and try to save to backend
// This handles network errors gracefully
const newState = createNewState(today);
setGameState(newState);
const newStats = createNewStatistics();
setStatistics(newStats);
// Try to save to backend (may fail, but we try)
try {
await savePlayerState(currentGenreKey, newState, newStats);
} catch (saveError) {
console.error('[gameState] Failed to save new state to backend:', saveError);
}
}
};
loadFromBackend();
}, [genre, isSpecial]); // Re-run when genre or isSpecial changes
const saveState = async (newState: GameState) => {
setGameState(newState);
// Save to backend only
if (statistics) {
try {
// Always use the current genreKey (recompute it in case genre/isSpecial changed)
const currentGenreKey = getGenreKey(isSpecial ? null : genre, isSpecial, isSpecial ? genre || undefined : undefined);
await savePlayerState(currentGenreKey, newState, statistics);
} catch (error) {
console.error('[gameState] Failed to save to backend:', error);
// No fallback - backend is required for cross-domain sync
}
}
};
const updateStatistics = async (attempts: number, solved: boolean) => {
if (!statistics) return;
const newStats = { ...statistics };
if (solved) {
switch (attempts) {
case 1: newStats.solvedIn1++; break;
case 2: newStats.solvedIn2++; break;
case 3: newStats.solvedIn3++; break;
case 4: newStats.solvedIn4++; break;
case 5: newStats.solvedIn5++; break;
case 6: newStats.solvedIn6++; break;
case 7: newStats.solvedIn7++; break;
default:
break;
}
} else {
newStats.failed++;
}
setStatistics(newStats);
// Save to backend only
if (gameState) {
try {
// Always use the current genreKey (recompute it in case genre/isSpecial changed)
const currentGenreKey = getGenreKey(isSpecial ? null : genre, isSpecial, isSpecial ? genre || undefined : undefined);
await savePlayerState(currentGenreKey, gameState, newStats);
} catch (error) {
console.error('[gameState] Failed to save statistics to backend:', error);
// No fallback - backend is required for cross-domain sync
}
}
};
const addGuess = (guess: string, correct: boolean) => {
if (!gameState) return;
// Prevent adding guesses if already solved or failed
if (gameState.isSolved || gameState.isFailed) return;
const newGuesses = [...gameState.guesses, guess];
const isSolved = correct;
const isFailed = !correct && newGuesses.length >= maxAttempts;
let newScore = gameState.score;
const newBreakdown = [...gameState.scoreBreakdown];
if (correct) {
newScore += 20;
newBreakdown.push({ value: 20, reason: 'Correct Answer' });
} else {
if (guess === 'SKIPPED') {
newScore -= 5;
newBreakdown.push({ value: -5, reason: 'Skip' });
} else {
newScore -= 3;
newBreakdown.push({ value: -3, reason: 'Wrong guess' });
}
}
// If failed, reset score to 0
if (isFailed) {
if (newScore > 0) {
newBreakdown.push({ value: -newScore, reason: 'Game Over' });
newScore = 0;
}
}
// Ensure score doesn't go below 0
newScore = Math.max(0, newScore);
const newState = {
...gameState,
guesses: newGuesses,
isSolved,
isFailed,
lastPlayed: Date.now(),
score: newScore,
scoreBreakdown: newBreakdown,
// Update skip count if skipped
skipCount: guess === 'SKIPPED' ? gameState.skipCount + 1 : gameState.skipCount
};
saveState(newState);
// Update statistics when game ends
if (isSolved || isFailed) {
updateStatistics(newGuesses.length, isSolved);
}
};
const giveUp = () => {
if (!gameState || gameState.isSolved || gameState.isFailed) return;
let newScore = 0;
const newBreakdown = [...gameState.scoreBreakdown];
if (gameState.score > 0) {
newBreakdown.push({ value: -gameState.score, reason: 'Gave Up' });
}
const newState = {
...gameState,
isFailed: true,
score: 0,
scoreBreakdown: newBreakdown,
lastPlayed: Date.now()
};
saveState(newState);
updateStatistics(gameState.guesses.length, false);
};
const addReplay = () => {
if (!gameState || gameState.isSolved || gameState.isFailed) return;
let newScore = gameState.score - 1;
// Ensure score doesn't go below 0
newScore = Math.max(0, newScore);
const newBreakdown = [...gameState.scoreBreakdown, { value: -1, reason: 'Replay snippet' }];
const newState = {
...gameState,
replayCount: gameState.replayCount + 1,
score: newScore,
scoreBreakdown: newBreakdown
};
saveState(newState);
};
const addYearBonus = (correct: boolean) => {
if (!gameState) return;
let newScore = gameState.score;
const newBreakdown = [...gameState.scoreBreakdown];
if (correct) {
newScore += 10;
newBreakdown.push({ value: 10, reason: 'Bonus: Correct Year' });
} else {
newBreakdown.push({ value: 0, reason: 'Bonus: Wrong Year' });
}
const newState = {
...gameState,
score: newScore,
scoreBreakdown: newBreakdown,
yearGuessed: true
};
saveState(newState);
};
const skipYearBonus = () => {
if (!gameState) return;
const newBreakdown = [...gameState.scoreBreakdown, { value: 0, reason: 'Bonus: Skipped' }];
const newState = {
...gameState,
scoreBreakdown: newBreakdown,
yearGuessed: true
};
saveState(newState);
};
return { gameState, statistics, addGuess, giveUp, addReplay, addYearBonus, skipYearBonus };
}