1
0
Fork 0

feat(qualification): add aim trainer game interface

Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
This commit is contained in:
Jason Fraley 2026-09-03 23:36:22 -04:00
parent e3e4760f49
commit 320fe4b36e
4 changed files with 1245 additions and 0 deletions

View file

@ -0,0 +1,177 @@
"use client";
import { useCallback, useEffect, useState } from "react";
import {
AIM_TRAINER_DIFFICULTIES,
isAimTrainerDifficulty,
type AimTrainerDifficulty,
} from "@/lib/aim-trainer";
import type { AimTrainerStats } from "@/app/(frontend)/qualification/actions";
import { useRealtimePresence } from "@/hooks/useRealtimePresence";
import { useSidebar } from "@/components/ui/sidebar";
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from "@/components/ui/card";
import { RadioGroup, RadioGroupItem } from "@/components/ui/radio-group";
import { cn } from "@/lib/utils";
import { AimTrainerGame, type AimTrainerPhase } from "./AimTrainerGame";
import { AimTrainerLeaderboard } from "./AimTrainerLeaderboard";
const TIER_OPTIONS = [
{ value: "recruit", label: "Recruit", detail: "Steady silhouettes" },
{ value: "veteran", label: "Veteran", detail: "Moving range" },
{ value: "elite", label: "Elite", detail: "High-speed range" },
] as const satisfies ReadonlyArray<{
readonly value: AimTrainerDifficulty;
readonly label: string;
readonly detail: string;
}>;
const TIER_STAT_KEYS = {
recruit: { bestScore: "recruitBestScore", bestAccuracy: "recruitBestAccuracy" },
veteran: { bestScore: "veteranBestScore", bestAccuracy: "veteranBestAccuracy" },
elite: { bestScore: "eliteBestScore", bestAccuracy: "eliteBestAccuracy" },
} as const satisfies Record<
AimTrainerDifficulty,
{
readonly bestScore: "recruitBestScore" | "veteranBestScore" | "eliteBestScore";
readonly bestAccuracy: "recruitBestAccuracy" | "veteranBestAccuracy" | "eliteBestAccuracy";
}
>;
export function AimTrainerArena({
initialStats,
currentUserId,
}: {
readonly initialStats: AimTrainerStats;
readonly currentUserId: number | string;
}) {
const [stats, setStats] = useState<AimTrainerStats>(initialStats);
const [refreshKey, setRefreshKey] = useState(0);
const [difficulty, setDifficulty] = useState<AimTrainerDifficulty>("recruit");
const [playing, setPlaying] = useState(false);
const { isMobile, setOpenMobile } = useSidebar();
const activeTrainees = useRealtimePresence("qualification", playing, true);
const handlePhaseChange = useCallback((nextPhase: AimTrainerPhase) => {
setPlaying(nextPhase === "playing");
}, []);
const handleGameRecorded = useCallback((nextStats: AimTrainerStats) => {
setStats(nextStats);
setRefreshKey((key) => key + 1);
}, []);
useEffect(() => {
if (playing && isMobile) setOpenMobile(false);
}, [isMobile, playing, setOpenMobile]);
return (
<div className="mx-auto flex w-full max-w-4xl flex-col items-center gap-6">
<Card className="w-full">
<CardHeader>
<CardTitle>Choose a qualification lane</CardTitle>
<CardDescription>
Each course lasts 30 seconds. Accuracy keeps your score climbing when the range gets
busy.
</CardDescription>
</CardHeader>
<CardContent>
<fieldset
disabled={playing}
className={cn(
"m-0 min-w-0 border-0 p-0 transition-opacity duration-200 motion-reduce:transition-none",
playing && "opacity-60",
)}
>
<RadioGroup
value={difficulty}
onValueChange={(value) => {
if (isAimTrainerDifficulty(value)) setDifficulty(value);
}}
aria-label="Qualification difficulty"
className="grid gap-2 md:grid-cols-3"
>
{TIER_OPTIONS.map((option) => {
const statKeys = TIER_STAT_KEYS[option.value];
const optionStats = {
bestScore: stats[statKeys.bestScore],
bestAccuracy: stats[statKeys.bestAccuracy],
};
return (
<label
key={option.value}
htmlFor={`qualification-tier-${option.value}`}
className={cn(
"flex cursor-pointer items-start gap-3 rounded-lg border border-border bg-background px-3 py-3 transition-colors focus-within:ring-2 focus-within:ring-ring motion-reduce:transition-none",
difficulty === option.value && "border-primary bg-accent",
playing && "cursor-not-allowed",
)}
>
<RadioGroupItem
id={`qualification-tier-${option.value}`}
value={option.value}
aria-label={`${option.label} qualification lane`}
/>
<span className="flex min-w-0 flex-1 flex-col gap-1">
<span className="flex items-center justify-between gap-2">
<span className="font-medium">{option.label}</span>
<span className="font-mono text-xs tabular-nums text-muted-foreground">
{optionStats.bestScore} pts
</span>
</span>
<span className="text-xs text-muted-foreground">{option.detail}</span>
<span className="font-mono text-xs tabular-nums text-muted-foreground">
Best accuracy {Math.round(optionStats.bestAccuracy * 100)}%
</span>
</span>
</label>
);
})}
</RadioGroup>
</fieldset>
</CardContent>
</Card>
<AimTrainerGame
key={difficulty}
initialStats={stats}
difficulty={difficulty}
onGameRecordedAction={handleGameRecorded}
onPhaseChangeAction={handlePhaseChange}
/>
<Card className="w-full max-w-3xl">
<CardHeader className="pb-3">
<CardTitle className="text-sm">Qualification protocol</CardTitle>
</CardHeader>
<CardContent className="grid gap-3 text-xs text-muted-foreground sm:grid-cols-3">
<div className="flex flex-col gap-1">
<span className="font-medium text-foreground">Acquire</span>
<span>
Up to {AIM_TRAINER_DIFFICULTIES[difficulty].maxConcurrentTargets} silhouettes are
active at once. Moving targets rebound inside the range.
</span>
</div>
<div className="flex flex-col gap-1">
<span className="font-medium text-foreground">Prioritize</span>
<span>Headshots score 250 points. Torso hits score 100 points.</span>
</div>
<div className="flex flex-col gap-1">
<span className="font-medium text-foreground">Qualify</span>
<span>
The course adds an accuracy bonus and records the best score for each lane. Current
target window: {AIM_TRAINER_DIFFICULTIES[difficulty].targetLifetimeMs / 1000}s.
</span>
</div>
</CardContent>
</Card>
<AimTrainerLeaderboard
refreshKey={refreshKey}
difficulty={difficulty}
currentUserId={currentUserId}
activeTrainees={activeTrainees}
/>
</div>
);
}

View file

@ -0,0 +1,259 @@
import {
calculateAimTrainerAccuracy,
calculateAimTrainerScore,
COURSE_DURATION_MS,
type AimTrainerTarget,
} from "@/lib/aim-trainer";
export const AIM_TRAINER_CANVAS_WIDTH = 720;
export const AIM_TRAINER_CANVAS_HEIGHT = 480;
export const AIM_TRAINER_FEEDBACK_DURATION_MS = 700;
export const AIM_TRAINER_FLASH_DURATION_MS = 150;
export const AIM_TRAINER_TARGET_FADE_DURATION_MS = 250;
const COURSE_DURATION_SECONDS = COURSE_DURATION_MS / 1000;
export type AimTrainerPointFeedback = {
readonly x: number;
readonly y: number;
readonly text: string;
readonly color: string;
readonly createdAt: number;
};
export type AimTrainerActiveTarget = {
readonly target: AimTrainerTarget;
readonly spawnedAt: number;
};
type AimTrainerSceneFrame = {
readonly now: number;
readonly targetLifetimeMs: number;
};
export type AimTrainerGameState = {
targets: AimTrainerActiveTarget[];
pendingSpawnAts: number[];
startedAt: number;
headshots: number;
torsoHits: number;
shotsFired: number;
despawnedUnhitTargets: number;
feedback: AimTrainerPointFeedback[];
flashColor: string;
flashUntil: number;
lastDisplayedSecond: number;
};
export type AimTrainerLiveStats = {
readonly score: number;
readonly accuracy: number;
readonly shotsFired: number;
readonly headshots: number;
readonly torsoHits: number;
readonly despawnedUnhitTargets: number;
};
export function createAimTrainerGameState(): AimTrainerGameState {
return {
targets: [],
pendingSpawnAts: [],
startedAt: 0,
headshots: 0,
torsoHits: 0,
shotsFired: 0,
despawnedUnhitTargets: 0,
feedback: [],
flashColor: "#d9d19b",
flashUntil: 0,
lastDisplayedSecond: COURSE_DURATION_SECONDS,
};
}
export function emptyAimTrainerLiveStats(): AimTrainerLiveStats {
return {
score: 0,
accuracy: 0,
shotsFired: 0,
headshots: 0,
torsoHits: 0,
despawnedUnhitTargets: 0,
};
}
export function getAimTrainerLiveStats(game: AimTrainerGameState): AimTrainerLiveStats {
const hits = game.headshots + game.torsoHits;
return {
score: calculateAimTrainerScore(
game.headshots,
game.torsoHits,
game.shotsFired,
game.despawnedUnhitTargets,
),
accuracy: calculateAimTrainerAccuracy(hits, game.shotsFired, game.despawnedUnhitTargets),
shotsFired: game.shotsFired,
headshots: game.headshots,
torsoHits: game.torsoHits,
despawnedUnhitTargets: game.despawnedUnhitTargets,
};
}
function drawRange(ctx: CanvasRenderingContext2D): void {
const range = ctx.createLinearGradient(0, 0, 0, AIM_TRAINER_CANVAS_HEIGHT);
range.addColorStop(0, "#1a2422");
range.addColorStop(0.55, "#26332c");
range.addColorStop(1, "#111916");
ctx.fillStyle = range;
ctx.fillRect(0, 0, AIM_TRAINER_CANVAS_WIDTH, AIM_TRAINER_CANVAS_HEIGHT);
ctx.strokeStyle = "rgba(174, 167, 117, 0.1)";
ctx.lineWidth = 1;
for (let x = 0; x <= AIM_TRAINER_CANVAS_WIDTH; x += 40) {
ctx.beginPath();
ctx.moveTo(x, 0);
ctx.lineTo(x, AIM_TRAINER_CANVAS_HEIGHT);
ctx.stroke();
}
for (let y = 0; y <= AIM_TRAINER_CANVAS_HEIGHT; y += 40) {
ctx.beginPath();
ctx.moveTo(0, y);
ctx.lineTo(AIM_TRAINER_CANVAS_WIDTH, y);
ctx.stroke();
}
const horizon = AIM_TRAINER_CANVAS_HEIGHT * 0.68;
ctx.fillStyle = "rgba(8, 13, 11, 0.38)";
ctx.fillRect(0, horizon, AIM_TRAINER_CANVAS_WIDTH, AIM_TRAINER_CANVAS_HEIGHT - horizon);
ctx.strokeStyle = "rgba(202, 193, 139, 0.2)";
ctx.setLineDash([12, 12]);
ctx.beginPath();
ctx.moveTo(0, horizon);
ctx.lineTo(AIM_TRAINER_CANVAS_WIDTH, horizon);
ctx.stroke();
ctx.setLineDash([]);
ctx.fillStyle = "rgba(201, 192, 142, 0.18)";
ctx.font = "11px ui-monospace, monospace";
ctx.textAlign = "left";
ctx.textBaseline = "top";
ctx.fillText("RANGE 04 // LIVE FIRE", 18, 16);
ctx.textAlign = "right";
ctx.fillText("QUALIFICATION COURSE", AIM_TRAINER_CANVAS_WIDTH - 18, 16);
}
function drawTarget(
ctx: CanvasRenderingContext2D,
activeTarget: AimTrainerActiveTarget,
frame: AimTrainerSceneFrame,
): void {
const { target, spawnedAt } = activeTarget;
const age = Math.max(0, frame.now - spawnedAt);
const fadeDuration = Math.min(
AIM_TRAINER_TARGET_FADE_DURATION_MS,
frame.targetLifetimeMs / 5,
);
const fadeStart = frame.targetLifetimeMs - fadeDuration;
const fadeProgress =
fadeDuration > 0 ? Math.min(1, Math.max(0, (age - fadeStart) / fadeDuration)) : 0;
const pulse = 1 + Math.sin(frame.now / 150) * 0.025;
const torsoX = target.x - (target.torsoW * pulse) / 2;
ctx.save();
ctx.globalAlpha = 1 - fadeProgress;
ctx.save();
ctx.translate(target.x, target.y);
ctx.shadowColor = "rgba(0, 0, 0, 0.45)";
ctx.shadowBlur = 18;
ctx.shadowOffsetY = 8;
ctx.fillStyle = "#0d1411";
ctx.fillRect(-target.torsoW / 2 - 3, 3, target.torsoW + 6, target.torsoH + 4);
ctx.beginPath();
ctx.arc(0, -target.headRadius, target.headRadius + 3, 0, Math.PI * 2);
ctx.fill();
ctx.shadowColor = "transparent";
const torso = ctx.createLinearGradient(-target.torsoW / 2, 0, target.torsoW / 2, target.torsoH);
torso.addColorStop(0, "#9b956d");
torso.addColorStop(0.5, "#706f52");
torso.addColorStop(1, "#4d5542");
ctx.fillStyle = torso;
ctx.fillRect(-target.torsoW / 2, 0, target.torsoW, target.torsoH);
ctx.fillStyle = "rgba(29, 38, 30, 0.42)";
ctx.fillRect(-target.torsoW / 2, target.torsoH * 0.54, target.torsoW, target.torsoH * 0.46);
ctx.fillStyle = "rgba(217, 207, 151, 0.32)";
ctx.fillRect(-target.torsoW * 0.28, target.torsoH * 0.16, target.torsoW * 0.56, 3);
ctx.fillRect(-target.torsoW * 0.28, target.torsoH * 0.42, target.torsoW * 0.56, 3);
ctx.strokeStyle = "rgba(226, 217, 166, 0.6)";
ctx.lineWidth = 1.5;
ctx.strokeRect(-target.torsoW / 2, 0, target.torsoW, target.torsoH);
ctx.fillStyle = "#afa678";
ctx.beginPath();
ctx.arc(0, -target.headRadius, target.headRadius, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = "rgba(48, 55, 40, 0.48)";
ctx.beginPath();
ctx.arc(0, -target.headRadius - 2, target.headRadius * 0.72, Math.PI, Math.PI * 2);
ctx.fill();
ctx.strokeStyle = "rgba(226, 217, 166, 0.72)";
ctx.lineWidth = 1.5;
ctx.beginPath();
ctx.arc(0, -target.headRadius, target.headRadius, 0, Math.PI * 2);
ctx.stroke();
ctx.strokeStyle = "rgba(235, 226, 175, 0.32)";
ctx.lineWidth = 1;
ctx.beginPath();
ctx.moveTo(0, -target.headRadius - target.headRadius - 9);
ctx.lineTo(0, -target.headRadius - target.headRadius - 1);
ctx.moveTo(-target.headRadius - 9, -target.headRadius);
ctx.lineTo(-target.headRadius - 1, -target.headRadius);
ctx.moveTo(target.headRadius + 1, -target.headRadius);
ctx.lineTo(target.headRadius + 9, -target.headRadius);
ctx.stroke();
ctx.restore();
ctx.strokeStyle = "rgba(211, 202, 149, 0.12)";
ctx.setLineDash([4, 5]);
ctx.strokeRect(torsoX, target.y, target.torsoW * pulse, target.torsoH);
ctx.setLineDash([]);
ctx.restore();
}
function drawFeedback(
ctx: CanvasRenderingContext2D,
feedback: readonly AimTrainerPointFeedback[],
now: number,
): void {
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.font = "bold 18px ui-monospace, monospace";
for (const item of feedback) {
const age = now - item.createdAt;
const progress = Math.min(1, age / AIM_TRAINER_FEEDBACK_DURATION_MS);
ctx.globalAlpha = 1 - progress;
ctx.fillStyle = item.color;
ctx.fillText(item.text, item.x, item.y - progress * 28);
}
ctx.globalAlpha = 1;
}
export function drawAimTrainerScene(
ctx: CanvasRenderingContext2D,
game: AimTrainerGameState,
frame: AimTrainerSceneFrame,
): void {
drawRange(ctx);
for (const activeTarget of game.targets) {
drawTarget(ctx, activeTarget, frame);
}
drawFeedback(ctx, game.feedback, frame.now);
if (game.flashUntil > frame.now) {
ctx.fillStyle = `${game.flashColor}${Math.round(
((game.flashUntil - frame.now) / AIM_TRAINER_FLASH_DURATION_MS) * 28,
)
.toString(16)
.padStart(2, "0")}`;
ctx.fillRect(0, 0, AIM_TRAINER_CANVAS_WIDTH, AIM_TRAINER_CANVAS_HEIGHT);
}
}

View file

@ -0,0 +1,664 @@
"use client";
// allow: SIZE_OK — the course state machine keeps its rAF loop and submission lifecycle together.
import { useCallback, useEffect, useRef, useState, type PointerEvent } from "react";
import { useRouter } from "next/navigation";
import { Crosshair, RotateCcw, Target, Timer, Trophy } from "lucide-react";
import {
AIM_TRAINER_DIFFICULTIES,
calculateAimTrainerAccuracy,
calculateAimTrainerScore,
COURSE_DURATION_MS,
HEADSHOT_POINTS,
createAimTrainerTarget,
resolveAimTrainerTargetHit,
stepAimTrainerTarget,
TORSO_POINTS,
type AimTrainerDifficulty,
} from "@/lib/aim-trainer";
import {
type AimTrainerResultInput,
type AimTrainerStats,
submitAimTrainerResult,
} from "@/app/(frontend)/qualification/actions";
import { LoginLink } from "@/components/frontend/auth/LoginLink";
import { Badge } from "@/components/ui/badge";
import { Button } from "@/components/ui/button";
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from "@/components/ui/card";
import { PROFILE_UPDATE_EVENT } from "@/hooks/useGameTick";
import { useSessionExpired } from "@/hooks/useSessionExpired";
import { cn } from "@/lib/utils";
import {
AIM_TRAINER_CANVAS_HEIGHT as CANVAS_H,
AIM_TRAINER_CANVAS_WIDTH as CANVAS_W,
AIM_TRAINER_FEEDBACK_DURATION_MS as FEEDBACK_DURATION_MS,
AIM_TRAINER_FLASH_DURATION_MS as FLASH_DURATION_MS,
createAimTrainerGameState,
drawAimTrainerScene,
emptyAimTrainerLiveStats,
getAimTrainerLiveStats,
type AimTrainerActiveTarget,
type AimTrainerGameState,
type AimTrainerLiveStats,
} from "./AimTrainerCanvas";
import {
playCountdownTick,
playFire,
playHeadshot,
playMiss,
playRoundComplete,
playTorsoHit,
playXp,
} from "./sounds";
const FINAL_COUNTDOWN_WINDOW_MS = 10_000;
const CRITICAL_COUNTDOWN_WINDOW_MS = 3_000;
const MAX_FRAME_DT_SEC = 0.05;
const COURSE_DURATION_SECONDS = COURSE_DURATION_MS / 1000;
const TIER_META = {
recruit: {
label: "Recruit",
description: "Stationary silhouettes with a forgiving acquisition window.",
},
veteran: {
label: "Veteran",
description: "A mixed range with faster movement and tighter hit zones.",
},
elite: {
label: "Elite",
description: "High-speed targets. Every sight picture matters.",
},
} as const satisfies Record<
AimTrainerDifficulty,
{ readonly label: string; readonly description: string }
>;
const TIER_SCORE_KEYS = {
recruit: "recruitBestScore",
veteran: "veteranBestScore",
elite: "eliteBestScore",
} as const satisfies Record<
AimTrainerDifficulty,
"recruitBestScore" | "veteranBestScore" | "eliteBestScore"
>;
export type AimTrainerPhase = "ready" | "playing" | "over";
type LastRun = {
readonly hitScore: number;
readonly accuracyBonus: number;
readonly totalScore: number;
readonly accuracy: number;
readonly headshots: number;
readonly torsoHits: number;
readonly shotsFired: number;
readonly despawnedUnhitTargets: number;
readonly xpEarned: number;
readonly bestScore: number;
readonly isNewRecord: boolean;
readonly error?: string;
};
function assertNever(value: never): never {
throw new Error(`Unexpected hit zone: ${String(value)}`);
}
function tierBestScore(stats: AimTrainerStats, difficulty: AimTrainerDifficulty): number {
return stats[TIER_SCORE_KEYS[difficulty]];
}
function formatAccuracy(value: number): string {
return `${Math.round(value * 100)}%`;
}
function HudMetric({
label,
value,
urgent = false,
}: {
label: string;
value: string | number;
urgent?: boolean;
}) {
return (
<div
className={cn(
"flex min-w-0 flex-col gap-1 rounded-md border border-border bg-background/70 px-3 py-2",
urgent && "border-destructive/50 bg-destructive/10",
)}
>
<span className="truncate text-xs font-medium uppercase tracking-wider text-muted-foreground">
{label}
</span>
<span
className={cn(
"font-mono text-base font-semibold tabular-nums",
urgent && "text-destructive",
)}
>
{value}
</span>
</div>
);
}
function SummaryMetric({ label, value }: { label: string; value: string | number }) {
return (
<div className="flex flex-col gap-0.5 rounded-md border border-border bg-background/60 px-3 py-2">
<dt className="text-xs uppercase tracking-wider text-muted-foreground">{label}</dt>
<dd className="font-mono text-sm font-semibold tabular-nums">{value}</dd>
</div>
);
}
export function AimTrainerGame({
initialStats: serverStats,
difficulty,
onGameRecordedAction,
onPhaseChangeAction,
}: {
readonly initialStats: AimTrainerStats;
readonly difficulty: AimTrainerDifficulty;
readonly onGameRecordedAction?: (stats: AimTrainerStats) => void;
readonly onPhaseChangeAction?: (phase: AimTrainerPhase) => void;
}) {
const router = useRouter();
const { expired, expiredRef } = useSessionExpired();
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const wrapperRef = useRef<HTMLDivElement | null>(null);
const phaseRef = useRef<AimTrainerPhase>("ready");
const submittingRef = useRef(false);
const statsRef = useRef<AimTrainerStats>(serverStats);
const gameRef = useRef<AimTrainerGameState>(createAimTrainerGameState());
const [phase, setPhase] = useState<AimTrainerPhase>("ready");
const [timerSeconds, setTimerSeconds] = useState(COURSE_DURATION_SECONDS);
const [live, setLive] = useState<AimTrainerLiveStats>(emptyAimTrainerLiveStats);
const [stats, setStats] = useState<AimTrainerStats>(serverStats);
const [lastRun, setLastRun] = useState<LastRun | null>(null);
const [submitting, setSubmitting] = useState(false);
const tier = TIER_META[difficulty];
const config = AIM_TRAINER_DIFFICULTIES[difficulty];
const setPhaseSafe = useCallback(
(nextPhase: AimTrainerPhase) => {
phaseRef.current = nextPhase;
setPhase(nextPhase);
onPhaseChangeAction?.(nextPhase);
},
[onPhaseChangeAction],
);
const handleRoundComplete = useCallback(
async (round: AimTrainerResultInput) => {
if (submittingRef.current) return;
const hits = round.headshots + round.torsoHits;
const accuracy = calculateAimTrainerAccuracy(
hits,
round.shotsFired,
round.despawnedUnhitTargets,
);
const totalScore = calculateAimTrainerScore(
round.headshots,
round.torsoHits,
round.shotsFired,
round.despawnedUnhitTargets,
);
const hitScore = round.headshots * HEADSHOT_POINTS + round.torsoHits * TORSO_POINTS;
const previousTierBest = tierBestScore(statsRef.current, difficulty);
const preview: LastRun = {
hitScore,
accuracyBonus: Math.max(0, totalScore - hitScore),
totalScore,
accuracy,
headshots: round.headshots,
torsoHits: round.torsoHits,
shotsFired: round.shotsFired,
despawnedUnhitTargets: round.despawnedUnhitTargets,
xpEarned: 0,
bestScore: previousTierBest,
isNewRecord: false,
};
setLastRun(preview);
if (expiredRef.current) {
setLastRun({ ...preview, error: "Your session expired. Result not recorded." });
return;
}
submittingRef.current = true;
setSubmitting(true);
try {
const result = await submitAimTrainerResult(round);
if (result.success && result.data) {
statsRef.current = result.data;
setStats(result.data);
onGameRecordedAction?.(result.data);
if (result.data.xpEarned > 0) {
playXp();
window.dispatchEvent(
new CustomEvent(PROFILE_UPDATE_EVENT, {
detail: { reason: "xp", xpGained: result.data.xpEarned },
}),
);
window.setTimeout(() => router.refresh(), 1700);
}
setLastRun({
...preview,
accuracy: result.data.accuracy,
accuracyBonus: Math.max(0, result.data.score - hitScore),
totalScore: result.data.score,
xpEarned: result.data.xpEarned,
bestScore: tierBestScore(result.data, difficulty),
isNewRecord: result.data.score > previousTierBest,
});
} else {
setLastRun({ ...preview, error: result.error ?? "Could not record qualification." });
}
} catch (error) {
const message = error instanceof Error ? error.message : "Could not record qualification.";
setLastRun({ ...preview, error: message });
} finally {
submittingRef.current = false;
setSubmitting(false);
}
},
[difficulty, expiredRef, onGameRecordedAction, router],
);
const handleRoundCompleteRef = useRef(handleRoundComplete);
useEffect(() => {
handleRoundCompleteRef.current = handleRoundComplete;
}, [handleRoundComplete]);
const resetToReady = useCallback(() => {
if (expiredRef.current || submittingRef.current) return;
gameRef.current = createAimTrainerGameState();
setLive(emptyAimTrainerLiveStats());
setTimerSeconds(COURSE_DURATION_SECONDS);
setLastRun(null);
setPhaseSafe("ready");
}, [expiredRef, setPhaseSafe]);
const startGame = useCallback(() => {
if (expiredRef.current || submittingRef.current) return;
const now = performance.now();
const game = createAimTrainerGameState();
game.pendingSpawnAts = Array.from(
{ length: config.maxConcurrentTargets },
(_, index) => now + index * config.replacementDelayMs,
);
game.startedAt = now;
gameRef.current = game;
setLive(emptyAimTrainerLiveStats());
setTimerSeconds(COURSE_DURATION_SECONDS);
setLastRun(null);
setPhaseSafe("playing");
wrapperRef.current?.focus({ preventScroll: true });
}, [config.maxConcurrentTargets, config.replacementDelayMs, expiredRef, setPhaseSafe]);
const handlePrimaryAction = useCallback(() => {
const currentPhase = phaseRef.current;
switch (currentPhase) {
case "ready":
startGame();
return;
case "playing":
return;
case "over":
resetToReady();
return;
default:
assertNever(currentPhase);
}
}, [resetToReady, startGame]);
const handleShot = useCallback(
(event: PointerEvent<HTMLCanvasElement>) => {
if (event.button !== 0 || phaseRef.current !== "playing") return;
if (expiredRef.current || submittingRef.current) return;
event.preventDefault();
wrapperRef.current?.focus({ preventScroll: true });
const canvas = canvasRef.current;
if (!canvas) return;
const rect = canvas.getBoundingClientRect();
const x = ((event.clientX - rect.left) / rect.width) * CANVAS_W;
const y = ((event.clientY - rect.top) / rect.height) * CANVAS_H;
const game = gameRef.current;
const now = performance.now();
game.shotsFired += 1;
playFire();
const hit = resolveAimTrainerTargetHit(
game.targets.map((activeTarget) => activeTarget.target),
x,
y,
);
if (!hit) {
playMiss();
game.feedback.push({ x, y, text: "MISS", color: "#b8b49c", createdAt: now });
setLive(getAimTrainerLiveStats(game));
return;
}
const [activeTarget] = game.targets.splice(hit.index, 1);
if (!activeTarget) return;
const target = activeTarget.target;
game.pendingSpawnAts.push(now + config.replacementDelayMs);
switch (hit.zone) {
case "head":
game.headshots += 1;
game.feedback.push({
x: target.x,
y: target.y - target.headRadius,
text: `+${HEADSHOT_POINTS}`,
color: "#f0e6a8",
createdAt: now,
});
game.flashColor = "#e5d98a";
game.flashUntil = now + FLASH_DURATION_MS;
playHeadshot();
break;
case "torso":
game.torsoHits += 1;
game.feedback.push({
x: target.x,
y: target.y + target.torsoH * 0.45,
text: `+${TORSO_POINTS}`,
color: "#c8c59d",
createdAt: now,
});
game.flashColor = "#aaa878";
game.flashUntil = now + FLASH_DURATION_MS;
playTorsoHit();
break;
default:
assertNever(hit.zone);
}
setLive(getAimTrainerLiveStats(game));
},
[config.replacementDelayMs, expiredRef],
);
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
const dpr = window.devicePixelRatio || 1;
canvas.width = CANVAS_W * dpr;
canvas.height = CANVAS_H * dpr;
const ctx = canvas.getContext("2d");
if (!ctx) return;
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
let raf = 0;
let lastTime = performance.now();
const finish = () => {
const game = gameRef.current;
if (phaseRef.current !== "playing") return;
game.targets = [];
game.pendingSpawnAts = [];
setTimerSeconds(0);
setLive(getAimTrainerLiveStats(game));
setPhaseSafe("over");
playRoundComplete();
void handleRoundCompleteRef.current({
difficulty,
headshots: game.headshots,
torsoHits: game.torsoHits,
shotsFired: game.shotsFired,
despawnedUnhitTargets: game.despawnedUnhitTargets,
});
};
const step = (now: number) => {
raf = requestAnimationFrame(step);
const dtSec = Math.min(Math.max((now - lastTime) / 1000, 0), MAX_FRAME_DT_SEC);
lastTime = now;
const game = gameRef.current;
if (phaseRef.current === "playing") {
const elapsed = now - game.startedAt;
const remaining = Math.max(0, COURSE_DURATION_MS - elapsed);
if (remaining === 0) {
finish();
} else {
const displayedSecond =
remaining <= FINAL_COUNTDOWN_WINDOW_MS
? Math.ceil(remaining / 1000)
: COURSE_DURATION_SECONDS;
if (displayedSecond !== game.lastDisplayedSecond) {
game.lastDisplayedSecond = displayedSecond;
setTimerSeconds(displayedSecond);
if (remaining <= CRITICAL_COUNTDOWN_WINDOW_MS) playCountdownTick(true);
else if (remaining <= FINAL_COUNTDOWN_WINDOW_MS) playCountdownTick();
}
const survivingTargets: AimTrainerActiveTarget[] = [];
let expiredTargets = 0;
for (const activeTarget of game.targets) {
if (now - activeTarget.spawnedAt >= config.targetLifetimeMs) {
expiredTargets += 1;
game.pendingSpawnAts.push(now + config.replacementDelayMs);
continue;
}
survivingTargets.push({
target: stepAimTrainerTarget(activeTarget.target, dtSec, CANVAS_W, CANVAS_H),
spawnedAt: activeTarget.spawnedAt,
});
}
game.targets = survivingTargets;
if (expiredTargets > 0) {
game.despawnedUnhitTargets += expiredTargets;
setLive(getAimTrainerLiveStats(game));
}
while (game.targets.length < config.maxConcurrentTargets) {
const dueIndex = game.pendingSpawnAts.findIndex((spawnAt) => spawnAt <= now);
if (dueIndex === -1) break;
game.pendingSpawnAts.splice(dueIndex, 1);
game.targets.push({
target: createAimTrainerTarget(Math.random, CANVAS_W, CANVAS_H, difficulty),
spawnedAt: now,
});
}
}
}
game.feedback = game.feedback.filter((item) => now - item.createdAt < FEEDBACK_DURATION_MS);
drawAimTrainerScene(ctx, game, {
now,
targetLifetimeMs: config.targetLifetimeMs,
});
};
raf = requestAnimationFrame(step);
const onKeyDown = (event: KeyboardEvent) => {
if (event.code !== "Enter" && event.code !== "Space") return;
if (event.repeat) return;
event.preventDefault();
event.stopPropagation();
handlePrimaryAction();
};
const onKeyUp = (event: KeyboardEvent) => {
if (event.code !== "Space") return;
event.preventDefault();
event.stopPropagation();
};
window.addEventListener("keydown", onKeyDown, { capture: true });
window.addEventListener("keyup", onKeyUp, { capture: true });
return () => {
cancelAnimationFrame(raf);
window.removeEventListener("keydown", onKeyDown, { capture: true });
window.removeEventListener("keyup", onKeyUp, { capture: true });
};
}, [
config.replacementDelayMs,
config.maxConcurrentTargets,
config.targetLifetimeMs,
difficulty,
handlePrimaryAction,
setPhaseSafe,
]);
const timerIsCritical = phase === "playing" && timerSeconds <= 3;
const timerLabel = phase === "ready" ? `${COURSE_DURATION_SECONDS}s` : `${timerSeconds}s`;
return (
<Card className="w-full max-w-3xl overflow-hidden">
<CardHeader className="gap-3 border-b border-border">
<div className="flex flex-wrap items-start justify-between gap-3">
<div className="flex items-start gap-3">
<div className="rounded-md border border-border bg-background p-2 text-primary">
<Crosshair aria-hidden="true" className="size-5" />
</div>
<div className="flex flex-col gap-1">
<CardTitle>Live-fire qualification</CardTitle>
<CardDescription>{tier.description}</CardDescription>
</div>
</div>
<Badge variant={timerIsCritical ? "destructive" : "outline"}>
<Timer data-icon="inline-start" />
{timerLabel}
</Badge>
</div>
<div className="grid grid-cols-2 gap-2 sm:grid-cols-3 lg:grid-cols-5" aria-live="polite">
<HudMetric label="Score" value={live.score} />
<HudMetric label="Accuracy" value={formatAccuracy(live.accuracy)} />
<HudMetric label="Shots" value={live.shotsFired} />
<HudMetric label="Tier" value={tier.label} />
<HudMetric label="Time" value={timerLabel} urgent={timerIsCritical} />
</div>
</CardHeader>
<CardContent className="flex flex-col gap-4 p-4">
<div
ref={wrapperRef}
tabIndex={-1}
className="relative mx-auto w-full cursor-crosshair select-none overflow-hidden rounded-lg border border-border bg-background outline-none focus-visible:ring-2 focus-visible:ring-ring"
>
<canvas
ref={canvasRef}
width={CANVAS_W}
height={CANVAS_H}
onPointerDown={handleShot}
className="block h-auto w-full"
aria-label="Qualification Course target range"
/>
{phase === "ready" && (
<div className="absolute inset-0 flex flex-col items-center justify-center gap-3 bg-background/75 p-4 text-center">
<Badge variant="outline">{tier.label} lane</Badge>
<div className="flex flex-col gap-1">
<span className="text-lg font-semibold tracking-wide text-foreground">
Ready on the line
</span>
<span className="text-sm text-muted-foreground">
Acquire every silhouette before it clears the range.
</span>
</div>
<Button
type="button"
className="motion-reduce:transition-none"
onClick={startGame}
disabled={expired || submitting}
>
<Target data-icon="inline-start" />
Begin Qualification
</Button>
<span className="text-xs text-muted-foreground">
Click the target or press Enter / Space to begin. Course duration:{" "}
{COURSE_DURATION_SECONDS}s.
</span>
</div>
)}
{phase === "over" && lastRun && (
<div className="absolute inset-0 flex flex-col justify-center gap-3 overflow-y-auto bg-background/90 p-4 text-center">
<div className="flex items-center justify-center gap-2">
<Trophy aria-hidden="true" className="size-5 text-primary" />
<span className="text-lg font-semibold tracking-wide">Course complete</span>
</div>
{lastRun.isNewRecord && <Badge className="mx-auto">New record!</Badge>}
<dl className="mx-auto grid w-full max-w-xl grid-cols-2 gap-2 text-left sm:grid-cols-3">
<SummaryMetric label="Hit score" value={lastRun.hitScore} />
<SummaryMetric label="Accuracy bonus" value={`+${lastRun.accuracyBonus}`} />
<SummaryMetric label="Total score" value={lastRun.totalScore} />
<SummaryMetric label="Accuracy" value={formatAccuracy(lastRun.accuracy)} />
<SummaryMetric label="Headshots" value={lastRun.headshots} />
<SummaryMetric label="Torso hits" value={lastRun.torsoHits} />
</dl>
<div className="flex flex-wrap items-center justify-center gap-x-4 gap-y-1 text-xs text-muted-foreground">
<span>{lastRun.shotsFired} shots fired</span>
<span>{lastRun.despawnedUnhitTargets} targets expired</span>
<span className="font-semibold text-primary">+{lastRun.xpEarned} XP</span>
</div>
{lastRun.error && <span className="text-xs text-destructive">{lastRun.error}</span>}
{submitting && (
<span className="text-xs text-muted-foreground">Recording result…</span>
)}
<Button
type="button"
variant="outline"
className="mx-auto motion-reduce:transition-none"
onClick={resetToReady}
disabled={submitting || expired}
>
<RotateCcw data-icon="inline-start" />
Play Again
</Button>
<span className="text-xs text-muted-foreground">
Press Enter or Space to return to the line.
</span>
</div>
)}
{expired && (
<div className="absolute inset-0 flex flex-col items-center justify-center gap-3 bg-background/95 p-4 text-center">
<span className="text-xl font-semibold tracking-wide text-destructive">
Session ending soon
</span>
<span className="max-w-md text-sm text-muted-foreground">
Your result will not be recorded after the session expires. Log in again to
continue.
</span>
<LoginLink>
<Button type="button" size="sm" className="motion-reduce:transition-none">
Log in
</Button>
</LoginLink>
</div>
)}
</div>
<div className="flex flex-wrap justify-center gap-x-6 gap-y-1 text-sm text-muted-foreground">
<div className="flex items-center gap-1.5">
<span>Games</span>
<span className="font-semibold text-foreground">{stats.gamesPlayed}</span>
</div>
<div className="flex items-center gap-1.5">
<span>Best score</span>
<span className="font-semibold text-foreground">{stats.bestScore}</span>
</div>
<div className="flex items-center gap-1.5">
<span>{tier.label} best</span>
<span className="font-semibold text-foreground">
{tierBestScore(stats, difficulty)}
</span>
</div>
<div className="flex items-center gap-1.5">
<span>XP from the course</span>
<span className="font-semibold text-foreground">{stats.aimTrainerXp}</span>
</div>
</div>
<div className="text-xs text-muted-foreground">
Headshots score {HEADSHOT_POINTS}. Torso hits score {TORSO_POINTS}.
</div>
</CardContent>
</Card>
);
}

View file

@ -0,0 +1,145 @@
declare global {
interface Window {
webkitAudioContext?: typeof AudioContext;
}
}
let audioCtx: AudioContext | null = null;
function getCtx(): AudioContext | null {
if (typeof window === "undefined") return null;
const AudioCtor = window.AudioContext ?? window.webkitAudioContext;
if (!AudioCtor) return null;
if (!audioCtx) audioCtx = new AudioCtor();
if (audioCtx.state === "suspended") void audioCtx.resume();
return audioCtx;
}
type ToneOptions = {
readonly frequency: number;
readonly endFrequency?: number;
readonly duration: number;
readonly type?: OscillatorType;
readonly volume?: number;
readonly delay?: number;
};
function playTone(ctx: AudioContext, options: ToneOptions): void {
const { frequency, endFrequency, duration, type = "sine", volume = 0.2, delay = 0 } = options;
const oscillator = ctx.createOscillator();
const gain = ctx.createGain();
const startAt = ctx.currentTime + delay;
oscillator.type = type;
oscillator.frequency.setValueAtTime(Math.max(frequency, 1), startAt);
if (endFrequency !== undefined && endFrequency !== frequency) {
oscillator.frequency.exponentialRampToValueAtTime(
Math.max(endFrequency, 1),
startAt + duration,
);
}
gain.gain.setValueAtTime(0.0001, startAt);
gain.gain.exponentialRampToValueAtTime(volume, startAt + 0.012);
gain.gain.exponentialRampToValueAtTime(0.0001, startAt + duration);
oscillator.connect(gain);
gain.connect(ctx.destination);
oscillator.start(startAt);
oscillator.stop(startAt + duration + 0.05);
}
function playNoise(
ctx: AudioContext,
options: { readonly duration: number; readonly volume?: number; readonly lowpass?: number },
): void {
const { duration, volume = 0.2, lowpass = 800 } = options;
const bufferSize = Math.max(1, Math.floor(ctx.sampleRate * duration));
const buffer = ctx.createBuffer(1, bufferSize, ctx.sampleRate);
const data = buffer.getChannelData(0);
for (let index = 0; index < bufferSize; index += 1) {
data[index] = Math.random() * 2 - 1;
}
const source = ctx.createBufferSource();
source.buffer = buffer;
const filter = ctx.createBiquadFilter();
filter.type = "lowpass";
filter.frequency.setValueAtTime(lowpass, ctx.currentTime);
const gain = ctx.createGain();
gain.gain.setValueAtTime(0.0001, ctx.currentTime);
gain.gain.exponentialRampToValueAtTime(volume, ctx.currentTime + 0.005);
gain.gain.exponentialRampToValueAtTime(0.0001, ctx.currentTime + duration);
source.connect(filter);
filter.connect(gain);
gain.connect(ctx.destination);
source.start();
}
export function playFire(): void {
const ctx = getCtx();
if (!ctx) return;
playTone(ctx, {
frequency: 180,
endFrequency: 90,
duration: 0.055,
type: "square",
volume: 0.12,
});
}
export function playHeadshot(): void {
const ctx = getCtx();
if (!ctx) return;
playTone(ctx, {
frequency: 720,
endFrequency: 1180,
duration: 0.12,
type: "triangle",
volume: 0.16,
});
playTone(ctx, { frequency: 1040, duration: 0.16, type: "sine", volume: 0.12, delay: 0.06 });
}
export function playTorsoHit(): void {
const ctx = getCtx();
if (!ctx) return;
playTone(ctx, {
frequency: 360,
endFrequency: 220,
duration: 0.1,
type: "triangle",
volume: 0.15,
});
}
export function playMiss(): void {
const ctx = getCtx();
if (!ctx) return;
playTone(ctx, {
frequency: 120,
endFrequency: 55,
duration: 0.18,
type: "sawtooth",
volume: 0.14,
});
playNoise(ctx, { duration: 0.11, volume: 0.11, lowpass: 480 });
}
export function playCountdownTick(critical = false): void {
const ctx = getCtx();
if (!ctx) return;
const frequency = critical ? 880 : 520;
playTone(ctx, { frequency, duration: critical ? 0.09 : 0.06, type: "square", volume: 0.1 });
}
export function playRoundComplete(): void {
const ctx = getCtx();
if (!ctx) return;
playTone(ctx, { frequency: 420, duration: 0.12, type: "triangle", volume: 0.14 });
playTone(ctx, { frequency: 630, duration: 0.12, type: "triangle", volume: 0.14, delay: 0.1 });
playTone(ctx, { frequency: 940, duration: 0.24, type: "sine", volume: 0.16, delay: 0.2 });
}
export function playXp(): void {
const ctx = getCtx();
if (!ctx) return;
playTone(ctx, { frequency: 660, duration: 0.09, type: "sine", volume: 0.18 });
playTone(ctx, { frequency: 880, duration: 0.16, type: "sine", volume: 0.18, delay: 0.09 });
}