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feat(call-for-fire): add page, server actions and fire mission UI

Page, actions, and components are one vertical feature slice; the actions types are imported by the client components

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 2026-09-08 10:23:21 -04:00
parent cce22c1fcc
commit c76710502e
5 changed files with 1283 additions and 0 deletions

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"use server";
import config from "@payload-config";
import { getPayload } from "payload";
import { emitGameEvent } from "@/utils/event-log/emit";
import { EventTypes } from "@/utils/event-log/eventTypes";
import { broadcastToUser } from "@/lib/realtime/bus";
import {
BEST_MISSIONS_FIELDS,
CALL_FOR_FIRE_DIFFICULTIES,
MAX_MISSIONS_PER_RUN,
METERS_PER_CELL,
calculateScore,
calculateXp,
isCallForFireDifficulty,
type CallForFireDifficulty,
} from "@/lib/call-for-fire";
export type { CallForFireDifficulty };
interface ActionResult<T = undefined> {
success: boolean;
error?: string;
data?: T;
}
export interface CallForFireStats {
gamesPlayed: number;
wins: number;
losses: number;
bestScore: number;
callForFireXp: number;
xpEarned: number;
bestPatrolMissions: number;
bestCheckpointMissions: number;
bestCompoundMissions: number;
}
type BestMissionsField = (typeof BEST_MISSIONS_FIELDS)[CallForFireDifficulty];
async function authenticate() {
const payloadConfig = await config;
const payload = await getPayload({ config: payloadConfig });
const { headers } = await import("next/headers");
const hdrs = await headers();
const { user } = await payload.auth({
headers: hdrs,
canSetHeaders: false,
});
if (!user) {
throw new Error("Unauthorized");
}
return { payload, user };
}
export async function submitCallForFireResult(input: {
difficulty: CallForFireDifficulty;
roundsUsed: number;
seconds: number;
finalDistanceM: number;
won: boolean;
}): Promise<ActionResult<CallForFireStats>> {
try {
const { payload, user } = await authenticate();
if (typeof input.difficulty !== "string" || !isCallForFireDifficulty(input.difficulty)) {
return { success: false, error: "Invalid result." };
}
const difficulty = input.difficulty;
const difficultyConfig = CALL_FOR_FIRE_DIFFICULTIES[difficulty];
if (
!Number.isInteger(input.roundsUsed) ||
input.roundsUsed <= 0 ||
input.roundsUsed > Math.min(difficultyConfig.maxRounds, MAX_MISSIONS_PER_RUN)
) {
return { success: false, error: "Invalid result." };
}
if (
!Number.isInteger(input.seconds) ||
input.seconds <= 0 ||
input.seconds > difficultyConfig.maxSeconds
) {
return { success: false, error: "Invalid result." };
}
if (
typeof input.finalDistanceM !== "number" ||
!Number.isFinite(input.finalDistanceM) ||
input.finalDistanceM < 0 ||
input.finalDistanceM > difficultyConfig.size * METERS_PER_CELL
) {
return { success: false, error: "Invalid result." };
}
if (typeof input.won !== "boolean") {
return { success: false, error: "Invalid result." };
}
if (input.won && input.finalDistanceM > difficultyConfig.lethalRadiusM) {
return { success: false, error: "Invalid result." };
}
const profileRes = await payload.find({
collection: "profiles",
where: { user: { equals: user.id as number } },
limit: 1,
depth: 0,
overrideAccess: true,
});
const profile = profileRes.docs[0];
if (!profile) {
return { success: false, error: "No profile found for this user." };
}
const progression = (profile.progression ?? {}) as {
xp?: unknown;
minigames?: {
callForFire?: {
gamesPlayed?: number;
wins?: number;
losses?: number;
bestScore?: number;
xpEarned?: number;
bestPatrolMissions?: number;
bestCheckpointMissions?: number;
bestCompoundMissions?: number;
};
};
};
const current = progression.minigames?.callForFire ?? {};
const score = calculateScore(
difficulty,
input.roundsUsed,
input.seconds,
input.finalDistanceM,
input.won,
);
const runXp = calculateXp(score, input.won);
const gamesPlayed = (current.gamesPlayed ?? 0) + 1;
const wins = (current.wins ?? 0) + (input.won ? 1 : 0);
const losses = (current.losses ?? 0) + (input.won ? 0 : 1);
const bestScore = Math.max(current.bestScore ?? 0, score);
const totalXp = (current.xpEarned ?? 0) + runXp;
const bestMissionsField = BEST_MISSIONS_FIELDS[difficulty];
const previousBestMissions = current[bestMissionsField as keyof typeof current] ?? 0;
const isBestRun =
input.won && (previousBestMissions === 0 || input.roundsUsed < previousBestMissions);
const bestMissions = isBestRun ? input.roundsUsed : previousBestMissions;
const { xp: _xp, ...progressionRest } = progression;
await payload.update({
collection: "profiles",
id: profile.id,
data: {
progression: {
...progressionRest,
minigames: {
...(progressionRest.minigames ?? {}),
callForFire: {
gamesPlayed,
wins,
losses,
bestScore,
xpEarned: totalXp,
bestPatrolMissions: current.bestPatrolMissions ?? 0,
bestCheckpointMissions: current.bestCheckpointMissions ?? 0,
bestCompoundMissions: current.bestCompoundMissions ?? 0,
[bestMissionsField]: bestMissions,
},
},
},
},
overrideAccess: true,
depth: 0,
});
broadcastToUser("profile-update", Number(user.id), {
reason: "xp",
xpGained: runXp,
profileId: profile.id,
});
if (input.won) {
await emitGameEvent(payload, {
type: EventTypes.MinigameCallForFire,
message: `Brought fire onto target in ${difficultyConfig.label} with ${input.roundsUsed} round(s) (+${runXp} XP)`,
actor: user.id as number,
targetCollection: "users",
targetId: user.id as number,
data: {
difficulty,
roundsUsed: input.roundsUsed,
seconds: input.seconds,
finalDistanceM: input.finalDistanceM,
score,
xpEarned: runXp,
},
});
}
return {
success: true,
data: {
gamesPlayed,
wins,
losses,
bestScore,
callForFireXp: totalXp,
xpEarned: runXp,
bestPatrolMissions:
bestMissionsField === "bestPatrolMissions"
? bestMissions
: (current.bestPatrolMissions ?? 0),
bestCheckpointMissions:
bestMissionsField === "bestCheckpointMissions"
? bestMissions
: (current.bestCheckpointMissions ?? 0),
bestCompoundMissions:
bestMissionsField === "bestCompoundMissions"
? bestMissions
: (current.bestCompoundMissions ?? 0),
},
};
} catch (error) {
const message = error instanceof Error ? error.message : "Unknown error";
if (message === "Unauthorized") {
return { success: false, error: "You must be logged in." };
}
return { success: false, error: message };
}
}

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import type { Metadata } from "next";
import config from "@payload-config";
import { getPayload } from "payload";
import { headers as nextHeaders } from "next/headers";
import { redirect } from "next/navigation";
import { Target } from "lucide-react";
import { CallForFireArena } from "@/components/frontend/call-for-fire/CallForFireArena";
export const metadata: Metadata = {
title: "Call for Fire (Polaris Task Force)",
description:
"Adjust artillery onto hidden targets across three sectors to earn XP for the task force.",
};
export default async function CallForFirePage() {
const headers = await nextHeaders();
const payloadConfig = await config;
const payload = await getPayload({ config: payloadConfig });
const { user } = await payload.auth({ headers, canSetHeaders: false });
if (!user) {
redirect(`/login?returnTo=${encodeURIComponent("/call-for-fire")}`);
}
const profileRes = await payload.find({
collection: "profiles",
where: { user: { equals: user.id as number } },
limit: 1,
depth: 0,
overrideAccess: true,
select: {
progression: {
minigames: true,
},
},
});
const callForFire = profileRes.docs[0]?.progression?.minigames?.callForFire ?? {};
const stats = {
gamesPlayed: callForFire.gamesPlayed ?? 0,
wins: callForFire.wins ?? 0,
losses: callForFire.losses ?? 0,
bestScore: callForFire.bestScore ?? 0,
callForFireXp: callForFire.xpEarned ?? 0,
xpEarned: 0,
bestPatrolMissions: callForFire.bestPatrolMissions ?? 0,
bestCheckpointMissions: callForFire.bestCheckpointMissions ?? 0,
bestCompoundMissions: callForFire.bestCompoundMissions ?? 0,
};
return (
<div className="flex min-w-0 flex-col gap-6 p-5">
<div className="flex flex-col gap-1">
<div className="flex items-center gap-2">
<Target className="size-5 text-muted-foreground" />
<h1 className="text-lg font-semibold">Call for Fire</h1>
</div>
<p className="text-sm text-muted-foreground">
Adjust artillery onto the hidden target. Fewer fire missions score higher.
</p>
</div>
<CallForFireArena initialStats={stats} currentUserId={user.id as number} />
</div>
);
}

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"use client";
import { useCallback, useEffect, useState } from "react";
import type { CallForFireDifficulty, CallForFireStats } from "@/app/(frontend)/call-for-fire/actions";
import { useRealtimePresence } from "@/hooks/useRealtimePresence";
import { useSidebar } from "@/components/ui/sidebar";
import { CallForFireLeaderboard } from "./CallForFireLeaderboard";
import { FireMissionBoard } from "./FireMissionBoard";
export function CallForFireArena({
initialStats,
currentUserId,
}: {
initialStats: CallForFireStats;
currentUserId: number | string;
}) {
const [refreshKey, setRefreshKey] = useState(0);
const [playing, setPlaying] = useState(false);
const [selectedDifficulty, setSelectedDifficulty] = useState<CallForFireDifficulty>("patrol");
const { isMobile, setOpenMobile } = useSidebar();
const activeTeams = useRealtimePresence("call-for-fire", playing, true);
const onPhaseChange = useCallback((phase: "ready" | "playing" | "over") => {
setPlaying(phase === "playing");
}, []);
useEffect(() => {
if (playing && isMobile) setOpenMobile(false);
}, [isMobile, playing, setOpenMobile]);
return (
<div className="flex flex-col items-center gap-6">
<FireMissionBoard
initialStats={initialStats}
onGameRecorded={() => setRefreshKey((key) => key + 1)}
onPhaseChange={onPhaseChange}
onDifficultyChange={setSelectedDifficulty}
/>
<CallForFireLeaderboard
refreshKey={refreshKey}
currentUserId={currentUserId}
activeTeams={activeTeams}
difficulty={selectedDifficulty}
onDifficultyChange={setSelectedDifficulty}
/>
</div>
);
}

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"use client";
import { useEffect, useState } from "react";
import { Trophy } from "lucide-react";
import type { CallForFireDifficulty } from "@/app/(frontend)/call-for-fire/actions";
import type { PresenceParticipant } from "@/hooks/useRealtimePresence";
import {
Select,
SelectContent,
SelectItem,
SelectTrigger,
SelectValue,
} from "@/components/ui/select";
import { cn } from "@/lib/utils";
interface ApiProfile {
id: number;
profileTitle?: string | null;
user?: {
id: number;
displayName?: string | null;
username?: string | null;
} | null;
progression?: {
minigames?: {
callForFire?: Record<string, number | undefined>;
};
};
}
interface LeaderboardRow {
id: number;
userId: number | null;
name: string;
gamesPlayed: number;
wins: number;
bestScore: number;
xpEarned: number;
bestMissions: number;
isCurrentUser: boolean;
isOutsideTopTen?: boolean;
}
interface CallForFireLeaderboardProps {
refreshKey?: number;
currentUserId?: number | string;
activeTeams?: PresenceParticipant[];
difficulty: CallForFireDifficulty;
onDifficultyChange: (difficulty: CallForFireDifficulty) => void;
}
const DIFFICULTY_LABELS: Record<CallForFireDifficulty, string> = {
patrol: "Patrol",
checkpoint: "Checkpoint",
compound: "Compound",
};
function rankClass(index: number) {
if (index === 0) return "font-bold text-amber-400";
if (index === 1) return "font-semibold text-slate-300";
if (index === 2) return "font-semibold text-amber-700";
return "text-muted-foreground";
}
export function CallForFireLeaderboard({
refreshKey = 0,
currentUserId,
activeTeams = [],
difficulty,
onDifficultyChange,
}: CallForFireLeaderboardProps) {
const [rows, setRows] = useState<LeaderboardRow[] | null>(null);
const [failed, setFailed] = useState(false);
useEffect(() => {
let cancelled = false;
setFailed(false);
const missionsField = `progression.minigames.callForFire.best${DIFFICULTY_LABELS[difficulty]}Missions`;
const params = new URLSearchParams({
sort: missionsField,
limit: "100",
depth: "1",
});
params.set(`where[${missionsField}][greater_than]`, "0");
fetch(`/api/profiles?${params.toString()}`)
.then((res) => {
if (!res.ok) throw new Error("leaderboard fetch failed");
return res.json() as Promise<{ docs?: ApiProfile[] }>;
})
.then((data) => {
if (cancelled) return;
const mapped: LeaderboardRow[] = (data.docs ?? []).map((doc) => {
const game = doc.progression?.minigames?.callForFire ?? {};
const user = typeof doc.user === "object" && doc.user !== null ? doc.user : null;
const name =
user?.displayName || doc.profileTitle || user?.username || `Operator #${doc.id}`;
return {
id: doc.id,
userId: user?.id ?? null,
name,
gamesPlayed: game.gamesPlayed ?? 0,
wins: game.wins ?? 0,
bestScore: game.bestScore ?? 0,
xpEarned: game.xpEarned ?? 0,
bestMissions: game[`best${DIFFICULTY_LABELS[difficulty]}Missions`] ?? 0,
isCurrentUser: user ? String(user.id) === String(currentUserId) : false,
};
});
const scored = mapped
.filter((row) => row.bestMissions > 0)
.sort((a, b) => a.bestMissions - b.bestMissions || b.bestScore - a.bestScore);
const visible = scored.slice(0, 10);
const current = mapped.find((row) => row.isCurrentUser);
if (current && !visible.some((row) => row.id === current.id)) {
visible.push({ ...current, isOutsideTopTen: true });
}
setRows(visible);
})
.catch(() => {
if (!cancelled) setFailed(true);
});
return () => {
cancelled = true;
};
}, [difficulty, refreshKey, currentUserId]);
return (
<div className="w-full max-w-[520px] rounded-xl border border-border bg-card">
<div className="flex items-center gap-2 border-b border-border px-4 py-3">
<Trophy className="size-4 text-amber-400" />
<h2 className="text-sm font-semibold">Call for Fire Leaderboard</h2>
<div className="ml-auto flex items-center gap-2 text-xs text-muted-foreground">
<Select
value={difficulty}
onValueChange={(value) => onDifficultyChange(value as CallForFireDifficulty)}
>
<SelectTrigger aria-label="Leaderboard sector" className="h-8 w-[150px] text-xs">
<SelectValue />
</SelectTrigger>
<SelectContent>
<SelectItem value="patrol">Patrol Support</SelectItem>
<SelectItem value="checkpoint">Checkpoint Defence</SelectItem>
<SelectItem value="compound">Compound Strike</SelectItem>
</SelectContent>
</Select>
<span>Top 10 · fewest missions</span>
</div>
</div>
<div
className="border-b border-border px-4 py-2 text-xs text-muted-foreground"
aria-live="polite"
>
<span className="font-medium text-emerald-400">
{activeTeams.length} observers on the net
</span>
{activeTeams.length > 0 && (
<span className="ml-1 text-foreground">
({activeTeams.map((team) => team.name).join(", ")})
</span>
)}
</div>
{failed ? (
<p className="px-4 py-4 text-sm text-muted-foreground">Could not load the leaderboard.</p>
) : rows === null ? (
<div className="space-y-2 px-4 py-4">
<div className="h-4 w-full animate-pulse rounded bg-border" />
<div className="h-4 w-3/4 animate-pulse rounded bg-border" />
<div className="h-4 w-1/2 animate-pulse rounded bg-border" />
</div>
) : rows.length === 0 ? (
<p className="px-4 py-4 text-sm text-muted-foreground">
No effective missions yet. Take the first sector!
</p>
) : (
<div className="overflow-x-auto">
<table className="w-full text-sm">
<thead>
<tr className="text-left text-xs uppercase tracking-wider text-muted-foreground">
<th className="px-4 py-2 font-medium">#</th>
<th className="px-2 py-2 font-medium">Operator</th>
<th className="px-2 py-2 text-right font-medium">Missions</th>
<th className="px-2 py-2 text-right font-medium">Games</th>
<th className="px-2 py-2 text-right font-medium">Wins</th>
<th className="px-4 py-2 text-right font-medium">XP</th>
</tr>
</thead>
<tbody className="divide-y divide-border">
{rows.map((row, index) => (
<tr
key={row.id}
className={cn(
row.isCurrentUser && "bg-accent/40",
row.isOutsideTopTen && "text-muted-foreground opacity-70",
)}
title={
row.isOutsideTopTen
? "Operator status (not currently ranked in the top 10)"
: undefined
}
>
<td className="px-4 py-2">
<span className={rankClass(index)}>
{row.isOutsideTopTen ? "-" : index + 1}
</span>
</td>
<td className="px-2 py-2 font-medium">
<span className="flex items-center gap-2">
<span className="max-w-[180px] truncate">{row.name}</span>
{row.isCurrentUser && (
<span className="shrink-0 text-xs text-muted-foreground">(you)</span>
)}
{row.isOutsideTopTen && (
<span className="shrink-0 text-[10px] font-normal uppercase tracking-wide text-muted-foreground">
unranked
</span>
)}
{row.userId !== null &&
activeTeams.some((team) => team.id === row.userId) && (
<span
className="size-2 rounded-full bg-emerald-400"
title="Firing now"
aria-label="Firing now"
/>
)}
</span>
</td>
<td className="px-2 py-2 text-right font-semibold tabular-nums">
{row.bestMissions}
</td>
<td className="px-2 py-2 text-right tabular-nums text-muted-foreground">
{row.gamesPlayed}
</td>
<td className="px-2 py-2 text-right tabular-nums text-muted-foreground">
{row.wins}
</td>
<td className="px-4 py-2 text-right tabular-nums text-muted-foreground">
{row.xpEarned}
</td>
</tr>
))}
</tbody>
</table>
</div>
)}
</div>
);
}

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"use client";
import { useCallback, useEffect, useRef, useState, type CSSProperties } from "react";
import { Crosshair, Radio, RotateCcw, Target, Timer } from "lucide-react";
import { useRouter } from "next/navigation";
import { Button } from "@/components/ui/button";
import { Input } from "@/components/ui/input";
import {
submitCallForFireResult,
type CallForFireDifficulty,
type CallForFireStats,
} from "@/app/(frontend)/call-for-fire/actions";
import {
CALL_FOR_FIRE_DIFFICULTIES,
METERS_PER_CELL,
applyCorrection,
createScenario,
distanceMeters,
gridDesignation,
calculateScore,
isEffectiveHit,
observerReport,
type FireScenario,
type GridPoint,
} from "@/lib/call-for-fire";
import { PROFILE_UPDATE_EVENT } from "@/hooks/useGameTick";
import { useSessionExpired } from "@/hooks/useSessionExpired";
import { LoginLink } from "@/components/frontend/auth/LoginLink";
import { cn } from "@/lib/utils";
type Phase = "ready" | "playing" | "over";
type LastRun = {
readonly won: boolean;
readonly roundsUsed: number;
readonly seconds: number;
readonly finalDistanceM: number;
readonly score: number;
readonly xpEarned: number;
readonly best: number;
readonly reason?: "rounds" | "time";
readonly error?: string;
};
type Impact = {
readonly point: GridPoint;
readonly effective: boolean;
readonly spotting: boolean;
};
const DIFFICULTY_KEYS: readonly CallForFireDifficulty[] = ["patrol", "checkpoint", "compound"];
const CORRECTION_STEP = 50;
function formatClock(totalSeconds: number): string {
const minutes = Math.floor(totalSeconds / 60);
const seconds = totalSeconds % 60;
return `${minutes}:${String(seconds).padStart(2, "0")}`;
}
export function FireMissionBoard({
initialStats: serverStats,
onGameRecorded,
onPhaseChange,
onDifficultyChange,
}: {
initialStats: CallForFireStats;
onGameRecorded: () => void;
onPhaseChange: (phase: Phase) => void;
onDifficultyChange: (difficulty: CallForFireDifficulty) => void;
}) {
const router = useRouter();
const { expired, expiredRef } = useSessionExpired();
const [difficulty, setDifficulty] = useState<CallForFireDifficulty>("patrol");
const [phase, setPhase] = useState<Phase>("ready");
const [scenario, setScenario] = useState<FireScenario | null>(null);
const [impacts, setImpacts] = useState<Impact[]>([]);
const [lastImpact, setLastImpact] = useState<GridPoint | null>(null);
const [radioLog, setRadioLog] = useState<string[]>([]);
const [roundsUsed, setRoundsUsed] = useState(0);
const [secondsLeft, setSecondsLeft] = useState(0);
const [rangeM, setRangeM] = useState(0);
const [deflectionM, setDeflectionM] = useState(0);
const [stats, setStats] = useState<CallForFireStats>(serverStats);
const [lastRun, setLastRun] = useState<LastRun | null>(null);
const [submitting, setSubmitting] = useState(false);
const submittingRef = useRef(false);
const statsRef = useRef<CallForFireStats>(serverStats);
const secondsLeftRef = useRef(0);
const config = CALL_FOR_FIRE_DIFFICULTIES[difficulty];
const roundsLeft = config.maxRounds - roundsUsed;
const elapsedSeconds = config.maxSeconds - secondsLeftRef.current;
const setPhaseSafe = useCallback(
(nextPhase: Phase) => {
setPhase(nextPhase);
onPhaseChange(nextPhase);
},
[onPhaseChange],
);
useEffect(() => {
onPhaseChange("ready");
}, [onPhaseChange]);
const reset = useCallback(
(nextDifficulty: CallForFireDifficulty = difficulty) => {
if (submittingRef.current) return;
if (expiredRef.current) return;
setDifficulty(nextDifficulty);
onDifficultyChange(nextDifficulty);
setScenario(null);
setImpacts([]);
setLastImpact(null);
setRadioLog([]);
setRoundsUsed(0);
setRangeM(0);
setDeflectionM(0);
setLastRun(null);
secondsLeftRef.current = CALL_FOR_FIRE_DIFFICULTIES[nextDifficulty].maxSeconds;
setSecondsLeft(CALL_FOR_FIRE_DIFFICULTIES[nextDifficulty].maxSeconds);
setPhaseSafe("ready");
},
[difficulty, expiredRef, onDifficultyChange, setPhaseSafe],
);
const recordResult = useCallback(
async (won: boolean, used: number, seconds: number, finalDistanceM: number) => {
if (submittingRef.current) return;
if (expiredRef.current) {
setLastRun({
won,
roundsUsed: used,
seconds,
finalDistanceM,
score: 0,
xpEarned: 0,
best: 0,
error: "Your session expired. Result not recorded.",
});
return;
}
submittingRef.current = true;
setSubmitting(true);
const result = await submitCallForFireResult({
difficulty,
roundsUsed: used,
seconds,
finalDistanceM,
won,
});
submittingRef.current = false;
setSubmitting(false);
const score = calculateScore(difficulty, used, seconds, finalDistanceM, won);
if (result.success && result.data) {
statsRef.current = result.data;
setStats(result.data);
onGameRecorded();
if (result.data.xpEarned > 0) {
window.dispatchEvent(
new CustomEvent(PROFILE_UPDATE_EVENT, {
detail: { reason: "xp", xpGained: result.data.xpEarned },
}),
);
window.setTimeout(() => router.refresh(), 1700);
}
setLastRun({
won,
roundsUsed: used,
seconds,
finalDistanceM,
score,
xpEarned: result.data.xpEarned,
best: result.data.bestScore,
});
} else {
setLastRun({
won,
roundsUsed: used,
seconds,
finalDistanceM,
score,
xpEarned: 0,
best: statsRef.current.bestScore,
error: result.error ?? "Could not record fire mission.",
});
}
},
[difficulty, expiredRef, onGameRecorded, router],
);
const finishGameRef = useRef<(won: boolean, reason?: "rounds" | "time") => void>(() => {});
finishGameRef.current = (won: boolean, reason?: "rounds" | "time") => {
if (submittingRef.current || phase === "over") return;
setPhaseSafe("over");
if (!scenario || !lastImpact) return;
const seconds = reason === "time" ? config.maxSeconds : elapsedSeconds;
const distance = distanceMeters(scenario.target, lastImpact);
void recordResult(won, roundsUsed, seconds, distance);
};
useEffect(() => {
if (phase !== "playing") return;
const interval = window.setInterval(() => {
setSecondsLeft((prev) => {
const next = prev - 1;
secondsLeftRef.current = next;
if (next <= 0) {
window.clearInterval(interval);
finishGameRef.current(false, "time");
return 0;
}
return next;
});
}, 1000);
return () => window.clearInterval(interval);
}, [phase]);
const begin = useCallback(() => {
if (expiredRef.current || submittingRef.current) return;
const nextScenario = createScenario(difficulty);
const report = observerReport(nextScenario.target, nextScenario.spotting);
setScenario(nextScenario);
setImpacts([
{ point: nextScenario.spotting, effective: false, spotting: true },
]);
setLastImpact(nextScenario.spotting);
setRadioLog([
`Splash, over. Spotting round ${gridDesignation(nextScenario.spotting)}: ${report.message}`,
]);
setRoundsUsed(1);
secondsLeftRef.current = config.maxSeconds;
setSecondsLeft(config.maxSeconds);
setRangeM(0);
setDeflectionM(0);
setLastRun(null);
setPhaseSafe("playing");
}, [config.maxSeconds, difficulty, expiredRef, setPhaseSafe]);
const fireMission = useCallback(() => {
if (phase !== "playing" || submittingRef.current || expiredRef.current) return;
if (!scenario || !lastImpact) return;
const impactPoint = applyCorrection(lastImpact, { rangeM, deflectionM }, config.size);
const distance = distanceMeters(scenario.target, impactPoint);
const effective = isEffectiveHit(scenario.target, impactPoint, config.lethalRadiusM);
const nextImpacts = [
...impacts,
{ point: impactPoint, effective, spotting: false },
];
const nextUsed = roundsUsed + 1;
setImpacts(nextImpacts);
setLastImpact(impactPoint);
setRoundsUsed(nextUsed);
setRangeM(0);
setDeflectionM(0);
if (effective) {
setRadioLog((log) =>
[
...log,
`Splash, over. Effective on grid ${gridDesignation(impactPoint)}. Target destroyed.`,
].slice(-6),
);
setPhaseSafe("over");
void recordResult(true, nextUsed, elapsedSeconds, distance);
return;
}
const report = observerReport(scenario.target, impactPoint);
setRadioLog((log) =>
[
...log,
`Impact grid ${gridDesignation(impactPoint)}: ${report.message}`,
].slice(-6),
);
if (nextUsed >= config.maxRounds) {
setPhaseSafe("over");
void recordResult(false, nextUsed, elapsedSeconds, distance);
}
}, [
config.lethalRadiusM,
config.maxRounds,
config.size,
elapsedSeconds,
expiredRef,
impacts,
lastImpact,
phase,
rangeM,
roundsUsed,
scenario,
setPhaseSafe,
]);
const timeCritical = phase === "playing" && secondsLeft <= 15;
const statusClass =
phase === "over"
? lastRun?.won
? "border-emerald-500/40 bg-emerald-500/10"
: "border-destructive/40 bg-destructive/10"
: "border-border bg-card";
return (
<div className="flex w-full max-w-5xl flex-col gap-4">
{expired && (
<div className="flex flex-col items-center justify-center gap-3 rounded-xl border border-amber-500/40 bg-amber-500/10 p-6 text-center">
<span className="text-xl font-black uppercase tracking-widest text-amber-400">
Session Ending Soon
</span>
<span className="max-w-md text-sm text-white/80">
Your session is about to end. The app will refresh when it expires.
</span>
<LoginLink>
<Button type="button" size="sm">
Log in
</Button>
</LoginLink>
</div>
)}
<div className="flex select-none flex-col gap-4 rounded-xl border border-border bg-card p-4 shadow">
<div className="flex flex-wrap items-start justify-between gap-4">
<div className="flex flex-col gap-1">
<div className="flex items-center gap-2 text-sm font-semibold">
<Target className="size-4 text-amber-500" />
Fire mission console
</div>
<p className="text-xs text-muted-foreground">
Bracket the hidden target from the spotting report, then walk fire on with range and
deflection corrections.
</p>
</div>
<div className="flex items-center gap-4 font-mono text-sm tabular-nums">
{phase !== "ready" && (
<span
className={cn("flex items-center gap-1.5", timeCritical && "text-destructive")}
aria-label={`${formatClock(Math.max(0, secondsLeft))} remaining`}
>
<Timer className="size-4" />
{formatClock(Math.max(0, secondsLeft))}
</span>
)}
{phase !== "ready" && (
<span
className="flex items-center gap-1.5"
aria-label={`${Math.max(0, roundsLeft)} rounds remaining`}
>
<Crosshair className="size-4 text-amber-400" />
{Math.max(0, roundsLeft)}
</span>
)}
</div>
</div>
<fieldset
disabled={phase === "playing"}
className={cn(
"m-0 flex min-w-0 flex-col gap-4 border-0 p-0 transition-opacity duration-300",
phase === "playing" && "pointer-events-none opacity-40",
)}
>
<div className="grid gap-2 md:grid-cols-3">
{DIFFICULTY_KEYS.map((key) => {
const option = CALL_FOR_FIRE_DIFFICULTIES[key];
return (
<Button
key={key}
type="button"
variant={difficulty === key ? "default" : "outline"}
className="h-auto justify-start px-3 py-2 text-left"
disabled={submitting || expired}
aria-pressed={difficulty === key}
onClick={() => reset(key)}
>
<span className="flex flex-col items-start gap-0.5">
<span>{option.label}</span>
<span className="text-[10px] font-normal opacity-75">
{option.size}×{option.size} grid · {option.maxRounds} rounds max ·{" "}
{option.parRounds} par · {formatClock(option.maxSeconds)} limit
</span>
</span>
</Button>
);
})}
</div>
</fieldset>
<div
className={cn(
"flex flex-wrap items-center justify-between gap-3 rounded-lg border px-3 py-2 text-sm",
statusClass,
)}
aria-live="polite"
>
<div className="flex flex-col gap-0.5">
{phase === "ready" && (
<span>Ready to observe. Begin the fire mission to receive your spotting round.</span>
)}
{phase === "playing" && (
<span>
Live fire mission: correct range (ADD/DROP) and deflection (RIGHT/LEFT) from the
last impact.
</span>
)}
{phase === "over" && lastRun?.won && (
<span>
Fire effect achieved. {config.label} target destroyed with {lastRun.roundsUsed}{" "}
round{lastRun.roundsUsed === 1 ? "" : "s"} in {lastRun.seconds}s.
</span>
)}
{phase === "over" && !lastRun?.won && lastRun?.reason === "rounds" && (
<span>Mission failed. Rounds expended before effect. Adjust and try again.</span>
)}
{phase === "over" && !lastRun?.won && lastRun?.reason === "time" && (
<span>Mission failed. Time expired before fire effect.</span>
)}
{phase === "over" && !lastRun && <span>Recording fire mission…</span>}
{lastRun?.won && (
<span className="text-xs text-emerald-500">
Score {lastRun.score} · accuracy {Math.round(lastRun.finalDistanceM)}m · +
{lastRun.xpEarned} XP earned.
</span>
)}
{lastRun?.error && <span className="text-xs text-destructive">{lastRun.error}</span>}
</div>
{phase === "ready" && (
<Button type="button" size="sm" disabled={submitting || expired} onClick={begin}>
<Crosshair /> Begin fire mission
</Button>
)}
{phase === "over" && (
<Button
type="button"
variant="outline"
size="sm"
disabled={submitting || expired}
onClick={() => reset()}
>
<RotateCcw /> New fire mission
</Button>
)}
</div>
<div className="grid gap-4 lg:grid-cols-[minmax(0,1.1fr)_minmax(0,1fr)]">
<div
className="flex min-w-0 items-start justify-center overflow-auto rounded-lg border border-border bg-background p-2"
style={{ containerType: "inline-size" }}
>
<div
className="grid min-w-max gap-1"
style={
{
"--board-cols": config.size,
"--cell-size": `max(1.25rem, min(2rem, calc((100cqw - ${(config.size + 1) * 0.25}rem) / ${config.size})))`,
gridTemplateColumns: `auto repeat(var(--board-cols), var(--cell-size))`,
} as CSSProperties
}
role="grid"
aria-label={`${config.label} fire mission grid`}
>
<div />
{Array.from({ length: config.size }, (_, column) => (
<div
key={`col-${column}`}
className="flex size-[var(--cell-size)] items-center justify-center font-mono text-[10px] text-muted-foreground"
>
{String.fromCharCode(65 + column)}
</div>
))}
{Array.from({ length: config.size }, (_, row) => (
<ImpactRow
key={`row-${row}`}
row={row}
size={config.size}
impacts={impacts}
target={phase === "over" ? scenario?.target : undefined}
disabled={phase !== "playing" || expired}
/>
))}
</div>
</div>
<div className="flex min-w-0 flex-col gap-3">
<form
className="flex flex-col gap-3 rounded-lg border border-border/70 bg-background/50 p-3"
onSubmit={(event) => {
event.preventDefault();
fireMission();
}}
>
<div className="flex items-center gap-1.5 text-xs font-medium text-muted-foreground">
<Crosshair className="size-3.5" />
Correction (metres, from last impact)
</div>
<CorrectionField
id="cff-range"
label="Range (+ ADD / - DROP)"
value={rangeM}
disabled={phase !== "playing"}
onChange={setRangeM}
/>
<CorrectionField
id="cff-deflection"
label="Deflection (+ RIGHT / - LEFT)"
value={deflectionM}
disabled={phase !== "playing"}
onChange={setDeflectionM}
/>
<Button type="submit" disabled={phase !== "playing" || submitting || expired}>
Fire mission
</Button>
<p className="text-[10px] text-muted-foreground">
1 cell = {METERS_PER_CELL}m. ADD pushes the burst north, RIGHT pushes it east.
</p>
</form>
<div className="min-w-0 rounded-lg border border-border/70 bg-background/50 px-3 py-2">
<div className="mb-1 flex items-center gap-1.5 text-xs font-medium text-muted-foreground">
<Radio className="size-3.5" />
Observer net
</div>
{radioLog.length === 0 ? (
<p className="text-xs text-muted-foreground">Net quiet. Awaiting your first call.</p>
) : (
<ul className="space-y-1 font-mono text-xs tabular-nums">
{radioLog.map((line, index) => (
<li
key={`${index}-${line}`}
className={cn(
line.includes("Effective") ? "text-emerald-400" : "text-muted-foreground",
)}
>
&gt; {line}
</li>
))}
</ul>
)}
</div>
</div>
</div>
<p className="text-center text-xs text-muted-foreground">
Read the spotting report, correct range and deflection, and walk the rounds onto the target
before time runs out
</p>
</div>
<div className="flex flex-wrap justify-center gap-6 text-sm text-muted-foreground">
<div className="flex items-center gap-1.5">
<span>Missions</span>
<span className="font-semibold text-foreground">{stats.gamesPlayed}</span>
</div>
<div className="flex items-center gap-1.5">
<span>Wins</span>
<span className="font-semibold text-foreground">{stats.wins}</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>XP from fires</span>
<span className="font-semibold text-foreground">{stats.callForFireXp}</span>
</div>
</div>
</div>
);
}
function ImpactRow({
row,
size,
impacts,
target,
disabled,
}: {
row: number;
size: number;
impacts: Impact[];
target?: GridPoint;
disabled: boolean;
}) {
const impactByColumn = new Map<number, Impact>();
for (const impact of impacts) {
if (impact.point.y === row) {
impactByColumn.set(impact.point.x, impact);
}
}
return (
<>
<div className="flex size-[var(--cell-size)] items-center justify-center font-mono text-[10px] text-muted-foreground">
{row + 1}
</div>
{Array.from({ length: size }, (_, column) => {
const impact = impactByColumn.get(column);
const isTarget = target !== undefined && target.x === column && target.y === row;
return (
<div
key={`${row}-${column}`}
role="gridcell"
aria-label={`grid ${gridDesignation({ x: column, y: row })}${
impact ? (impact.effective ? " effective impact" : impact.spotting ? " spotting round" : " impact") : ""
}`}
className={cn(
"flex size-[var(--cell-size)] items-center justify-center rounded-sm border text-xs font-bold transition-colors",
"border-border bg-card",
impact?.effective &&
"border-emerald-400 bg-emerald-600/80 text-emerald-50 shadow-[0_0_8px_rgb(16_185_129_/_0.6)]",
impact && !impact.effective && impact.spotting &&
"border-sky-400/80 bg-sky-500/20 text-sky-200",
impact && !impact.effective && !impact.spotting &&
"border-amber-500/70 bg-amber-500/20 text-amber-200",
isTarget && "border-destructive bg-destructive/25 text-red-300",
disabled && "opacity-90",
)}
>
{impact ? (
<Crosshair
className={cn("size-3.5", impact.spotting && "text-sky-300")}
strokeWidth={impact.spotting ? 2.5 : 2}
/>
) : null}
</div>
);
})}
</>
);
}
function CorrectionField({
id,
label,
value,
disabled,
onChange,
}: {
id: string;
label: string;
value: number;
disabled: boolean;
onChange: (next: number) => void;
}) {
const clamp = (next: number) => Math.min(2000, Math.max(-2000, next));
return (
<div className="flex flex-col gap-1">
<label htmlFor={id} className="text-xs text-muted-foreground">
{label}
</label>
<div className="flex items-center gap-1">
<Button
type="button"
variant="outline"
size="sm"
className="size-8 shrink-0 p-0"
disabled={disabled}
aria-label={`Decrease ${label}`}
onClick={() => onChange(clamp(value - CORRECTION_STEP))}
>
-{CORRECTION_STEP}
</Button>
<Input
id={id}
type="number"
step={CORRECTION_STEP}
value={value}
disabled={disabled}
className="h-8 text-center font-mono tabular-nums"
onChange={(event) => {
const parsed = Number(event.target.value);
onChange(Number.isFinite(parsed) ? clamp(Math.round(parsed)) : 0);
}}
/>
<Button
type="button"
variant="outline"
size="sm"
className="size-8 shrink-0 p-0"
disabled={disabled}
aria-label={`Increase ${label}`}
onClick={() => onChange(clamp(value + CORRECTION_STEP))}
>
+{CORRECTION_STEP}
</Button>
</div>
</div>
);
}