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Author SHA1 Message Date
891e235397 fix(radio): correct helipad location phrase
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-03 23:36:22 -04:00
8e9262ca68 feat(navigation): add qualification course link
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-03 23:36:22 -04:00
d04b2d3ecb feat(qualification): add aim trainer leaderboard
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-03 23:36:22 -04:00
320fe4b36e 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>
2026-09-03 23:36:22 -04:00
e3e4760f49 feat(qualification): add qualification course page
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-03 23:36:22 -04:00
282e23edc2 feat(qualification): record aim trainer results
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-03 23:36:22 -04:00
a6a7a5639d feat(profiles): add aim trainer statistics schema
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-03 23:36:22 -04:00
73d689a680 feat(qualification): add aim trainer rules
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)

Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
2026-09-03 23:36:22 -04:00
17 changed files with 2671 additions and 6 deletions

View file

@ -0,0 +1,239 @@
"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 {
isAimTrainerDifficulty,
calculateAimTrainerAccuracy,
calculateAimTrainerScore,
calculateAimTrainerXp,
MAX_SHOTS_FIRED,
MAX_HITS,
MAX_DESPAWNED_TARGETS,
} from "@/lib/aim-trainer";
interface ActionResult<T = undefined> {
success: boolean;
error?: string;
data?: T;
}
export interface AimTrainerStats {
gamesPlayed: number;
bestScore: number;
recruitBestScore: number;
veteranBestScore: number;
eliteBestScore: number;
recruitBestAccuracy: number;
veteranBestAccuracy: number;
eliteBestAccuracy: number;
aimTrainerXp: number;
xpEarned: number;
score: number;
accuracy: number;
}
export interface AimTrainerResultInput {
difficulty: string;
headshots: number;
torsoHits: number;
shotsFired: number;
despawnedUnhitTargets: number;
}
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 submitAimTrainerResult(
input: AimTrainerResultInput,
): Promise<ActionResult<AimTrainerStats>> {
try {
const { payload, user } = await authenticate();
if (!isAimTrainerDifficulty(input.difficulty)) {
return { success: false, error: "Invalid difficulty." };
}
const { headshots, torsoHits, shotsFired, despawnedUnhitTargets } = input;
if (
!Number.isInteger(headshots) ||
headshots < 0 ||
!Number.isInteger(torsoHits) ||
torsoHits < 0 ||
!Number.isInteger(shotsFired) ||
shotsFired < 0 ||
!Number.isInteger(despawnedUnhitTargets) ||
despawnedUnhitTargets < 0
) {
return { success: false, error: "Invalid result." };
}
if (shotsFired > MAX_SHOTS_FIRED) {
return { success: false, error: "Too many shots fired." };
}
const hits = headshots + torsoHits;
if (hits > MAX_HITS) {
return { success: false, error: "Too many hits." };
}
if (hits > shotsFired) {
return { success: false, error: "Hits cannot exceed shots fired." };
}
if (despawnedUnhitTargets > MAX_DESPAWNED_TARGETS) {
return { success: false, error: "Too many despawned targets." };
}
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?: {
aimTrainer?: {
gamesPlayed?: number;
bestScore?: number;
recruitBestScore?: number;
veteranBestScore?: number;
eliteBestScore?: number;
recruitBestAccuracy?: number;
veteranBestAccuracy?: number;
eliteBestAccuracy?: number;
xpEarned?: number;
};
};
};
const current = progression.minigames?.aimTrainer ?? {};
const accuracy = calculateAimTrainerAccuracy(hits, shotsFired, despawnedUnhitTargets);
const score = calculateAimTrainerScore(headshots, torsoHits, shotsFired, despawnedUnhitTargets);
const difficultyBestScoreKey = `${input.difficulty}BestScore` as
| "recruitBestScore"
| "veteranBestScore"
| "eliteBestScore";
const difficultyBestAccuracyKey = `${input.difficulty}BestAccuracy` as
| "recruitBestAccuracy"
| "veteranBestAccuracy"
| "eliteBestAccuracy";
const isNewTierBest = score > (current[difficultyBestScoreKey] ?? 0);
const xp = calculateAimTrainerXp(score, isNewTierBest);
const gamesPlayed = (current.gamesPlayed ?? 0) + 1;
const bestScore = Math.max(current.bestScore ?? 0, score);
const difficultyBestScore = Math.max(current[difficultyBestScoreKey] ?? 0, score);
const difficultyBestAccuracy = Math.max(current[difficultyBestAccuracyKey] ?? 0, accuracy);
const aimTrainerXp = (current.xpEarned ?? 0) + xp;
const { xp: _xp, ...progressionRest } = progression;
const recruitBestScore = input.difficulty === "recruit" ? difficultyBestScore : (current.recruitBestScore ?? 0);
const veteranBestScore = input.difficulty === "veteran" ? difficultyBestScore : (current.veteranBestScore ?? 0);
const eliteBestScore = input.difficulty === "elite" ? difficultyBestScore : (current.eliteBestScore ?? 0);
const recruitBestAccuracy =
input.difficulty === "recruit" ? difficultyBestAccuracy : (current.recruitBestAccuracy ?? 0);
const veteranBestAccuracy =
input.difficulty === "veteran" ? difficultyBestAccuracy : (current.veteranBestAccuracy ?? 0);
const eliteBestAccuracy =
input.difficulty === "elite" ? difficultyBestAccuracy : (current.eliteBestAccuracy ?? 0);
await payload.update({
collection: "profiles",
id: profile.id,
data: {
progression: {
...progressionRest,
minigames: {
...(progressionRest.minigames ?? {}),
aimTrainer: {
gamesPlayed,
bestScore,
recruitBestScore,
veteranBestScore,
eliteBestScore,
recruitBestAccuracy,
veteranBestAccuracy,
eliteBestAccuracy,
xpEarned: aimTrainerXp,
},
},
},
},
overrideAccess: true,
depth: 0,
});
broadcastToUser("profile-update", Number(user.id), {
reason: "xp",
xpGained: xp,
profileId: profile.id,
});
if (score > 0) {
const pct = Math.round(accuracy * 100);
await emitGameEvent(payload, {
type: EventTypes.MinigameAimTrainer,
message: `completed the Qualification Course (${input.difficulty}) with a score of ${score} (${pct}% accuracy)`,
actor: user.id as number,
targetCollection: "users",
targetId: user.id as number,
data: {
difficulty: input.difficulty,
score,
accuracy,
xpEarned: xp,
bestScore,
difficultyBestScore,
aimTrainerXp,
},
});
}
return {
success: true,
data: {
gamesPlayed,
bestScore,
recruitBestScore,
veteranBestScore,
eliteBestScore,
recruitBestAccuracy,
veteranBestAccuracy,
eliteBestAccuracy,
aimTrainerXp,
xpEarned: xp,
score,
accuracy,
},
};
} 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 };
}
}

View file

@ -0,0 +1,70 @@
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 { Crosshair } from "lucide-react";
import type { AimTrainerStats } from "@/app/(frontend)/qualification/actions";
import { AimTrainerArena } from "@/components/frontend/qualification/AimTrainerArena";
export const metadata: Metadata = {
title: "Qualification Course — Polaris Task Force",
description: "Complete a timed qualification course to sharpen your marksmanship and earn XP.",
};
export default async function QualificationPage() {
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("/qualification")}`);
}
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 aimTrainer = profileRes.docs[0]?.progression?.minigames?.aimTrainer ?? {};
const stats: AimTrainerStats = {
gamesPlayed: aimTrainer.gamesPlayed ?? 0,
bestScore: aimTrainer.bestScore ?? 0,
recruitBestScore: aimTrainer.recruitBestScore ?? 0,
veteranBestScore: aimTrainer.veteranBestScore ?? 0,
eliteBestScore: aimTrainer.eliteBestScore ?? 0,
recruitBestAccuracy: aimTrainer.recruitBestAccuracy ?? 0,
veteranBestAccuracy: aimTrainer.veteranBestAccuracy ?? 0,
eliteBestAccuracy: aimTrainer.eliteBestAccuracy ?? 0,
aimTrainerXp: aimTrainer.xpEarned ?? 0,
xpEarned: 0,
score: 0,
accuracy: 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">
<Crosshair className="size-5 text-muted-foreground" />
<h1 className="text-lg font-semibold">Qualification Course</h1>
</div>
<p className="text-sm text-muted-foreground">
Acquire targets, place your shots, and qualify under pressure.
</p>
</div>
<AimTrainerArena initialStats={stats} currentUserId={user.id} />
</div>
);
}

View file

@ -122,6 +122,7 @@ export const Profiles: CollectionConfig = {
flappyBird?: { xpEarned?: number | null };
eodMinesweeper?: { xpEarned?: number | null };
radioTraffic?: { xpEarned?: number | null };
aimTrainer?: { xpEarned?: number | null };
};
};
const awardsList = progressionData?.awards || [];
@ -135,6 +136,7 @@ export const Profiles: CollectionConfig = {
const flappyXp = progressionData?.minigames?.flappyBird?.xpEarned ?? 0;
const eodXp = progressionData?.minigames?.eodMinesweeper?.xpEarned ?? 0;
const radioTrafficXp = progressionData?.minigames?.radioTraffic?.xpEarned ?? 0;
const aimTrainerXp = progressionData?.minigames?.aimTrainer?.xpEarned ?? 0;
if (awardIds.length > 0) {
await req.payload
@ -175,6 +177,7 @@ export const Profiles: CollectionConfig = {
// EOD Minesweeper: XP from cleared minefields
xpAcc += eodXp;
xpAcc += radioTrafficXp;
xpAcc += aimTrainerXp;
return xpAcc;
},
@ -482,6 +485,66 @@ export const Profiles: CollectionConfig = {
},
],
},
{
name: "aimTrainer",
label: "Aim Trainer",
type: "group",
fields: [
{
name: "gamesPlayed",
type: "number",
defaultValue: 0,
},
{
name: "bestScore",
label: "Best Score",
type: "number",
defaultValue: 0,
},
{
name: "recruitBestScore",
label: "Recruit Best Score",
type: "number",
defaultValue: 0,
},
{
name: "veteranBestScore",
label: "Veteran Best Score",
type: "number",
defaultValue: 0,
},
{
name: "eliteBestScore",
label: "Elite Best Score",
type: "number",
defaultValue: 0,
},
{
name: "recruitBestAccuracy",
label: "Recruit Best Accuracy",
type: "number",
defaultValue: 0,
},
{
name: "veteranBestAccuracy",
label: "Veteran Best Accuracy",
type: "number",
defaultValue: 0,
},
{
name: "eliteBestAccuracy",
label: "Elite Best Accuracy",
type: "number",
defaultValue: 0,
},
{
name: "xpEarned",
label: "XP Earned",
type: "number",
defaultValue: 0,
},
],
},
],
},
],

View file

@ -5,6 +5,7 @@ import {
Bird,
Bomb,
ChevronsUpDown,
Crosshair,
FileTextIcon,
LogOut,
Radio,
@ -30,7 +31,6 @@ import {
SidebarMenuItem,
useSidebar,
} from "@/components/ui/sidebar";
import type { User } from "@/payload-types";
import { ImpersonationModal } from "@/components/frontend/impersonation/ImpersonationModal";
import { getImpersonationUsers } from "@/app/(frontend)/impersonate/actions";
@ -52,7 +52,6 @@ export function NavUser({
const [loggingOut, setLoggingOut] = useState(false);
const [showImpersonationModal, setShowImpersonationModal] = useState(false);
const [impersonationUsers, setImpersonationUsers] = useState<any[]>([]);
const [loadingImpersonationUsers, setLoadingImpersonationUsers] = useState(false);
const primaryLine = showCallsign ? user.username : user.displayName;
const secondaryLine = showCallsign ? user.displayName : user.username;
@ -71,14 +70,11 @@ export function NavUser({
};
const handleOpenImpersonationModal = async () => {
setLoadingImpersonationUsers(true);
try {
const users = await getImpersonationUsers();
setImpersonationUsers(users);
} catch (error) {
console.error("Failed to load impersonation users:", error);
} finally {
setLoadingImpersonationUsers(false);
}
setShowImpersonationModal(true);
};
@ -154,6 +150,12 @@ export function NavUser({
Radio Traffic
</Link>
</DropdownMenuItem>
<DropdownMenuItem asChild>
<Link href="/qualification">
<Crosshair />
Qualification Course
</Link>
</DropdownMenuItem>
</DropdownMenuGroup>
<DropdownMenuSeparator />
<DropdownMenuGroup>

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);
}
}

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@ -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>
);
}

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"use client";
import { useEffect, useState } from "react";
import { Trophy } from "lucide-react";
import type { AimTrainerDifficulty } from "@/lib/aim-trainer";
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from "@/components/ui/card";
import { Skeleton } from "@/components/ui/skeleton";
import type { PresenceParticipant } from "@/hooks/useRealtimePresence";
import { cn } from "@/lib/utils";
import {
AIM_TRAINER_LEADERBOARD_FIELDS,
readAimTrainerProfiles,
} from "./aimTrainerLeaderboardData";
type LeaderboardRow = {
readonly id: number;
readonly name: string;
readonly gamesPlayed: number;
readonly bestScore: number;
readonly bestAccuracy: number;
readonly isCurrentUser: boolean;
readonly isOutsideTopTen?: boolean;
};
function rankClass(index: number): string {
if (index === 0) return "font-bold text-primary";
if (index === 1) return "font-semibold text-foreground";
if (index === 2) return "font-semibold text-muted-foreground";
return "text-muted-foreground";
}
export function AimTrainerLeaderboard({
refreshKey = 0,
difficulty,
currentUserId,
activeTrainees = [],
}: {
readonly refreshKey?: number;
readonly difficulty: AimTrainerDifficulty;
readonly currentUserId?: number | string;
readonly activeTrainees?: readonly PresenceParticipant[];
}) {
const [rows, setRows] = useState<readonly LeaderboardRow[] | null>(null);
const [failed, setFailed] = useState<string | null>(null);
const tier = AIM_TRAINER_LEADERBOARD_FIELDS[difficulty];
useEffect(() => {
let cancelled = false;
setFailed(null);
setRows(null);
const field = `progression.minigames.aimTrainer.${tier.scoreField}`;
const params = new URLSearchParams({
sort: `-${field}`,
limit: "100",
depth: "1",
});
fetch(`/api/profiles?${params.toString()}`)
.then(async (response) => {
if (!response.ok) throw new Error("leaderboard fetch failed");
const payload: unknown = await response.json();
return readAimTrainerProfiles(payload);
})
.then((profiles) => {
if (cancelled) return;
const mapped: LeaderboardRow[] = profiles.map((profile) => {
const user =
typeof profile.user === "object" && profile.user !== null ? profile.user : null;
const userId = user?.id ?? (typeof profile.user === "number" ? profile.user : null);
const name =
user?.displayName ||
user?.payloadDisplayName ||
profile.profileTitle ||
user?.username ||
`Operator #${profile.id}`;
const aimTrainer = profile.aimTrainer;
return {
id: profile.id,
name,
gamesPlayed: aimTrainer?.gamesPlayed ?? 0,
bestScore: aimTrainer?.[tier.scoreField] ?? 0,
bestAccuracy: aimTrainer?.[tier.accuracyField] ?? 0,
isCurrentUser: userId !== null && String(userId) === String(currentUserId),
};
});
const scored = mapped
.filter((row) => row.bestScore > 0)
.sort(
(left, right) =>
right.bestScore - left.bestScore || right.bestAccuracy - left.bestAccuracy,
);
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((error: unknown) => {
if (cancelled) return;
setFailed(error instanceof Error ? error.message : "leaderboard fetch failed");
});
return () => {
cancelled = true;
};
}, [currentUserId, difficulty, refreshKey, tier.accuracyField, tier.scoreField]);
return (
<Card className="w-full max-w-3xl overflow-hidden">
<CardHeader className="gap-1 border-b border-border px-4 py-3">
<div className="flex items-center gap-2">
<Trophy aria-hidden="true" className="size-4 text-primary" />
<CardTitle className="text-sm">Qualification leaderboard</CardTitle>
<span className="ml-auto text-xs text-muted-foreground">{tier.label} · Top 10</span>
</div>
<CardDescription>Best score for the selected qualification lane.</CardDescription>
</CardHeader>
<div
className="border-b border-border px-4 py-2 text-xs text-muted-foreground"
aria-live="polite"
>
<span className="font-medium text-primary">{activeTrainees.length}</span>{" "}
{activeTrainees.length === 1 ? "trainee is" : "trainees are"} on the line
{activeTrainees.length > 0 && (
<span className="ml-1 text-foreground">
({activeTrainees.map((trainee) => trainee.name).join(", ")})
</span>
)}
</div>
<CardContent className="p-0">
{failed !== null ? (
<p className="px-4 py-4 text-sm text-muted-foreground">Could not load the leaderboard.</p>
) : rows === null ? (
<div className="flex flex-col gap-2 px-4 py-4">
<Skeleton className="h-4 w-full motion-reduce:animate-none" />
<Skeleton className="h-4 w-3/4 motion-reduce:animate-none" />
<Skeleton className="h-4 w-1/2 motion-reduce:animate-none" />
</div>
) : rows.length === 0 ? (
<p className="px-4 py-4 text-sm text-muted-foreground">
No scores logged for this lane yet — take the first qualification slot.
</p>
) : (
<div className="overflow-x-auto">
<table className="w-full min-w-lg 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">Games</th>
<th
aria-sort="descending"
className="px-2 py-2 text-right font-medium text-foreground"
>
Score
</th>
<th className="px-4 py-2 text-right font-medium">Accuracy</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-48 truncate">{row.name}</span>
{row.isCurrentUser && (
<span className="shrink-0 text-xs text-muted-foreground">(you)</span>
)}
{row.isOutsideTopTen && (
<span className="shrink-0 text-xs font-normal uppercase tracking-wide text-muted-foreground">
unranked
</span>
)}
{activeTrainees.some((trainee) => trainee.id === row.id) && (
<span
className="size-2 rounded-full bg-primary"
title="Playing now"
aria-label="Playing now"
/>
)}
</span>
</td>
<td className="px-2 py-2 text-right font-mono tabular-nums text-muted-foreground">
{row.gamesPlayed}
</td>
<td className="px-2 py-2 text-right font-mono font-semibold tabular-nums">
{row.bestScore}
</td>
<td className="px-4 py-2 text-right font-mono font-semibold tabular-nums">
{Math.round(row.bestAccuracy * 100)}%
</td>
</tr>
))}
</tbody>
</table>
</div>
)}
</CardContent>
</Card>
);
}

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import type { AimTrainerDifficulty } from "@/lib/aim-trainer";
export type AimTrainerLeaderboardFields = {
readonly label: string;
readonly scoreField: keyof AimTrainerApiStats;
readonly accuracyField: keyof AimTrainerApiStats;
};
export type AimTrainerApiStats = {
readonly gamesPlayed: number | null;
readonly recruitBestScore: number | null;
readonly veteranBestScore: number | null;
readonly eliteBestScore: number | null;
readonly recruitBestAccuracy: number | null;
readonly veteranBestAccuracy: number | null;
readonly eliteBestAccuracy: number | null;
};
type ApiUser = {
readonly id: number;
readonly username: string | null;
readonly displayName: string | null;
readonly payloadDisplayName: string | null;
};
type ApiProfile = {
readonly id: number;
readonly profileTitle: string | null;
readonly user: ApiUser | number | null;
readonly aimTrainer: AimTrainerApiStats | null;
};
export const AIM_TRAINER_LEADERBOARD_FIELDS = {
recruit: {
label: "Recruit",
scoreField: "recruitBestScore",
accuracyField: "recruitBestAccuracy",
},
veteran: {
label: "Veteran",
scoreField: "veteranBestScore",
accuracyField: "veteranBestAccuracy",
},
elite: {
label: "Elite",
scoreField: "eliteBestScore",
accuracyField: "eliteBestAccuracy",
},
} as const satisfies Record<AimTrainerDifficulty, AimTrainerLeaderboardFields>;
function isRecord(value: unknown): value is Readonly<Record<string, unknown>> {
return typeof value === "object" && value !== null;
}
function readNumber(value: unknown): number | null {
return typeof value === "number" && Number.isFinite(value) ? value : null;
}
function readString(value: unknown): string | null {
return typeof value === "string" ? value : null;
}
function readUser(value: unknown): ApiUser | number | null {
const numericId = readNumber(value);
if (numericId !== null) return numericId;
if (!isRecord(value)) return null;
const id = readNumber(value.id);
if (id === null) return null;
return {
id,
username: readString(value.username),
displayName: readString(value.displayName),
payloadDisplayName: readString(value.payloadDisplayName),
};
}
function readAimTrainer(value: unknown): AimTrainerApiStats | null {
if (!isRecord(value)) return null;
return {
gamesPlayed: readNumber(value.gamesPlayed),
recruitBestScore: readNumber(value.recruitBestScore),
veteranBestScore: readNumber(value.veteranBestScore),
eliteBestScore: readNumber(value.eliteBestScore),
recruitBestAccuracy: readNumber(value.recruitBestAccuracy),
veteranBestAccuracy: readNumber(value.veteranBestAccuracy),
eliteBestAccuracy: readNumber(value.eliteBestAccuracy),
};
}
function readProfile(value: unknown): ApiProfile | null {
if (!isRecord(value)) return null;
const id = readNumber(value.id);
if (id === null) return null;
const progression = isRecord(value.progression) ? value.progression : null;
const minigames = progression && isRecord(progression.minigames) ? progression.minigames : null;
return {
id,
profileTitle: readString(value.profileTitle),
user: readUser(value.user),
aimTrainer: minigames ? readAimTrainer(minigames.aimTrainer) : null,
};
}
export function readAimTrainerProfiles(value: unknown): readonly ApiProfile[] {
if (!isRecord(value) || !Array.isArray(value.docs)) return [];
return value.docs.flatMap((item) => {
const profile = readProfile(item);
return profile ? [profile] : [];
});
}

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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 });
}

251
src/lib/aim-trainer.ts Normal file
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/**
* Aim Trainer (Qualification Course) — deterministic, pure game-rules module.
*
* Framework-free and client-safe: no React, Next.js, or Payload imports, no
* side effects. All randomness is injected via an `rng` callback so every
* function is reproducible and unit-testable.
*/
export type AimTrainerDifficulty = "recruit" | "veteran" | "elite";
export interface AimTrainerTierConfig {
readonly torsoW: number;
readonly torsoH: number;
readonly headRadius: number;
readonly movingRatio: number;
readonly speed: number;
readonly maxConcurrentTargets: number;
readonly targetLifetimeMs: number;
readonly replacementDelayMs: number;
}
export const AIM_TRAINER_DIFFICULTIES: Readonly<
Record<AimTrainerDifficulty, AimTrainerTierConfig>
> = {
recruit: {
torsoW: 76,
torsoH: 118,
headRadius: 21,
movingRatio: 0.25,
speed: 80,
maxConcurrentTargets: 1,
targetLifetimeMs: 2000,
replacementDelayMs: 400,
},
veteran: {
torsoW: 62,
torsoH: 100,
headRadius: 18,
movingRatio: 0.55,
speed: 140,
maxConcurrentTargets: 2,
targetLifetimeMs: 1500,
replacementDelayMs: 300,
},
elite: {
torsoW: 50,
torsoH: 82,
headRadius: 15,
movingRatio: 0.8,
speed: 220,
maxConcurrentTargets: 2,
targetLifetimeMs: 1100,
replacementDelayMs: 200,
},
};
export const COURSE_DURATION_MS = 30_000;
export const TORSO_POINTS = 100;
export const HEADSHOT_POINTS = 250;
export const ACCURACY_BONUS_MAX = 500;
export const POINTS_PER_XP = 500;
/** XP awarded per full POINTS_PER_XP score block — one XP per 4,000 score. */
export const SCORE_XP_RATE = 0.125;
export const COMPLETION_XP = 1;
export const NEW_TIER_RECORD_XP = 2;
export const XP_CAP = 50;
export const MAX_SHOTS_FIRED = 500;
export const MAX_HITS = 180;
export const MAX_DESPAWNED_TARGETS = 60;
const DIFFICULTY_VALUES: readonly AimTrainerDifficulty[] = ["recruit", "veteran", "elite"];
export function isAimTrainerDifficulty(value: unknown): value is AimTrainerDifficulty {
return (
typeof value === "string" &&
(DIFFICULTY_VALUES as readonly string[]).includes(value)
);
}
export function calculateAimTrainerAccuracy(
hits: number,
shotsFired: number,
despawnedUnhitTargets: number,
): number {
const denominator = shotsFired + despawnedUnhitTargets;
if (denominator === 0) return 0;
return Math.min(1, Math.max(0, hits / denominator));
}
export function calculateAimTrainerScore(
headshots: number,
torsoHits: number,
shotsFired: number,
despawnedUnhitTargets: number,
): number {
const accuracy = calculateAimTrainerAccuracy(headshots + torsoHits, shotsFired, despawnedUnhitTargets);
return (
headshots * HEADSHOT_POINTS +
torsoHits * TORSO_POINTS +
Math.round(accuracy * ACCURACY_BONUS_MAX)
);
}
export function calculateAimTrainerXp(score: number, isNewTierBest: boolean): number {
const xp =
COMPLETION_XP +
Math.floor(score / POINTS_PER_XP) * SCORE_XP_RATE +
(isNewTierBest ? NEW_TIER_RECORD_XP : 0);
return Math.min(XP_CAP, xp);
}
export interface AimTrainerTarget {
readonly x: number;
readonly y: number;
readonly vx: number;
readonly vy: number;
readonly moving: boolean;
readonly torsoW: number;
readonly torsoH: number;
readonly headRadius: number;
}
export interface AimTrainerTargetHit {
readonly index: number;
readonly zone: "head" | "torso";
}
/**
* Create a target whose whole body (torso rectangle plus the circular head
* sitting above it) stays inside the canvas. The head circle is centered at
* `(x, y - headRadius)` and the torso spans `[y, y + torsoH]`, so the target's
* vertical extent is `[y - 2*headRadius, y + torsoH]`.
*/
export function createAimTrainerTarget(
rng: () => number,
canvasW: number,
canvasH: number,
difficulty: AimTrainerDifficulty,
): AimTrainerTarget {
const config = AIM_TRAINER_DIFFICULTIES[difficulty];
const minX = config.torsoW / 2;
const maxX = canvasW - config.torsoW / 2;
const minY = 2 * config.headRadius;
const maxY = canvasH - config.torsoH;
const x = minX + rng() * (maxX - minX);
const y = minY + rng() * (maxY - minY);
const moving = rng() < config.movingRatio;
if (!moving) {
return { x, y, vx: 0, vy: 0, moving, torsoW: config.torsoW, torsoH: config.torsoH, headRadius: config.headRadius };
}
const angle = rng() * 2 * Math.PI;
const vx = Math.cos(angle) * config.speed;
const vy = Math.sin(angle) * config.speed;
return { x, y, vx, vy, moving, torsoW: config.torsoW, torsoH: config.torsoH, headRadius: config.headRadius };
}
/**
* Advance a target by `dt` seconds, bouncing it off the playable bounds so the
* whole body stays inside the canvas. Pure: returns a new target, never mutates
* the input.
*/
export function stepAimTrainerTarget(
target: AimTrainerTarget,
dt: number,
canvasW: number,
canvasH: number,
): AimTrainerTarget {
if (!target.moving) return target;
let x = target.x + target.vx * dt;
let y = target.y + target.vy * dt;
let vx = target.vx;
let vy = target.vy;
const minX = target.torsoW / 2;
const maxX = canvasW - target.torsoW / 2;
const minY = 2 * target.headRadius;
const maxY = canvasH - target.torsoH;
if (x < minX) {
x = minX;
vx = -vx;
} else if (x > maxX) {
x = maxX;
vx = -vx;
}
if (y < minY) {
y = minY;
vy = -vy;
} else if (y > maxY) {
y = maxY;
vy = -vy;
}
return { ...target, x, y, vx, vy };
}
/**
* Resolve a click at `(x, y)` against a target. The circular head zone is
* checked first, then the torso rectangle. Returns `null` for a miss.
*/
export function resolveAimTrainerHitZone(
target: AimTrainerTarget,
x: number,
y: number,
): "head" | "torso" | null {
const headCx = target.x;
const headCy = target.y - target.headRadius;
const dx = x - headCx;
const dy = y - headCy;
if (dx * dx + dy * dy <= target.headRadius * target.headRadius) {
return "head";
}
const halfW = target.torsoW / 2;
if (
x >= target.x - halfW &&
x <= target.x + halfW &&
y >= target.y &&
y <= target.y + target.torsoH
) {
return "torso";
}
return null;
}
/**
* Resolve a click against the topmost matching target. Later targets are drawn
* above earlier targets, so overlapping targets are checked from last to first.
*/
export function resolveAimTrainerTargetHit(
targets: readonly AimTrainerTarget[],
x: number,
y: number,
): AimTrainerTargetHit | null {
for (let targetIndex = targets.length - 1; targetIndex >= 0; targetIndex -= 1) {
const target = targets[targetIndex];
if (!target) continue;
const zone = resolveAimTrainerHitZone(target, x, y);
if (zone) return { index: targetIndex, zone };
}
return null;
}

View file

@ -0,0 +1,25 @@
import { MigrateDownArgs, MigrateUpArgs, sql } from '@payloadcms/db-postgres'
const columns = [
'progression_minigames_aim_trainer_games_played',
'progression_minigames_aim_trainer_best_score',
'progression_minigames_aim_trainer_recruit_best_score',
'progression_minigames_aim_trainer_veteran_best_score',
'progression_minigames_aim_trainer_elite_best_score',
'progression_minigames_aim_trainer_recruit_best_accuracy',
'progression_minigames_aim_trainer_veteran_best_accuracy',
'progression_minigames_aim_trainer_elite_best_accuracy',
'progression_minigames_aim_trainer_xp_earned',
] as const
export async function up({ db }: MigrateUpArgs): Promise<void> {
for (const column of columns) {
await db.execute(sql.raw(`ALTER TABLE "profiles" ADD COLUMN "${column}" numeric DEFAULT 0;`))
}
}
export async function down({ db }: MigrateDownArgs): Promise<void> {
for (const column of [...columns].reverse()) {
await db.execute(sql.raw(`ALTER TABLE "profiles" DROP COLUMN "${column}";`))
}
}

View file

@ -20,6 +20,7 @@ import * as migration_20260903_044047 from './20260903_044047';
import * as migration_20260903_053419 from './20260903_053419';
import * as migration_20260903_060000_add_radio_mode_stats from './20260903_060000_add_radio_mode_stats';
import * as migration_20260903_061000_add_radio_incorrect_counts from './20260903_061000_add_radio_incorrect_counts';
import * as migration_20260903_062000_add_aim_trainer_stats from './20260903_062000_add_aim_trainer_stats';
export const migrations = [
{
@ -132,4 +133,9 @@ export const migrations = [
down: migration_20260903_061000_add_radio_incorrect_counts.down,
name: '20260903_061000_add_radio_incorrect_counts',
},
{
up: migration_20260903_062000_add_aim_trainer_stats.up,
down: migration_20260903_062000_add_aim_trainer_stats.down,
name: '20260903_062000_add_aim_trainer_stats',
},
];

View file

@ -1803,6 +1803,17 @@ export interface Profile {
watchBestAccuracy?: number | null;
xpEarned?: number | null;
};
aimTrainer?: {
gamesPlayed?: number | null;
bestScore?: number | null;
recruitBestScore?: number | null;
veteranBestScore?: number | null;
eliteBestScore?: number | null;
recruitBestAccuracy?: number | null;
veteranBestAccuracy?: number | null;
eliteBestAccuracy?: number | null;
xpEarned?: number | null;
};
};
};
updatedAt: string;
@ -3832,6 +3843,19 @@ export interface ProfilesSelect<T extends boolean = true> {
watchBestAccuracy?: T;
xpEarned?: T;
};
aimTrainer?:
| T
| {
gamesPlayed?: T;
bestScore?: T;
recruitBestScore?: T;
veteranBestScore?: T;
eliteBestScore?: T;
recruitBestAccuracy?: T;
veteranBestAccuracy?: T;
eliteBestAccuracy?: T;
xpEarned?: T;
};
};
};
updatedAt?: T;

View file

@ -64,6 +64,7 @@ export const EventTypes = {
MinigameFlappy: "minigame:flappy",
MinigameEod: "minigame:eod",
MinigameRadioTraffic: "minigame:radio-traffic",
MinigameAimTrainer: "minigame:aim-trainer",
// Market
MarketListingCreate: "market:listing-create",

View file

@ -0,0 +1,409 @@
import { describe, expect, it } from "vitest";
import {
ACCURACY_BONUS_MAX,
AIM_TRAINER_DIFFICULTIES,
COMPLETION_XP,
COURSE_DURATION_MS,
HEADSHOT_POINTS,
MAX_DESPAWNED_TARGETS,
MAX_HITS,
MAX_SHOTS_FIRED,
NEW_TIER_RECORD_XP,
POINTS_PER_XP,
SCORE_XP_RATE,
TORSO_POINTS,
XP_CAP,
type AimTrainerTarget,
calculateAimTrainerAccuracy,
calculateAimTrainerScore,
calculateAimTrainerXp,
createAimTrainerTarget,
isAimTrainerDifficulty,
resolveAimTrainerHitZone,
resolveAimTrainerTargetHit,
stepAimTrainerTarget,
} from "@/lib/aim-trainer";
/** Deterministic LCG-style RNG so target creation is reproducible across runs. */
function seededRng(seed: number): () => number {
let state = seed >>> 0;
return () => {
state = (state * 1664525 + 1013904223) >>> 0;
return state / 0x100000000;
};
}
describe("Aim Trainer constants", () => {
it("exposes the course duration and scoring constants", () => {
expect(COURSE_DURATION_MS).toBe(30_000);
expect(TORSO_POINTS).toBe(100);
expect(HEADSHOT_POINTS).toBe(250);
expect(ACCURACY_BONUS_MAX).toBe(500);
expect(POINTS_PER_XP).toBe(500);
expect(SCORE_XP_RATE).toBe(0.125);
expect(COMPLETION_XP).toBe(1);
expect(NEW_TIER_RECORD_XP).toBe(2);
expect(XP_CAP).toBe(50);
});
it("exposes the server safety caps", () => {
expect(MAX_SHOTS_FIRED).toBe(500);
expect(MAX_HITS).toBe(180);
expect(MAX_DESPAWNED_TARGETS).toBe(60);
});
});
describe("AIM_TRAINER_DIFFICULTIES", () => {
it("defines exactly the three tiers with the specified values", () => {
expect(AIM_TRAINER_DIFFICULTIES).toEqual({
recruit: {
torsoW: 76,
torsoH: 118,
headRadius: 21,
movingRatio: 0.25,
speed: 80,
targetLifetimeMs: 2000,
replacementDelayMs: 400,
maxConcurrentTargets: 1,
},
veteran: {
torsoW: 62,
torsoH: 100,
headRadius: 18,
movingRatio: 0.55,
speed: 140,
targetLifetimeMs: 1500,
replacementDelayMs: 300,
maxConcurrentTargets: 2,
},
elite: {
torsoW: 50,
torsoH: 82,
headRadius: 15,
movingRatio: 0.8,
speed: 220,
targetLifetimeMs: 1100,
replacementDelayMs: 200,
maxConcurrentTargets: 2,
},
});
});
it("asserts every field of every tier explicitly", () => {
const recruit = AIM_TRAINER_DIFFICULTIES.recruit;
expect(recruit.torsoW).toBe(76);
expect(recruit.torsoH).toBe(118);
expect(recruit.headRadius).toBe(21);
expect(recruit.movingRatio).toBe(0.25);
expect(recruit.speed).toBe(80);
expect(recruit.targetLifetimeMs).toBe(2000);
expect(recruit.replacementDelayMs).toBe(400);
expect(recruit.maxConcurrentTargets).toBe(1);
const veteran = AIM_TRAINER_DIFFICULTIES.veteran;
expect(veteran.torsoW).toBe(62);
expect(veteran.torsoH).toBe(100);
expect(veteran.headRadius).toBe(18);
expect(veteran.movingRatio).toBe(0.55);
expect(veteran.speed).toBe(140);
expect(veteran.targetLifetimeMs).toBe(1500);
expect(veteran.replacementDelayMs).toBe(300);
expect(veteran.maxConcurrentTargets).toBe(2);
const elite = AIM_TRAINER_DIFFICULTIES.elite;
expect(elite.torsoW).toBe(50);
expect(elite.torsoH).toBe(82);
expect(elite.headRadius).toBe(15);
expect(elite.movingRatio).toBe(0.8);
expect(elite.speed).toBe(220);
expect(elite.targetLifetimeMs).toBe(1100);
expect(elite.replacementDelayMs).toBe(200);
expect(elite.maxConcurrentTargets).toBe(2);
});
});
describe("isAimTrainerDifficulty", () => {
it("accepts the three valid tiers", () => {
expect(isAimTrainerDifficulty("recruit")).toBe(true);
expect(isAimTrainerDifficulty("veteran")).toBe(true);
expect(isAimTrainerDifficulty("elite")).toBe(true);
});
it("rejects unknown values", () => {
expect(isAimTrainerDifficulty("legendary")).toBe(false);
expect(isAimTrainerDifficulty("")).toBe(false);
expect(isAimTrainerDifficulty(42)).toBe(false);
expect(isAimTrainerDifficulty(null)).toBe(false);
expect(isAimTrainerDifficulty(undefined)).toBe(false);
expect(isAimTrainerDifficulty({})).toBe(false);
});
});
describe("calculateAimTrainerAccuracy", () => {
it("returns 0 when there were zero attempts", () => {
expect(calculateAimTrainerAccuracy(0, 0, 0)).toBe(0);
});
it("counts hits against shots fired plus despawned unhit targets", () => {
// 3 hits, 3 shots, 1 despawned unhit target -> 3 / 4
expect(calculateAimTrainerAccuracy(3, 3, 1)).toBeCloseTo(0.75);
});
it("clamps the result to the [0, 1] range", () => {
expect(calculateAimTrainerAccuracy(10, 2, 0)).toBe(1);
expect(calculateAimTrainerAccuracy(0, 5, 5)).toBe(0);
});
});
describe("calculateAimTrainerScore", () => {
it("scores headshots, torso hits, and the accuracy bonus", () => {
// 2 headshots + 1 torso, 3 shots fired, 1 despawned unhit target.
// Hit score = 2*250 + 1*100 = 600. Accuracy = 3/4. Bonus = round(0.75*500) = 375. Total 975.
expect(calculateAimTrainerScore(2, 1, 3, 1)).toBe(975);
});
it("scores a perfect run with no accuracy penalty", () => {
// 1 headshot, 1 shot, no despawned targets -> 250 + round(1*500) = 750.
expect(calculateAimTrainerScore(1, 0, 1, 0)).toBe(750);
});
});
describe("calculateAimTrainerXp", () => {
it("awards the completion XP for a zero score", () => {
expect(calculateAimTrainerXp(0, false)).toBe(1);
});
it("awards completion XP plus 0.125 per full 500 points", () => {
expect(calculateAimTrainerXp(499, false)).toBe(1);
expect(calculateAimTrainerXp(500, false)).toBe(1.125);
expect(calculateAimTrainerXp(999, false)).toBe(1.125);
expect(calculateAimTrainerXp(1000, false)).toBe(1.25);
});
it("adds the new-tier-best bonus", () => {
expect(calculateAimTrainerXp(0, true)).toBe(3);
expect(calculateAimTrainerXp(500, true)).toBe(3.125);
});
it("caps the result at XP_CAP", () => {
expect(calculateAimTrainerXp(1_000_000, true)).toBe(50);
expect(calculateAimTrainerXp(1_000_000, false)).toBe(50);
});
});
describe("createAimTrainerTarget", () => {
const canvasW = 800;
const canvasH = 600;
it("returns a target with the tier's dimensions and a deterministic position", () => {
const rng = seededRng(1234);
const target = createAimTrainerTarget(rng, canvasW, canvasH, "veteran");
expect(target.torsoW).toBe(62);
expect(target.torsoH).toBe(100);
expect(target.headRadius).toBe(18);
expect(typeof target.moving).toBe("boolean");
expect(typeof target.x).toBe("number");
expect(typeof target.y).toBe("number");
expect(typeof target.vx).toBe("number");
expect(typeof target.vy).toBe("number");
});
it("is deterministic for the same seed across repeated calls", () => {
// Given: a fixed seed for Elite target generation.
const seed = 42;
// When: identical seeded streams each generate their first target.
const a = createAimTrainerTarget(seededRng(seed), canvasW, canvasH, "elite");
const b = createAimTrainerTarget(seededRng(seed), canvasW, canvasH, "elite");
// Then: the complete targets match and the moving target has the balanced Elite speed.
expect(a).toEqual(b);
expect(a.moving).toBe(true);
expect(Math.hypot(a.vx, a.vy)).toBeCloseTo(220);
});
it("keeps the whole target (torso plus head) inside the canvas", () => {
for (let seed = 0; seed < 200; seed++) {
const target = createAimTrainerTarget(seededRng(seed), canvasW, canvasH, "recruit");
const left = target.x - target.torsoW / 2;
const right = target.x + target.torsoW / 2;
const top = target.y - 2 * target.headRadius;
const bottom = target.y + target.torsoH;
expect(left).toBeGreaterThanOrEqual(0);
expect(right).toBeLessThanOrEqual(canvasW);
expect(top).toBeGreaterThanOrEqual(0);
expect(bottom).toBeLessThanOrEqual(canvasH);
}
});
it("selects moving vs stationary based on the RNG roll against movingRatio", () => {
// A rng that always returns 0 -> always moving (0 < movingRatio).
const alwaysMoving = createAimTrainerTarget(() => 0, canvasW, canvasH, "recruit");
expect(alwaysMoving.moving).toBe(true);
// A rng that always returns 1 -> never moving (1 < movingRatio is false).
const neverMoving = createAimTrainerTarget(() => 1, canvasW, canvasH, "recruit");
expect(neverMoving.moving).toBe(false);
});
it("gives stationary targets zero velocity", () => {
const stationary = createAimTrainerTarget(() => 1, canvasW, canvasH, "veteran");
expect(stationary.moving).toBe(false);
expect(stationary.vx).toBe(0);
expect(stationary.vy).toBe(0);
});
});
describe("resolveAimTrainerHitZone", () => {
const target = {
x: 400,
y: 300,
vx: 0,
vy: 0,
moving: false,
torsoW: 62,
torsoH: 100,
headRadius: 18,
};
it("resolves a head hit inside the head circle", () => {
// Head center is at (x, y - headRadius) = (400, 282).
expect(resolveAimTrainerHitZone(target, 400, 282)).toBe("head");
});
it("resolves a torso hit inside the torso rectangle", () => {
// Torso spans x in [369, 431], y in [300, 400].
expect(resolveAimTrainerHitZone(target, 400, 350)).toBe("torso");
});
it("returns null for a miss outside both zones", () => {
expect(resolveAimTrainerHitZone(target, 100, 100)).toBeNull();
});
it("checks the head zone before the torso rectangle", () => {
// A point that is inside the head circle but also within the torso's x-range
// must resolve to "head", proving head is checked first.
expect(resolveAimTrainerHitZone(target, 400, 282)).toBe("head");
});
});
describe("resolveAimTrainerTargetHit", () => {
const rearTarget: AimTrainerTarget = {
x: 400,
y: 300,
vx: 0,
vy: 0,
moving: false,
torsoW: 62,
torsoH: 100,
headRadius: 18,
};
const frontTarget: AimTrainerTarget = {
...rearTarget,
y: 280,
};
it("resolves the topmost target first when ordered targets overlap", () => {
// Given: index 1 is drawn above index 0, and (400, 282) hits its torso and index 0's head.
const targets = [rearTarget, frontTarget];
// When: the overlapping point is resolved against the ordered targets.
const hit = resolveAimTrainerTargetHit(targets, 400, 282);
// Then: the topmost target wins even though the lower target offers a headshot.
expect(hit).toEqual({ index: 1, zone: "torso" });
});
it("returns null when every ordered target misses", () => {
// Given: two overlapping targets whose complete geometry is away from the origin.
const targets = [rearTarget, frontTarget];
// When: a point outside every target is resolved.
const hit = resolveAimTrainerTargetHit(targets, 0, 0);
// Then: no target or zone is selected.
expect(hit).toBeNull();
});
});
describe("stepAimTrainerTarget", () => {
const canvasW = 800;
const canvasH = 600;
it("moves a moving target by velocity times dt", () => {
const target = {
x: 400,
y: 300,
vx: 100,
vy: 0,
moving: true,
torsoW: 62,
torsoH: 100,
headRadius: 18,
};
const stepped = stepAimTrainerTarget(target, 0.5, canvasW, canvasH);
expect(stepped.x).toBeCloseTo(450);
expect(stepped.y).toBeCloseTo(300);
});
it("leaves a stationary target in place", () => {
const target = {
x: 400,
y: 300,
vx: 100,
vy: 50,
moving: false,
torsoW: 62,
torsoH: 100,
headRadius: 18,
};
const stepped = stepAimTrainerTarget(target, 1, canvasW, canvasH);
expect(stepped.x).toBe(400);
expect(stepped.y).toBe(300);
});
it("bounces off the horizontal bounds and keeps the target inside", () => {
const target = {
x: 400,
y: 300,
vx: 1000,
vy: 0,
moving: true,
torsoW: 62,
torsoH: 100,
headRadius: 18,
};
let current = target;
for (let i = 0; i < 1000; i++) {
current = stepAimTrainerTarget(current, 0.1, canvasW, canvasH);
const left = current.x - current.torsoW / 2;
const right = current.x + current.torsoW / 2;
const top = current.y - 2 * current.headRadius;
const bottom = current.y + current.torsoH;
expect(left).toBeGreaterThanOrEqual(0);
expect(right).toBeLessThanOrEqual(canvasW);
expect(top).toBeGreaterThanOrEqual(0);
expect(bottom).toBeLessThanOrEqual(canvasH);
}
});
it("bounces off the vertical bounds and keeps the target inside", () => {
const target = {
x: 400,
y: 300,
vx: 0,
vy: 1000,
moving: true,
torsoW: 62,
torsoH: 100,
headRadius: 18,
};
let current = target;
for (let i = 0; i < 1000; i++) {
current = stepAimTrainerTarget(current, 0.1, canvasW, canvasH);
const top = current.y - 2 * current.headRadius;
const bottom = current.y + current.torsoH;
expect(top).toBeGreaterThanOrEqual(0);
expect(bottom).toBeLessThanOrEqual(canvasH);
}
});
});