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