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authorsrdusr <[email protected]>2025-09-11 21:53:00 +0200
committersrdusr <[email protected]>2025-09-11 21:53:00 +0200
commita726d9f5fb56e1fd7983c5ac806d408ad78daa86 (patch)
tree4129a058e2a9e8fa4e0a51e3ed943b746750c3cf /web/src/keyStats.js
parent8c95e90fa54db565919ec323818f77e7256812c8 (diff)
downloadtyperpunk-a726d9f5fb56e1fd7983c5ac806d408ad78daa86.tar.gz
typerpunk-a726d9f5fb56e1fd7983c5ac806d408ad78daa86.zip
Add multiplayer bots, typing languages, and rework the UI layout
Multiplayer - Quick match: POST /api/multiplayer/quickmatch returns whichever room is still filling, or opens one. Players never see a room code; joining by code stays for racing specific people. - Bots fill quick-match rooms after a short wait so a new game is never an empty lobby. They only ever join quick-match rooms, never a room opened by code. One or two per room, drawn from separate ~40 and ~80 WPM tiers so two bots are never near each other's pace, and they stall to correct mistakes rather than typing a clean straight line. - Live player count via GET /api/multiplayer/online, shown on the Multiplayer control and under the main menu's Multiplayer button. - Per-racer colours: you are the theme accent, opponents take distinct hues that stay the same from lobby to race. - The countdown no longer holds the room lock for its full three seconds, which is what reset clients mid-countdown. Typing languages - 16 languages for the generated-word modes, each with its own high-frequency vocabulary rather than a translation of the English list. - Picker in the top-right rail; non-English uses its own list at every difficulty tier instead of falling back to English words. Fix UTF-8 accuracy in the game core - update_game_state mixed byte and character counts: total_characters_typed accumulated byte-length deltas while total_correct_characters compared a char index against that byte count. Equal on ASCII, so it went unnoticed; a correctly typed Spanish passage scored 6%. The old byte slicing would also have panicked if an index landed inside a multi-byte character. Rewritten char-based, with regression tests. Programming mode - Replaced prose about programming with real code: 26 syntax-highlighted snippets across JavaScript, Python, Rust, C/Go/Java and shell. Single-line by necessity, since the typing input is a single-line field. Layout and readability - One icon rail arrangement on every screen: Settings/Store under the wordmark, Language/Theme/Friends/Account top-right, Stats/Leaderboard/ Multiplayer bottom-right. - Main menu: mode picker moved out of the Single Player button, which it was notching a divider through and pushing the label off-centre. - Escape returns to the menu, closing any open popover first, and confirms before abandoning a live race. - Split --text-color and --sub-color per theme; they shared one value that measured 3.65:1 against the background, below the 4.5:1 body-text floor. - Semantic colours used in exactly one place each: gold for a personal best, amber for the race countdown and the mobile-result badge. - Passage now sits in the same place on the typing and end screens, and its column is a whole number of characters wide so wrapping cannot leave a permanent gap on the right. - End screen: keystrokes and a correct/wrong/extra/missed split, attribution carried over from the typing screen, and a graph with a separate error axis, axis titles including seconds, and smoothed lines.
Diffstat (limited to 'web/src/keyStats.js')
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diff --git a/web/src/keyStats.js b/web/src/keyStats.js
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+const STORAGE_KEY = 'typerpunk:keystats';
+// Below this many samples a character's average latency/error rate is too
+// noisy to act on - a key typed twice that happened to be wrong once looks
+// identical to a genuinely hard key without this floor.
+const MIN_SAMPLES = 5;
+
+function load() {
+ try {
+ const raw = JSON.parse(localStorage.getItem(STORAGE_KEY));
+ return raw && typeof raw === 'object' ? raw : {};
+ } catch {
+ return {};
+ }
+}
+
+function save(data) {
+ try { localStorage.setItem(STORAGE_KEY, JSON.stringify(data)); } catch {}
+}
+
+// Called once per typed character (correct or not) with how long it took
+// since the previous keystroke. Skips whitespace - word gaps have highly
+// variable timing for reasons unrelated to how hard a character is to type
+// (thinking about the next word, punctuation pauses), and would otherwise
+// dominate the latency signal for every character adjacent to a space.
+export function recordKeystroke(char, isCorrect, latencyMs) {
+ if (!char || /\s/.test(char)) return;
+ const data = load();
+ const entry = data[char] || { attempts: 0, errors: 0, totalLatency: 0 };
+ entry.attempts += 1;
+ if (!isCorrect) entry.errors += 1;
+ if (latencyMs != null && latencyMs >= 0 && latencyMs < 5000) entry.totalLatency += latencyMs;
+ data[char] = entry;
+ save(data);
+}
+
+// Ranks every character with enough samples by a weak-ness score (error
+// rate weighted heaviest, since a mistake matters more than being merely
+// slow) and returns the worst `limit`. Empty until enough real typing has
+// happened - callers should fall back to plain random text until then.
+export function getWeakChars(limit = 12) {
+ const data = load();
+ const scored = Object.entries(data)
+ .filter(([, e]) => e.attempts >= MIN_SAMPLES)
+ .map(([char, e]) => ({
+ char,
+ errorRate: e.errors / e.attempts,
+ avgLatency: e.totalLatency / e.attempts,
+ }));
+ if (scored.length === 0) return [];
+
+ const maxLatency = Math.max(...scored.map(s => s.avgLatency), 1);
+ scored.forEach(s => { s.score = s.errorRate * 0.7 + (s.avgLatency / maxLatency) * 0.3; });
+ scored.sort((a, b) => b.score - a.score);
+ return scored.slice(0, limit).map(s => s.char);
+}
+
+export function hasEnoughData() {
+ return getWeakChars(1).length > 0;
+}