scanquest updates

This commit is contained in:
legop3
2026-06-19 17:31:22 -04:00
parent a5e54bfbf2
commit eec009c485
@@ -4,9 +4,8 @@
// the shared barcode game service.
const GAME_ID = 'scanQuest';
const QUEST_LENGTH_OPTIONS = [1, 2];
const REQUEST_TIMEOUT_MS = 90 * 1000;
const ROUND_DURATION_MS = 5 * 60 * 1000;
const QUEST_LENGTH = 5;
const REQUEST_TIMEOUT_MS = 3 * 60 * 1000;
const POINTS_PER_STEP = 5;
function createInitialState() {
@@ -17,7 +16,8 @@ function createInitialState() {
roundEndsAt: null,
progressIndex: 0,
scores: {},
completedQuests: 0,
completedItems: 0,
skippedItems: 0,
stepStartedAt: null,
recentEvents: [],
lastMessage: 'vote to start scan quest',
@@ -34,7 +34,12 @@ function normalizeState(rawState = {}) {
roundEndsAt: Number.isFinite(rawState.roundEndsAt) ? rawState.roundEndsAt : null,
progressIndex: Number.isFinite(rawState.progressIndex) ? Math.max(0, Math.floor(rawState.progressIndex)) : 0,
scores: rawState.scores && typeof rawState.scores === 'object' ? rawState.scores : {},
completedQuests: Number.isFinite(rawState.completedQuests) ? Math.max(0, Math.floor(rawState.completedQuests)) : 0,
completedItems: Number.isFinite(rawState.completedItems)
? Math.max(0, Math.floor(rawState.completedItems))
: Number.isFinite(rawState.completedQuests)
? Math.max(0, Math.floor(rawState.completedQuests))
: 0,
skippedItems: Number.isFinite(rawState.skippedItems) ? Math.max(0, Math.floor(rawState.skippedItems)) : 0,
stepStartedAt: Number.isFinite(rawState.stepStartedAt) ? rawState.stepStartedAt : null,
recentEvents: Array.isArray(rawState.recentEvents) ? rawState.recentEvents.slice(-12) : [],
lastMessage: typeof rawState.lastMessage === 'string' ? rawState.lastMessage : base.lastMessage,
@@ -44,24 +49,22 @@ function normalizeState(rawState = {}) {
function pickQuest(objects = []) {
const candidates = objects.filter((entry) => entry?.code && entry?.label);
if (!candidates.length) return null;
const length = QUEST_LENGTH_OPTIONS[Math.floor(Math.random() * QUEST_LENGTH_OPTIONS.length)];
const steps = [];
for (let idx = 0; idx < length; idx += 1) {
// Reusing objects is allowed because physical rooms often start with only a
// small number of labeled props. The game still stays readable because the
// sequence is short and order-specific.
const entry = candidates[Math.floor(Math.random() * candidates.length)];
steps.push({
code: entry.code,
entityId: entry.entityId,
label: entry.label,
});
}
const shuffled = candidates
.map((entry) => ({ entry, sort: Math.random() }))
.sort((a, b) => a.sort - b.sort)
.map(({ entry }) => entry);
const selected = shuffled.slice(0, Math.min(QUEST_LENGTH, shuffled.length));
return {
id: `${Date.now()}-${Math.random().toString(36).slice(2, 8)}`,
steps,
// The entire route is chosen up front so players can see the ordered list
// and plan rover movement. Items are unique when possible because repeated
// entries make the list harder to reason about from the scanner display.
steps: selected.map((entry) => ({
code: entry.code,
entityId: entry.entityId,
label: entry.label,
})),
createdAt: Date.now(),
};
}
@@ -70,7 +73,6 @@ function formatQuestPrompt(state) {
const quest = state.currentQuest;
if (!quest?.steps?.length) return 'scan quest needs objects';
const step = quest.steps[state.progressIndex] || quest.steps[0];
if (quest.steps.length === 1) return `scan ${step.label}`;
return `scan ${step.label} ${state.progressIndex + 1} of ${quest.steps.length}`;
}
@@ -130,7 +132,7 @@ function start(_rawState, context = {}) {
const state = createInitialState();
state.status = 'running';
state.roundStartedAt = now;
state.roundEndsAt = now + ROUND_DURATION_MS;
state.roundEndsAt = null;
ensureQuest(state, context);
return state;
}
@@ -144,19 +146,26 @@ function skipExpiredQuest(state, context = {}) {
if (!state.currentQuest?.steps?.length || !state.stepStartedAt) return state;
if (now - state.stepStartedAt < REQUEST_TIMEOUT_MS) return state;
// A timeout generates a fresh request instead of continuing a half-complete
// sequence. If an item is physically unreachable or the barcode is damaged,
// the room gets unstuck without punishing anyone or making the next prompt
// depend on a failed previous step.
// A timeout advances to the next item instead of generating a new quest. The
// whole ordered list stays stable, but a bad or unreachable barcode cannot
// trap the game forever on one physical object.
const skippedStep = state.currentQuest.steps[state.progressIndex] || state.currentQuest.steps[0];
addRecentEvent(state, {
kind: 'timeout',
label: skippedStep?.label || null,
});
state.currentQuest = pickQuest(context.objects || []);
state.progressIndex = 0;
state.stepStartedAt = state.currentQuest ? now : null;
state.lastMessage = state.currentQuest ? `skipped. ${formatQuestPrompt(state)}` : 'scan quest needs objects';
state.skippedItems += 1;
state.progressIndex += 1;
if (state.progressIndex >= state.currentQuest.steps.length) {
state.status = 'ended';
state.stepStartedAt = null;
state.lastMessage = `finished ${state.completedItems} items`;
return state;
}
state.stepStartedAt = now;
state.lastMessage = `skipped. ${formatQuestPrompt(state)}`;
return state;
}
@@ -165,6 +174,14 @@ function handleScan(rawState, scan, context = {}) {
if (state.status !== 'running') return { state, awards: [] };
ensureQuest(state, context);
skipExpiredQuest(state, context);
if (state.status === 'ended') {
return {
state,
awards: [],
done: true,
display: getPublicState(state, context).display,
};
}
if (!state.currentQuest?.steps?.length) return { state, awards: [] };
if (!scan?.known || scan.type !== 'object') return { state, awards: [] };
@@ -187,54 +204,56 @@ function handleScan(rawState, scan, context = {}) {
state.progressIndex += 1;
state.stepStartedAt = context.now || Date.now();
state.completedItems += 1;
addRecentEvent(state, {
kind: 'hit',
label: scan.label,
});
if (state.progressIndex < state.currentQuest.steps.length) {
state.lastMessage = formatQuestPrompt(state);
return { state, awards: [] };
}
// A completed quest is worth more than a raw scan because it asks the driver
// A completed item is worth more than a raw scan because it asks the driver
// to find a specific object, stay in order, and finish within the per-request
// window. Keeping this in a constant makes future game-balance passes obvious.
const points = state.currentQuest.steps.length * POINTS_PER_STEP;
state.completedQuests += 1;
const points = POINTS_PER_STEP;
addScore(state, context.participants || [], points);
addRecentEvent(state, {
kind: 'complete',
points,
participants: (context.participants || []).map((participant) => participant.nickname || participant.roverId).filter(Boolean),
});
state.currentQuest = pickQuest(context.objects || []);
state.progressIndex = 0;
state.stepStartedAt = state.currentQuest ? context.now || Date.now() : null;
state.lastMessage = state.currentQuest ? `scored ${points}. ${formatQuestPrompt(state)}` : `scored ${points}`;
if (state.progressIndex >= state.currentQuest.steps.length) {
state.status = 'ended';
state.stepStartedAt = null;
state.lastMessage = `finished ${state.completedItems} items`;
return {
state,
awards: buildAwards(context.participants || [], points, 'scan quest item completed'),
done: true,
display: getPublicState(state, context).display,
};
}
state.lastMessage = `scored ${points}. ${formatQuestPrompt(state)}`;
return {
state,
awards: buildAwards(context.participants || [], points, 'scan quest completed'),
awards: buildAwards(context.participants || [], points, 'scan quest item completed'),
};
}
function tick(rawState, context = {}) {
const state = normalizeState(rawState);
const now = context.now || Date.now();
if (state.status === 'running' && state.roundEndsAt && now >= state.roundEndsAt) {
if (state.status !== 'running') return state;
ensureQuest(state, context);
const nextState = skipExpiredQuest(state, context);
if (nextState.status === 'ended') {
return {
state: {
...state,
status: 'ended',
lastMessage: `finished ${state.completedQuests} quests`,
},
state: nextState,
awards: [],
done: true,
display: getPublicState({ ...state, status: 'ended' }, context).display,
display: getPublicState(nextState, context).display,
};
}
ensureQuest(state, context);
return skipExpiredQuest(state, context);
return nextState;
}
function getTopScores(state) {
@@ -253,15 +272,16 @@ function getPublicState(rawState, context = {}) {
: 0;
const currentStep = state.currentQuest?.steps?.[state.progressIndex] || null;
const totalSteps = state.currentQuest?.steps?.length || 0;
const stepLabel = totalSteps > 1 ? `Step ${state.progressIndex + 1} of ${totalSteps}` : 'Find the object';
const stepLabel = totalSteps ? `Item ${Math.min(state.progressIndex + 1, totalSteps)} of ${totalSteps}` : 'Find the object';
const orderedList = state.currentQuest?.steps?.length
? state.currentQuest.steps.map((step, idx) => `${idx + 1}. ${step.label}`).join(' -> ')
: 'add object barcodes to the registry';
return {
id: GAME_ID,
title: 'Scan quest',
status: state.status === 'running' && state.currentQuest ? 'running' : state.status,
headline: state.lastMessage || formatQuestPrompt(state),
detail: state.currentQuest?.steps?.length
? state.currentQuest.steps.map((step) => step.label).join(' then ')
: 'add object barcodes to the registry',
detail: orderedList,
progress: {
current: state.progressIndex,
total: state.currentQuest?.steps?.length || 0,
@@ -282,9 +302,9 @@ function getPublicState(rawState, context = {}) {
}
: null,
stats: [
{ label: 'Completed', value: state.completedQuests },
{ label: 'Completed', value: state.completedItems },
{ label: 'Skipped', value: state.skippedItems },
{ label: 'Quest points', value: getTopScores(state)[0]?.points || 0 },
{ label: 'Round', value: state.status === 'ended' ? 'Done' : 'Running' },
],
results: state.recentEvents.slice(0, 3).map((event) => ({
label: event.kind === 'timeout' ? 'Skipped' : event.kind,
@@ -292,7 +312,8 @@ function getPublicState(rawState, context = {}) {
})),
},
scores: getTopScores(state),
completedQuests: state.completedQuests,
completedItems: state.completedItems,
skippedItems: state.skippedItems,
recentEvents: state.recentEvents,
};
}