chg: dev: more, massive refactor for front-end #4
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234
assets/js/mine-seeker/contexts/GameProvider.jsx
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234
assets/js/mine-seeker/contexts/GameProvider.jsx
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import React, { useRef } from 'react';
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import { Howl } from 'howler';
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import GameContext from './GameContext';
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import useGameRefs from '../hooks/useGameRefs';
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import useGameState from '../hooks/useGameState';
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import { DESC, IMAGES, patchCells } from '../utils/constants';
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export const GameProvider = ({ children }) => {
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const {
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webPlayerRef,
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activePlayerRef,
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bombSelectedRef,
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connectionLostRef,
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redRef,
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blueRef,
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lastClickedRef,
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endRef,
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} = useGameRefs();
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const {
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webPlayer, setWebPlayer,
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activePlayer, setActivePlayer,
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overlay, setOverlay,
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overlayTitle, setOverlayTitle,
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overlaySubTitle, setOverlaySubTitle,
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mines, setMines,
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bombSelected, setBombSelected,
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foundMines, setFoundMines,
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red, setRed,
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blue, setBlue,
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cells, setCells,
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gridReady, setGridReady,
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connectionLost, setConnectionLost,
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} = useGameState();
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const sounds = useRef({
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click: new Howl({ src: ['/sound/click.mp3'] }),
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bomb: new Howl({ src: ['/sound/bomb.mp3'] }),
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mine: new Howl({ src: ['/sound/mine.mp3'] }),
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warning: new Howl({ src: ['/sound/warning.mp3'] }),
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won: new Howl({ src: ['/sound/won.mp3'] }),
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});
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// ── Sync helpers (keep ref + state in lockstep) ──────────────────────────
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const syncWebPlayer = v => {
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webPlayerRef.current = v;
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setWebPlayer(v);
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};
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const syncActivePlayer = v => {
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activePlayerRef.current = v;
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setActivePlayer(v);
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};
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const syncBombSelected = v => {
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bombSelectedRef.current = v;
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setBombSelected(v);
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};
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const syncConnLost = v => {
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connectionLostRef.current = v;
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setConnectionLost(v);
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};
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const syncRed = fn => {
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const n = fn(redRef.current);
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redRef.current = n;
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setRed(n);
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};
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const syncBlue = fn => {
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const n = fn(blueRef.current);
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blueRef.current = n;
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setBlue(n);
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};
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// ── Overlay ───────────────────────────────────────────────────────────────
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const showOverlay = (title, sub) => {
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setOverlay(true);
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setOverlayTitle(title);
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setOverlaySubTitle(sub);
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};
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const hideOverlay = () => setOverlay(false);
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// ── Cell helpers ──────────────────────────────────────────────────────────
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const applyRevealedCell = (cell, player, isMainCell = false) => {
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const { row, col, value } = cell;
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setCells(prev => {
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if (prev[row][col].active) return prev;
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const patch = 'm' === value
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? { currentImage: IMAGES.flag(player), currentObj: 'm', active: true }
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: { currentImage: value, currentObj: value, active: true };
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if (isMainCell) {
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patch.lastClickedRed = 'red' === player;
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patch.lastClickedBlue = 'blue' === player;
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}
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return patchCells(prev, [{ row, col, ...patch }]);
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});
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if (isMainCell) lastClickedRef.current = { ...lastClickedRef.current, [player]: [row, col] };
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};
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const showLeftMines = (leftMines = []) => {
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if (!leftMines.length) return;
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setCells(prev => {
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const patches = leftMines
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.filter(({ row, col }) => !prev[row][col].active)
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.map(({ row, col }) => ({ row, col, currentImage: IMAGES.leftMine }));
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return patches.length ? patchCells(prev, patches) : prev;
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});
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};
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// ── Game logic ────────────────────────────────────────────────────────────
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const changePlayer = () => {
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const wasColor = activePlayerRef.current ? 'blue' : 'red';
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const nextColor = activePlayerRef.current ? 'red' : 'blue';
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const nextVal = activePlayerRef.current ? 0 : 1;
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const desc = wasColor === webPlayerRef.current ? DESC.buddy : DESC.you;
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syncActivePlayer(nextVal);
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syncRed(p => ({ ...p, active: 'red' === nextColor, desc: 'red' === nextColor ? desc : '' }));
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syncBlue(p => ({ ...p, active: 'blue' === nextColor, desc: 'blue' === nextColor ? desc : '' }));
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};
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const applyStep = stepData => {
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const { player, bomb: isBomb, minesFound = 0, revealedCells = [], redPoints: rp, bluePoints: bp } = stepData;
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if (isBomb) {
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sounds.current.bomb.play();
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} else if (0 < minesFound) {
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const cur = ('red' === player ? redRef : blueRef).current.mines;
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sounds.current[20 < cur + minesFound ? 'warning' : 'mine'].play();
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} else {
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sounds.current.click.play();
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}
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const lc = lastClickedRef.current[player];
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setCells(prev => {
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let next = prev;
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if (lc) next = patchCells(next, [{ row: lc[0], col: lc[1], lastClickedRed: false, lastClickedBlue: false }]);
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revealedCells.forEach(({ row, col, value }, idx) => {
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if (next[row][col].active) return;
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const patch = 'm' === value
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? { currentImage: IMAGES.flag(player), currentObj: 'm', active: true }
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: { currentImage: value, currentObj: value, active: true };
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if (0 === idx) {
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patch.lastClickedRed = 'red' === player;
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patch.lastClickedBlue = 'blue' === player;
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}
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next = patchCells(next, [{ row, col, ...patch }]);
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});
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if (isBomb) next = next.map(r => r.map(c => null !== c.bombTargetArea ? { ...c, bombTargetArea: null } : c));
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return next;
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});
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if (0 < revealedCells.length) {
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lastClickedRef.current = { ...lastClickedRef.current, [player]: [revealedCells[0].row, revealedCells[0].col] };
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}
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if (0 < minesFound) {
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setMines(51 - rp - bp);
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setFoundMines(true);
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setTimeout(() => setFoundMines(false), 500);
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syncRed(p => ({ ...p, mines: 'red' === player ? rp : p.mines }));
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syncBlue(p => ({ ...p, mines: 'blue' === player ? bp : p.mines }));
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}
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syncRed(p => ({ ...p, enabledBomb: rp <= bp }));
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syncBlue(p => ({ ...p, enabledBomb: bp <= rp }));
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if (isBomb || 0 === minesFound) changePlayer();
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if (isBomb) {
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syncBombSelected(false);
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syncRed(p => 'red' === player ? { ...p, haveBomb: false } : p);
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syncBlue(p => 'blue' === player ? { ...p, haveBomb: false } : p);
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}
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};
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const makeGameEndIfItEnds = (bluePoints, redPoints, resign = false, leftMines = []) => {
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const redWins = 25 < redPoints;
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const blueWins = 25 < bluePoints;
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if (redWins || blueWins || resign) {
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sounds.current.won.play();
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if (!resign) showOverlay((redWins ? 'Red' : 'Blue') + ' wins the game!', 'Play again!');
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showLeftMines(leftMines);
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syncActivePlayer(false);
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syncRed(p => ({ ...p, desc: '' }));
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syncBlue(p => ({ ...p, desc: '' }));
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}
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};
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const resignProcess = color => {
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const wp = webPlayerRef.current;
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showOverlay(
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color === wp ? 'You have been give up' : 'Your opponent has been resigned',
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color === wp ? 'You LOSE!' : 'You WIN!',
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);
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endRef.current = true;
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makeGameEndIfItEnds(0, 0, true);
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};
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const onBombToggle = () => {
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const next = !bombSelectedRef.current;
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syncBombSelected(next);
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if (!next) {
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setCells(prev => prev.map(r => r.map(c => null !== c.bombTargetArea ? { ...c, bombTargetArea: null } : c)));
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}
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};
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return (
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<GameContext.Provider
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value={{
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// State (for rendering)
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webPlayer, activePlayer, overlay, overlayTitle, overlaySubTitle,
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mines, bombSelected, foundMines, red, blue, cells, gridReady, connectionLost,
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// Setters needed by useServerComm
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setCells, setGridReady,
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// Refs (needed by useServerComm for async-safe reads)
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webPlayerRef, activePlayerRef, bombSelectedRef, connectionLostRef, endRef,
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// Sync helpers
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syncWebPlayer, syncActivePlayer, syncBombSelected, syncConnLost, syncRed, syncBlue,
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// Game logic called by useServerComm
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showOverlay, hideOverlay,
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applyRevealedCell, applyStep,
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makeGameEndIfItEnds, resignProcess,
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// UI action
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onBombToggle,
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}}
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>
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{children}
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</GameContext.Provider>
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);
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};
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