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feat: game engine state machine with reducer pattern
Browse filesCo-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
_._ _..._ .-', _.._(`))
'-. ` ' /-._.-' ',/
) \ '.
/ _ _ | \
| a a / |
\ .-. ;
'-('' ).-' ,' ;
'-; | .'
\ \ /
| 7 .__ _.-\ \
| | | `` | |
/,_| | /,_/ /
/,_/ '----'
Piggy Benissy
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Simeon Garratt | www.simeongarratt.com | @SimeonGarratt
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
- src/lib/game/engine.test.ts +94 -0
- src/lib/game/engine.ts +112 -0
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import { describe, it, expect } from "vitest";
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import { gameReducer, createInitialState } from "./engine";
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import type { ShuffledQuestion } from "./types";
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const mockQuestion = (id: string, difficulty: "easy" | "medium" | "hard" = "medium"): ShuffledQuestion => ({
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id, category: "General", difficulty, questionText: `Question ${id}?`,
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correctAnswer: "Correct", incorrectAnswers: ["Wrong1", "Wrong2", "Wrong3"],
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allAnswers: ["Correct", "Wrong1", "Wrong2", "Wrong3"],
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});
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describe("createInitialState", () => {
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it("creates idle state for quick-fire", () => {
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const state = createInitialState("quick-fire", [mockQuestion("1")]);
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expect(state.phase).toBe("idle");
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expect(state.mode).toBe("quick-fire");
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expect(state.score).toBe(0);
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expect(state.currentQuestionIndex).toBe(0);
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});
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});
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describe("gameReducer", () => {
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it("START transitions from idle to playing", () => {
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const state = createInitialState("quick-fire", [mockQuestion("1")]);
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const next = gameReducer(state, { type: "START" });
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expect(next.phase).toBe("playing");
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expect(next.startedAt).not.toBeNull();
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});
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it("ANSWER_CORRECT increments score and streak", () => {
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let state = createInitialState("quick-fire", [mockQuestion("1"), mockQuestion("2")]);
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state = gameReducer(state, { type: "START" });
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state = gameReducer(state, { type: "ANSWER_CORRECT", points: 200 });
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expect(state.score).toBe(200);
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expect(state.streak).toBe(1);
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expect(state.questionsCorrect).toBe(1);
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expect(state.currentQuestionIndex).toBe(1);
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});
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it("ANSWER_WRONG resets streak to 0", () => {
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let state = createInitialState("quick-fire", [mockQuestion("1"), mockQuestion("2")]);
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state = gameReducer(state, { type: "START" });
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state = gameReducer(state, { type: "ANSWER_CORRECT", points: 100 });
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state = gameReducer(state, { type: "ANSWER_WRONG" });
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expect(state.streak).toBe(0);
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expect(state.questionsCorrect).toBe(1);
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expect(state.currentQuestionIndex).toBe(2);
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});
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it("ANSWER_WRONG in streak mode ends the game", () => {
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let state = createInitialState("streak", [mockQuestion("1"), mockQuestion("2")]);
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state = gameReducer(state, { type: "START" });
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state = gameReducer(state, { type: "ANSWER_WRONG" });
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expect(state.phase).toBe("finished");
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});
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it("answering last question finishes the game", () => {
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let state = createInitialState("quick-fire", [mockQuestion("1")]);
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state = gameReducer(state, { type: "START" });
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state = gameReducer(state, { type: "ANSWER_CORRECT", points: 100 });
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expect(state.phase).toBe("finished");
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});
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it("TIME_UP finishes the game", () => {
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let state = createInitialState("quick-fire", [mockQuestion("1")]);
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state = gameReducer(state, { type: "START" });
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state = gameReducer(state, { type: "TIME_UP" });
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expect(state.phase).toBe("finished");
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});
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it("tracks streakMax across the game", () => {
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let state = createInitialState("quick-fire", [
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mockQuestion("1"), mockQuestion("2"), mockQuestion("3"), mockQuestion("4"),
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]);
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state = gameReducer(state, { type: "START" });
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state = gameReducer(state, { type: "ANSWER_CORRECT", points: 100 });
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state = gameReducer(state, { type: "ANSWER_CORRECT", points: 100 });
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state = gameReducer(state, { type: "ANSWER_WRONG" });
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state = gameReducer(state, { type: "ANSWER_CORRECT", points: 100 });
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expect(state.streakMax).toBe(2);
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expect(state.streak).toBe(1);
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});
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it("NEXT_PHASE transitions challenge-me phases", () => {
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let state = createInitialState("challenge-me", [mockQuestion("1")]);
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state = gameReducer(state, { type: "START" });
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expect(state.challengePhase).toBe("easy");
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state = gameReducer(state, { type: "NEXT_PHASE" });
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expect(state.challengePhase).toBe("medium");
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state = gameReducer(state, { type: "NEXT_PHASE" });
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expect(state.challengePhase).toBe("hard");
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state = gameReducer(state, { type: "NEXT_PHASE" });
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expect(state.phase).toBe("finished");
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});
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});
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import type { GameMode, GamePhase, ShuffledQuestion } from "./types";
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export type ChallengePhase = "easy" | "medium" | "hard";
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const CHALLENGE_PROGRESSION: ChallengePhase[] = ["easy", "medium", "hard"];
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/**
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* The complete state of an in-progress game session.
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*/
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export interface GameState {
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mode: GameMode;
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phase: GamePhase;
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questions: ShuffledQuestion[];
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currentQuestionIndex: number;
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score: number;
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streak: number;
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streakMax: number;
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questionsCorrect: number;
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startedAt: number | null;
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finishedAt: number | null;
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challengePhase: ChallengePhase;
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lastAnswerCorrect: boolean | null;
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}
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/**
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* All actions that can be dispatched to the game reducer.
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*/
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export type GameAction =
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| { type: "START" }
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| { type: "ANSWER_CORRECT"; points: number }
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| { type: "ANSWER_WRONG" }
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| { type: "TIME_UP" }
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| { type: "NEXT_PHASE" }
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| { type: "ADD_QUESTIONS"; questions: ShuffledQuestion[] };
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/**
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* Creates the initial idle GameState for the given mode and question list.
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*/
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export function createInitialState(mode: GameMode, questions: ShuffledQuestion[]): GameState {
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return {
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mode, phase: "idle", questions, currentQuestionIndex: 0,
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score: 0, streak: 0, streakMax: 0, questionsCorrect: 0,
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startedAt: null, finishedAt: null, challengePhase: "easy", lastAnswerCorrect: null,
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};
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}
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/**
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* Pure reducer for the game state machine. Returns a new GameState given the
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* current state and an action — never mutates the input state.
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*/
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export function gameReducer(state: GameState, action: GameAction): GameState {
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switch (action.type) {
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case "START":
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return { ...state, phase: "playing", startedAt: Date.now() };
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case "ANSWER_CORRECT": {
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const newStreak = state.streak + 1;
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const newIndex = state.currentQuestionIndex + 1;
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const isFinished = newIndex >= state.questions.length;
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return {
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...state,
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score: state.score + action.points,
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streak: newStreak,
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streakMax: Math.max(state.streakMax, newStreak),
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questionsCorrect: state.questionsCorrect + 1,
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currentQuestionIndex: newIndex,
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lastAnswerCorrect: true,
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phase: isFinished ? "finished" : state.phase,
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finishedAt: isFinished ? Date.now() : null,
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};
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}
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case "ANSWER_WRONG": {
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if (state.mode === "streak") {
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return {
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...state,
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streak: 0,
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currentQuestionIndex: state.currentQuestionIndex + 1,
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lastAnswerCorrect: false,
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phase: "finished",
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finishedAt: Date.now(),
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};
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}
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const newIndex = state.currentQuestionIndex + 1;
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const isFinished = newIndex >= state.questions.length;
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return {
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...state,
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streak: 0,
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currentQuestionIndex: newIndex,
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lastAnswerCorrect: false,
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phase: isFinished ? "finished" : state.phase,
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finishedAt: isFinished ? Date.now() : null,
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};
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}
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case "TIME_UP":
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return { ...state, phase: "finished", finishedAt: Date.now() };
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case "NEXT_PHASE": {
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const idx = CHALLENGE_PROGRESSION.indexOf(state.challengePhase);
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if (idx >= CHALLENGE_PROGRESSION.length - 1) {
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return { ...state, phase: "finished", finishedAt: Date.now() };
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}
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return { ...state, challengePhase: CHALLENGE_PROGRESSION[idx + 1]! };
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}
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case "ADD_QUESTIONS":
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return { ...state, questions: [...state.questions, ...action.questions] };
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default:
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return state;
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}
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}
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