Broken updates
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@@ -1,33 +1,25 @@
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// src/context/ScoreContext.js
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import React, { createContext, useContext, useReducer, useEffect } from 'react';
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// Define action types
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export const ACTIONS = {
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ADD_ARROW: 'ADD_ARROW',
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START_NEW_ROUND: 'START_NEW_ROUND',
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RESET_GAME: 'RESET_GAME',
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};
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// Initial state structure
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const initialState = {
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currentGame: {
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gameType: null, // '450' or '300'
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rounds: [], // Array of rounds
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totalScore: 0,
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totalBullseyes: 0,
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dateStarted: null,
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},
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games: [], // Historical games
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LOAD_SAVED_GAME: 'LOAD_SAVED_GAME',
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START_NEW_GAME: 'START_NEW_GAME',
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SAVE_GAME: 'SAVE_GAME',
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UPDATE_HANDICAP: 'UPDATE_HANDICAP'
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};
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// Reducer function
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const scoreReducer = (state, action) => {
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let newState;
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switch (action.type) {
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case ACTIONS.ADD_ARROW:
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const { roundIndex, score, isBullseye } = action.payload;
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const updatedRounds = [...state.currentGame.rounds];
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// Update the specific round
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if (!updatedRounds[roundIndex]) {
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updatedRounds[roundIndex] = { arrows: [], total: 0, bullseyes: 0 };
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}
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@@ -39,11 +31,10 @@ const scoreReducer = (state, action) => {
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bullseyes: updatedRounds[roundIndex].bullseyes + (isBullseye ? 1 : 0),
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};
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// Calculate new totals
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const totalScore = updatedRounds.reduce((sum, round) => sum + round.total, 0);
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const totalBullseyes = updatedRounds.reduce((sum, round) => sum + round.bullseyes, 0);
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return {
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newState = {
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...state,
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currentGame: {
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...state.currentGame,
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@@ -52,29 +43,41 @@ const scoreReducer = (state, action) => {
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totalBullseyes,
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},
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};
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break;
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case ACTIONS.START_NEW_ROUND:
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const { gameType } = action.payload;
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return {
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...state,
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// If there's a current game, save it to history
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const gamesHistory = state.currentGame.gameType ?
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[...state.games, state.currentGame] :
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state.games;
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newState = {
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games: gamesHistory,
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currentGame: {
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gameType,
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gameType: action.payload.gameType,
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rounds: [],
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totalScore: 0,
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totalBullseyes: 0,
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dateStarted: new Date().toISOString(),
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},
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};
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break;
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case ACTIONS.RESET_GAME:
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return {
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...state,
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currentGame: initialState.currentGame,
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};
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newState = initialState;
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break;
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case ACTIONS.LOAD_SAVED_GAME:
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newState = action.payload;
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break;
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default:
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return state;
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}
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// Save to localStorage after every state change
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localStorage.setItem('archeryScores', JSON.stringify(newState));
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return newState;
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};
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// Create context
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@@ -84,15 +87,21 @@ const ScoreContext = createContext();
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export const ScoreProvider = ({ children }) => {
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// Load state from localStorage on initial render
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const [state, dispatch] = useReducer(scoreReducer, initialState, () => {
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const localData = localStorage.getItem('archeryScores');
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return localData ? JSON.parse(localData) : initialState;
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try {
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const localData = localStorage.getItem('archeryScores');
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if (localData) {
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const parsedData = JSON.parse(localData);
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// Verify the data structure
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if (parsedData.currentGame && parsedData.games) {
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return parsedData;
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}
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}
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} catch (error) {
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console.error('Error loading saved game:', error);
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}
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return initialState;
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});
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// Save to localStorage whenever state changes
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useEffect(() => {
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localStorage.setItem('archeryScores', JSON.stringify(state));
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}, [state]);
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return (
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<ScoreContext.Provider value={{ state, dispatch }}>
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{children}
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@@ -108,3 +117,122 @@ export const useScore = () => {
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}
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return context;
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};
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// src/context/ScoreContext.js
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// ... (keeping existing imports and initial setup)
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const initialState = {
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currentGame: {
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id: null,
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gameType: null, // '450' or '300'
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category: null, // 'league' or 'practice'
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rounds: [],
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totalScore: 0,
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totalBullseyes: 0,
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dateStarted: null,
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dateCompleted: null,
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handicap: null,
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},
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games: {
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league: [],
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practice: [],
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},
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statistics: {
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handicapHistory: [],
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averageScores: {
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league: { '450': 0, '300': 0 },
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practice: { '450': 0, '300': 0 },
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},
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},
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};
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// Handicap calculation function (basic version - can be adjusted based on your league's rules)
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const calculateHandicap = (scores) => {
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if (scores.length < 3) return null;
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// Take the average of the last 3 scores
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const lastThree = scores.slice(-3);
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const average = lastThree.reduce((sum, game) => sum + game.totalScore, 0) / 3;
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// Example handicap calculation (adjust formula as needed)
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const maxPossibleScore = scores[0].gameType === '450' ? 450 : 300;
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const handicap = Math.round((maxPossibleScore - average) * 0.8);
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return Math.max(0, Math.min(100, handicap)); // Cap between 0 and 100
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};
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const scoreReducer = (state, action) => {
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switch (action.type) {
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case ACTIONS.START_NEW_GAME:
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const { gameType, category } = action.payload;
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return {
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...state,
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currentGame: {
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...initialState.currentGame,
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id: Date.now(),
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gameType,
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category,
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dateStarted: new Date().toISOString(),
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},
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};
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case ACTIONS.SAVE_GAME:
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const completedGame = {
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...state.currentGame,
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dateCompleted: new Date().toISOString(),
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};
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// Calculate handicap for league games
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if (completedGame.category === 'league') {
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const relevantGames = [...state.games.league, completedGame]
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.filter(game => game.gameType === completedGame.gameType)
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.sort((a, b) => new Date(b.dateCompleted) - new Date(a.dateCompleted));
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completedGame.handicap = calculateHandicap(relevantGames);
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}
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const newGames = {
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...state.games,
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[completedGame.category]: [
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...state.games[completedGame.category],
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completedGame,
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],
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};
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// Update statistics
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const updateAverages = (games, type, category) => {
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const relevantGames = games.filter(game => game.gameType === type);
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return relevantGames.length > 0
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? relevantGames.reduce((sum, game) => sum + game.totalScore, 0) / relevantGames.length
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: 0;
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};
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const newStatistics = {
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...state.statistics,
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averageScores: {
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league: {
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'450': updateAverages(newGames.league, '450', 'league'),
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'300': updateAverages(newGames.league, '300', 'league'),
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},
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practice: {
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'450': updateAverages(newGames.practice, '450', 'practice'),
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'300': updateAverages(newGames.practice, '300', 'practice'),
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},
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},
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};
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return {
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...state,
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currentGame: initialState.currentGame,
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games: newGames,
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statistics: newStatistics,
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};
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// ... (existing cases)
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default:
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return state;
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}
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};
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// ... (rest of the context implementation)
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