fix: Critical bug fixes and add new personalities

Bug Fixes:
- Fix turn validation: Players can now only move their own pieces
- Fix computer not moving when player moves too quickly (before evalP0 ready)
- Add safety check: Computer move triggered when chat messages sent
- Computer now always responds even if evalP0 is missing (only move history skipped)

New Personalities:
- Add 'Friendly Motivator' - encouraging, positive coach focused on building confidence
- Add 'Bloody Pirate' - theatrical trash-talker with Monkey Island style humor

Personality Reordering:
- Reordered from serious to playful:
  1. Opening Professor (most serious)
  2. Professional Coach
  3. Friendly Motivator
  4. Speedrun Super GM
  5. Hype Streamer
  6. Angry Prodigy
  7. Drunk Russian GM
  8. Bloody Pirate (most playful)
- Added section headers for clarity (Serious/Professional, Balanced/Entertaining, Spicy/Trash-talking)

Technical Details:
- ChessGame: Added checkAndMakeComputerMove() callback
- Tutor: Calls onCheckComputerMove after sending messages
- Both fixes ensure robust gameplay even with race conditions
This commit is contained in:
Stefan
2025-11-25 20:01:04 +01:00
parent d83387debc
commit b817182a8b
3 changed files with 274 additions and 112 deletions
+14 -6
View File
@@ -28,6 +28,7 @@ interface TutorProps {
personality: Personality;
language: SupportedLanguage;
playerColor: 'white' | 'black';
onCheckComputerMove: () => void;
}
interface Message {
@@ -36,12 +37,12 @@ interface Message {
timestamp: number;
}
export function Tutor({ game, currentFen, userMove, computerMove, stockfish, evalP0, evalP2, openingData, onAnalysisComplete, apiKey, personality, language, playerColor }: TutorProps) {
export function Tutor({ game, currentFen, userMove, computerMove, stockfish, evalP0, evalP2, openingData, onAnalysisComplete, apiKey, personality, language, playerColor, onCheckComputerMove }: TutorProps) {
const [messages, setMessages] = useState<Message[]>([]);
const [input, setInput] = useState("");
const [isLoading, setIsLoading] = useState(false);
const [chatSession, setChatSession] = useState<ChatSession | null>(null);
const messagesEndRef = useRef<HTMLDivElement>(null);
const messagesContainerRef = useRef<HTMLDivElement>(null);
const t = useTranslation(language);
@@ -111,9 +112,11 @@ CRITICAL RULES:
}
}, [apiKey, personality, language, playerColor]);
// Scroll to bottom
// Scroll chat container to bottom (not the whole page)
useEffect(() => {
messagesEndRef.current?.scrollIntoView({ behavior: "smooth" });
if (messagesContainerRef.current) {
messagesContainerRef.current.scrollTop = messagesContainerRef.current.scrollHeight;
}
}, [messages]);
const lastAnalyzedMoveRef = useRef<string | null>(null);
@@ -304,6 +307,12 @@ INSTRUCTIONS:
if (!input.trim() || !chatSession) return;
sendMessageToChat(input);
setInput("");
// Safety check: Ensure computer makes a move if it's their turn
// This handles race conditions where the player moved before evalP0 was ready
setTimeout(() => {
onCheckComputerMove();
}, 100);
};
if (!apiKey) return null;
@@ -320,7 +329,7 @@ INSTRUCTIONS:
</div>
{/* Messages Area */}
<div className="flex-1 overflow-y-auto p-4 space-y-4">
<div ref={messagesContainerRef} className="flex-1 overflow-y-auto p-4 space-y-4">
{messages.map((msg, idx) => (
<div key={idx} className={clsx(
"flex gap-3 max-w-[85%]",
@@ -371,7 +380,6 @@ INSTRUCTIONS:
</div>
</div>
)}
<div ref={messagesEndRef} />
</div>
{/* Quick Actions */}