Files
chess-project/src/components/ChessGame.tsx
T
Stefan 6aa7d5bdd8 Add confirmation dialog for resign button
- Add window.confirm() before resigning to prevent accidental resignation
- Add 'resignConfirm' translation key in all 5 languages (EN, DE, FR, IT, PL)
- Messages are localized and warn that the action cannot be undone
2025-12-03 09:05:17 +01:00

976 lines
44 KiB
TypeScript

"use client";
import { useState, useEffect, useCallback, useRef } from "react";
import { Chess, Move } from "chess.js";
import { Chessboard } from "react-chessboard";
import { Stockfish, StockfishEvaluation } from "@/lib/stockfish";
import { Tutor } from "./Tutor";
import { EvaluationBar } from "./EvaluationBar";
import { Personality } from "@/lib/personalities";
import Header from "./Header";
import { useTranslation } from "@/lib/i18n/useTranslation";
import { SupportedLanguage } from "@/lib/i18n/translations";
import { lookupOpening, lookupPossibleOpenings, extractMoveSequenceFromPGN, OpeningMetadata } from "@/lib/openings";
import { GameAnalysisModal } from "./GameAnalysisModal";
import { GameOverModal, MoveHistoryItem } from "./GameOverModal";
import { Brain, ArrowLeft, Download, Flag } from "lucide-react";
import { CapturedPieces } from "./CapturedPieces";
import { detectMissedTactics, uciToSan, DetectedTactic } from "@/lib/tacticDetection";
import { upsertSavedGame } from "@/lib/savedGames";
interface ChessGameProps {
gameId: string;
initialFen?: string;
initialPgn?: string;
initialPersonality: Personality;
initialColor: 'white' | 'black';
initialStockfishDepth?: number;
onBack: () => void;
}
const PIECE_VALUES: Record<string, number> = {
'p': 1,
'n': 3,
'b': 3,
'r': 5,
'q': 9,
'k': 0
};
export default function ChessGame({ gameId, initialFen, initialPgn, initialPersonality, initialColor, initialStockfishDepth, onBack }: ChessGameProps) {
const gameRef = useRef(new Chess(initialFen || "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1"));
const [fen, setFen] = useState(gameRef.current.fen());
const [stockfish, setStockfish] = useState<Stockfish | null>(null);
// Analysis States
const [evalP0, setEvalP0] = useState<StockfishEvaluation | null>(null);
const [evalP2, setEvalP2] = useState<StockfishEvaluation | null>(null);
// Opening Data
const [openingData, setOpeningData] = useState<OpeningMetadata[]>([]);
// Tactical Analysis Data
const [latestMissedTactics, setLatestMissedTactics] = useState<DetectedTactic[] | null>(null);
const [userMove, setUserMove] = useState<Move | null>(null);
const [computerMove, setComputerMove] = useState<Move | null>(null);
const [isAnalyzing, setIsAnalyzing] = useState(false);
const [apiKey, setApiKey] = useState<string | null>(null);
const [stockfishDepth, setStockfishDepth] = useState(initialStockfishDepth ?? 15);
// Settings
const [language, setLanguage] = useState<SupportedLanguage>('en');
// Game State
const [playerColor, setPlayerColor] = useState<'white' | 'black'>(initialColor);
const [showAnalysisModal, setShowAnalysisModal] = useState(false);
const [showDownloadModal, setShowDownloadModal] = useState(false);
const [gameOverState, setGameOverState] = useState<{ result: string, winner: "White" | "Black" | "Draw" } | null>(null);
const [moveHistory, setMoveHistory] = useState<MoveHistoryItem[]>([]);
const [selectedPersonality, setSelectedPersonality] = useState<Personality>(initialPersonality);
const [resignationContext, setResignationContext] = useState<{
trigger: number;
fen: string;
evaluation: StockfishEvaluation | null;
history: MoveHistoryItem[];
result: string;
winner: "White" | "Black" | "Draw";
} | null>(null);
const messagesEndRef = useRef<HTMLDivElement>(null);
const hasRebuiltHistoryRef = useRef(false);
// Sound Refs
const moveSound = useRef<HTMLAudioElement | null>(null);
const captureSound = useRef<HTMLAudioElement | null>(null);
const checkSound = useRef<HTMLAudioElement | null>(null);
const victorySound = useRef<HTMLAudioElement | null>(null);
const defeatSound = useRef<HTMLAudioElement | null>(null);
useEffect(() => {
moveSound.current = new Audio('/sounds/move.wav');
captureSound.current = new Audio('/sounds/capture.wav');
checkSound.current = new Audio('/sounds/check.wav');
victorySound.current = new Audio('/sounds/victory.wav');
defeatSound.current = new Audio('/sounds/defeat.wav');
}, []);
const playMoveSound = (captured: boolean) => {
if (captured) {
captureSound.current?.play().catch(e => console.error("Audio play failed", e));
} else {
moveSound.current?.play().catch(e => console.error("Audio play failed", e));
}
};
// Removed auto-scroll to prevent page jumping when moves are added
// Users can manually scroll to see move history if needed
// Captured Pieces State
const [capturedWhitePieces, setCapturedWhitePieces] = useState<string[]>([]);
const [capturedBlackPieces, setCapturedBlackPieces] = useState<string[]>([]);
const [materialScore, setMaterialScore] = useState<{ white: number, black: number }>({ white: 0, black: 0 });
const t = useTranslation(language);
// Initialize Stockfish
useEffect(() => {
const sf = new Stockfish();
setStockfish(sf);
return () => sf.terminate();
}, []);
useEffect(() => {
hasRebuiltHistoryRef.current = false;
}, [initialPgn]);
useEffect(() => {
if (typeof initialStockfishDepth === 'number') {
setStockfishDepth(initialStockfishDepth);
}
}, [initialStockfishDepth]);
useEffect(() => {
if (!initialPgn || !stockfish) return;
if (moveHistory.length > 0 || hasRebuiltHistoryRef.current) return;
let isCancelled = false;
hasRebuiltHistoryRef.current = true;
const rebuildHistoryFromPgn = async () => {
try {
const setupFen = initialFen || undefined;
const parsingGame = new Chess(setupFen);
parsingGame.loadPgn(initialPgn);
const verboseMoves = parsingGame.history({ verbose: true });
const replayGame = new Chess(setupFen);
const playerTurnColor = playerColor === 'white' ? 'w' : 'b';
const rebuiltHistory: MoveHistoryItem[] = [];
for (let i = 0; i < verboseMoves.length; i++) {
const move = verboseMoves[i];
// Play through opponent moves until it's the player's turn
if (move.color !== playerTurnColor) {
replayGame.move(move);
continue;
}
const moveNumber = Math.floor(i / 2) + 1;
const fenBeforePlayerMove = replayGame.fen();
const evalBeforePlayerMove = await stockfish.evaluate(fenBeforePlayerMove, stockfishDepth);
const playerMoveResult = replayGame.move(move);
if (!playerMoveResult) break;
const fenAfterPlayerMove = replayGame.fen();
const evalAfterPlayerMove = await stockfish.evaluate(fenAfterPlayerMove, stockfishDepth);
let computerMoveSan = '';
let fenAfterComputerMove = fenAfterPlayerMove;
let evalAfterComputerMove = evalAfterPlayerMove;
if (i + 1 < verboseMoves.length && verboseMoves[i + 1].color !== move.color) {
const computerMove = verboseMoves[i + 1];
const computerMoveResult = replayGame.move(computerMove);
if (computerMoveResult) {
computerMoveSan = computerMoveResult.san;
fenAfterComputerMove = replayGame.fen();
evalAfterComputerMove = await stockfish.evaluate(fenAfterComputerMove, stockfishDepth);
i++; // Skip the computer move we just processed
}
}
const isWhite = playerColor === 'white';
const evalBeforePerspective = isWhite ? evalBeforePlayerMove.score : -evalBeforePlayerMove.score;
const evalAfterPerspective = isWhite ? -evalAfterPlayerMove.score : evalAfterPlayerMove.score;
const cpLoss = evalBeforePerspective - evalAfterPerspective;
const bestMoveUci = evalBeforePlayerMove.bestMove;
const bestMoveSan = bestMoveUci ? uciToSan(fenBeforePlayerMove, bestMoveUci) : null;
const missedTactics = bestMoveUci ? detectMissedTactics({
fen: fenBeforePlayerMove,
playerColor,
playerMoveSan: playerMoveResult.san,
bestMoveUci,
cpLoss,
}) : undefined;
const currentPgn = replayGame.pgn();
const moveSequence = extractMoveSequenceFromPGN(currentPgn);
const possibleOpenings = lookupPossibleOpenings(moveSequence, 5);
rebuiltHistory.push({
moveNumber,
playerMove: playerMoveResult.san,
playerColor,
fenBeforePlayerMove,
evalBeforePlayerMove,
fenAfterPlayerMove,
evalAfterPlayerMove,
computerMove: computerMoveSan || '...',
fenAfterComputerMove,
evalAfterComputerMove,
opening: possibleOpenings.length > 0 ? possibleOpenings[0].name : undefined,
move: playerMoveResult.san,
evalBefore: evalBeforePlayerMove.score,
evalAfter: evalAfterPlayerMove.score,
bestMove: evalBeforePlayerMove.bestMove,
bestMoveSan,
cpLoss,
missedTactics,
});
}
if (!isCancelled) {
setMoveHistory(rebuiltHistory);
}
} catch (error) {
console.error('Failed to rebuild move history from PGN', error);
hasRebuiltHistoryRef.current = false;
}
};
rebuildHistoryFromPgn();
return () => {
isCancelled = true;
};
}, [initialPgn, stockfish, playerColor, stockfishDepth, initialFen, moveHistory.length]);
// Load Settings & Initial State
useEffect(() => {
const storedKey = localStorage.getItem("gemini_api_key");
const storedLang = localStorage.getItem("chess_tutor_language");
if (storedKey) setApiKey(storedKey);
if (storedLang) setLanguage(storedLang as SupportedLanguage);
// If initialFen is provided, ensure gameRef is synced
if (initialFen && initialFen !== gameRef.current.fen()) {
gameRef.current = new Chess(initialFen);
setFen(initialFen);
updateCapturedPieces(); // Update captured pieces for loaded game
}
// If initialPgn is provided, load it to restore history
if (initialPgn) {
try {
gameRef.current.loadPgn(initialPgn);
setFen(gameRef.current.fen());
updateCapturedPieces();
} catch (e) {
console.error("Failed to load PGN:", e);
}
}
// If computer is white (player is black) and it's the start of the game, make a move
// But only if we are at the start position
if (initialColor === 'black' &&
gameRef.current.fen() === "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1" &&
stockfish) {
// Small delay to ensure stockfish is ready
setTimeout(() => {
stockfish.evaluate(gameRef.current.fen(), 10).then(evalResult => {
const computerMoveData = {
from: evalResult.bestMove.substring(0, 2),
to: evalResult.bestMove.substring(2, 4),
promotion: evalResult.bestMove.length > 4 ? evalResult.bestMove.substring(4, 5) : "q"
};
makeAMove(computerMoveData);
});
}, 1000);
}
}, [initialFen, initialColor, stockfish]); // Run when these change
// Save Game State on Change
useEffect(() => {
const saveData = {
id: gameId,
fen,
language,
selectedPersonality,
apiKey,
playerColor, // Save player color too
pgn: gameRef.current.pgn(),
updatedAt: Date.now(),
evaluation: evalP0 ? {
score: evalP0.score,
mate: evalP0.mate,
depth: evalP0.depth
} : null
};
upsertSavedGame(saveData);
localStorage.setItem("chess_tutor_save", JSON.stringify(saveData));
}, [fen, language, selectedPersonality, apiKey, playerColor, gameId, evalP0]);
// Game Over Detection
useEffect(() => {
const game = gameRef.current;
if (game.isGameOver()) {
let result = "";
let winner: "White" | "Black" | "Draw" = "Draw";
if (game.isCheckmate()) {
if (game.turn() === 'w') {
result = "Checkmate! You lost.";
winner = "Black";
if (playerColor === 'white') defeatSound.current?.play().catch(e => console.error(e));
else victorySound.current?.play().catch(e => console.error(e));
} else {
result = "Checkmate! You won!";
winner = "White";
if (playerColor === 'white') victorySound.current?.play().catch(e => console.error(e));
else defeatSound.current?.play().catch(e => console.error(e));
}
} else if (game.isDraw()) {
result = "Draw!";
winner = "Draw";
} else if (game.isStalemate()) {
result = "Stalemate!";
winner = "Draw";
} else if (game.inCheck()) {
checkSound.current?.play().catch(e => console.error(e));
}
setGameOverState({ result, winner });
}
}, [fen, playerColor]);
// Pre-Analysis (P0)
useEffect(() => {
const playerTurn = playerColor === 'white' ? 'w' : 'b';
if (stockfish && gameRef.current.turn() === playerTurn && !isAnalyzing && !gameOverState) {
stockfish.evaluate(gameRef.current.fen(), stockfishDepth).then(evalResult => {
setEvalP0(evalResult);
}).catch(err => console.error("Pre-analysis failed:", err));
}
}, [playerColor, fen, stockfish, stockfishDepth, isAnalyzing, gameOverState]);
const updateCapturedPieces = useCallback(() => {
const history = gameRef.current.history({ verbose: true });
const whitePiecesLost: string[] = [];
const blackPiecesLost: string[] = [];
let whiteLostScore = 0;
let blackLostScore = 0;
history.forEach(move => {
if (move.captured) {
if (move.color === 'w') { // White moved, captured a black piece. So a black piece was lost.
blackPiecesLost.push(move.captured);
blackLostScore += PIECE_VALUES[move.captured] || 0;
} else { // Black moved, captured a white piece. So a white piece was lost.
whitePiecesLost.push(move.captured);
whiteLostScore += PIECE_VALUES[move.captured] || 0;
}
}
});
setCapturedWhitePieces(whitePiecesLost);
setCapturedBlackPieces(blackPiecesLost);
setMaterialScore({ white: whiteLostScore, black: blackLostScore });
}, []);
const makeAMove = useCallback(
(move: { from: string; to: string; promotion?: string }) => {
try {
const game = gameRef.current;
const result = game.move(move);
if (result) {
const newFen = game.fen();
setFen(newFen);
updateCapturedPieces();
playMoveSound(!!result.captured);
// If it was computer's move, update state
if (game.turn() === 'w') { // Computer just moved (assuming computer is Black? No, wait)
// Logic below handles turns
}
return { result, newFen };
}
} catch (e) {
return null;
}
return null;
},
[updateCapturedPieces]
);
function onDrop({ sourceSquare, targetSquare }: { sourceSquare: string; targetSquare: string | null }) {
if (!targetSquare || !stockfish || gameOverState) return false;
// Check if it's the player's turn
const currentTurn = gameRef.current.turn(); // 'w' or 'b'
const playerTurn = playerColor === 'white' ? 'w' : 'b';
if (currentTurn !== playerTurn) {
// Not the player's turn - prevent move
return false;
}
// Wait for pre-analysis (evalP0) to be available before allowing moves
// This ensures we can properly track move history with evaluations
if (!evalP0) {
console.log("Waiting for position analysis before move...");
return false;
}
const move = {
from: sourceSquare,
to: targetSquare,
promotion: "q",
};
// Capture FEN BEFORE player's move (P0)
const fenP0 = gameRef.current.fen();
// 1. User Move (P0 -> P1)
const moveResult = makeAMove(move);
if (!moveResult) return false;
setUserMove(moveResult.result);
// Reset Computer State
setComputerMove(null);
setEvalP2(null);
setOpeningData([]);
setIsAnalyzing(true);
const { newFen: fenP1 } = moveResult;
// 2. Bot Move (P1 -> P2)
stockfish.evaluate(fenP1, stockfishDepth).then(p1Eval => {
// Store partial history data if evalP0 is available
const partialHistoryItem = evalP0 ? {
moveNumber: gameRef.current.moveNumber(),
playerMove: moveResult.result.san,
playerColor: playerColor,
fenBeforePlayerMove: fenP0,
evalBeforePlayerMove: evalP0,
fenAfterPlayerMove: fenP1,
evalAfterPlayerMove: p1Eval,
} : null;
// Computer should ALWAYS move, even if evalP0 is missing
setTimeout(() => {
const computerMoveData = {
from: p1Eval.bestMove.substring(0, 2),
to: p1Eval.bestMove.substring(2, 4),
promotion: p1Eval.bestMove.length > 4 ? p1Eval.bestMove.substring(4, 5) : "q"
};
const compResult = makeAMove(computerMoveData);
if (compResult) {
setComputerMove(compResult.result);
const { newFen: fenP2 } = compResult;
// 3. Post-Eval (P2)
stockfish.evaluate(fenP2, stockfishDepth).then(p2Eval => {
setEvalP2(p2Eval);
// 4. Opening Lookup - Get multiple possible openings
const currentPgn = gameRef.current.pgn();
const moveSequence = extractMoveSequenceFromPGN(currentPgn);
const possibleOpenings = lookupPossibleOpenings(moveSequence, 5);
setOpeningData(possibleOpenings);
// 5. Complete the history item with computer's move data (only if we have evalP0)
if (partialHistoryItem && evalP0) {
const isWhite = playerColor === 'white';
const evalBefore = isWhite ? evalP0.score : -evalP0.score;
const evalAfterPlayerMove = isWhite ? -p1Eval.score : p1Eval.score;
const cpLoss = evalBefore - evalAfterPlayerMove;
const bestMoveSan = uciToSan(fenP0, evalP0.bestMove);
const missedTactics = detectMissedTactics({
fen: fenP0,
playerColor,
playerMoveSan: moveResult.result.san,
bestMoveUci: evalP0.bestMove,
cpLoss,
});
// Store the latest tactics for the Tutor component
setLatestMissedTactics(missedTactics);
const completeHistoryItem: MoveHistoryItem = {
...partialHistoryItem,
computerMove: compResult.result.san,
fenAfterComputerMove: fenP2,
evalAfterComputerMove: p2Eval,
opening: possibleOpenings.length > 0 ? possibleOpenings[0].name : undefined,
// Legacy fields for backward compatibility
move: moveResult.result.san,
evalBefore: evalP0.score,
evalAfter: p1Eval.score,
bestMove: evalP0.bestMove,
bestMoveSan,
cpLoss,
missedTactics,
};
setMoveHistory(prev => [...prev, completeHistoryItem]);
} else {
console.warn("Skipping move history - evalP0 was not available when player moved");
}
setIsAnalyzing(false);
}).catch(err => {
console.error("P2 analysis failed:", err);
setIsAnalyzing(false);
});
} else {
setIsAnalyzing(false);
}
}, 500);
}).catch(err => {
console.error("Bot move analysis failed:", err);
setIsAnalyzing(false);
});
return true;
}
// Check if computer needs to move (safety net for race conditions)
const checkAndMakeComputerMove = useCallback(() => {
if (!stockfish || gameOverState || isAnalyzing) return;
const currentTurn = gameRef.current.turn();
const computerTurn = playerColor === 'white' ? 'b' : 'w';
// If it's the computer's turn and we're not already analyzing, make a move
if (currentTurn === computerTurn) {
console.log("Safety check: Computer's turn detected, making move...");
setIsAnalyzing(true);
const currentFen = gameRef.current.fen();
stockfish.evaluate(currentFen, stockfishDepth).then(evalResult => {
const computerMoveData = {
from: evalResult.bestMove.substring(0, 2),
to: evalResult.bestMove.substring(2, 4),
promotion: evalResult.bestMove.length > 4 ? evalResult.bestMove.substring(4, 5) : "q"
};
const compResult = makeAMove(computerMoveData);
if (compResult) {
setComputerMove(compResult.result);
const { newFen } = compResult;
// Evaluate the position after computer's move
stockfish.evaluate(newFen, stockfishDepth).then(p2Eval => {
setEvalP2(p2Eval);
const currentPgn = gameRef.current.pgn();
const moveSequence = extractMoveSequenceFromPGN(currentPgn);
const possibleOpenings = lookupPossibleOpenings(moveSequence, 5);
setOpeningData(possibleOpenings);
setIsAnalyzing(false);
}).catch(err => {
console.error("Post-computer-move analysis failed:", err);
setIsAnalyzing(false);
});
} else {
setIsAnalyzing(false);
}
}).catch(err => {
console.error("Computer move evaluation failed:", err);
setIsAnalyzing(false);
});
}
}, [stockfish, gameOverState, isAnalyzing, playerColor, stockfishDepth, makeAMove]);
const handleNewGame = () => {
// Reset game to initial props or just reload?
// For now, let's just reset the board
const newGame = new Chess();
gameRef.current = newGame;
setFen(newGame.fen());
setGameOverState(null);
setMoveHistory([]);
setUserMove(null);
setComputerMove(null);
setEvalP0(null);
setEvalP2(null);
setOpeningData([]);
setResignationContext(null);
updateCapturedPieces();
};
const handleResign = useCallback(async () => {
if (gameOverState) return;
// Show confirmation dialog
const confirmed = window.confirm(t.game.resignConfirm);
if (!confirmed) return;
setIsAnalyzing(false);
const currentFen = gameRef.current.fen();
let evaluation: StockfishEvaluation | null = null;
if (stockfish) {
try {
evaluation = await stockfish.evaluate(currentFen, stockfishDepth);
} catch (error) {
console.error("Failed to evaluate resignation position", error);
}
}
const result = t.game.resignation;
const winner = playerColor === 'white' ? 'Black' : 'White' as const;
setGameOverState({
result,
winner,
});
setResignationContext({
trigger: Date.now(),
fen: currentFen,
evaluation,
history: moveHistory,
result,
winner,
});
}, [gameOverState, moveHistory, playerColor, stockfish, stockfishDepth, t.game.resignConfirm, t.game.resignation]);
const handleDownloadPGN = () => {
const pgn = gameRef.current.pgn();
const blob = new Blob([pgn], { type: 'text/plain' });
const url = URL.createObjectURL(blob);
const a = document.createElement('a');
a.href = url;
a.download = `chess-game-${Date.now()}.pgn`;
document.body.appendChild(a);
a.click();
document.body.removeChild(a);
URL.revokeObjectURL(url);
setShowDownloadModal(false);
};
const handleDownloadFEN = () => {
const fen = gameRef.current.fen();
const blob = new Blob([fen], { type: 'text/plain' });
const url = URL.createObjectURL(blob);
const a = document.createElement('a');
a.href = url;
a.download = `chess-position-${Date.now()}.fen`;
document.body.appendChild(a);
a.click();
document.body.removeChild(a);
URL.revokeObjectURL(url);
setShowDownloadModal(false);
};
// Determine material advantage
// If Black lost more value, White has advantage
const whiteAdvantage = materialScore.black - materialScore.white;
const blackAdvantage = materialScore.white - materialScore.black;
const [showStrengthSlider, setShowStrengthSlider] = useState(false);
return (
<>
<Header language={language} />
<div className="flex-grow grid grid-cols-1 md:grid-cols-3 gap-4 md:gap-8 w-full max-w-6xl mx-auto p-4">
{/* 1. Header (Col 1-3) */}
<div className="md:col-span-3 flex justify-between items-center">
<button
onClick={onBack}
className="p-2 md:px-4 md:py-2 bg-gray-200 dark:bg-gray-700 rounded-lg hover:bg-gray-300 dark:hover:bg-gray-600 text-sm font-medium transition-colors"
aria-label={t.game.backToMenu}
>
<span className="hidden md:inline">{t.game.backToMenu}</span>
<ArrowLeft className="md:hidden" size={20} />
</button>
<div className="text-sm text-gray-500 hidden md:block">
{t.game.playingAs} {playerColor === 'white' ? t.game.white : t.game.black} {t.game.vs} {selectedPersonality?.name}
</div>
</div>
{/* 2. Board Area (Col 1-2) */}
<div className="md:col-span-2 bg-white dark:bg-gray-800 p-4 rounded-lg shadow-lg flex flex-col md:flex-row gap-4 relative">
{/* Desktop Eval Bar (Vertical) */}
<div className="hidden md:block h-[560px]">
<EvaluationBar
score={isAnalyzing ? null : evalP0?.score}
mate={isAnalyzing ? null : evalP0?.mate}
isPlayerWhite={playerColor === 'white'}
orientation="vertical"
/>
</div>
<div className="flex-1 flex flex-col justify-center">
{/* Opponent's Captured Pieces (Top) */}
<div className="mb-2 h-8">
<CapturedPieces
captured={playerColor === 'white' ? capturedWhitePieces : capturedBlackPieces}
color={playerColor === 'white' ? 'w' : 'b'}
score={playerColor === 'white' ? (blackAdvantage > 0 ? blackAdvantage : null) : (whiteAdvantage > 0 ? whiteAdvantage : null)}
/>
</div>
<div className="bg-[#779954] p-[2px] rounded-sm">
<Chessboard
options={{
position: fen,
onPieceDrop: ({ sourceSquare, targetSquare }) => onDrop({ sourceSquare, targetSquare }),
darkSquareStyle: { backgroundColor: '#779954' },
lightSquareStyle: { backgroundColor: '#e9edcc' },
animationDurationInMs: 200,
boardOrientation: playerColor
}}
/>
</div>
{/* Player's Captured Pieces (Bottom) */}
<div className="mt-2 h-8">
<CapturedPieces
captured={playerColor === 'white' ? capturedBlackPieces : capturedWhitePieces}
color={playerColor === 'white' ? 'b' : 'w'}
score={playerColor === 'white' ? (whiteAdvantage > 0 ? whiteAdvantage : null) : (blackAdvantage > 0 ? blackAdvantage : null)}
/>
</div>
{/* Board Footer: Controls */}
<div className="mt-2 flex items-center justify-between text-xs text-gray-500 dark:text-gray-400">
<div className="relative">
<button
onClick={() => setShowStrengthSlider(!showStrengthSlider)}
className="hover:text-gray-700 dark:hover:text-gray-200 underline decoration-dotted underline-offset-2"
>
Stockfish Level: {stockfishDepth}
</button>
{showStrengthSlider && (
<div className="absolute bottom-full left-0 mb-2 w-48 bg-white dark:bg-gray-700 p-3 rounded shadow-xl border border-gray-200 dark:border-gray-600 z-10">
<label className="block text-xs font-bold mb-1 text-gray-700 dark:text-gray-200">
Strength (Depth: {stockfishDepth})
</label>
<input
type="range"
min="1"
max="20"
value={stockfishDepth}
onChange={(e) => setStockfishDepth(parseInt(e.target.value))}
className="w-full h-2 bg-gray-200 rounded-lg appearance-none cursor-pointer dark:bg-gray-600"
/>
</div>
)}
</div>
<div className="flex items-center gap-3">
<button
onClick={() => {
const game = gameRef.current;
game.undo();
game.undo();
setFen(game.fen());
setUserMove(null);
setComputerMove(null);
setEvalP0(null);
setEvalP2(null);
setOpeningData([]);
updateCapturedPieces();
}}
className="flex items-center gap-1 hover:text-blue-600 dark:hover:text-blue-400 transition-colors"
disabled={!!gameOverState}
>
<ArrowLeft size={12} /> {t.game.undoMove}
</button>
<button
onClick={handleResign}
className="flex items-center gap-1 text-red-600 dark:text-red-400 hover:text-red-700 dark:hover:text-red-300 transition-colors"
disabled={!!gameOverState}
>
<Flag size={12} /> {t.game.resign}
</button>
</div>
</div>
</div>
{/* Mobile Eval Bar (Horizontal) */}
<div className="md:hidden w-full">
<EvaluationBar
score={isAnalyzing ? null : evalP0?.score}
mate={isAnalyzing ? null : evalP0?.mate}
isPlayerWhite={playerColor === 'white'}
orientation="horizontal"
/>
</div>
</div>
{/* 3. Tutor (Col 3) - Side by side with Board on Desktop */}
<div className="md:col-span-1 h-[400px] md:h-auto">
{/* Note: We rely on Tutor's internal height styling or pass a class.
The Tutor component has 'h-[400px] md:h-full'.
Since it's in a grid cell that might stretch, 'h-full' should work if the row has height.
However, the Board Area defines the row height.
*/}
<Tutor
game={gameRef.current}
currentFen={fen}
userMove={userMove}
computerMove={computerMove}
stockfish={stockfish}
evalP0={evalP0}
evalP2={evalP2}
openingData={openingData}
missedTactics={latestMissedTactics}
onAnalysisComplete={() => { }}
apiKey={apiKey}
personality={selectedPersonality}
language={language}
playerColor={playerColor}
onCheckComputerMove={checkAndMakeComputerMove}
resignationContext={resignationContext}
/>
</div>
{/* 4. History (Col 1-3) - Full width at bottom */}
<div className="md:col-span-3 bg-white dark:bg-gray-800 p-4 rounded-lg shadow-lg flex flex-col">
<div className="flex items-center justify-between mb-2">
<h3 className="text-sm font-medium text-gray-700 dark:text-gray-300">{t.game.gameHistory}</h3>
<div className="flex gap-2">
<button
onClick={() => setShowDownloadModal(true)}
className="text-xs bg-green-100 text-green-700 px-2 py-1 rounded hover:bg-green-200 dark:bg-green-900 dark:text-green-200 flex items-center gap-1"
>
<Download size={12} /> Download
</button>
<button
onClick={() => setShowAnalysisModal(true)}
className="text-xs bg-purple-100 text-purple-700 px-2 py-1 rounded hover:bg-purple-200 dark:bg-purple-900 dark:text-purple-200 flex items-center gap-1"
>
<Brain size={12} /> {t.game.analyze}
</button>
</div>
</div>
<div className="overflow-y-auto border border-gray-200 dark:border-gray-700 rounded bg-gray-50 dark:bg-gray-900 p-2 max-h-40">
<table className="w-full text-sm text-left">
<thead>
<tr className="text-gray-500 dark:text-gray-400 border-b border-gray-200 dark:border-gray-700">
<th className="py-1 px-2 w-12">#</th>
<th className="py-1 px-2">{t.game.white}</th>
<th className="py-1 px-2">{t.game.black}</th>
<th className="py-1 px-2 text-center w-20">Eval Δ</th>
</tr>
</thead>
<tbody>
{moveHistory.length === 0 ? (
<tr>
<td colSpan={4} className="py-4 text-center text-gray-500 italic">
{t.game.noMovesYet}
</td>
</tr>
) : (
moveHistory.map((item, idx) => {
// Calculate evaluation change for player's move
const evalBefore = item.evalBeforePlayerMove.score ?? 0;
const evalAfter = item.evalAfterPlayerMove.score ?? 0;
const evalChange = evalAfter - evalBefore;
// Determine color based on evaluation change
// Positive change = good for white, negative = good for black
let evalColor = 'text-gray-500';
if (Math.abs(evalChange) > 50) {
if (item.playerColor === 'white') {
evalColor = evalChange > 0 ? 'text-green-600 dark:text-green-400' : 'text-red-600 dark:text-red-400';
} else {
evalColor = evalChange < 0 ? 'text-green-600 dark:text-green-400' : 'text-red-600 dark:text-red-400';
}
}
const evalDisplay = evalChange > 0 ? `+${(evalChange / 100).toFixed(1)}` : (evalChange / 100).toFixed(1);
return (
<tr key={idx} className="border-b border-gray-100 dark:border-gray-800 last:border-0">
<td className="py-1 px-2 text-gray-500 dark:text-gray-500">{item.moveNumber}.</td>
<td className="py-1 px-2 font-medium text-gray-900 dark:text-gray-200">
{item.playerColor === 'white' ? item.playerMove : item.computerMove}
</td>
<td className="py-1 px-2 font-medium text-gray-900 dark:text-gray-200">
{item.playerColor === 'black' ? item.playerMove : item.computerMove}
</td>
<td className={`py-1 px-2 text-center font-mono text-xs ${evalColor}`}>
{evalDisplay}
</td>
</tr>
);
})
)}
</tbody>
</table>
<div ref={messagesEndRef} />
</div>
</div>
</div>
{showAnalysisModal && (
<GameAnalysisModal
fen={fen}
stockfish={stockfish}
apiKey={apiKey}
language={language}
onClose={() => setShowAnalysisModal(false)}
/>
)}
{gameOverState && (
<GameOverModal
result={gameOverState.result}
winner={gameOverState.winner}
history={moveHistory}
apiKey={apiKey}
language={language}
onClose={() => setGameOverState(null)}
onNewGame={handleNewGame}
onAnalyze={() => {
setGameOverState(null);
setShowAnalysisModal(true);
}}
/>
)}
{showDownloadModal && (
<div className="fixed inset-0 bg-black bg-opacity-50 flex items-center justify-center z-50 p-4">
<div className="bg-white dark:bg-gray-800 rounded-xl shadow-2xl max-w-md w-full p-6">
<div className="flex items-center justify-between mb-4">
<h2 className="text-xl font-bold text-gray-900 dark:text-white">
{t.analysis.downloadTitle}
</h2>
<button
onClick={() => setShowDownloadModal(false)}
className="text-gray-500 hover:text-gray-700 dark:text-gray-400 dark:hover:text-gray-200"
>
</button>
</div>
<div className="space-y-3">
<button
onClick={handleDownloadPGN}
className="w-full py-3 px-4 bg-blue-600 text-white rounded-lg hover:bg-blue-700 font-medium shadow-md transition-all flex items-center justify-center gap-2"
>
<Download size={18} />
{t.analysis.downloadPGN}
</button>
<button
onClick={handleDownloadFEN}
className="w-full py-3 px-4 bg-green-600 text-white rounded-lg hover:bg-green-700 font-medium shadow-md transition-all flex items-center justify-center gap-2"
>
<Download size={18} />
{t.analysis.downloadFEN}
</button>
</div>
</div>
</div>
)}
</>
);
}