578 lines
25 KiB
TypeScript
578 lines
25 KiB
TypeScript
"use client";
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import { useState, useEffect, useCallback, useRef } from "react";
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import { Chess, Move } from "chess.js";
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import { Chessboard } from "react-chessboard";
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import { Stockfish, StockfishEvaluation } from "@/lib/stockfish";
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import { Tutor } from "./Tutor";
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import { EvaluationBar } from "./EvaluationBar";
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import { Personality } from "@/lib/personalities";
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import Header from "./Header";
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import { useTranslation } from "@/lib/i18n/useTranslation";
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import { SupportedLanguage } from "@/lib/i18n/translations";
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import { lookupOpening, OpeningMetadata } from "@/lib/openings";
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import { GameAnalysisModal } from "./GameAnalysisModal";
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import { GameOverModal, MoveHistoryItem } from "./GameOverModal";
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import { Brain, ArrowLeft } from "lucide-react";
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import { CapturedPieces } from "./CapturedPieces";
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interface ChessGameProps {
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initialFen?: string;
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initialPgn?: string;
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initialPersonality: Personality;
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initialColor: 'white' | 'black';
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onBack: () => void;
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}
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const PIECE_VALUES: Record<string, number> = {
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'p': 1,
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'n': 3,
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'b': 3,
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'r': 5,
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'q': 9,
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'k': 0
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};
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export default function ChessGame({ initialFen, initialPgn, initialPersonality, initialColor, onBack }: ChessGameProps) {
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const gameRef = useRef(new Chess(initialFen || "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1"));
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const [fen, setFen] = useState(gameRef.current.fen());
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const [stockfish, setStockfish] = useState<Stockfish | null>(null);
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// Analysis States
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const [evalP0, setEvalP0] = useState<StockfishEvaluation | null>(null);
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const [evalP2, setEvalP2] = useState<StockfishEvaluation | null>(null);
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// Opening Data
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const [openingData, setOpeningData] = useState<OpeningMetadata | null>(null);
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const [userMove, setUserMove] = useState<Move | null>(null);
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const [computerMove, setComputerMove] = useState<Move | null>(null);
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const [isAnalyzing, setIsAnalyzing] = useState(false);
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const [apiKey, setApiKey] = useState<string | null>(null);
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const [stockfishDepth, setStockfishDepth] = useState(15);
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// Settings
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const [language, setLanguage] = useState<SupportedLanguage>('en');
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// Game State
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const [playerColor, setPlayerColor] = useState<'white' | 'black'>(initialColor);
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const [showAnalysisModal, setShowAnalysisModal] = useState(false);
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const [gameOverState, setGameOverState] = useState<{ result: string, winner: "White" | "Black" | "Draw" } | null>(null);
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const [moveHistory, setMoveHistory] = useState<MoveHistoryItem[]>([]);
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const [selectedPersonality, setSelectedPersonality] = useState<Personality>(initialPersonality);
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const messagesEndRef = useRef<HTMLDivElement>(null);
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// Sound Refs
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const moveSound = useRef<HTMLAudioElement | null>(null);
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const captureSound = useRef<HTMLAudioElement | null>(null);
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const checkSound = useRef<HTMLAudioElement | null>(null);
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const victorySound = useRef<HTMLAudioElement | null>(null);
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const defeatSound = useRef<HTMLAudioElement | null>(null);
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useEffect(() => {
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moveSound.current = new Audio('/sounds/move.wav');
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captureSound.current = new Audio('/sounds/capture.wav');
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checkSound.current = new Audio('/sounds/check.wav');
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victorySound.current = new Audio('/sounds/victory.wav');
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defeatSound.current = new Audio('/sounds/defeat.wav');
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}, []);
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const playMoveSound = (captured: boolean) => {
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if (captured) {
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captureSound.current?.play().catch(e => console.error("Audio play failed", e));
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} else {
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moveSound.current?.play().catch(e => console.error("Audio play failed", e));
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}
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};
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// Scroll to bottom of move history
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useEffect(() => {
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messagesEndRef.current?.scrollIntoView({ behavior: "smooth" });
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}, [moveHistory]);
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// Captured Pieces State
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const [capturedWhitePieces, setCapturedWhitePieces] = useState<string[]>([]);
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const [capturedBlackPieces, setCapturedBlackPieces] = useState<string[]>([]);
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const [materialScore, setMaterialScore] = useState<{ white: number, black: number }>({ white: 0, black: 0 });
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const t = useTranslation(language);
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// Initialize Stockfish
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useEffect(() => {
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const sf = new Stockfish();
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setStockfish(sf);
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return () => sf.terminate();
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}, []);
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// Load Settings & Initial State
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useEffect(() => {
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const storedKey = localStorage.getItem("gemini_api_key");
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const storedLang = localStorage.getItem("chess_tutor_language");
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if (storedKey) setApiKey(storedKey);
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if (storedLang) setLanguage(storedLang as SupportedLanguage);
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// If initialFen is provided, ensure gameRef is synced
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if (initialFen && initialFen !== gameRef.current.fen()) {
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gameRef.current = new Chess(initialFen);
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setFen(initialFen);
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updateCapturedPieces(); // Update captured pieces for loaded game
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}
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// If initialPgn is provided, load it to restore history
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if (initialPgn) {
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try {
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gameRef.current.loadPgn(initialPgn);
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setFen(gameRef.current.fen());
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updateCapturedPieces();
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} catch (e) {
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console.error("Failed to load PGN:", e);
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}
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}
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// If computer is white (player is black) and it's the start of the game, make a move
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// But only if we are at the start position
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if (initialColor === 'black' &&
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gameRef.current.fen() === "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1" &&
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stockfish) {
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// Small delay to ensure stockfish is ready
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setTimeout(() => {
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stockfish.evaluate(gameRef.current.fen(), 10).then(evalResult => {
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const computerMoveData = {
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from: evalResult.bestMove.substring(0, 2),
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to: evalResult.bestMove.substring(2, 4),
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promotion: evalResult.bestMove.length > 4 ? evalResult.bestMove.substring(4, 5) : "q"
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};
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makeAMove(computerMoveData);
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});
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}, 1000);
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}
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}, [initialFen, initialColor, stockfish]); // Run when these change
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// Save Game State on Change
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useEffect(() => {
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const saveData = {
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fen,
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language,
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selectedPersonality,
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apiKey,
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playerColor, // Save player color too
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pgn: gameRef.current.pgn()
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};
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localStorage.setItem("chess_tutor_save", JSON.stringify(saveData));
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}, [fen, language, selectedPersonality, apiKey, playerColor]);
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// Game Over Detection
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useEffect(() => {
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const game = gameRef.current;
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if (game.isGameOver()) {
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let result = "";
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let winner: "White" | "Black" | "Draw" = "Draw";
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if (game.isCheckmate()) {
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if (game.turn() === 'w') {
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result = "Checkmate! You lost.";
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winner = "Black";
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if (playerColor === 'white') defeatSound.current?.play().catch(e => console.error(e));
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else victorySound.current?.play().catch(e => console.error(e));
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} else {
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result = "Checkmate! You won!";
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winner = "White";
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if (playerColor === 'white') victorySound.current?.play().catch(e => console.error(e));
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else defeatSound.current?.play().catch(e => console.error(e));
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}
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} else if (game.isDraw()) {
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result = "Draw!";
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winner = "Draw";
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} else if (game.isStalemate()) {
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result = "Stalemate!";
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winner = "Draw";
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} else if (game.inCheck()) {
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checkSound.current?.play().catch(e => console.error(e));
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}
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setGameOverState({ result, winner });
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}
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}, [fen, playerColor]);
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// Pre-Analysis (P0)
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useEffect(() => {
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if (stockfish && gameRef.current.turn() === 'w' && !isAnalyzing && !gameOverState) {
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stockfish.evaluate(gameRef.current.fen(), stockfishDepth).then(evalResult => {
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setEvalP0(evalResult);
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}).catch(err => console.error("Pre-analysis failed:", err));
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}
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}, [fen, stockfish, stockfishDepth, isAnalyzing, gameOverState]);
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const updateCapturedPieces = useCallback(() => {
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const history = gameRef.current.history({ verbose: true });
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const whitePiecesLost: string[] = [];
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const blackPiecesLost: string[] = [];
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let whiteLostScore = 0;
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let blackLostScore = 0;
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history.forEach(move => {
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if (move.captured) {
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if (move.color === 'w') { // White moved, captured a black piece. So a black piece was lost.
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blackPiecesLost.push(move.captured);
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blackLostScore += PIECE_VALUES[move.captured] || 0;
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} else { // Black moved, captured a white piece. So a white piece was lost.
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whitePiecesLost.push(move.captured);
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whiteLostScore += PIECE_VALUES[move.captured] || 0;
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}
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}
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});
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setCapturedWhitePieces(whitePiecesLost);
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setCapturedBlackPieces(blackPiecesLost);
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setMaterialScore({ white: whiteLostScore, black: blackLostScore });
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}, []);
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const makeAMove = useCallback(
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(move: { from: string; to: string; promotion?: string }) => {
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try {
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const game = gameRef.current;
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const result = game.move(move);
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if (result) {
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const newFen = game.fen();
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setFen(newFen);
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updateCapturedPieces();
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playMoveSound(!!result.captured);
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// If it was computer's move, update state
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if (game.turn() === 'w') { // Computer just moved (assuming computer is Black? No, wait)
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// Logic below handles turns
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}
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return { result, newFen };
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}
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} catch (e) {
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return null;
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}
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return null;
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},
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[updateCapturedPieces]
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);
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function onDrop({ sourceSquare, targetSquare }: { sourceSquare: string; targetSquare: string | null }) {
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if (!targetSquare || !stockfish || gameOverState) return false;
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const move = {
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from: sourceSquare,
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to: targetSquare,
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promotion: "q",
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};
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// 1. User Move (P0 -> P1)
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const moveResult = makeAMove(move);
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if (!moveResult) return false;
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setUserMove(moveResult.result);
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// Reset Computer State
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setComputerMove(null);
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setEvalP2(null);
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setOpeningData(null);
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setIsAnalyzing(true);
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const { newFen: fenP1 } = moveResult;
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// 2. Bot Move (P1 -> P2)
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stockfish.evaluate(fenP1, stockfishDepth).then(p1Eval => {
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if (evalP0) {
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const evalAfter = -p1Eval.score;
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const historyItem: MoveHistoryItem = {
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moveNumber: gameRef.current.moveNumber(),
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move: moveResult.result.san,
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evalBefore: evalP0.score,
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evalAfter: evalAfter,
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bestMove: evalP0.bestMove
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};
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setMoveHistory(prev => [...prev, historyItem]);
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}
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setTimeout(() => {
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const computerMoveData = {
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from: p1Eval.bestMove.substring(0, 2),
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to: p1Eval.bestMove.substring(2, 4),
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promotion: p1Eval.bestMove.length > 4 ? p1Eval.bestMove.substring(4, 5) : "q"
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};
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const compResult = makeAMove(computerMoveData);
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if (compResult) {
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setComputerMove(compResult.result);
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const { newFen: fenP2 } = compResult;
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// 3. Post-Eval (P2)
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stockfish.evaluate(fenP2, stockfishDepth).then(p2Eval => {
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setEvalP2(p2Eval);
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// 4. Opening Lookup
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const opening = lookupOpening(fenP2);
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setOpeningData(opening);
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setIsAnalyzing(false);
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}).catch(err => {
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console.error("P2 analysis failed:", err);
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setIsAnalyzing(false);
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});
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} else {
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setIsAnalyzing(false);
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}
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}, 500);
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}).catch(err => {
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console.error("Bot move analysis failed:", err);
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setIsAnalyzing(false);
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});
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return true;
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}
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const handleNewGame = () => {
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// Reset game to initial props or just reload?
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// For now, let's just reset the board
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const newGame = new Chess();
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gameRef.current = newGame;
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setFen(newGame.fen());
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setGameOverState(null);
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setMoveHistory([]);
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setUserMove(null);
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setComputerMove(null);
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setEvalP0(null);
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setEvalP2(null);
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setOpeningData(null);
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updateCapturedPieces();
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};
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// Determine material advantage
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// If Black lost more value, White has advantage
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const whiteAdvantage = materialScore.black - materialScore.white;
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const blackAdvantage = materialScore.white - materialScore.black;
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const [showStrengthSlider, setShowStrengthSlider] = useState(false);
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return (
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<>
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<Header language={language} />
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<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">
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{/* 1. Header (Col 1-3) */}
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<div className="md:col-span-3 flex justify-between items-center">
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<button
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onClick={onBack}
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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"
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aria-label={t.game.backToMenu}
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>
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<span className="hidden md:inline">{t.game.backToMenu}</span>
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<ArrowLeft className="md:hidden" size={20} />
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</button>
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<div className="text-sm text-gray-500 hidden md:block">
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{t.game.playingAs} {playerColor === 'white' ? t.game.white : t.game.black} {t.game.vs} {selectedPersonality?.name}
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</div>
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</div>
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{/* 2. Board Area (Col 1-2) */}
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<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">
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{/* Desktop Eval Bar (Vertical) */}
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<div className="hidden md:block h-[560px]">
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<EvaluationBar
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score={isAnalyzing ? null : evalP0?.score}
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mate={isAnalyzing ? null : evalP0?.mate}
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isPlayerWhite={playerColor === 'white'}
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orientation="vertical"
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/>
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</div>
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<div className="flex-1 flex flex-col justify-center">
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{/* Opponent's Captured Pieces (Top) */}
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<div className="mb-2 h-8">
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<CapturedPieces
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captured={playerColor === 'white' ? capturedWhitePieces : capturedBlackPieces}
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color={playerColor === 'white' ? 'w' : 'b'}
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score={playerColor === 'white' ? (blackAdvantage > 0 ? blackAdvantage : null) : (whiteAdvantage > 0 ? whiteAdvantage : null)}
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/>
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</div>
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<div className="bg-[#779954] p-[2px] rounded-sm">
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<Chessboard
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options={{
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position: fen,
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onPieceDrop: ({ sourceSquare, targetSquare }) => onDrop({ sourceSquare, targetSquare }),
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darkSquareStyle: { backgroundColor: '#779954' },
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lightSquareStyle: { backgroundColor: '#e9edcc' },
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animationDurationInMs: 200,
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boardOrientation: playerColor
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}}
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/>
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</div>
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{/* Player's Captured Pieces (Bottom) */}
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<div className="mt-2 h-8">
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<CapturedPieces
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captured={playerColor === 'white' ? capturedBlackPieces : capturedWhitePieces}
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color={playerColor === 'white' ? 'b' : 'w'}
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score={playerColor === 'white' ? (whiteAdvantage > 0 ? whiteAdvantage : null) : (blackAdvantage > 0 ? blackAdvantage : null)}
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/>
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</div>
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{/* Board Footer: Controls */}
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<div className="mt-2 flex items-center justify-between text-xs text-gray-500 dark:text-gray-400">
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<div className="relative">
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<button
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onClick={() => setShowStrengthSlider(!showStrengthSlider)}
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className="hover:text-gray-700 dark:hover:text-gray-200 underline decoration-dotted underline-offset-2"
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>
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Stockfish Level: {stockfishDepth}
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</button>
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{showStrengthSlider && (
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<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">
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<label className="block text-xs font-bold mb-1 text-gray-700 dark:text-gray-200">
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Strength (Depth: {stockfishDepth})
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</label>
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<input
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type="range"
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min="1"
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max="20"
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value={stockfishDepth}
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onChange={(e) => setStockfishDepth(parseInt(e.target.value))}
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className="w-full h-2 bg-gray-200 rounded-lg appearance-none cursor-pointer dark:bg-gray-600"
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/>
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</div>
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)}
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</div>
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<button
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onClick={() => {
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const game = gameRef.current;
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game.undo();
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game.undo();
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setFen(game.fen());
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setUserMove(null);
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setComputerMove(null);
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setEvalP0(null);
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setEvalP2(null);
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setOpeningData(null);
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updateCapturedPieces();
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}}
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className="flex items-center gap-1 hover:text-red-600 dark:hover:text-red-400 transition-colors"
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>
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<ArrowLeft size={12} /> Undo
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</button>
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</div>
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</div>
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{/* Mobile Eval Bar (Horizontal) */}
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<div className="md:hidden w-full">
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<EvaluationBar
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score={isAnalyzing ? null : evalP0?.score}
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mate={isAnalyzing ? null : evalP0?.mate}
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isPlayerWhite={playerColor === 'white'}
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orientation="horizontal"
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/>
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</div>
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</div>
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{/* 3. Tutor (Col 3) - Side by side with Board on Desktop */}
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<div className="md:col-span-1 h-[400px] md:h-auto">
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{/* 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
|
|
currentFen={fen}
|
|
userMove={userMove}
|
|
computerMove={computerMove}
|
|
stockfish={stockfish}
|
|
evalP0={evalP0}
|
|
evalP2={evalP2}
|
|
openingData={openingData}
|
|
onAnalysisComplete={() => { }}
|
|
apiKey={apiKey}
|
|
personality={selectedPersonality}
|
|
language={language}
|
|
playerColor={playerColor}
|
|
/>
|
|
</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">Game History</h3>
|
|
<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} /> Analyze
|
|
</button>
|
|
</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">White</th>
|
|
<th className="py-1 px-2">Black</th>
|
|
</tr>
|
|
</thead>
|
|
<tbody>
|
|
{(() => {
|
|
const history = gameRef.current.history();
|
|
const rows = [];
|
|
for (let i = 0; i < history.length; i += 2) {
|
|
rows.push(
|
|
<tr key={i} 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">{Math.floor(i / 2) + 1}.</td>
|
|
<td className="py-1 px-2 font-medium text-gray-900 dark:text-gray-200">{history[i]}</td>
|
|
<td className="py-1 px-2 font-medium text-gray-900 dark:text-gray-200">{history[i + 1] || ""}</td>
|
|
</tr>
|
|
);
|
|
}
|
|
if (rows.length === 0) {
|
|
return (
|
|
<tr>
|
|
<td colSpan={3} className="py-4 text-center text-gray-500 italic">
|
|
No moves yet.
|
|
</td>
|
|
</tr>
|
|
);
|
|
}
|
|
return rows;
|
|
})()}
|
|
</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}
|
|
/>
|
|
)}
|
|
</>
|
|
);
|
|
}
|