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import { Bomb } from 'lucide-react';
const ChessMinesweeper = () => {
const [board, setBoard] = useState([]);
const [selectedPiece, setSelectedPiece] = useState(null);
const [currentPlayer, setCurrentPlayer] = useState('white');
const [gameOver, setGameOver] = useState(false);
const [message, setMessage] = useState('');
const [capturedPieces, setCapturedPieces] = useState({ white: [], black: [] });
const pieceSymbols = {
white: { king: '♔', queen: '♕', rook: '♖', bishop: '♗', knight: '♘', pawn: '♙' },
black: { king: '♚', queen: '♛', rook: '♜', bishop: '♝', knight: '♞', pawn: '♟' }
};
useEffect(() => {
initBoard();
}, []);
const initBoard = () => {
const newBoard = Array(8).fill(null).map(() => Array(8).fill(null));
// Placer les pièces blanches (rangée 7 et 6)
newBoard[7][0] = { type: 'rook', color: 'white' };
newBoard[7][1] = { type: 'knight', color: 'white' };
newBoard[7][2] = { type: 'bishop', color: 'white' };
newBoard[7][3] = { type: 'queen', color: 'white' };
newBoard[7][4] = { type: 'king', color: 'white' };
newBoard[7][5] = { type: 'bishop', color: 'white' };
newBoard[7][6] = { type: 'knight', color: 'white' };
newBoard[7][7] = { type: 'rook', color: 'white' };
for (let i = 0; i < 8; i++) {
newBoard[6][i] = { type: 'pawn', color: 'white', hasMoved: false };
}
// Placer les pièces noires (rangée 0 et 1)
newBoard[0][0] = { type: 'rook', color: 'black' };
newBoard[0][1] = { type: 'knight', color: 'black' };
newBoard[0][2] = { type: 'bishop', color: 'black' };
newBoard[0][3] = { type: 'queen', color: 'black' };
newBoard[0][4] = { type: 'king', color: 'black' };
newBoard[0][5] = { type: 'bishop', color: 'black' };
newBoard[0][6] = { type: 'knight', color: 'black' };
newBoard[0][7] = { type: 'rook', color: 'black' };
for (let i = 0; i < 8; i++) {
newBoard[1][i] = { type: 'pawn', color: 'black', hasMoved: false };
}
// Générer les mines dans les rangées du milieu (2-5)
const mines = new Set();
const mineCount = 12;
while (mines.size < mineCount) {
const row = 2 + Math.floor(Math.random() * 4);
const col = Math.floor(Math.random() * 8);
mines.add(`${row},${col}`);
}
// Ajouter les mines et calculer les nombres adjacents
for (let row = 2; row <= 5; row++) {
for (let col = 0; col < 8; col++) {
const key = `${row},${col}`;
if (mines.has(key)) {
newBoard[row][col] = { type: 'mine', revealed: false };
} else {
const adjacentMines = countAdjacentMines(row, col, mines);
newBoard[row][col] = { type: 'empty', revealed: false, count: adjacentMines };
}
}
}
// Ajouter les indices de mines pour les rangées 1 et 6 (où sont les pions)
for (let col = 0; col < 8; col++) {
// Rangée 1 (pions noirs)
const count1 = countAdjacentMines(1, col, mines);
if (count1 > 0) {
newBoard[1][col] = { ...newBoard[1][col], mineCount: count1 };
}
// Rangée 6 (pions blancs)
const count6 = countAdjacentMines(6, col, mines);
if (count6 > 0) {
newBoard[6][col] = { ...newBoard[6][col], mineCount: count6 };
}
}
setBoard(newBoard);
setCurrentPlayer('white');
setGameOver(false);
setMessage('');
setCapturedPieces({ white: [], black: [] });
};
const countAdjacentMines = (row, col, mines) => {
let count = 0;
for (let dr = -1; dr <= 1; dr++) {
for (let dc = -1; dc <= 1; dc++) {
if (dr === 0 && dc === 0) continue;
const nr = row + dr;
const nc = col + dc;
// Vérifier toutes les cases adjacentes, pas seulement la zone démineur
if (nr >= 0 && nr < 8 && nc >= 0 && nc < 8) {
if (mines.has(`${nr},${nc}`)) count++;
}
}
}
return count;
};
const handleSquareClick = (row, col) => {
if (gameOver) return;
const cell = board[row][col];
const actualPiece = cell?.piece || cell;
// Si on clique sur une pièce
if (actualPiece && actualPiece.color && ['king', 'queen', 'rook', 'bishop', 'knight', 'pawn'].includes(actualPiece.type)) {
if (actualPiece.color === currentPlayer) {
setSelectedPiece({ row, col });
return;
}
}
// Si on a une pièce sélectionnée, essayer de la déplacer
if (selectedPiece) {
movePiece(selectedPiece.row, selectedPiece.col, row, col);
}
};
const movePiece = (fromRow, fromCol, toRow, toCol) => {
const fromCell = board[fromRow][fromCol];
const piece = fromCell?.piece || fromCell;
const toCell = board[toRow][toCol];
const targetPiece = toCell?.piece || toCell;
if (!piece || !['king', 'queen', 'rook', 'bishop', 'knight', 'pawn'].includes(piece.type)) {
setSelectedPiece(null);
return;
}
// Vérifier que le mouvement est valide
if (!isValidMove(fromRow, fromCol, toRow, toCol, piece)) {
setSelectedPiece(null);
return;
}
const newBoard = board.map(row => [...row]);
let newMessage = '';
let pieceCaptured = false;
// Si on capture une pièce ennemie
if (targetPiece && targetPiece.color && targetPiece.color !== piece.color) {
const newCaptured = { ...capturedPieces };
newCaptured[targetPiece.color].push(targetPiece.type);
setCapturedPieces(newCaptured);
pieceCaptured = true;
newMessage = `${piece.type} ${piece.color} capture ${targetPiece.type} ${targetPiece.color}!`;
}
// Si on se déplace sur une case du démineur
const isMinesweeperZone = toRow >= 2 && toRow <= 5;
if (isMinesweeperZone && toCell && (toCell.type === 'mine' || toCell.type === 'empty')) {
// Si c'est une mine (révélée ou non)
if (toCell.type === 'mine') {
// BOOM! La pièce est éliminée
newBoard[fromRow][fromCol] = fromCell.revealed ? { ...fromCell, piece: null } : null;
newBoard[toRow][toCol] = { type: 'mine', revealed: true };
newMessage = `💥 BOOM! ${piece.type} ${piece.color} a explosé sur une mine!`;
const newCaptured = { ...capturedPieces };
newCaptured[piece.color].push(piece.type);
setCapturedPieces(newCaptured);
if (piece.type === 'king') {
setGameOver(true);
newMessage += ` ${piece.color === 'white' ? 'Noirs' : 'Blancs'} gagnent!`;
}
} else if (!toCell.revealed) {
// Case sûre non révélée, révéler le nombre
const updatedPiece = piece.type === 'pawn' ? { ...piece, hasMoved: true } : piece;
newBoard[toRow][toCol] = { ...toCell, revealed: true, piece: updatedPiece };
newBoard[fromRow][fromCol] = fromCell.revealed ? { ...fromCell, piece: null } : null;
if (!pieceCaptured) {
newMessage = `Case révélée: ${toCell.count} mine(s) adjacente(s)`;
}
} else {
// Case sûre déjà révélée
const updatedPiece = piece.type === 'pawn' ? { ...piece, hasMoved: true } : piece;
newBoard[toRow][toCol] = { ...toCell, piece: updatedPiece };
newBoard[fromRow][fromCol] = fromCell.revealed ? { ...fromCell, piece: null } : null;
}
} else if (toCell && toCell.revealed && toCell.type === 'empty') {
// Se déplacer sur une case déjà révélée
const updatedPiece = piece.type === 'pawn' ? { ...piece, hasMoved: true } : piece;
newBoard[toRow][toCol] = { ...toCell, piece: updatedPiece };
newBoard[fromRow][fromCol] = fromCell.revealed ? { ...fromCell, piece: null } : null;
} else {
// Se déplacer sur une case normale (hors zone démineur ou pièce ennemie)
const updatedPiece = piece.type === 'pawn' ? { ...piece, hasMoved: true } : piece;
newBoard[toRow][toCol] = updatedPiece;
newBoard[fromRow][fromCol] = fromCell.revealed ? { ...fromCell, piece: null } : null;
}
setBoard(newBoard);
setSelectedPiece(null);
setMessage(newMessage);
if (!gameOver) {
setCurrentPlayer(currentPlayer === 'white' ? 'black' : 'white');
}
};
const isValidMove = (fromRow, fromCol, toRow, toCol, piece) => {
if (fromRow === toRow && fromCol === toCol) return false;
const toCell = board[toRow][toCol];
const targetPiece = toCell?.piece || toCell;
// Ne peut pas capturer sa propre pièce
if (targetPiece && targetPiece.color === piece.color) return false;
const rowDiff = toRow - fromRow;
const colDiff = toCol - fromCol;
switch (piece.type) {
case 'pawn':
return isValidPawnMove(fromRow, fromCol, toRow, toCol, piece, targetPiece);
case 'rook':
return isValidRookMove(fromRow, fromCol, toRow, toCol);
case 'knight':
return isValidKnightMove(rowDiff, colDiff);
case 'bishop':
return isValidBishopMove(fromRow, fromCol, toRow, toCol);
case 'queen':
return isValidQueenMove(fromRow, fromCol, toRow, toCol);
case 'king':
return isValidKingMove(rowDiff, colDiff);
default:
return false;
}
};
const isValidPawnMove = (fromRow, fromCol, toRow, toCol, piece, targetPiece) => {
const direction = piece.color === 'white' ? -1 : 1;
const rowDiff = toRow - fromRow;
const colDiff = Math.abs(toCol - fromCol);
// Capture en diagonale
if (rowDiff === direction && colDiff === 1) {
return targetPiece && targetPiece.color && targetPiece.color !== piece.color;
}
// Avancer d'une case
if (rowDiff === direction && colDiff === 0) {
return !targetPiece || !targetPiece.color;
}
// Premier mouvement: avancer de 2 cases
if (!piece.hasMoved && colDiff === 0 && rowDiff === direction * 2) {
const middleRow = fromRow + direction;
const middleCell = board[middleRow][fromCol];
const middlePiece = middleCell?.piece || middleCell;
return (!targetPiece || !targetPiece.color) && (!middlePiece || !middlePiece.color);
}
return false;
};
const isValidRookMove = (fromRow, fromCol, toRow, toCol) => {
if (fromRow !== toRow && fromCol !== toCol) return false;
return isPathClear(fromRow, fromCol, toRow, toCol);
};
const isValidKnightMove = (rowDiff, colDiff) => {
return (Math.abs(rowDiff) === 2 && Math.abs(colDiff) === 1) ||
(Math.abs(rowDiff) === 1 && Math.abs(colDiff) === 2);
};
const isValidBishopMove = (fromRow, fromCol, toRow, toCol) => {
if (Math.abs(toRow - fromRow) !== Math.abs(toCol - fromCol)) return false;
return isPathClear(fromRow, fromCol, toRow, toCol);
};
const isValidQueenMove = (fromRow, fromCol, toRow, toCol) => {
return isValidRookMove(fromRow, fromCol, toRow, toCol) ||
isValidBishopMove(fromRow, fromCol, toRow, toCol);
};
const isValidKingMove = (rowDiff, colDiff) => {
return Math.abs(rowDiff) <= 1 && Math.abs(colDiff) <= 1;
};
const isPathClear = (fromRow, fromCol, toRow, toCol) => {
const rowStep = toRow > fromRow ? 1 : toRow < fromRow ? -1 : 0;
const colStep = toCol > fromCol ? 1 : toCol < fromCol ? -1 : 0;
let currentRow = fromRow + rowStep;
let currentCol = fromCol + colStep;
while (currentRow !== toRow || currentCol !== toCol) {
const cell = board[currentRow][currentCol];
const piece = cell?.piece || cell;
if (piece && piece.color) return false;
currentRow += rowStep;
currentCol += colStep;
}
return true;
};
const renderSquare = (row, col) => {
const cell = board[row][col];
const piece = cell?.piece || cell;
const isSelected = selectedPiece && selectedPiece.row === row && selectedPiece.col === col;
const isDark = (row + col) % 2 === 1;
let bgColor = isDark ? 'bg-amber-700' : 'bg-amber-100';
if (isSelected) bgColor = 'bg-blue-400';
const isMinesweeperZone = row >= 2 && row <= 5;
if (isMinesweeperZone && cell && !cell.revealed) {
bgColor = isDark ? 'bg-gray-600' : 'bg-gray-400';
} else if (isMinesweeperZone && cell && cell.revealed) {
// Cases révélées en gris clair comme dans le vrai démineur
bgColor = 'bg-gray-300';
if (isSelected) bgColor = 'bg-blue-400';
}
return (
<div
key={`${row}-${col}`}
onClick={() => handleSquareClick(row, col)}
className={`w-16 h-16 flex items-center justify-center cursor-pointer border border-gray-800 ${bgColor} hover:opacity-80 transition-all relative`}
>
{piece && piece.color && pieceSymbols[piece.color][piece.type] && (
<>
<div className={`text-5xl ${piece.color === 'white' ? 'text-white' : 'text-gray-900'} drop-shadow-lg`}>
{pieceSymbols[piece.color][piece.type]}
</div>
{piece.mineCount > 0 && (row === 1 || row === 6) && (
<div className="absolute bottom-1 right-1 text-xs font-bold bg-yellow-400 rounded-full w-5 h-5 flex items-center justify-center">
{piece.mineCount}
</div>
)}
</>
)}
{cell && cell.revealed && cell.type === 'mine' && (
<Bomb className="text-red-600" size={32} />
)}
{cell && cell.revealed && cell.type === 'empty' && cell.count > 0 && !cell.piece && (
<div className="text-2xl font-bold text-blue-600">
{cell.count}
</div>
)}
{cell && cell.revealed && cell.type === 'empty' && cell.piece && (
<div className="absolute bottom-1 right-1 text-xs font-bold bg-yellow-400 rounded-full w-5 h-5 flex items-center justify-center">
{cell.count}
</div>
)}
</div>
);
};
return (
<div className="flex flex-col items-center justify-center min-h-screen bg-gradient-to-br from-slate-800 to-slate-900 p-8">
<h1 className="text-4xl font-bold text-white mb-4">♔ Échecs Démineur ♚</h1>
<div className="mb-4 text-center">
<div className="text-xl text-white mb-2">
Tour: <span className={currentPlayer === 'white' ? 'text-white font-bold' : 'text-gray-300 font-bold'}>
{currentPlayer === 'white' ? 'Blancs ♔' : 'Noirs ♚'}
</span>
</div>
{message && (
<div className="bg-yellow-500 text-black px-4 py-2 rounded-lg font-semibold max-w-md">
{message}
</div>
)}
</div>
<div className="flex gap-8 mb-4">
<div className="bg-gray-800 p-3 rounded-lg">
<div className="text-white font-bold mb-2">Pièces capturées (Blancs)</div>
<div className="text-3xl">{capturedPieces.white.map((p, i) => pieceSymbols.white[p]).join(' ')}</div>
</div>
<div className="bg-gray-800 p-3 rounded-lg">
<div className="text-white font-bold mb-2">Pièces capturées (Noirs)</div>
<div className="text-3xl">{capturedPieces.black.map((p, i) => pieceSymbols.black[p]).join(' ')}</div>
</div>
</div>
<div className="inline-block border-4 border-gray-900 shadow-2xl mb-4">
{board.map((row, rowIndex) => (
<div key={rowIndex} className="flex">
{row.map((_, colIndex) => renderSquare(rowIndex, colIndex))}
</div>
))}
</div>
<button
onClick={initBoard}
className="bg-blue-600 hover:bg-blue-700 text-white font-bold py-3 px-6 rounded-lg transition-colors"
>
Nouvelle Partie
</button>
<div className="mt-4 text-gray-300 text-sm max-w-md text-center">
<p>♟️ Règles complètes des échecs appliquées</p>
<p>💣 Attention: Les 4 rangées du milieu cachent des mines!</p>
<p>🎯 Capturez le roi ennemi ou faites-le exploser pour gagner</p>
</div>
</div>
);
};
export default ChessMinesweeper; |