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import React, { useState, useEffect } from 'react';
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;