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/**
 * TrigoGameFrontend - Frontend wrapper for TrigoGame
 *
 * Provides convenient string-based interfaces for frontend use
 * Wraps TrigoGame's number-based types with string types
 */

import {
	TrigoGame,
	type BoardShape,
	type Move,
	type Player,
	type TerritoryResult,
	stoneToPlayer,
	stepsToMoves,
	makePosition,
	type GameStatus,
	type GameResult
} from "../../../inc/trigo";

/**
 * TrigoGameFrontend - Extended TrigoGame with frontend-friendly interfaces
 */
export class TrigoGameFrontend extends TrigoGame {
	/**
	 * Make a move with coordinates (convenience method)
	 *
	 * @param x X coordinate
	 * @param y Y coordinate
	 * @param z Z coordinate
	 * @returns true if move was successful
	 */
	makeMove(x: number, y: number, z: number): boolean {
		return this.drop(makePosition(x, y, z));
	}

	/**
	 * Get current player as string
	 *
	 * @returns "black" | "white"
	 */
	getCurrentPlayerString(): Player {
		return stoneToPlayer(this.getCurrentPlayer());
	}

	/**
	 * Get move history in frontend format
	 *
	 * @returns Array of Move objects
	 */
	getMoveHistory(): Move[] {
		return stepsToMoves(this.getHistory());
	}

	/**
	 * Get stone at position, returns number format for frontend
	 *
	 * @param x X coordinate
	 * @param y Y coordinate
	 * @param z Z coordinate
	 * @returns 0 = Empty, 1 = Black, 2 = White
	 */
	getStoneAt(x: number, y: number, z: number): number {
		return this.getStone(makePosition(x, y, z)) as number;
	}

	/**
	 * Check if position is valid
	 *
	 * @param x X coordinate
	 * @param y Y coordinate
	 * @param z Z coordinate
	 * @returns true if position is on the board
	 */
	isValidPosition(x: number, y: number, z: number): boolean {
		const shape = this.getShape();
		return x >= 0 && x < shape.x && y >= 0 && y < shape.y && z >= 0 && z < shape.z;
	}

	/**
	 * Check if position is empty
	 *
	 * @param x X coordinate
	 * @param y Y coordinate
	 * @param z Z coordinate
	 * @returns true if position is empty
	 */
	isEmpty(x: number, y: number, z: number): boolean {
		if (!this.isValidPosition(x, y, z)) {
			return false;
		}
		return this.getStoneAt(x, y, z) === 0;
	}

	/**
	 * Check if a move is valid at position
	 *
	 * @param x X coordinate
	 * @param y Y coordinate
	 * @param z Z coordinate
	 * @returns Object with valid flag and optional reason
	 */
	isValidMoveAt(x: number, y: number, z: number): { valid: boolean; reason?: string } {
		return this.isValidMove(makePosition(x, y, z));
	}

	/**
	 * Get opponent player
	 *
	 * @returns Opponent player color
	 */
	getOpponentPlayer(): Player {
		const current = this.getCurrentPlayerString();
		return current === "black" ? "white" : "black";
	}

	/**
	 * Check if undo is available
	 *
	 * @returns true if can undo
	 */
	canUndo(): boolean {
		return this.getCurrentStep() > 0;
	}

	/**
	 * Undo move (convenience wrapper)
	 *
	 * @returns true if undo was successful
	 */
	undoMove(): boolean {
		return this.undo();
	}

	/**
	 * Redo move (convenience wrapper)
	 *
	 * @returns true if redo was successful
	 */
	redoMove(): boolean {
		return this.redo();
	}

	/**
	 * Jump to specific move in history
	 *
	 * @param index Move index (-1 for initial state)
	 * @returns true if jump was successful
	 */
	jumpToMove(index: number): boolean {
		return this.jumpToStep(index);
	}

	/**
	 * Get total move count
	 *
	 * @returns Number of moves played
	 */
	getMoveCount(): number {
		return this.getCurrentStep();
	}

	/**
	 * Get current move index
	 *
	 * @returns Current step index
	 */
	getCurrentMoveIndex(): number {
		return this.getCurrentStep();
	}

	/**
	 * Get board shape
	 *
	 * @returns Board dimensions
	 */
	getBoardShape(): BoardShape {
		return this.getShape();
	}

	/**
	 * Initialize game with board shape
	 *
	 * @param shape Board dimensions
	 */
	initializeGame(shape?: BoardShape): void {
		if (shape) {
			// Would need to recreate the game instance with new shape
			// For now, just reset
			this.reset();
		} else {
			this.reset();
		}
	}

	/**
	 * Compute territory (convenience wrapper)
	 *
	 * @returns Territory calculation result
	 */
	computeTerritory(): TerritoryResult {
		return this.getTerritory();
	}

	/**
	 * Get game status
	 *
	 * @returns Game status
	 */
	getStatus(): GameStatus {
		return this.getGameStatus();
	}

	/**
	 * Get game result
	 *
	 * @returns Game result if available
	 */
	getResult(): GameResult | undefined {
		return this.getGameResult();
	}

	/**
	 * Get consecutive pass count
	 *
	 * @returns Number of consecutive passes
	 */
	getConsecutivePassCount(): number {
		return this.getPassCount();
	}
}