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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; |