@scriptonita/chess-football-ui 0.1.1

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package/README.md ADDED
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+ <p align="center">
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+ <img alt="Chess.Football" src="./assets/cover.png" />
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+ </p>
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+
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+ # @scriptonita/chess-football-ui
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+
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+ Shared, framework-agnostic React UI for **Chess.Football**: board, pieces, scoreboard,
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+ controls, the zustand game store and a small set of UI primitives. Consumed by both the
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+ Next.js app (`futbolajedrez`) and the CrazyGames Vite SPA (`chess-football-crazygames`).
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+
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+ It builds on top of [`@scriptonita/chess-football-engine`](https://www.npmjs.com/package/@scriptonita/chess-football-engine)
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+ (the pure rules engine) and adds the **presentation layer** that was previously duplicated
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+ across both games.
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+
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+ > **Rules source of truth:** the human-readable spec lives at
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+ > [github.com/Scriptonita/chess.football](https://github.com/Scriptonita/chess.football),
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+ > implemented in code by [`@scriptonita/chess-football-engine`](https://www.npmjs.com/package/@scriptonita/chess-football-engine).
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+ > This package is the shared presentation layer on top of it.
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+
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+ ## Install
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+
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+ ```bash
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+ npm install @scriptonita/chess-football-ui
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+ ```
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+
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+ ## Design notes
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+
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+ - **Framework-agnostic.** No `next-intl`, no `next/*`, no `"use client"`. Translations are
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+ injected through `GameI18nProvider` (a `t: (key: string) => string` scoped to the `game`
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+ namespace), so each app wires its own i18n (`next-intl` or `react-i18next`).
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+ - **Store included.** Unlike the engine (pure), this package owns the zustand game store
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+ (`useGameStore`, `getInitialBoardState`) so the components are self-contained and the store
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+ is no longer duplicated per app.
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+ - **Tokens stay per app.** Components use Tailwind utility classes bound to design tokens
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+ (`bg-bg-surface`, `text-accent-green`, …). Each app must define those tokens and include this
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+ package's files in its Tailwind `content`/`@source` scan so the classes are generated.
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+
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+ ## Peer dependencies
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+
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+ `react`, `react-dom`, `framer-motion`, `lucide-react`.
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+
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+ ## Scripts
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+
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+ - `npm run build` — bundle ESM + CJS + `.d.ts` with tsup.
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+ - `npm run typecheck` — `tsc --noEmit`.
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+ 'use strict';
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+
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+ var zustand = require('zustand');
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+ var chessFootballEngine = require('@scriptonita/chess-football-engine');
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+
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+ // src/store/use-game-store.ts
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+ var getInitialBoardState = (servingSide, currentScore = { white: 0, black: 0 }, maxActionPoints = 5) => {
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+ const pieces = [];
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+ const addPiece = (type, side, x, y) => {
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+ pieces.push({ id: `${side}_${type}_${x}_${y}`, type, side, pos: { x, y }, hasMovedThisTurn: false });
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+ };
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+ addPiece("rook", "white", 0, 1);
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+ addPiece("rook", "white", 8, 1);
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+ addPiece("bishop", "white", 3, 2);
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+ addPiece("bishop", "white", 5, 2);
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+ addPiece("king", "white", 4, 1);
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+ addPiece("queen", "white", 4, 5);
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+ addPiece("knight", "white", 2, 4);
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+ addPiece("knight", "white", 6, 4);
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+ addPiece("rook", "black", 0, 10);
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+ addPiece("rook", "black", 8, 10);
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+ addPiece("bishop", "black", 3, 9);
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+ addPiece("bishop", "black", 5, 9);
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+ addPiece("king", "black", 4, 10);
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+ addPiece("queen", "black", 4, 6);
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+ addPiece("knight", "black", 2, 7);
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+ addPiece("knight", "black", 6, 7);
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+ const servingQueen = pieces.find((p) => p.side === servingSide && p.type === "queen");
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+ return {
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+ pieces,
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+ ball: { pos: { ...servingQueen.pos }, holderId: servingQueen.id },
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+ score: currentScore,
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+ actionPoints: maxActionPoints,
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+ maxActionPoints,
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+ turn: servingSide,
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+ moveHistory: [],
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+ turnNumber: 1
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+ };
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+ };
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+ var useGameStore = zustand.create((set) => ({
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+ boardState: null,
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+ selectedPieceId: null,
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+ interactionMode: null,
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+ setBoardState: (state) => set({ boardState: state }),
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+ setSelectedPieceId: (id) => set({ selectedPieceId: id }),
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+ setInteractionMode: (mode) => set({ interactionMode: mode }),
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+ resetTurn: () => set((state) => {
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+ if (!state.boardState) return state;
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+ return {
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+ boardState: {
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+ ...state.boardState,
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+ actionPoints: state.boardState.maxActionPoints ?? 5,
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+ pieces: state.boardState.pieces.map((p) => ({ ...p, hasMovedThisTurn: false }))
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+ }
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+ };
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+ }),
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+ movePiece: (pieceId, to) => set((state) => {
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+ if (!state.boardState || state.boardState.actionPoints <= 0) return state;
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+ const piece = state.boardState.pieces.find((p) => p.id === pieceId);
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+ if (!piece || piece.hasMovedThisTurn) return state;
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+ const { boardState } = chessFootballEngine.applyMove(state.boardState, pieceId, to);
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+ return { boardState, selectedPieceId: null, interactionMode: null };
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+ }),
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+ passBall: (to) => set((state) => {
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+ if (!state.boardState || state.boardState.actionPoints <= 0 || !state.boardState.ball.holderId) return state;
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+ const holder = state.boardState.pieces.find((p) => p.id === state.boardState.ball.holderId);
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+ if (!holder) return state;
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+ const { boardState, forcedTurnEnd } = chessFootballEngine.applyPass(state.boardState, to);
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+ const keepSelection = !forcedTurnEnd && boardState.ball.holderId;
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+ return {
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+ boardState,
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+ selectedPieceId: keepSelection ? boardState.ball.holderId : null,
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+ interactionMode: keepSelection ? "pass" : null
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+ };
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+ }),
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+ endTurn: () => set((state) => {
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+ if (!state.boardState) return state;
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+ return { boardState: chessFootballEngine.applyEndTurn(state.boardState) };
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+ })
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+ }));
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+
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+ exports.getInitialBoardState = getInitialBoardState;
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+ exports.useGameStore = useGameStore;
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+ //# sourceMappingURL=chunk-J2TBQPPC.cjs.map
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+ //# sourceMappingURL=chunk-J2TBQPPC.cjs.map
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+ 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{ create } from 'zustand'\nimport type { BoardState, Piece, Side, Position, PieceType } from '@scriptonita/chess-football-engine'\nimport { applyMove, applyPass, applyEndTurn } from '@scriptonita/chess-football-engine'\n\ninterface GameStore {\n boardState: BoardState | null\n selectedPieceId: string | null\n interactionMode: 'move' | 'pass' | null\n setBoardState: (state: BoardState) => void\n setSelectedPieceId: (id: string | null) => void\n setInteractionMode: (mode: 'move' | 'pass' | null) => void\n resetTurn: () => void\n movePiece: (pieceId: string, to: Position) => void\n passBall: (to: Position) => void\n endTurn: () => void\n}\n\nexport const getInitialBoardState = (servingSide: Side, currentScore = { white: 0, black: 0 }, maxActionPoints = 5): BoardState => {\n const pieces: Piece[] = []\n\n const addPiece = (type: PieceType, side: Side, x: number, y: number) => {\n pieces.push({ id: `${side}_${type}_${x}_${y}`, type, side, pos: { x, y }, hasMovedThisTurn: false })\n }\n\n // White pieces (bottom)\n // King at row 1 (front area row). Bishops at y=2 (outside area). Queens at y=5 (kickoff row).\n addPiece('rook', 'white', 0, 1)\n addPiece('rook', 'white', 8, 1)\n addPiece('bishop', 'white', 3, 2)\n addPiece('bishop', 'white', 5, 2)\n addPiece('king', 'white', 4, 1)\n addPiece('queen', 'white', 4, 5)\n addPiece('knight', 'white', 2, 4)\n addPiece('knight', 'white', 6, 4)\n\n // Black pieces (top, symmetric)\n // King at row 10 (front area row). Bishops at y=9 (outside area). Queens at y=6 (kickoff row).\n addPiece('rook', 'black', 0, 10)\n addPiece('rook', 'black', 8, 10)\n addPiece('bishop', 'black', 3, 9)\n addPiece('bishop', 'black', 5, 9)\n addPiece('king', 'black', 4, 10)\n addPiece('queen', 'black', 4, 6)\n addPiece('knight', 'black', 2, 7)\n addPiece('knight', 'black', 6, 7)\n\n const servingQueen = pieces.find(p => p.side === servingSide && p.type === 'queen')!\n\n return {\n pieces,\n ball: { pos: { ...servingQueen.pos }, holderId: servingQueen.id },\n score: currentScore,\n actionPoints: maxActionPoints,\n maxActionPoints,\n turn: servingSide,\n moveHistory: [],\n turnNumber: 1,\n }\n}\n\nexport const useGameStore = create<GameStore>((set) => ({\n boardState: null,\n selectedPieceId: null,\n interactionMode: null,\n\n setBoardState: (state) => set({ boardState: state }),\n setSelectedPieceId: (id) => set({ selectedPieceId: id }),\n setInteractionMode: (mode) => set({ interactionMode: mode }),\n\n resetTurn: () => set((state) => {\n if (!state.boardState) return state\n return {\n boardState: {\n ...state.boardState,\n actionPoints: state.boardState.maxActionPoints ?? 5,\n pieces: state.boardState.pieces.map(p => ({ ...p, hasMovedThisTurn: false })),\n },\n }\n }),\n\n movePiece: (pieceId, to) => set((state) => {\n if (!state.boardState || state.boardState.actionPoints <= 0) return state\n const piece = state.boardState.pieces.find(p => p.id === pieceId)\n if (!piece || piece.hasMovedThisTurn) return state\n\n const { boardState } = applyMove(state.boardState, pieceId, to)\n return { boardState, selectedPieceId: null, interactionMode: null }\n }),\n\n passBall: (to) => set((state) => {\n if (!state.boardState || state.boardState.actionPoints <= 0 || !state.boardState.ball.holderId) return state\n const holder = state.boardState.pieces.find(p => p.id === state.boardState!.ball.holderId)\n if (!holder) return state\n\n const { boardState, forcedTurnEnd } = applyPass(state.boardState, to)\n const keepSelection = !forcedTurnEnd && boardState.ball.holderId\n return {\n boardState,\n selectedPieceId: keepSelection ? boardState.ball.holderId : null,\n interactionMode: keepSelection ? 'pass' : null,\n }\n }),\n\n endTurn: () => set((state) => {\n if (!state.boardState) return state\n return { boardState: applyEndTurn(state.boardState) }\n }),\n}))\n"]}
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+ import { create } from 'zustand';
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+ import { applyEndTurn, applyPass, applyMove } from '@scriptonita/chess-football-engine';
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+
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+ // src/store/use-game-store.ts
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+ var getInitialBoardState = (servingSide, currentScore = { white: 0, black: 0 }, maxActionPoints = 5) => {
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+ const pieces = [];
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+ const addPiece = (type, side, x, y) => {
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+ pieces.push({ id: `${side}_${type}_${x}_${y}`, type, side, pos: { x, y }, hasMovedThisTurn: false });
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+ };
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+ addPiece("rook", "white", 0, 1);
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+ addPiece("rook", "white", 8, 1);
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+ addPiece("bishop", "white", 3, 2);
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+ addPiece("bishop", "white", 5, 2);
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+ addPiece("king", "white", 4, 1);
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+ addPiece("queen", "white", 4, 5);
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+ addPiece("knight", "white", 2, 4);
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+ addPiece("knight", "white", 6, 4);
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+ addPiece("rook", "black", 0, 10);
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+ addPiece("rook", "black", 8, 10);
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+ addPiece("bishop", "black", 3, 9);
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+ addPiece("bishop", "black", 5, 9);
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+ addPiece("king", "black", 4, 10);
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+ addPiece("queen", "black", 4, 6);
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+ addPiece("knight", "black", 2, 7);
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+ addPiece("knight", "black", 6, 7);
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+ const servingQueen = pieces.find((p) => p.side === servingSide && p.type === "queen");
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+ return {
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+ pieces,
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+ ball: { pos: { ...servingQueen.pos }, holderId: servingQueen.id },
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+ score: currentScore,
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+ actionPoints: maxActionPoints,
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+ maxActionPoints,
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+ turn: servingSide,
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+ moveHistory: [],
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+ turnNumber: 1
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+ };
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+ };
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+ var useGameStore = create((set) => ({
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+ boardState: null,
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+ selectedPieceId: null,
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+ interactionMode: null,
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+ setBoardState: (state) => set({ boardState: state }),
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+ setSelectedPieceId: (id) => set({ selectedPieceId: id }),
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+ setInteractionMode: (mode) => set({ interactionMode: mode }),
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+ resetTurn: () => set((state) => {
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+ if (!state.boardState) return state;
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+ return {
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+ boardState: {
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+ ...state.boardState,
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+ actionPoints: state.boardState.maxActionPoints ?? 5,
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+ pieces: state.boardState.pieces.map((p) => ({ ...p, hasMovedThisTurn: false }))
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+ }
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+ };
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+ }),
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+ movePiece: (pieceId, to) => set((state) => {
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+ if (!state.boardState || state.boardState.actionPoints <= 0) return state;
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+ const piece = state.boardState.pieces.find((p) => p.id === pieceId);
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+ if (!piece || piece.hasMovedThisTurn) return state;
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+ const { boardState } = applyMove(state.boardState, pieceId, to);
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+ return { boardState, selectedPieceId: null, interactionMode: null };
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+ }),
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+ passBall: (to) => set((state) => {
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+ if (!state.boardState || state.boardState.actionPoints <= 0 || !state.boardState.ball.holderId) return state;
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+ const holder = state.boardState.pieces.find((p) => p.id === state.boardState.ball.holderId);
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+ if (!holder) return state;
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+ const { boardState, forcedTurnEnd } = applyPass(state.boardState, to);
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+ const keepSelection = !forcedTurnEnd && boardState.ball.holderId;
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+ return {
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+ boardState,
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+ selectedPieceId: keepSelection ? boardState.ball.holderId : null,
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+ interactionMode: keepSelection ? "pass" : null
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+ };
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+ }),
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+ endTurn: () => set((state) => {
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+ if (!state.boardState) return state;
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+ return { boardState: applyEndTurn(state.boardState) };
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+ })
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+ }));
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+
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+ export { getInitialBoardState, useGameStore };
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+ //# sourceMappingURL=chunk-YLNDQ4HG.js.map
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+ //# sourceMappingURL=chunk-YLNDQ4HG.js.map
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+ 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{ create } from 'zustand'\nimport type { BoardState, Piece, Side, Position, PieceType } from '@scriptonita/chess-football-engine'\nimport { applyMove, applyPass, applyEndTurn } from '@scriptonita/chess-football-engine'\n\ninterface GameStore {\n boardState: BoardState | null\n selectedPieceId: string | null\n interactionMode: 'move' | 'pass' | null\n setBoardState: (state: BoardState) => void\n setSelectedPieceId: (id: string | null) => void\n setInteractionMode: (mode: 'move' | 'pass' | null) => void\n resetTurn: () => void\n movePiece: (pieceId: string, to: Position) => void\n passBall: (to: Position) => void\n endTurn: () => void\n}\n\nexport const getInitialBoardState = (servingSide: Side, currentScore = { white: 0, black: 0 }, maxActionPoints = 5): BoardState => {\n const pieces: Piece[] = []\n\n const addPiece = (type: PieceType, side: Side, x: number, y: number) => {\n pieces.push({ id: `${side}_${type}_${x}_${y}`, type, side, pos: { x, y }, hasMovedThisTurn: false })\n }\n\n // White pieces (bottom)\n // King at row 1 (front area row). Bishops at y=2 (outside area). Queens at y=5 (kickoff row).\n addPiece('rook', 'white', 0, 1)\n addPiece('rook', 'white', 8, 1)\n addPiece('bishop', 'white', 3, 2)\n addPiece('bishop', 'white', 5, 2)\n addPiece('king', 'white', 4, 1)\n addPiece('queen', 'white', 4, 5)\n addPiece('knight', 'white', 2, 4)\n addPiece('knight', 'white', 6, 4)\n\n // Black pieces (top, symmetric)\n // King at row 10 (front area row). Bishops at y=9 (outside area). Queens at y=6 (kickoff row).\n addPiece('rook', 'black', 0, 10)\n addPiece('rook', 'black', 8, 10)\n addPiece('bishop', 'black', 3, 9)\n addPiece('bishop', 'black', 5, 9)\n addPiece('king', 'black', 4, 10)\n addPiece('queen', 'black', 4, 6)\n addPiece('knight', 'black', 2, 7)\n addPiece('knight', 'black', 6, 7)\n\n const servingQueen = pieces.find(p => p.side === servingSide && p.type === 'queen')!\n\n return {\n pieces,\n ball: { pos: { ...servingQueen.pos }, holderId: servingQueen.id },\n score: currentScore,\n actionPoints: maxActionPoints,\n maxActionPoints,\n turn: servingSide,\n moveHistory: [],\n turnNumber: 1,\n }\n}\n\nexport const useGameStore = create<GameStore>((set) => ({\n boardState: null,\n selectedPieceId: null,\n interactionMode: null,\n\n setBoardState: (state) => set({ boardState: state }),\n setSelectedPieceId: (id) => set({ selectedPieceId: id }),\n setInteractionMode: (mode) => set({ interactionMode: mode }),\n\n resetTurn: () => set((state) => {\n if (!state.boardState) return state\n return {\n boardState: {\n ...state.boardState,\n actionPoints: state.boardState.maxActionPoints ?? 5,\n pieces: state.boardState.pieces.map(p => ({ ...p, hasMovedThisTurn: false })),\n },\n }\n }),\n\n movePiece: (pieceId, to) => set((state) => {\n if (!state.boardState || state.boardState.actionPoints <= 0) return state\n const piece = state.boardState.pieces.find(p => p.id === pieceId)\n if (!piece || piece.hasMovedThisTurn) return state\n\n const { boardState } = applyMove(state.boardState, pieceId, to)\n return { boardState, selectedPieceId: null, interactionMode: null }\n }),\n\n passBall: (to) => set((state) => {\n if (!state.boardState || state.boardState.actionPoints <= 0 || !state.boardState.ball.holderId) return state\n const holder = state.boardState.pieces.find(p => p.id === state.boardState!.ball.holderId)\n if (!holder) return state\n\n const { boardState, forcedTurnEnd } = applyPass(state.boardState, to)\n const keepSelection = !forcedTurnEnd && boardState.ball.holderId\n return {\n boardState,\n selectedPieceId: keepSelection ? boardState.ball.holderId : null,\n interactionMode: keepSelection ? 'pass' : null,\n }\n }),\n\n endTurn: () => set((state) => {\n if (!state.boardState) return state\n return { boardState: applyEndTurn(state.boardState) }\n }),\n}))\n"]}