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/**
 * Natural Language Command Interface for RTS Game
 * Allows players to control the game using natural language in EN/FR/ZH
 */

class NLInterface {
    constructor(gameClient) {
        this.gameClient = gameClient;
        this.translator = null;
        this.translatorReady = false;
        this.lastCommand = null;
        this.commandHistory = [];
        this.maxHistorySize = 50;
        
        this.initializeUI();
        this.checkTranslatorStatus();
    }
    
    initializeUI() {
        // Create NL interface container
        const nlContainer = document.createElement('div');
        nlContainer.id = 'nl-interface';
        nlContainer.className = 'nl-interface';
        nlContainer.innerHTML = `
            <div class="nl-header">
                <span class="nl-icon">🎤</span>
                <span class="nl-title">Natural Language Commands</span>
                <button id="nl-toggle" class="nl-toggle-btn" title="Toggle NL Interface">
                    <span class="toggle-icon">▼</span>
                </button>
            </div>
            <div class="nl-body" id="nl-body">
                <div class="nl-status" id="nl-status">
                    <span class="status-dot loading"></span>
                    <span id="nl-status-text">Checking translator...</span>
                </div>
                <div class="nl-input-container">
                    <input type="text" 
                           id="nl-input" 
                           class="nl-input" 
                           placeholder="Type command in English, French, or Chinese..."
                           disabled>
                    <button id="nl-send" class="nl-send-btn" disabled>
                        <span>Send</span>
                    </button>
                </div>
                <div class="nl-examples" id="nl-examples">
                    <div class="examples-header">📝 Example Commands:</div>
                    <div class="examples-list" id="examples-list">
                        Loading examples...
                    </div>
                </div>
                <div class="nl-confirmation" id="nl-confirmation" style="display: none;">
                    <div class="confirmation-header">Parsed Command:</div>
                    <div class="confirmation-content">
                        <div class="confirmation-tool">
                            <strong>Action:</strong> <span id="confirm-tool"></span>
                        </div>
                        <div class="confirmation-params">
                            <strong>Parameters:</strong>
                            <pre id="confirm-params"></pre>
                        </div>
                    </div>
                    <div class="confirmation-buttons">
                        <button id="confirm-execute" class="confirm-btn execute">Execute</button>
                        <button id="confirm-cancel" class="confirm-btn cancel">Cancel</button>
                    </div>
                </div>
            </div>
        `;
        
        // Insert into left sidebar (after existing sections)
        const leftSidebar = document.getElementById('left-sidebar');
        if (leftSidebar) {
            leftSidebar.appendChild(nlContainer);
        } else {
            // Fallback: insert before right sidebar if left sidebar not found
            const rightSidebar = document.getElementById('right-sidebar');
            if (rightSidebar) {
                rightSidebar.parentElement.insertBefore(nlContainer, rightSidebar);
            } else {
                document.getElementById('game-container').appendChild(nlContainer);
            }
        }
        
        this.setupEventListeners();
    }
    
    setupEventListeners() {
        // Toggle button
        const toggleBtn = document.getElementById('nl-toggle');
        const nlBody = document.getElementById('nl-body');
        if (toggleBtn && nlBody) {
            toggleBtn.addEventListener('click', () => {
                nlBody.classList.toggle('collapsed');
                const icon = toggleBtn.querySelector('.toggle-icon');
                icon.textContent = nlBody.classList.contains('collapsed') ? '▶' : '▼';
            });
        }
        
        // Input field
        const nlInput = document.getElementById('nl-input');
        if (nlInput) {
            nlInput.addEventListener('keypress', (e) => {
                if (e.key === 'Enter' && !nlInput.disabled) {
                    this.sendCommand();
                }
            });
        }
        
        // Send button
        const sendBtn = document.getElementById('nl-send');
        if (sendBtn) {
            sendBtn.addEventListener('click', () => this.sendCommand());
        }
        
        // Confirmation buttons
        const executeBtn = document.getElementById('confirm-execute');
        const cancelBtn = document.getElementById('confirm-cancel');
        if (executeBtn) {
            executeBtn.addEventListener('click', () => this.executeCommand());
        }
        if (cancelBtn) {
            cancelBtn.addEventListener('click', () => this.hideConfirmation());
        }
    }
    
    async checkTranslatorStatus() {
        try {
            const response = await fetch('/api/nl/status');
            const data = await response.json();
            
            if (data.available) {
                this.translatorReady = true;
                this.updateStatus('ready', 'Ready');
                this.enableInput();
                await this.loadExamples();
            } else {
                this.translatorReady = false;
                const errorMsg = data.last_error || 'Translator loading...';
                this.updateStatus('loading', errorMsg);
                this.disableInput();
                
                // Retry after 3 seconds if not available
                console.log('[NL] Translator not ready, will retry in 3s...');
                setTimeout(() => this.checkTranslatorStatus(), 3000);
            }
        } catch (error) {
            console.error('[NL] Failed to check translator status:', error);
            this.updateStatus('error', 'Failed to connect to translator');
            this.disableInput();
            
            // Retry after 5 seconds on error
            setTimeout(() => this.checkTranslatorStatus(), 5000);
        }
    }
    
    async loadExamples() {
        try {
            const lang = this.gameClient.currentLanguage || 'en';
            const response = await fetch(`/api/nl/examples?language=${lang}`);
            const data = await response.json();
            
            const examplesList = document.getElementById('examples-list');
            if (examplesList && data.examples) {
                examplesList.innerHTML = data.examples
                    .map(cmd => `<div class="example-item" data-command="${cmd}">💬 ${cmd}</div>`)
                    .join('');
                
                // Add click handlers
                examplesList.querySelectorAll('.example-item').forEach(item => {
                    item.addEventListener('click', () => {
                        const cmd = item.getAttribute('data-command');
                        document.getElementById('nl-input').value = cmd;
                    });
                });
            }
        } catch (error) {
            console.error('[NL] Failed to load examples:', error);
        }
    }
    
    updateStatus(state, text) {
        const statusDot = document.querySelector('#nl-status .status-dot');
        const statusText = document.getElementById('nl-status-text');
        
        if (statusDot) {
            statusDot.className = 'status-dot';
            statusDot.classList.add(state);
        }
        
        if (statusText) {
            statusText.textContent = text;
        }
    }
    
    enableInput() {
        const nlInput = document.getElementById('nl-input');
        const sendBtn = document.getElementById('nl-send');
        
        if (nlInput) nlInput.disabled = false;
        if (sendBtn) sendBtn.disabled = false;
    }
    
    disableInput() {
        const nlInput = document.getElementById('nl-input');
        const sendBtn = document.getElementById('nl-send');
        
        if (nlInput) nlInput.disabled = true;
        if (sendBtn) sendBtn.disabled = true;
    }
    
    async sendCommand() {
        const nlInput = document.getElementById('nl-input');
        const command = nlInput.value.trim();
        
        if (!command) {
            return;
        }
        
        // Update status
        this.updateStatus('loading', 'Translating...');
        this.disableInput();
        
        try {
            const response = await fetch('/api/nl/translate', {
                method: 'POST',
                headers: {
                    'Content-Type': 'application/json'
                },
                body: JSON.stringify({
                    command: command,
                    language: this.gameClient.currentLanguage
                })
            });
            
            const result = await response.json();
            
            if (result.success && result.json_command) {
                // Show confirmation
                this.showConfirmation(command, result.json_command);
                this.updateStatus('ready', `Ready (${result.response_time.toFixed(2)}s)`);
                
                // Add to history
                this.addToHistory(command, result.json_command);
            } else {
                // Show error
                const errorMsg = result.error || 'Failed to translate command';
                this.updateStatus('error', errorMsg);
                this.gameClient.showNotification(`NL Error: ${errorMsg}`, 'error');
                setTimeout(() => {
                    this.updateStatus('ready', 'Ready');
                    this.enableInput();
                }, 3000);
            }
        } catch (error) {
            console.error('[NL] Translation error:', error);
            this.updateStatus('error', 'Network error');
            this.gameClient.showNotification('Failed to translate command', 'error');
            setTimeout(() => {
                this.updateStatus('ready', 'Ready');
                this.enableInput();
            }, 3000);
        }
    }
    
    showConfirmation(originalCommand, jsonCommand) {
        const confirmation = document.getElementById('nl-confirmation');
        const toolSpan = document.getElementById('confirm-tool');
        const paramsSpan = document.getElementById('confirm-params');
        
        if (confirmation && toolSpan && paramsSpan) {
            // Store for execution
            this.lastCommand = { original: originalCommand, json: jsonCommand };
            
            // Display
            toolSpan.textContent = jsonCommand.tool;
            paramsSpan.textContent = jsonCommand.params 
                ? JSON.stringify(jsonCommand.params, null, 2)
                : 'None';
            
            confirmation.style.display = 'block';
        }
    }
    
    hideConfirmation() {
        const confirmation = document.getElementById('nl-confirmation');
        if (confirmation) {
            confirmation.style.display = 'none';
        }
        
        this.lastCommand = null;
        this.enableInput();
        
        // Clear input
        const nlInput = document.getElementById('nl-input');
        if (nlInput) {
            nlInput.value = '';
        }
    }
    
    async executeCommand() {
        if (!this.lastCommand) {
            return;
        }
        
        const { json } = this.lastCommand;
        
        // Execute via MCP or direct game command
        try {
            // Convert MCP command to game command
            const gameCommand = this.convertMCPToGameCommand(json);
            
            if (gameCommand) {
                // Send via WebSocket
                this.gameClient.ws.send(JSON.stringify(gameCommand));
                this.gameClient.showNotification('Command executed', 'success');
            } else {
                this.gameClient.showNotification('Unsupported command', 'error');
            }
        } catch (error) {
            console.error('[NL] Execution error:', error);
            this.gameClient.showNotification('Failed to execute command', 'error');
        }
        
        this.hideConfirmation();
    }
    
    convertMCPToGameCommand(mcpCommand) {
        const { tool, params } = mcpCommand;
        
        // Map MCP tools to game commands
        switch (tool) {
            case 'get_game_state':
                // This just shows notification with game state
                const state = this.gameClient.gameState;
                if (state) {
                    const player = state.players[0];
                    const msg = `Credits: ${player.credits} | Power: ${player.power}/${player.power_max} | Units: ${Object.keys(state.units).length}`;
                    this.gameClient.showNotification(msg, 'info');
                }
                return null;
            
            case 'move_units':
                // Move selected units or units by ID
                if (params && params.target_x !== undefined && params.target_y !== undefined) {
                    return {
                        type: 'move_units',
                        player_id: 0,
                        unit_ids: params.unit_ids || Array.from(this.gameClient.selectedUnits),
                        x: params.target_x,
                        y: params.target_y
                    };
                }
                break;
            
            case 'attack_unit':
                // Attack target
                if (params && params.target_id) {
                    return {
                        type: 'attack',
                        player_id: 0,
                        attacker_ids: params.attacker_ids || Array.from(this.gameClient.selectedUnits),
                        target_id: params.target_id
                    };
                }
                break;
            
            case 'build_unit':
                // Build unit
                if (params && params.unit_type) {
                    return {
                        type: 'build_unit',
                        player_id: 0,
                        unit_type: params.unit_type,
                        building_id: this.gameClient.selectedProductionBuilding || null
                    };
                }
                break;
            
            case 'build_building':
                // Build building
                if (params && params.building_type && params.x !== undefined && params.y !== undefined) {
                    return {
                        type: 'build_building',
                        player_id: 0,
                        building_type: params.building_type,
                        x: params.x,
                        y: params.y
                    };
                }
                break;
        }
        
        return null;
    }
    
    addToHistory(command, jsonCommand) {
        this.commandHistory.unshift({
            timestamp: Date.now(),
            command: command,
            json: jsonCommand
        });
        
        if (this.commandHistory.length > this.maxHistorySize) {
            this.commandHistory.pop();
        }
    }
}

// Initialize NL interface when game is ready
window.addEventListener('load', () => {
    // Wait for game client to be ready
    const checkGameReady = setInterval(() => {
        if (window.gameClient && window.gameClient.ws) {
            clearInterval(checkGameReady);
            
            // Initialize NL interface
            window.nlInterface = new NLInterface(window.gameClient);
            console.log('[NL] Interface initialized');
        }
    }, 100);
});