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Added 4 players and option to choose if they are human or AI.#9

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ragnarokxg wants to merge 10 commits intoschaoss:mainfrom
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Added 4 players and option to choose if they are human or AI.#9
ragnarokxg wants to merge 10 commits intoschaoss:mainfrom
ragnarokxg:main

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Summary of Changes

Hello @ragnarokxg, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed!

This pull request adds support for 3-4 players to the Wall-Go game, including UI enhancements and AI configuration options, while maintaining backward compatibility with the existing 2-player mode. The changes involve architectural adjustments to accommodate dynamic player counts.

Highlights

  • Multiplayer Support: Extended the game to support 3-4 players by modifying the type system, utility functions, turn calculation, and UI components.
  • AI Configuration: Introduced a new PlayerSetup.tsx component for configuring player count, game mode (PVP vs AI), and AI levels for multiplayer games.
  • Centralized Configuration: Created a gameConfig.ts file to manage game settings, including player colors and display names, supporting both 2-player and extended player configurations.
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Code Review

This pull request introduces 3-4 player support and the option to choose between human and AI players. The changes are well-documented in the MULTIPLAYER_EXTENSION_SUMMARY.md file. However, the coverage/ directory, which contains generated code coverage reports, has been included in this pull request and should be removed. Also, the PR title should be updated to reflect the current AI limitations.

Comment on lines +79 to +82
### 1. AI System Limitations
- Current AI agents may need updates for 3-4 player strategies
- TurnManager assumes 2-player game flow
- AI difficulty balancing for multiple opponents

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high

The PR title suggests full AI support for 3-4 players, but this section indicates that the AI agents may need updates for 3-4 player strategies and that the TurnManager assumes a 2-player game flow. To avoid confusion, clarify the state of AI support in the PR description and title. If AI is not fully functional for 3-4 players, specify that the multiplayer support is currently limited to human players and that AI implementation is a separate task.

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high

The PR title suggests full AI support for 3-4 players, but this section indicates that the AI agents may need updates for 3-4 player strategies and that the TurnManager assumes a 2-player game flow. To avoid confusion, clarify the state of AI support in the PR description and title. If AI is not fully functional for 3-4 players, specify that the multiplayer support is currently limited to human players and that AI implementation is a separate task.

AI is functional for all players.

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Adding 3 and 4 player modes to game.

…troduce the Anubis workflow system. Key updates include:

1. Added full keyboard navigation support with arrow keys and Space/Enter activation
2. Implemented ARIA attributes for screen reader compatibility
3. Added accessibility report documenting WCAG 2.1 AA compliance
4. Introduced Anubis workflow for development processes
5. Created centralized prop type definitions for components
6. Added error boundary and loading overlay components
7. Improved territory calculation logic and testing
8. Enhanced AI agent messaging for thinking states

Here's the commit message:

feat: implement accessibility improvements and Anubis workflow

- Add comprehensive accessibility features to game components including ARIA attributes and keyboard navigation
- Introduce Anubis workflow for development processes
- Refactor component prop types into centralized module
- Improve territory calculation logic and testing
- Add error boundary and loading overlay components
- Generate accessibility implementation report
- Enhance AI agent messaging for thinking states
The territory calculation logic has been completely overhauled to correctly handle regions defined by walls and board edges. The previous implementation determined territory by counting bordering stones around empty areas, which was insufficient for the game's rules.

The new algorithm uses a flood-fill approach that treats placed walls as impassable boundaries. A region is now owned by a player only if they are the sole player with stones within that enclosed area. This provides a more accurate and robust territory definition.

Additionally, the game-end condition has been updated to check if all cells on the board are occupied, simplifying the logic and aligning it with the new territory rules. The old territory logic has been archived in `territory-old.ts` for reference.
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