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<!DOCTYPE html>
<html lang="es">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Mini Clash of Clans</title>
    <script src="https://cdn.tailwindcss.com"></script>
    <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/6.4.0/css/all.min.css">
    <style>
        .village-grid {
            display: grid;
            grid-template-columns: repeat(8, 1fr);
            grid-template-rows: repeat(8, 1fr);
            gap: 8px;
            width: 600px;
            height: 600px;
            background-color: #4ade80;
            padding: 10px;
            border-radius: 8px;
            position: relative;
            overflow: hidden;
        }
        
        .grid-cell {
            background-color: rgba(255, 255, 255, 0.2);
            border-radius: 4px;
            display: flex;
            justify-content: center;
            align-items: center;
            cursor: pointer;
            transition: all 0.2s;
        }
        
        .grid-cell:hover {
            background-color: rgba(255, 255, 255, 0.4);
        }
        
        .building {
            width: 100%;
            height: 100%;
            display: flex;
            justify-content: center;
            align-items: center;
            background-size: contain;
            background-repeat: no-repeat;
            background-position: center;
        }
        
        .attack-animation {
            position: absolute;
            width: 30px;
            height: 30px;
            background-color: red;
            border-radius: 50%;
            animation: attackMove 1s forwards;
        }
        
        @keyframes attackMove {
            0% { transform: translate(0, 0); opacity: 1; }
            100% { transform: translate(var(--tx), var(--ty)); opacity: 0; }
        }
        
        .damage-effect {
            animation: damageShake 0.5s;
        }
        
        @keyframes damageShake {
            0%, 100% { transform: translateX(0); }
            25% { transform: translateX(-5px); }
            75% { transform: translateX(5px); }
        }
        
        .progress-bar {
            height: 5px;
            background-color: #4ade80;
            width: 100%;
            position: absolute;
            bottom: 0;
            left: 0;
            border-radius: 0 0 4px 4px;
        }
        
        .progress-fill {
            height: 100%;
            background-color: #3b82f6;
            width: 100%;
            transition: width 0.3s;
        }
        
        .modal {
            display: none;
            position: fixed;
            top: 0;
            left: 0;
            width: 100%;
            height: 100%;
            background-color: rgba(0, 0, 0, 0.5);
            z-index: 100;
            justify-content: center;
            align-items: center;
        }
        
        .modal-content {
            background-color: white;
            padding: 20px;
            border-radius: 8px;
            max-width: 800px;
            width: 90%;
        }
        
        /* Animación para el splash screen */
        @keyframes fadeIn {
            from { opacity: 0; transform: translateY(20px); }
            to { opacity: 1; transform: translateY(0); }
        }
        
        .splash-screen {
            animation: fadeIn 0.5s ease-out forwards;
        }

        /* Estilos para el chatbot */
        .chatbot-container {
            position: fixed;
            bottom: 20px;
            right: 20px;
            width: 350px;
            z-index: 1000;
            transition: all 0.3s ease;
        }

        .chatbot-closed {
            transform: translateY(100px);
        }

        .chatbot-header {
            background-color: #3b82f6;
            color: white;
            padding: 12px 15px;
            border-radius: 10px 10px 0 0;
            display: flex;
            justify-content: space-between;
            align-items: center;
            cursor: pointer;
        }

        .chatbot-body {
            background-color: white;
            border-radius: 0 0 10px 10px;
            box-shadow: 0 4px 6px rgba(0, 0, 0, 0.1);
            max-height: 400px;
            overflow-y: auto;
            display: none;
        }

        .chatbot-messages {
            padding: 15px;
            min-height: 200px;
            max-height: 300px;
            overflow-y: auto;
        }

        .chatbot-input {
            display: flex;
            padding: 10px;
            border-top: 1px solid #eee;
        }

        .chatbot-input input {
            flex: 1;
            padding: 8px;
            border: 1px solid #ddd;
            border-radius: 20px;
            outline: none;
        }

        .chatbot-input button {
            background-color: #3b82f6;
            color: white;
            border: none;
            border-radius: 20px;
            padding: 8px 15px;
            margin-left: 10px;
            cursor: pointer;
        }

        .message {
            margin-bottom: 10px;
            padding: 8px 12px;
            border-radius: 18px;
            max-width: 80%;
            word-wrap: break-word;
        }

        .bot-message {
            background-color: #f1f5f9;
            align-self: flex-start;
            border-bottom-left-radius: 5px;
        }

        .user-message {
            background-color: #3b82f6;
            color: white;
            align-self: flex-end;
            margin-left: auto;
            border-bottom-right-radius: 5px;
        }

        .suggest-btn {
            background-color: #f59e0b;
            color: white;
            border: none;
            border-radius: 20px;
            padding: 8px 15px;
            margin-top: 10px;
            cursor: pointer;
            font-size: 14px;
            display: block;
            width: 100%;
            text-align: center;
        }

        .typing-indicator {
            display: flex;
            padding: 8px 12px;
        }

        .typing-dot {
            width: 8px;
            height: 8px;
            background-color: #94a3b8;
            border-radius: 50%;
            margin: 0 2px;
            animation: typingAnimation 1.4s infinite ease-in-out;
        }

        .typing-dot:nth-child(1) {
            animation-delay: 0s;
        }

        .typing-dot:nth-child(2) {
            animation-delay: 0.2s;
        }

        .typing-dot:nth-child(3) {
            animation-delay: 0.4s;
        }

        @keyframes typingAnimation {
            0%, 60%, 100% { transform: translateY(0); }
            30% { transform: translateY(-5px); }
        }

        /* Estilos para el modal de vista previa del enemigo */
        .enemy-preview {
            background-color: #f8fafc;
            border: 2px solid #e2e8f0;
            border-radius: 8px;
            padding: 15px;
            margin-bottom: 20px;
        }

        .enemy-grid {
            display: grid;
            grid-template-columns: repeat(8, 1fr);
            grid-template-rows: repeat(8, 1fr);
            gap: 4px;
            width: 400px;
            height: 400px;
            background-color: #fecaca;
            padding: 8px;
            border-radius: 8px;
            margin: 0 auto;
        }

        .enemy-cell {
            background-color: rgba(255, 255, 255, 0.3);
            border-radius: 3px;
            display: flex;
            justify-content: center;
            align-items: center;
        }

        .enemy-building {
            width: 100%;
            height: 100%;
            display: flex;
            justify-content: center;
            align-items: center;
        }

        .enemy-stats {
            display: flex;
            justify-content: space-around;
            margin-top: 15px;
            padding: 10px;
            background-color: #fff;
            border-radius: 8px;
            box-shadow: 0 2px 4px rgba(0,0,0,0.1);
        }

        .stat-item {
            text-align: center;
        }

        .stat-value {
            font-weight: bold;
            font-size: 1.2rem;
            color: #3b82f6;
        }

        .stat-label {
            font-size: 0.8rem;
            color: #64748b;
        }

        .attack-options {
            display: flex;
            justify-content: center;
            gap: 15px;
            margin-top: 20px;
        }

        .attack-btn {
            padding: 10px 20px;
            border-radius: 8px;
            font-weight: bold;
            cursor: pointer;
            transition: all 0.3s;
        }

        .attack-now {
            background-color: #ef4444;
            color: white;
            border: none;
        }

        .attack-now:hover {
            background-color: #dc2626;
        }

        .cancel-attack {
            background-color: white;
            color: #64748b;
            border: 1px solid #e2e8f0;
        }

        .cancel-attack:hover {
            background-color: #f8fafc;
        }
    </style>
</head>
<body class="bg-gray-100 min-h-screen flex flex-col items-center py-8">
    <!-- Splash Screen -->
    <div id="splash-screen" class="fixed inset-0 bg-blue-900 flex items-center justify-center z-50 splash-screen">
        <div class="bg-white rounded-xl shadow-2xl p-8 max-w-2xl w-full mx-4">
            <div class="flex justify-center mb-6">
                <div class="bg-yellow-400 rounded-full w-20 h-20 flex items-center justify-center shadow-lg">
                    <i class="fas fa-chess-rook text-yellow-800 text-4xl"></i>
                </div>
            </div>
            
            <h1 class="text-3xl font-bold text-center text-blue-800 mb-6">
                ¡Bienvenido a Mini Clash of Clans!
            </h1>
            
            <div class="space-y-4 mb-8">
                <div class="flex items-start">
                    <div class="bg-blue-100 rounded-full w-8 h-8 flex-shrink-0 flex items-center justify-center mr-3 mt-1">
                        <i class="fas fa-info-circle text-blue-600"></i>
                    </div>
                    <p class="text-gray-700">
                        <strong>¿Qué es este juego?</strong><br>
                        Es una versión simplificada del popular juego Clash of Clans. Construye tu aldea, 
                        recolecta recursos, entrena tropas y ataca aldeas enemigas para ganar recompensas.
                    </p>
                </div>
                
                <div class="flex items-start">
                    <div class="bg-green-100 rounded-full w-8 h-8 flex-shrink-0 flex items-center justify-center mr-3 mt-1">
                        <i class="fas fa-gamepad text-green-600"></i>
                    </div>
                    <p class="text-gray-700">
                        <strong>¿Cómo se juega?</strong><br>
                        1. <strong>Construye</strong> edificios en tu aldea usando oro.<br>
                        2. <strong>Recolecta</strong> oro y elixir para mejorar tus edificios.<br>
                        3. <strong>Entrena</strong> tropas usando elixir.<br>
                        4. <strong>Ataca</strong> aldeas enemigas para ganar más recursos.
                    </p>
                </div>
                
                <div class="flex items-start">
                    <div class="bg-purple-100 rounded-full w-8 h-8 flex-shrink-0 flex items-center justify-center mr-3 mt-1">
                        <i class="fas fa-trophy text-purple-600"></i>
                    </div>
                    <p class="text-gray-700">
                        <strong>Objetivo del juego</strong><br>
                        Destruye el ayuntamiento enemigo para ganar la batalla. Cuanto más desarrollada esté 
                        tu aldea, más fuertes serán tus tropas y defensas.
                    </p>
                </div>
            </div>
            
            <div class="flex justify-center">
                <button id="start-game-btn" class="bg-blue-600 hover:bg-blue-700 text-white px-8 py-3 rounded-lg text-lg font-semibold transition-all transform hover:scale-105">
                    <i class="fas fa-play mr-2"></i>¡Comenzar a jugar!
                </button>
            </div>
        </div>
    </div>
    
    <!-- Contenido principal del juego (oculto inicialmente) -->
    <div id="game-container" class="container mx-auto px-4 hidden">
        <h1 class="text-4xl font-bold text-center text-blue-800 mb-6">
            <i class="fas fa-chess-rook mr-2"></i> Mini Clash of Clans
        </h1>
        
        <!-- Recursos -->
        <div class="flex justify-between items-center bg-white rounded-lg shadow-md p-4 mb-6">
            <div class="flex items-center">
                <div class="bg-yellow-400 rounded-full w-10 h-10 flex items-center justify-center mr-2">
                    <i class="fas fa-coins text-yellow-800"></i>
                </div>
                <div>
                    <p class="text-sm text-gray-500">Oro</p>
                    <p id="gold-amount" class="font-bold text-lg">1000</p>
                </div>
            </div>
            
            <div class="flex items-center">
                <div class="bg-purple-500 rounded-full w-10 h-10 flex items-center justify-center mr-2">
                    <i class="fas fa-gem text-purple-100"></i>
                </div>
                <div>
                    <p class="text-sm text-gray-500">Elixir</p>
                    <p id="elixir-amount" class="font-bold text-lg">500</p>
                </div>
            </div>
            
            <div class="flex items-center">
                <div class="bg-green-500 rounded-full w-10 h-10 flex items-center justify-center mr-2">
                    <i class="fas fa-shield-alt text-green-100"></i>
                </div>
                <div>
                    <p class="text-sm text-gray-500">Tropas</p>
                    <p id="troops-amount" class="font-bold text-lg">5</p>
                </div>
            </div>
            
            <button id="collect-btn" class="bg-blue-600 hover:bg-blue-700 text-white px-4 py-2 rounded-lg ml-4">
                <i class="fas fa-hand-holding-usd mr-2"></i>Recolectar
            </button>
        </div>
        
        <!-- Controles -->
        <div class="flex justify-between mb-6">
            <div class="bg-white rounded-lg shadow-md p-4 w-1/3 mr-4">
                <h2 class="text-xl font-semibold mb-4 text-center">Construir</h2>
                <div class="grid grid-cols-2 gap-3">
                    <button class="build-btn bg-yellow-100 hover:bg-yellow-200 p-3 rounded-lg" data-type="townhall" data-cost="500">
                        <i class="fas fa-chess-king text-yellow-600 text-2xl mb-1"></i>
                        <p class="text-sm">Ayuntamiento (500)</p>
                    </button>
                    <button class="build-btn bg-blue-100 hover:bg-blue-200 p-3 rounded-lg" data-type="goldmine" data-cost="200">
                        <i class="fas fa-coins text-yellow-600 text-2xl mb-1"></i>
                        <p class="text-sm">Mina de oro (200)</p>
                    </button>
                    <button class="build-btn bg-purple-100 hover:bg-purple-200 p-3 rounded-lg" data-type="elixircollector" data-cost="200">
                        <i class="fas fa-flask text-purple-600 text-2xl mb-1"></i>
                        <p class="text-sm">Recolector (200)</p>
                    </button>
                    <button class="build-btn bg-red-100 hover:bg-red-200 p-3 rounded-lg" data-type="cannon" data-cost="300">
                        <i class="fas fa-crosshairs text-red-600 text-2xl mb-1"></i>
                        <p class="text-sm">Cañón (300)</p>
                    </button>
                    <button class="build-btn bg-green-100 hover:bg-green-200 p-3 rounded-lg" data-type="barracks" data-cost="400">
                        <i class="fas fa-chess-knight text-green-600 text-2xl mb-1"></i>
                        <p class="text-sm">Cuartel (400)</p>
                    </button>
                    <button class="build-btn bg-gray-100 hover:bg-gray-200 p-3 rounded-lg" data-type="wall" data-cost="100">
                        <i class="fas fa-border-style text-gray-600 text-2xl mb-1"></i>
                        <p class="text-sm">Muro (100)</p>
                    </button>
                </div>
            </div>
            
            <div class="bg-white rounded-lg shadow-md p-4 w-1/3 mr-4">
                <h2 class="text-xl font-semibold mb-4 text-center">Entrenar Tropas</h2>
                <div class="grid grid-cols-2 gap-3">
                    <button class="train-btn bg-red-100 hover:bg-red-200 p-3 rounded-lg" data-type="barbarian" data-cost="50">
                        <i class="fas fa-user-shield text-red-600 text-2xl mb-1"></i>
                        <p class="text-sm">Bárbaro (50)</p>
                    </button>
                    <button class="train-btn bg-blue-100 hover:bg-blue-200 p-3 rounded-lg" data-type="archer" data-cost="80">
                        <i class="fas fa-bow-arrow text-blue-600 text-2xl mb-1"></i>
                        <p class="text-sm">Arquera (80)</p>
                    </button>
                    <button class="train-btn bg-green-100 hover:bg-green-200 p-3 rounded-lg" data-type="giant" data-cost="150">
                        <i class="fas fa-people-arrows text-green-600 text-2xl mb-1"></i>
                        <p class="text-sm">Gigante (150)</p>
                    </button>
                </div>
            </div>
            
            <div class="bg-white rounded-lg shadow-md p-4 w-1/3">
                <h2 class="text-xl font-semibold mb-4 text-center">Atacar</h2>
                <div class="flex flex-col items-center">
                    <div class="mb-4">
                        <p class="text-sm text-gray-600 mb-2">Selecciona tropas para atacar:</p>
                        <div id="attack-troops" class="flex flex-wrap gap-2 mb-4"></div>
                    </div>
                    <button id="attack-btn" class="bg-red-600 hover:bg-red-700 text-white px-6 py-3 rounded-lg w-full">
                        <i class="fas fa-bolt mr-2"></i>Explorar y Atacar
                    </button>
                    <div id="battle-log" class="mt-4 p-2 bg-gray-100 rounded w-full h-24 overflow-y-auto text-sm"></div>
                </div>
            </div>
        </div>
        
        <!-- Aldea -->
        <div class="flex justify-center">
            <div class="village-grid" id="village-grid">
                <!-- Las celdas se generarán con JavaScript -->
            </div>
        </div>
    </div>
    
    <!-- Modal de Vista Previa del Enemigo -->
    <div id="enemy-preview-modal" class="modal">
        <div class="modal-content">
            <h2 class="text-2xl font-bold text-center mb-4">Aldea Enemiga</h2>
            <p class="text-center text-gray-600 mb-6">Examina las defensas enemigas y prepara tu ataque</p>
            
            <div class="enemy-preview">
                <div id="enemy-grid-container" class="flex justify-center mb-4">
                    <!-- La cuadrícula enemiga se generará aquí -->
                </div>
                
                <div class="enemy-stats">
                    <div class="stat-item">
                        <div class="stat-value" id="enemy-buildings-count">0</div>
                        <div class="stat-label">Edificios</div>
                    </div>
                    <div class="stat-item">
                        <div class="stat-value" id="enemy-defenses-count">0</div>
                        <div class="stat-label">Defensas</div>
                    </div>
                    <div class="stat-item">
                        <div class="stat-value" id="enemy-townhall-level">1</div>
                        <div class="stat-label">Nivel Ayuntamiento</div>
                    </div>
                </div>
            </div>
            
            <div class="attack-options">
                <button id="cancel-attack-btn" class="cancel-attack">
                    <i class="fas fa-times mr-2"></i>Cancelar
                </button>
                <button id="confirm-attack-btn" class="attack-now">
                    <i class="fas fa-bolt mr-2"></i>Atacar Ahora
                </button>
            </div>
        </div>
    </div>
    
    <!-- Modal de Victoria/Derrota -->
    <div id="result-modal" class="modal">
        <div class="modal-content text-center p-8">
            <h2 id="result-title" class="text-3xl font-bold mb-4"></h2>
            <p id="result-message" class="text-xl mb-6"></p>
            <button id="restart-btn" class="bg-blue-600 hover:bg-blue-700 text-white px-6 py-2 rounded-lg">
                <i class="fas fa-redo mr-2"></i>Jugar de nuevo
            </button>
        </div>
    </div>

    <!-- Chatbot de estrategias -->
    <div id="chatbot-container" class="chatbot-container chatbot-closed">
        <div class="chatbot-header" id="chatbot-toggle">
            <div class="flex items-center">
                <div class="bg-white rounded-full w-8 h-8 flex items-center justify-center mr-2">
                    <i class="fas fa-robot text-blue-600"></i>
                </div>
                <span>Asistente de Estrategia</span>
            </div>
            <i class="fas fa-chevron-down" id="chatbot-arrow"></i>
        </div>
        <div class="chatbot-body" id="chatbot-body">
            <div class="chatbot-messages" id="chatbot-messages">
                <div class="message bot-message">
                    ¡Hola, jefe! Soy tu asistente de estrategia. ¿Necesitas consejos para mejorar tu aldea o planificar ataques?
                </div>
                <button class="suggest-btn" id="suggest-buildings">
                    <i class="fas fa-building mr-2"></i>Sugerir construcciones
                </button>
                <button class="suggest-btn" id="suggest-troops">
                    <i class="fas fa-shield-alt mr-2"></i>Sugerir composición de tropas
                </button>
                <button class="suggest-btn" id="suggest-attack">
                    <i class="fas fa-bolt mr-2"></i>Sugerir estrategia de ataque
                </button>
            </div>
            <div class="chatbot-input">
                <input type="text" id="chatbot-input" placeholder="Escribe tu pregunta...">
                <button id="chatbot-send"><i class="fas fa-paper-plane"></i></button>
            </div>
        </div>
    </div>
    
    <script>
        // Variables del juego
        let resources = {
            gold: 1000,
            elixir: 500,
            troops: 5
        };
        
        let buildings = [];
        let selectedBuildingType = null;
        let selectedBuildingCost = 0;
        let troops = [];
        let selectedTroops = [];
        let isAttacking = false;
        let attackInterval;
        let enemyBuildings = [];
        
        // Inicializar el juego
        document.addEventListener('DOMContentLoaded', function() {
            // Mostrar splash screen al inicio
            document.getElementById('splash-screen').style.display = 'flex';
            
            // Event listener para el botón de comenzar juego
            document.getElementById('start-game-btn').addEventListener('click', function() {
                // Ocultar splash screen
                document.getElementById('splash-screen').style.display = 'none';
                
                // Mostrar juego
                document.getElementById('game-container').classList.remove('hidden');
                
                // Inicializar el juego
                initializeGame();
            });

            // Inicializar chatbot
            initializeChatbot();
        });
        
        function initializeGame() {
            // Crear la cuadrícula de la aldea
            const villageGrid = document.getElementById('village-grid');
            
            for (let i = 0; i < 64; i++) {
                const cell = document.createElement('div');
                cell.className = 'grid-cell';
                cell.dataset.index = i;
                cell.addEventListener('click', handleCellClick);
                villageGrid.appendChild(cell);
            }
            
            // Construir ayuntamiento inicial
            buildInitialTownHall();
            
            // Generar aldea enemiga
            generateEnemyVillage();
            
            // Event listeners para botones de construcción
            const buildButtons = document.querySelectorAll('.build-btn');
            buildButtons.forEach(button => {
                button.addEventListener('click', function() {
                    selectedBuildingType = this.dataset.type;
                    selectedBuildingCost = parseInt(this.dataset.cost);
                    
                    // Resaltar botón seleccionado
                    buildButtons.forEach(btn => btn.classList.remove('ring-2', 'ring-blue-500'));
                    this.classList.add('ring-2', 'ring-blue-500');
                });
            });
            
            // Event listeners para botones de entrenamiento
            const trainButtons = document.querySelectorAll('.train-btn');
            trainButtons.forEach(button => {
                button.addEventListener('click', function() {
                    const troopType = this.dataset.type;
                    const troopCost = parseInt(this.dataset.cost);
                    
                    if (resources.elixir >= troopCost) {
                        resources.elixir -= troopCost;
                        troops.push({ type: troopType, level: 1 });
                        updateResources();
                        
                        // Mostrar notificación
                        showNotification(`¡Has entrenado un ${getTroopName(troopType)}!`, 'success');
                    } else {
                        showNotification('No tienes suficiente elixir', 'error');
                    }
                });
            });
            
            // Event listener para botón de recolectar
            document.getElementById('collect-btn').addEventListener('click', collectResources);
            
            // Event listener para botón de ataque
            document.getElementById('attack-btn').addEventListener('click', showEnemyPreview);
            
            // Event listeners para botones del modal de vista previa
            document.getElementById('cancel-attack-btn').addEventListener('click', function() {
                document.getElementById('enemy-preview-modal').style.display = 'none';
            });
            
            document.getElementById('confirm-attack-btn').addEventListener('click', function() {
                document.getElementById('enemy-preview-modal').style.display = 'none';
                startAttack();
            });
            
            // Event listener para botón de reinicio
            document.getElementById('restart-btn').addEventListener('click', restartGame);
            
            // Actualizar la UI inicial
            updateResources();
            updateTroopsUI();
            
            // Generar recursos cada 10 segundos
            setInterval(generateResources, 10000);
        }

        function initializeChatbot() {
            const chatbotToggle = document.getElementById('chatbot-toggle');
            const chatbotBody = document.getElementById('chatbot-body');
            const chatbotArrow = document.getElementById('chatbot-arrow');
            const chatbotContainer = document.getElementById('chatbot-container');
            let isChatbotOpen = false;

            // Alternar visibilidad del chatbot
            chatbotToggle.addEventListener('click', function() {
                isChatbotOpen = !isChatbotOpen;
                
                if (isChatbotOpen) {
                    chatbotBody.style.display = 'block';
                    chatbotContainer.classList.remove('chatbot-closed');
                    chatbotArrow.classList.remove('fa-chevron-down');
                    chatbotArrow.classList.add('fa-chevron-up');
                } else {
                    chatbotBody.style.display = 'none';
                    chatbotContainer.classList.add('chatbot-closed');
                    chatbotArrow.classList.remove('fa-chevron-up');
                    chatbotArrow.classList.add('fa-chevron-down');
                }
            });

            // Botón de enviar mensaje
            document.getElementById('chatbot-send').addEventListener('click', sendChatbotMessage);
            
            // Enter para enviar mensaje
            document.getElementById('chatbot-input').addEventListener('keypress', function(e) {
                if (e.key === 'Enter') {
                    sendChatbotMessage();
                }
            });

            // Botones de sugerencias
            document.getElementById('suggest-buildings').addEventListener('click', function() {
                suggestBuildings();
            });

            document.getElementById('suggest-troops').addEventListener('click', function() {
                suggestTroops();
            });

            document.getElementById('suggest-attack').addEventListener('click', function() {
                suggestAttackStrategy();
            });
        }

        function sendChatbotMessage() {
            const input = document.getElementById('chatbot-input');
            const message = input.value.trim();
            
            if (message) {
                // Mostrar mensaje del usuario
                addUserMessage(message);
                input.value = '';
                
                // Mostrar que el bot está escribiendo
                showTypingIndicator();
                
                // Simular tiempo de respuesta
                setTimeout(() => {
                    removeTypingIndicator();
                    respondToMessage(message);
                }, 1000 + Math.random() * 2000);
            }
        }

        function addUserMessage(message) {
            const messagesContainer = document.getElementById('chatbot-messages');
            const messageElement = document.createElement('div');
            messageElement.className = 'message user-message';
            messageElement.textContent = message;
            messagesContainer.appendChild(messageElement);
            messagesContainer.scrollTop = messagesContainer.scrollHeight;
        }

        function addBotMessage(message) {
            const messagesContainer = document.getElementById('chatbot-messages');
            const messageElement = document.createElement('div');
            messageElement.className = 'message bot-message';
            messageElement.innerHTML = message;
            messagesContainer.appendChild(messageElement);
            messagesContainer.scrollTop = messagesContainer.scrollHeight;
        }

        function showTypingIndicator() {
            const messagesContainer = document.getElementById('chatbot-messages');
            const typingElement = document.createElement('div');
            typingElement.className = 'typing-indicator';
            typingElement.id = 'typing-indicator';
            typingElement.innerHTML = `
                <div class="typing-dot"></div>
                <div class="typing-dot"></div>
                <div class="typing-dot"></div>
            `;
            messagesContainer.appendChild(typingElement);
            messagesContainer.scrollTop = messagesContainer.scrollHeight;
        }

        function removeTypingIndicator() {
            const typingElement = document.getElementById('typing-indicator');
            if (typingElement) {
                typingElement.remove();
            }
        }

        function respondToMessage(message) {
            const lowerMessage = message.toLowerCase();
            
            if (lowerMessage.includes('hola') || lowerMessage.includes('buenos') || lowerMessage.includes('buenas')) {
                addBotMessage('¡Hola, jefe! ¿En qué puedo ayudarte hoy?');
            } 
            else if (lowerMessage.includes('constru') || lowerMessage.includes('edificio') || lowerMessage.includes('mina') || lowerMessage.includes('recolector')) {
                suggestBuildings();
            }
            else if (lowerMessage.includes('tropa') || lowerMessage.includes('ejército') || lowerMessage.includes('atacar') || lowerMessage.includes('ataque')) {
                suggestTroops();
            }
            else if (lowerMessage.includes('estrategia') || lowerMessage.includes('defensa') || lowerMessage.includes('proteger')) {
                suggestAttackStrategy();
            }
            else if (lowerMessage.includes('recurso') || lowerMessage.includes('oro') || lowerMessage.includes('elixir')) {
                addBotMessage('Para obtener más recursos:<br>' +
                             '1. Construye más minas de oro y recolectores de elixir<br>' +
                             '2. Mejora tus edificios de recursos para aumentar su producción<br>' +
                             '3. Ataca aldeas enemigas para obtener botines<br>' +
                             '4. Usa el botón "Recolectar" para obtener recursos acumulados');
            }
            else {
                const randomResponses = [
                    "No estoy seguro de entender. ¿Quieres que te sugiera construcciones, tropas o estrategias de ataque?",
                    "Puedo ayudarte con sugerencias para construir, entrenar tropas o planificar ataques. ¿Qué te interesa saber?",
                    "Como asistente de estrategia, puedo darte consejos para mejorar tu aldea. ¿Qué te interesa saber?"
                ];
                addBotMessage(randomResponses[Math.floor(Math.random() * randomResponses.length)]);
            }
        }

        function suggestBuildings() {
            // Analizar el estado actual del juego
            const goldMines = buildings.filter(b => b.type === 'goldmine').length;
            const elixirCollectors = buildings.filter(b => b.type === 'elixircollector').length;
            const barracks = buildings.filter(b => b.type === 'barracks').length;
            const cannons = buildings.filter(b => b.type === 'cannon').length;
            const walls = buildings.filter(b => b.type === 'wall').length;
            
            let suggestion = "Basado en tu aldea actual, te recomendaría:<br><br>";
            
            // Priorizar según recursos disponibles
            if (resources.gold > 500) {
                if (goldMines < 2) {
                    suggestion += "- <strong>Construye otra mina de oro</strong> para aumentar tu producción de oro<br>";
                }
                if (elixirCollectors < 2) {
                    suggestion += "- <strong>Construye otro recolector de elixir</strong> para aumentar tu producción de elixir<br>";
                }
                if (barracks < 1) {
                    suggestion += "- <strong>Construye un cuartel</strong> para poder entrenar más tropas<br>";
                }
                if (cannons < 2) {
                    suggestion += "- <strong>Construye más cañones</strong> para mejorar tus defensas<br>";
                }
                if (walls < 4) {
                    suggestion += "- <strong>Construye algunos muros</strong> para proteger tus edificios importantes<br>";
                }
                
                if (suggestion === "Basado en tu aldea actual, te recomendaría:<br><br>") {
                    suggestion += "- <strong>Mejora tus edificios existentes</strong> para aumentar su producción y defensas";
                }
            } else {
                suggestion += "- <strong>Enfócate en recolectar más oro</strong> antes de construir nuevos edificios<br>";
                suggestion += "- Considera atacar aldeas enemigas para obtener más recursos";
            }
            
            addBotMessage(suggestion);
        }

        function suggestTroops() {
            // Analizar las tropas actuales
            const barbarians = troops.filter(t => t.type === 'barbarian').length;
            const archers = troops.filter(t => t.type === 'archer').length;
            const giants = troops.filter(t => t.type === 'giant').length;
            
            let suggestion = "Para un ejército equilibrado, te recomendaría:<br><br>";
            
            if (troops.length < resources.troops) {
                // Sugerir composición basada en tropas disponibles
                const remainingSpace = resources.troops - troops.length;
                
                if (remainingSpace >= 3) {
                    suggestion += "- <strong>Entrena 2 bárbaros y 1 arquera</strong> para un ataque básico<br>";
                    suggestion += "- O <strong>1 gigante, 1 bárbaro y 1 arquera</strong> para más poder de ataque<br>";
                } else if (remainingSpace >= 2) {
                    suggestion += "- <strong>Entrena 1 bárbaro y 1 arquera</strong> para cubrir diferentes roles<br>";
                } else {
                    suggestion += "- <strong>Entrena 1 arquera</strong> para ataque a distancia";
                }
                
                suggestion += "<br>Estrategias avanzadas:<br>";
                suggestion += "- <strong>Bárbaros</strong>: Bueno para daño rápido a edificios cercanos<br>";
                suggestion += "- <strong>Arqueras</strong>: Excelente para atacar desde lejos y evitar defensas<br>";
                suggestion += "- <strong>Gigantes</strong>: Perfectos para absorber daño y atacar defensas";
            } else {
                suggestion += "Ya tienes el máximo de tropas. Considera:<br>";
                suggestion += "- <strong>Atacar ahora</strong> con tu ejército actual<br>";
                suggestion += "- <strong>Construir más cuarteles</strong> para aumentar tu capacidad de tropas";
            }
            
            addBotMessage(suggestion);
        }

        function suggestAttackStrategy() {
            // Analizar las tropas disponibles
            const barbarians = troops.filter(t => t.type === 'barbarian').length;
            const archers = troops.filter(t => t.type === 'archer').length;
            const giants = troops.filter(t => t.type === 'giant').length;
            
            let suggestion = "Estrategias de ataque basadas en tus tropas:<br><br>";
            
            if (giants >= 2) {
                suggestion += "- <strong>Estrategia de tanques</strong>: Usa gigantes para absorber daño mientras tus otras tropas destruyen edificios<br>";
                suggestion += "1. Libera los gigantes primero para que atraigan las defensas<br>";
                suggestion += "2. Espera unos segundos y luego envía bárbaros/arqueras<br>";
                suggestion += "3. Enfócate en destruir los cañones enemigos primero";
            } 
            else if (archers >= 3) {
                suggestion += "- <strong>Estrategia de ataque a distancia</strong>: Usa arqueras para atacar desde lejos<br>";
                suggestion += "1. Libera todas las arqueras en un borde del mapa<br>";
                suggestion += "2. Avanzarán destruyendo edificios sin exponerse mucho<br>";
                suggestion += "3. Usa bárbaros para protegerlas si hay defensas cercanas";
            }
            else if (barbarians >= 4) {
                suggestion += "- <strong>Ataque rápido</strong>: Usa bárbaros para daño rápido<br>";
                suggestion += "1. Libera los bárbaros en grupos de 2-3 cerca de edificios<br>";
                suggestion += "2. Enfócate en edificios de recursos primero (minas, recolectores)<br>";
                suggestion += "3. Evita los cañones hasta que tengas suficientes tropas";
            }
            else {
                suggestion += "- <strong>Ataque básico</strong>: Con pocas tropas, enfócate en objetivos específicos<br>";
                suggestion += "1. Identifica el edificio más débil (muros o recolectores)<br>";
                suggestion += "2. Libera todas tus tropas cerca de ese edificio<br>";
                suggestion += "3. Intenta obtener al menos el 50% de destrucción para algunas recompensas";
            }
            
            suggestion += "<br><strong>Objetivo principal</strong>: Siempre intenta destruir el ayuntamiento enemigo para ganar la batalla";
            
            addBotMessage(suggestion);
        }
        
        function buildInitialTownHall() {
            // Construir ayuntamiento en el centro
            const centerIndex = 27;
            const cell = document.querySelector(`.grid-cell[data-index="${centerIndex}"]`);
            
            const building = {
                type: 'townhall',
                level: 1,
                health: 100,
                maxHealth: 100,
                position: centerIndex,
                lastCollected: Date.now()
            };
            
            buildings.push(building);
            renderBuilding(building);
        }
        
        function generateEnemyVillage() {
            // Limpiar edificios enemigos
            enemyBuildings = [];
            
            // Generar edificios enemigos aleatorios
            const buildingTypes = ['townhall', 'goldmine', 'elixircollector', 'cannon', 'barracks', 'wall'];
            const positions = [0, 1, 2, 3, 4, 5, 6, 7, 8, 15, 16, 23, 24, 31, 32, 39, 40, 47, 48, 55, 56, 57, 58, 59, 60, 61, 62, 63];
            
            // Ayuntamiento enemigo
            enemyBuildings.push({
                type: 'townhall',
                level: 1 + Math.floor(Math.random() * 3), // Nivel 1-3
                health: 150,
                maxHealth: 150,
                position: 0
            });
            
            // Otros edificios enemigos
            const numBuildings = 5 + Math.floor(Math.random() * 4); // 5-8 edificios
            
            for (let i = 0; i < numBuildings; i++) {
                const randomType = buildingTypes[Math.floor(Math.random() * buildingTypes.length)];
                const randomPos = positions[Math.floor(Math.random() * positions.length)];
                
                // Verificar que la posición no esté ocupada
                if (!enemyBuildings.some(b => b.position === randomPos)) {
                    enemyBuildings.push({
                        type: randomType,
                        level: 1 + Math.floor(Math.random() * 2), // Nivel 1-2
                        health: randomType === 'wall' ? 50 : 100,
                        maxHealth: randomType === 'wall' ? 50 : 100,
                        position: randomPos
                    });
                }
            }
        }
        
        function showEnemyPreview() {
            if (isAttacking) return;
            
            if (selectedTroops.length === 0) {
                showNotification('Selecciona al menos una tropa para atacar', 'error');
                return;
            }
            
            // Crear la cuadrícula enemiga
            const enemyGridContainer = document.getElementById('enemy-grid-container');
            enemyGridContainer.innerHTML = '';
            
            const enemyGrid = document.createElement('div');
            enemyGrid.className = 'enemy-grid';
            
            for (let i = 0; i < 64; i++) {
                const cell = document.createElement('div');
                cell.className = 'enemy-cell';
                enemyGrid.appendChild(cell);
            }
            
            // Renderizar edificios enemigos
            enemyBuildings.forEach(building => {
                const cell = enemyGrid.children[building.position];
                const buildingElement = document.createElement('div');
                buildingElement.className = 'enemy-building';
                
                // Estilo según el tipo de edificio
                switch(building.type) {
                    case 'townhall':
                        buildingElement.innerHTML = '<i class="fas fa-chess-king text-yellow-600 text-xl"></i>';
                        break;
                    case 'goldmine':
                        buildingElement.innerHTML = '<i class="fas fa-coins text-yellow-500 text-xl"></i>';
                        break;
                    case 'elixircollector':
                        buildingElement.innerHTML = '<i class="fas fa-flask text-purple-500 text-xl"></i>';
                        break;
                    case 'cannon':
                        buildingElement.innerHTML = '<i class="fas fa-crosshairs text-red-500 text-xl"></i>';
                        break;
                    case 'barracks':
                        buildingElement.innerHTML = '<i class="fas fa-chess-knight text-green-500 text-xl"></i>';
                        break;
                    case 'wall':
                        buildingElement.innerHTML = '<i class="fas fa-border-style text-gray-500 text-xl"></i>';
                        break;
                }
                
                // Barra de salud
                const healthBar = document.createElement('div');
                healthBar.className = 'progress-bar';
                const healthFill = document.createElement('div');
                healthFill.className = 'progress-fill';
                healthFill.style.width = `${(building.health / building.maxHealth) * 100}%`;
                healthBar.appendChild(healthFill);
                buildingElement.appendChild(healthBar);
                
                cell.innerHTML = '';
                cell.appendChild(buildingElement);
            });
            
            enemyGridContainer.appendChild(enemyGrid);
            
            // Actualizar estadísticas del enemigo
            const townhall = enemyBuildings.find(b => b.type === 'townhall');
            const defenses = enemyBuildings.filter(b => b.type === 'cannon' || b.type === 'wall').length;
            
            document.getElementById('enemy-buildings-count').textContent = enemyBuildings.length;
            document.getElementById('enemy-defenses-count').textContent = defenses;
            document.getElementById('enemy-townhall-level').textContent = townhall ? townhall.level : '1';
            
            // Mostrar el modal
            document.getElementById('enemy-preview-modal').style.display = 'flex';
        }
        
        function handleCellClick(e) {
            const cellIndex = parseInt(e.target.dataset.index);
            
            // Verificar si ya hay un edificio en esta celda
            const existingBuilding = buildings.find(b => b.position === cellIndex);
            
            if (existingBuilding) {
                // Mostrar información del edificio
                showBuildingInfo(existingBuilding);
                return;
            }
            
            // Si estamos en modo de construcción
            if (selectedBuildingType) {
                // Verificar si tenemos suficientes recursos
                if (resources.gold >= selectedBuildingCost) {
                    // Construir el edificio
                    const building = {
                        type: selectedBuildingType,
                        level: 1,
                        health: selectedBuildingType === 'wall' ? 50 : 100,
                        maxHealth: selectedBuildingType === 'wall' ? 50 : 100,
                        position: cellIndex,
                        lastCollected: Date.now()
                    };
                    
                    buildings.push(building);
                    resources.gold -= selectedBuildingCost;
                    updateResources();
                    renderBuilding(building);
                    
                    showNotification(`¡Has construido un ${getBuildingName(selectedBuildingType)}!`, 'success');
                } else {
                    showNotification('No tienes suficiente oro', 'error');
                }
            }
        }
        
        function renderBuilding(building) {
            const cell = document.querySelector(`.grid-cell[data-index="${building.position}"]`);
            cell.innerHTML = '';
            
            const buildingElement = document.createElement('div');
            buildingElement.className = 'building';
            
            // Estilo según el tipo de edificio
            switch(building.type) {
                case 'townhall':
                    buildingElement.innerHTML = '<i class="fas fa-chess-king text-yellow-600 text-2xl"></i>';
                    break;
                case 'goldmine':
                    buildingElement.innerHTML = '<i class="fas fa-coins text-yellow-500 text-2xl"></i>';
                    break;
                case 'elixircollector':
                    buildingElement.innerHTML = '<i class="fas fa-flask text-purple-500 text-2xl"></i>';
                    break;
                case 'cannon':
                    buildingElement.innerHTML = '<i class="fas fa-crosshairs text-red-500 text-2xl"></i>';
                    break;
                case 'barracks':
                    buildingElement.innerHTML = '<i class="fas fa-chess-knight text-green-500 text-2xl"></i>';
                    break;
                case 'wall':
                    buildingElement.innerHTML = '<i class="fas fa-border-style text-gray-500 text-2xl"></i>';
                    break;
            }
            
            // Barra de salud
            const healthBar = document.createElement('div');
            healthBar.className = 'progress-bar';
            const healthFill = document.createElement('div');
            healthFill.className = 'progress-fill';
            healthFill.style.width = `${(building.health / building.maxHealth) * 100}%`;
            healthBar.appendChild(healthFill);
            buildingElement.appendChild(healthBar);
            
            cell.appendChild(buildingElement);
        }
        
        function showBuildingInfo(building) {
            const buildingName = getBuildingName(building.type);
            const info = `
                <div class="bg-white p-4 rounded-lg shadow-lg">
                    <h3 class="text-xl font-bold mb-2">${buildingName} (Nivel ${building.level})</h3>
                    <p class="text-gray-700 mb-2">Salud: ${building.health}/${building.maxHealth}</p>
                    ${building.type === 'townhall' ? '<p class="text-gray-700">Corazón de tu aldea</p>' : ''}
                    ${building.type === 'goldmine' ? '<p class="text-gray-700">Genera oro cada 10 segundos</p>' : ''}
                    ${building.type === 'elixircollector' ? '<p class="text-gray-700">Genera elixir cada 10 segundos</p>' : ''}
                    ${building.type === 'cannon' ? '<p class="text-gray-700">Defiende tu aldea de ataques</p>' : ''}
                    ${building.type === 'barracks' ? '<p class="text-gray-700">Permite entrenar más tropas</p>' : ''}
                    ${building.type === 'wall' ? '<p class="text-gray-700">Protege otros edificios</p>' : ''}
                    <button class="upgrade-btn mt-3 bg-blue-500 hover:bg-blue-600 text-white px-3 py-1 rounded" data-position="${building.position}">
                        <i class="fas fa-arrow-up mr-1"></i>Mejorar (${getUpgradeCost(building.type, building.level)})
                    </button>
                </div>
            `;
            
            // Mostrar tooltip o modal con la información
            showNotification(info, 'info', 5000);
            
            // Agregar event listener al botón de mejora
            setTimeout(() => {
                const upgradeBtn = document.querySelector('.upgrade-btn');
                if (upgradeBtn) {
                    upgradeBtn.addEventListener('click', function() {
                        const position = parseInt(this.dataset.position);
                        upgradeBuilding(position);
                    });
                }
            }, 100);
        }
        
        function getUpgradeCost(type, level) {
            const baseCosts = {
                townhall: 1000,
                goldmine: 300,
                elixircollector: 300,
                cannon: 400,
                barracks: 500,
                wall: 150
            };
            
            return baseCosts[type] * level;
        }
        
        function upgradeBuilding(position) {
            const building = buildings.find(b => b.position === position);
            
            if (!building) return;
            
            const upgradeCost = getUpgradeCost(building.type, building.level);
            
            if (resources.gold >= upgradeCost) {
                resources.gold -= upgradeCost;
                building.level += 1;
                building.maxHealth += 50;
                building.health = building.maxHealth;
                
                updateResources();
                renderBuilding(building);
                
                showNotification(`¡Has mejorado tu ${getBuildingName(building.type)} al nivel ${building.level}!`, 'success');
            } else {
                showNotification('No tienes suficiente oro para mejorar', 'error');
            }
        }
        
        function getBuildingName(type) {
            const names = {
                townhall: 'Ayuntamiento',
                goldmine: 'Mina de Oro',
                elixircollector: 'Recolector de Elixir',
                cannon: 'Cañón',
                barracks: 'Cuartel',
                wall: 'Muro'
            };
            
            return names[type] || type;
        }
        
        function getTroopName(type) {
            const names = {
                barbarian: 'Bárbaro',
                archer: 'Arquera',
                giant: 'Gigante'
            };
            
            return names[type] || type;
        }
        
        function generateResources() {
            let goldGenerated = 0;
            let elixirGenerated = 0;
            
            buildings.forEach(building => {
                if (building.type === 'goldmine') {
                    const amount = 50 * building.level;
                    goldGenerated += amount;
                } else if (building.type === 'elixircollector') {
                    const amount = 30 * building.level;
                    elixirGenerated += amount;
                }
            });
            
            if (goldGenerated > 0 || elixirGenerated > 0) {
                resources.gold += goldGenerated;
                resources.elixir += elixirGenerated;
                updateResources();
                
                let message = '';
                if (goldGenerated > 0) message += `+${goldGenerated} Oro `;
                if (elixirGenerated > 0) message += `+${elixirGenerated} Elixir`;
                
                showNotification(message, 'success');
            }
        }
        
        function collectResources() {
            let goldCollected = 0;
            let elixirCollected = 0;
            
            buildings.forEach(building => {
                if (building.type === 'goldmine') {
                    const amount = 100 * building.level;
                    goldCollected += amount;
                } else if (building.type === 'elixircollector') {
                    const amount = 60 * building.level;
                    elixirCollected += amount;
                }
            });
            
            if (goldCollected > 0 || elixirCollected > 0) {
                resources.gold += goldCollected;
                resources.elixir += elixirCollected;
                updateResources();
                
                let message = '';
                if (goldCollected > 0) message += `Recolectaste ${goldCollected} Oro `;
                if (elixirCollected > 0) message += `Recolectaste ${elixirCollected} Elixir`;
                
                showNotification(message, 'success');
            } else {
                showNotification('No hay recursos para recolectar', 'info');
            }
        }
        
        function updateResources() {
            document.getElementById('gold-amount').textContent = resources.gold;
            document.getElementById('elixir-amount').textContent = resources.elixir;
            
            // Actualizar tropas basadas en cuarteles
            const barracksCount = buildings.filter(b => b.type === 'barracks').length;
            resources.troops = 5 + (barracksCount * 3);
            document.getElementById('troops-amount').textContent = resources.troops;
            
            // Actualizar UI de tropas
            updateTroopsUI();
        }
        
        function updateTroopsUI() {
            const troopsContainer = document.getElementById('attack-troops');
            troopsContainer.innerHTML = '';
            
            troops.forEach((troop, index) => {
                const troopElement = document.createElement('div');
                troopElement.className = 'flex flex-col items-center cursor-pointer';
                troopElement.dataset.index = index;
                
                let iconClass = '';
                let bgColor = '';
                
                switch(troop.type) {
                    case 'barbarian':
                        iconClass = 'fas fa-user-shield text-red-600';
                        bgColor = 'bg-red-100';
                        break;
                    case 'archer':
                        iconClass = 'fas fa-bow-arrow text-blue-600';
                        bgColor = 'bg-blue-100';
                        break;
                    case 'giant':
                        iconClass = 'fas fa-people-arrows text-green-600';
                        bgColor = 'bg-green-100';
                        break;
                }
                
                troopElement.innerHTML = `
                    <div class="w-12 h-12 rounded-full ${bgColor} flex items-center justify-center mb-1 ${selectedTroops.includes(index) ? 'ring-2 ring-yellow-500' : ''}">
                        <i class="${iconClass} text-xl"></i>
                    </div>
                    <span class="text-xs">Nvl ${troop.level}</span>
                `;
                
                troopElement.addEventListener('click', function() {
                    toggleTroopSelection(index);
                });
                
                troopsContainer.appendChild(troopElement);
            });
        }
        
        function toggleTroopSelection(index) {
            const troopIndex = selectedTroops.indexOf(index);
            
            if (troopIndex === -1) {
                // Verificar si ya hemos alcanzado el límite de tropas seleccionadas
                if (selectedTroops.length < resources.troops) {
                    selectedTroops.push(index);
                } else {
                    showNotification(`Solo puedes seleccionar ${resources.troops} tropas`, 'error');
                }
            } else {
                selectedTroops.splice(troopIndex, 1);
            }
            
            updateTroopsUI();
        }
        
        function startAttack() {
            if (isAttacking) return;
            
            isAttacking = true;
            document.getElementById('attack-btn').disabled = true;
            document.getElementById('attack-btn').classList.add('opacity-50');
            
            // Mostrar modal con la aldea enemiga
            const modal = document.getElementById('result-modal');
            const resultTitle = document.getElementById('result-title');
            const resultMessage = document.getElementById('result-message');
            
            resultTitle.textContent = '¡Ataque en progreso!';
            resultMessage.innerHTML = '<div class="flex justify-center mb-4"><div class="animate-spin rounded-full h-10 w-10 border-b-2 border-blue-600"></div></div><p>Preparando el ataque...</p>';
            
            modal.style.display = 'flex';
            
            // Iniciar el ataque después de un breve retraso
            setTimeout(() => {
                performAttack();
            }, 1500);
        }
        
        function performAttack() {
            const battleLog = document.getElementById('battle-log');
            battleLog.innerHTML = '';
            
            // Clonar edificios enemigos para no modificar los originales
            const enemyBuildingsCopy = JSON.parse(JSON.stringify(enemyBuildings));
            
            // Clonar tropas seleccionadas
            const attackingTroops = selectedTroops.map(index => {
                return {...troops[index]};
            });
            
            // Función para registrar un evento en el log de batalla
            function logEvent(message) {
                const logEntry = document.createElement('div');
                logEntry.className = 'mb-1';
                logEntry.innerHTML = `<span class="text-gray-500">[${new Date().toLocaleTimeString()}]</span> ${message}`;
                battleLog.appendChild(logEntry);
                battleLog.scrollTop = battleLog.scrollHeight;
            }
            
            // Mostrar resumen inicial
            logEvent(`Iniciaste un ataque con ${attackingTroops.length} tropas contra ${enemyBuildingsCopy.length} edificios enemigos.`);
            
            // Simular batalla por turnos
            let turn = 1;
            const maxTurns = 10;
            
            attackInterval = setInterval(() => {
                if (turn > maxTurns || attackingTroops.length === 0 || enemyBuildingsCopy.length === 0) {
                    clearInterval(attackInterval);
                    endAttack(attackingTroops, enemyBuildingsCopy);
                    return;
                }
                
                logEvent(`<strong>Turno ${turn}</strong>`);
                
                // Tropas atacan edificios
                attackingTroops.forEach((troop, index) => {
                    if (enemyBuildingsCopy.length === 0) return;
                    
                    const targetIndex = Math.floor(Math.random() * enemyBuildingsCopy.length);
                    const target = enemyBuildingsCopy[targetIndex];
                    
                    let damage = 0;
                    switch(troop.type) {
                        case 'barbarian':
                            damage = 20 * troop.level;
                            break;
                        case 'archer':
                            damage = 15 * troop.level;
                            break;
                        case 'giant':
                            damage = 30 * troop.level;
                            break;
                    }
                    
                    target.health -= damage;
                    logEvent(`Tu ${getTroopName(troop.type)} inflige ${damage} de daño al ${getBuildingName(target.type)} enemigo.`);
                    
                    // Verificar si el edificio fue destruido
                    if (target.health <= 0) {
                        logEvent(${getBuildingName(target.type)} enemigo destruido!`);
                        enemyBuildingsCopy.splice(targetIndex, 1);
                        
                        // Recompensa por destruir edificios
                        if (target.type === 'goldmine') {
                            resources.gold += 200;
                        } else if (target.type === 'elixircollector') {
                            resources.elixir += 100;
                        } else if (target.type === 'townhall') {
                            resources.gold += 1000;
                            resources.elixir += 500;
                        }
                    }
                });
                
                // Edificios defienden (solo cañones)
                enemyBuildingsCopy.forEach(building => {
                    if (building.type === 'cannon' && attackingTroops.length > 0) {
                        const targetIndex = Math.floor(Math.random() * attackingTroops.length);
                        const target = attackingTroops[targetIndex];
                        
                        const damage = 25 * building.level;
                        target.health -= damage;
                        
                        logEvent(`Cañón enemigo inflige ${damage} de daño a tu ${getTroopName(target.type)}.`);
                        
                        // Verificar si la tropa fue eliminada
                        if (target.health <= 0) {
                            logEvent(`¡Tu ${getTroopName(target.type)} ha sido eliminado!`);
                            attackingTroops.splice(targetIndex, 1);
                        }
                    }
                });
                
                turn++;
                updateResources();
            }, 1500);
        }
        
        function endAttack(remainingTroops, remainingBuildings) {
            isAttacking = false;
            document.getElementById('attack-btn').disabled = false;
            document.getElementById('attack-btn').classList.remove('opacity-50');
            
            const battleLog = document.getElementById('battle-log');
            const modal = document.getElementById('result-modal');
            const resultTitle = document.getElementById('result-title');
            const resultMessage = document.getElementById('result-message');
            
            // Determinar resultado
            const townhallDestroyed = !remainingBuildings.some(b => b.type === 'townhall');
            const allTroopsDead = remainingTroops.length === 0;
            
            if (townhallDestroyed) {
                resultTitle.textContent = '¡Victoria!';
                resultMessage.innerHTML = `
                    <p class="text-green-600 text-xl mb-4">¡Has destruido el ayuntamiento enemigo!</p>
                    <p class="mb-2">Recompensas:</p>
                    <ul class="list-disc pl-5 mb-4">
                        <li>+1000 Oro</li>
                        <li>+500 Elixir</li>
                    </ul>
                    <p>${remainingTroops.length} tropas sobrevivieron.</p>
                `;
                
                // Eliminar tropas usadas en el ataque
                selectedTroops.sort((a, b) => b - a).forEach(index => {
                    troops.splice(index, 1);
                });
                
                // Agregar tropas sobrevivientes
                remainingTroops.forEach(troop => {
                    troops.push(troop);
                });
                
                selectedTroops = [];
                updateTroopsUI();
                
                // Generar nueva aldea enemiga
                setTimeout(generateEnemyVillage, 3000);
            } else if (allTroopsDead) {
                resultTitle.textContent = 'Derrota';
                resultMessage.innerHTML = `
                    <p class="text-red-600 text-xl mb-4">Todas tus tropas han sido eliminadas.</p>
                    <p>Inténtalo de nuevo con un ejército más fuerte.</p>
                `;
                
                // Eliminar tropas usadas en el ataque
                selectedTroops.sort((a, b) => b - a).forEach(index => {
                    troops.splice(index, 1);
                });
                
                selectedTroops = [];
                updateTroopsUI();
            } else {
                resultTitle.textContent = 'Retirada';
                resultMessage.innerHTML = `
                    <p class="text-yellow-600 text-xl mb-4">Te has retirado del combate.</p>
                    <p>${remainingTroops.length} tropas sobrevivieron.</p>
                    <p class="mt-2">Destruiste ${enemyBuildings.length - remainingBuildings.length} edificios enemigos.</p>
                `;
                
                // Eliminar tropas usadas en el ataque
                selectedTroops.sort((a, b) => b - a).forEach(index => {
                    troops.splice(index, 1);
                });
                
                // Agregar tropas sobrevivientes
                remainingTroops.forEach(troop => {
                    troops.push(troop);
                });
                
                selectedTroops = [];
                updateTroopsUI();
            }
            
            modal.style.display = 'flex';
        }
        
        function restartGame() {
            // Reiniciar variables del juego
            resources = {
                gold: 1000,
                elixir: 500,
                troops: 5
            };
            
            buildings = [];
            troops = [];
            selectedTroops = [];
            
            // Limpiar la aldea
            document.querySelectorAll('.grid-cell').forEach(cell => {
                cell.innerHTML = '';
            });
            
            // Construir ayuntamiento inicial
            buildInitialTownHall();
            
            // Generar nueva aldea enemiga
            generateEnemyVillage();
            
            // Actualizar UI
            updateResources();
            updateTroopsUI();
            
            // Ocultar modal
            document.getElementById('result-modal').style.display = 'none';
        }
        
        function showNotification(message, type = 'info', duration = 3000) {
            const notification = document.createElement('div');
            notification.className = `fixed top-4 right-4 p-4 rounded-lg shadow-lg z-50 animate-fade-in`;
            
            // Estilo según el tipo
            switch(type) {
                case 'success':
                    notification.className += ' bg-green-100 text-green-800 border-l-4 border-green-500';
                    break;
                case 'error':
                    notification.className += ' bg-red-100 text-red-800 border-l-4 border-red-500';
                    break;
                case 'info':
                    notification.className += ' bg-blue-100 text-blue-800 border-l-4 border-blue-500';
                    break;
                default:
                    notification.className += ' bg-gray-100 text-gray-800 border-l-4 border-gray-500';
            }
            
            notification.innerHTML = message;
            document.body.appendChild(notification);
            
            // Eliminar después de un tiempo
            if (duration > 0) {
                setTimeout(() => {
                    notification.classList.remove('animate-fade-in');
                    notification.classList.add('animate-fade-out');
                    
                    setTimeout(() => {
                        notification.remove();
                    }, 300);
                }, duration);
            }
        }
    </script>
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