<!DOCTYPE html>
<html>
<head>
    <title>2D Top-Down Game with Army and Death Effects</title>
    <style>
        body { margin: 0; overflow: hidden; }
        canvas { display: block; background: #000; cursor: grab; }
    </style>
</head>
<body>
    <canvas id="gameCanvas"></canvas>
    <script>
        // Setup canvas
        const canvas = document.getElementById("gameCanvas");
        const ctx = canvas.getContext("2d");
        let canvasWidth = window.innerWidth;
        let canvasHeight = window.innerHeight;
        canvas.width = canvasWidth;
        canvas.height = canvasHeight;

        // Tile and world dimensions
        const tileSize = 16; // Adjusted tile size
        const worldWidth = 200; // Increased world size
        const worldHeight = 200;

        // Camera (viewport) position
        let cameraX = 0;
        let cameraY = 0;

        // Variables for panning the camera
        let isPanning = false;
        let startMouseX, startMouseY;
        let startCameraX, startCameraY;

        // World array
        const world = [];
        for(let y = 0; y < worldHeight; y++) {
            world[y] = [];
            for(let x = 0; x < worldWidth; x++) {
                world[y][x] = {};
            }
        }

        // Generate terrain resembling Earth's landscape
        const centerX = worldWidth / 2;
        const centerY = worldHeight / 2;
        const maxDistance = Math.sqrt(centerX * centerX + centerY * centerY);

        for(let y = 0; y < worldHeight; y++) {
            for(let x = 0; x < worldWidth; x++) {
                const dx = x - centerX;
                const dy = y - centerY;
                const distance = Math.sqrt(dx * dx + dy * dy);
                let height = 1 - (distance / maxDistance); // Height decreases from center
                height += (Math.random() - 0.5) * 0.5; // Add noise
                world[y][x].height = height;
                world[y][x].type = 'water'; // Initialize as water
                world[y][x].country = null; // Track ownership for borders
                world[y][x].captureProgress = {}; // Track capture progress for each country
            }
        }

        // Assign land tiles based on height
        for(let y = 0; y < worldHeight; y++) {
            for(let x = 0; x < worldWidth; x++) {
                const tile = world[y][x];
                if(tile.height > 0.3) {
                    tile.type = 'land';
                }
            }
        }

        // Generate woods, food, and iron on land tiles
        for(let y = 0; y < worldHeight; y++) {
            for(let x = 0; x < worldWidth; x++) {
                const tile = world[y][x];
                if(tile.type === 'land') {
                    const rnd = Math.random();
                    if(rnd < 0.15) { // 15% chance to be woods
                        tile.type = 'woods';
                    } else if(rnd < 0.25) { // 10% chance to be food
                        tile.type = 'food';
                    } else if(rnd < 0.28) { // Additional 3% chance to be iron
                        tile.type = 'iron';
                    }
                }
            }
        }

        // Generate rivers
        function generateRivers(numRivers) {
            for(let i = 0; i < numRivers; i++) {
                // Start river at random x position at the top
                let x = Math.floor(Math.random() * worldWidth);
                let y = 0;
                while(y < worldHeight && x >= 0 && x < worldWidth) {
                    if(world[y][x].type !== 'water') {
                        world[y][x].type = 'river';
                    }
                    // Randomly move left, right, or straight down
                    const direction = Math.floor(Math.random() * 3) - 1; // -1, 0, or 1
                    x += direction;
                    y += 1;
                }
            }
        }

        generateRivers(5); // Generate 5 rivers

        // Function to draw the world
        function drawWorld() {
            const startX = Math.floor(cameraX / tileSize);
            const startY = Math.floor(cameraY / tileSize);
            const endX = startX + Math.ceil(canvasWidth / tileSize) + 1;
            const endY = startY + Math.ceil(canvasHeight / tileSize) + 1;

            for(let y = startY; y < endY; y++) {
                for(let x = startX; x < endX; x++) {
                    if(x >= 0 && x < worldWidth && y >= 0 && y < worldHeight) {
                        const tile = world[y][x];
                        switch(tile.type) {
                            case 'land':
                                ctx.fillStyle = '#228B22'; // Forest green
                                break;
                            case 'woods':
                                ctx.fillStyle = '#006400'; // Dark green for woods
                                break;
                            case 'food':
                                ctx.fillStyle = '#FFD700'; // Gold for food sources
                                break;
                            case 'iron':
                                ctx.fillStyle = '#A9A9A9'; // Dark gray for iron
                                break;
                            case 'river':
                                ctx.fillStyle = '#1E90FF'; // Blue for rivers
                                break;
                            case 'water':
                                ctx.fillStyle = '#87CEEB'; // Light blue for water
                                break;
                            case 'house':
                                ctx.fillStyle = '#8B4513'; // Brown for houses
                                break;
                            default:
                                ctx.fillStyle = '#000';
                                break;
                        }
                        ctx.fillRect((x * tileSize) - cameraX, (y * tileSize) - cameraY, tileSize, tileSize);

                        // Optionally, draw tiles claimed by a country in lighter shade
                        if(tile.country && tile.type !== 'water' && tile.type !== 'river') {
                            ctx.fillStyle = tile.country.color + '55'; // Semi-transparent
                            ctx.fillRect((x * tileSize) - cameraX, (y * tileSize) - cameraY, tileSize, tileSize);
                        }
                    }
                }
            }

            // Draw country borders
            countries.forEach(country => {
                ctx.strokeStyle = country.borderColor;
                country.borders.forEach(tile => {
                    ctx.strokeRect((tile.x * tileSize) - cameraX, (tile.y * tileSize) - cameraY, tileSize, tileSize);
                });
            });
        }

        // Character array
        const characters = [];
        // Death effects array
        const deathEffects = [];

        // Country array
        const countries = [];

        // Names for countries and kings
        const countryNames = ["Avalon", "Eldoria", "Valoria", "Draconia", "Zephyria", "Arcadia", "Elysium", "Calradia", "Mythland", "Serentia"];
        let usedCountryNames = [];

        const kingNames = ["Arthur", "Leon", "Maximilian", "Victor", "Robert", "Richard", "William", "Henry", "Edward", "Alexander"];

        // Character class
        class Character {
            constructor(x, y) {
                this.x = x;
                this.y = y;
                this.woodCollected = 0;
                this.ironCollected = 0;
                this.moveDelay = Math.floor(Math.random() * 10) + 5; // Random delay between moves
                this.moveCounter = 0;
                this.country = null; // Reference to the country they belong to
                this.hungerCounter = Math.floor(Math.random() * 200) + 100; // Time until next meal
            }
            move() {
                this.moveCounter++;
                if(this.moveCounter >= this.moveDelay) {
                    this.moveCounter = 0;

                    // Check hunger
                    this.hungerCounter--;
                    if(this.hungerCounter <= 0) {
                        this.eat();
                        this.hungerCounter = Math.floor(Math.random() * 200) + 100; // Reset hunger counter
                    }

                    // Build house if enough wood collected
                    if(this.woodCollected >= 5) {
                        this.buildHouse();
                        this.woodCollected = 0;
                    }

                    // Random direction: up, down, left, right
                    const directions = [
                        {dx: -1, dy: 0}, // left
                        {dx: 1, dy: 0},  // right
                        {dx: 0, dy: -1}, // up
                        {dx: 0, dy: 1},  // down
                    ];
                    const dir = directions[Math.floor(Math.random() * directions.length)];
                    const newX = this.x + dir.dx;
                    const newY = this.y + dir.dy;
                    // Check bounds
                    if(newX >= 0 && newX < worldWidth && newY >= 0 && newY < worldHeight) {
                        const tile = world[newY][newX];

                        // Check if tile is passable (not water or river)
                        if(tile.type === 'land' || tile.type === 'woods' || tile.type === 'food' || tile.type === 'iron' || tile.type === 'house') {
                            // Check for country borders
                            if(this.canEnterTile(tile)) {
                                this.x = newX;
                                this.y = newY;

                                // Collect wood if on woods tile
                                if(tile.type === 'woods') {
                                    this.woodCollected++;
                                    tile.type = 'land'; // Remove woods after chopping
                                    // If part of a country, add wood to country's resources
                                    if(this.country) {
                                        this.country.wood++;
                                    }
                                }

                                // Collect iron if on iron tile
                                if(tile.type === 'iron') {
                                    this.ironCollected++;
                                    tile.type = 'land'; // Remove iron after mining
                                    // If part of a country, add iron to country's resources
                                    if(this.country) {
                                        this.country.iron++;
                                    }
                                }

                                // If part of a country, claim tile
                                if(this.country) {
                                    tile.country = this.country;
                                    this.country.updateBorders();
                                }
                            }
                        }
                    }

                    // Check for proximity to form a country
                    if(!this.country) {
                        checkForCountryFormation(this);
                    }
                }
            }
            eat() {
                if(this.country) {
                    if(this.country.food > 0) {
                        this.country.food--;
                    } else {
                        // No food available, character dies
                        this.die();
                    }
                } else {
                    // Character without country dies of starvation
                    this.die();
                }
            }
            die() {
                // Add death effect
                deathEffects.push(new DeathEffect(this.x, this.y));

                // Remove character from the game
                const index = characters.indexOf(this);
                if(index !== -1) {
                    characters.splice(index, 1);
                }
                // Remove from country members if applicable
                if(this.country) {
                    const idx = this.country.members.indexOf(this);
                    if(idx !== -1) {
                        this.country.members.splice(idx, 1);
                    }
                    // Check if country has no members left
                    if(this.country.members.length === 0) {
                        this.country.destroy();
                    }
                }
            }
            buildHouse() {
                const tile = world[this.y][this.x];
                // Can only build on land or woods within own country or unclaimed territory
                if((tile.type === 'land' || tile.type === 'woods') && this.canEnterTile(tile)) {
                    tile.type = 'house';
                    // If part of a country, claim the tile
                    if(this.country) {
                        tile.country = this.country;
                        this.country.updateBorders();
                    }
                }
            }
            canEnterTile(tile) {
                // If the tile is not claimed by any country, it's free to enter
                if(!tile.country) return true;
                // If the tile belongs to the character's own country, they can enter
                if(tile.country === this.country) return true;
                // If the tile is claimed by an enemy country and there's war, can enter
                if(this.country && tile.country && this.country.isAtWarWith(tile.country)) return true;
                // Otherwise, they cannot enter
                return false;
            }
            draw() {
                // Calculate position on canvas
                const drawX = (this.x * tileSize) - cameraX;
                const drawY = (this.y * tileSize) - cameraY;

                // Only draw if within the visible area
                if(drawX >= -tileSize && drawX <= canvasWidth && drawY >= -tileSize && drawY <= canvasHeight) {
                    // Draw character sprite
                    ctx.fillStyle = this.country ? this.country.color : '#FFD700'; // Color based on country
                    ctx.fillRect(drawX + 4, drawY + 2, 8, 12); // Body
                    ctx.fillStyle = '#FFFFFF'; // White for face
                    ctx.fillRect(drawX + 5, drawY + 4, 6, 6); // Face
                    ctx.fillStyle = '#000000'; // Black for eyes
                    ctx.fillRect(drawX + 6, drawY + 5, 1, 1); // Left eye
                    ctx.fillRect(drawX + 9, drawY + 5, 1, 1); // Right eye
                    ctx.fillRect(drawX + 7, drawY + 7, 2, 1); // Mouth
                }
            }
        }

        // Army class
        class Army {
            constructor(x, y, country) {
                this.x = x;
                this.y = y;
                this.country = country;
                this.moveDelay = 5;
                this.moveCounter = 0;
                this.target = null; // Target tile or enemy army
                this.isMoving = false;
                this.strength = 100; // Army strength (number of soldiers)
                this.captureDelay = 20; // Time required to capture a tile
                this.captureProgress = 0;
                this.isCapturing = false;
            }
            update() {
                this.moveCounter++;
                if (this.moveCounter >= this.moveDelay) {
                    this.moveCounter = 0;

                    if (this.country.atWar.length > 0) {
                        if (!this.isMoving && !this.isCapturing) {
                            this.findTarget();
                        }
                        if (this.isMoving && this.target) {
                            this.moveTowardsTarget();
                        }
                        if (this.isCapturing) {
                            this.captureTile();
                        }
                    } else {
                        // Patrol or guard borders
                        this.patrol();
                    }
                }
            }
            findTarget() {
                // Find nearest enemy army or border tile
                let nearestTarget = null;
                let minDistance = Infinity;

                // Look for enemy armies first
                this.country.atWar.forEach(enemyCountry => {
                    enemyCountry.army.forEach(enemyArmy => {
                        const dx = enemyArmy.x - this.x;
                        const dy = enemyArmy.y - this.y;
                        const distance = Math.sqrt(dx * dx + dy * dy);
                        if (distance < minDistance) {
                            minDistance = distance;
                            nearestTarget = { x: enemyArmy.x, y: enemyArmy.y, type: 'army', army: enemyArmy };
                        }
                    });
                });

                // If no enemy armies nearby, look for enemy border tiles
                if (!nearestTarget) {
                    this.country.atWar.forEach(enemyCountry => {
                        enemyCountry.borders.forEach(tile => {
                            const dx = tile.x - this.x;
                            const dy = tile.y - this.y;
                            const distance = Math.sqrt(dx * dx + dy * dy);
                            if(distance < minDistance) {
                                minDistance = distance;
                                nearestTarget = { x: tile.x, y: tile.y, type: 'tile' };
                            }
                        });
                    });
                }

                if(nearestTarget) {
                    this.target = nearestTarget;
                    this.isMoving = true;
                }
            }
            moveTowardsTarget() {
                if (this.target) {
                    let dx = this.target.x - this.x;
                    let dy = this.target.y - this.y;

                    if (dx === 0 && dy === 0) {
                        // Arrived at target
                        if (this.target.type === 'army') {
                            this.battle(this.target.army);
                        } else if (this.target.type === 'tile') {
                            this.isMoving = false;
                            this.isCapturing = true;
                            this.captureProgress = 0;
                        }
                        return;
                    }

                    // Normalize direction
                    dx = dx > 0 ? 1 : dx < 0 ? -1 : 0;
                    dy = dy > 0 ? 1 : dy < 0 ? -1 : 0;

                    const newX = this.x + dx;
                    const newY = this.y + dy;

                    if (newX >= 0 && newX < worldWidth && newY >= 0 && newY < worldHeight) {
                        const tile = world[newY][newX];
                        if (this.canEnterTile(tile)) {
                            // Move army
                            this.x = newX;
                            this.y = newY;

                            // Check for enemy army
                            const enemyArmy = findArmyAtPosition(newX, newY, army => army.country !== this.country);
                            if (enemyArmy) {
                                this.battle(enemyArmy);
                                this.target = null;
                                this.isMoving = false;
                            }
                        } else {
                            // Cannot move into tile, find a new path or target
                            this.isMoving = false;
                            this.target = null;
                        }
                    }
                }
            }
            patrol() {
                // Move randomly near borders
                if (!this.isMoving) {
                    const directions = [
                        {dx: -1, dy: 0}, // left
                        {dx: 1, dy: 0},  // right
                        {dx: 0, dy: -1}, // up
                        {dx: 0, dy: 1},  // down
                    ];
                    const dir = directions[Math.floor(Math.random() * directions.length)];
                    const newX = this.x + dir.dx;
                    const newY = this.y + dir.dy;
                    if (newX >= 0 && newX < worldWidth && newY >= 0 && newY < worldHeight) {
                        const tile = world[newY][newX];
                        if (this.canEnterTile(tile)) {
                            this.x = newX;
                            this.y = newY;
                        }
                    }
                }
            }
            battle(enemyArmy) {
                // Both armies lose strength proportional to the enemy's strength
                const damageToEnemy = Math.floor(Math.random() * this.strength * 0.5);
                const damageToSelf = Math.floor(Math.random() * enemyArmy.strength * 0.5);

                enemyArmy.strength -= damageToEnemy;
                this.strength -= damageToSelf;

                // Check if any army is destroyed
                if (enemyArmy.strength <= 0) {
                    enemyArmy.die();
                    // If enemy army is destroyed, remove target
                    this.target = null;
                    this.isMoving = false;
                }
                if (this.strength <= 0) {
                    this.die();
                }
            }
            captureTile() {
                const tile = world[this.y][this.x];
                if (tile.country && tile.country !== this.country) {
                    // Increase capture progress
                    this.captureProgress++;
                    // Optionally, display capture progress visually
                    if(this.captureProgress >= this.captureDelay) {
                        // Capture complete
                        tile.country = this.country;
                        this.country.updateBorders();
                        this.isCapturing = false;
                        this.captureProgress = 0;
                    }
                } else {
                    // Tile is already ours or unclaimed
                    this.isCapturing = false;
                    this.captureProgress = 0;
                }
            }
            canEnterTile(tile) {
                // Armies can enter any tile except water
                if (tile.type === 'water' || tile.type === 'river') return false;
                return true;
            }
            die() {
                // Remove army from the country's army list
                const index = this.country.army.indexOf(this);
                if (index !== -1) {
                    this.country.army.splice(index, 1);
                }
            }
            draw() {
                // Calculate position on canvas
                const drawX = (this.x * tileSize) - cameraX;
                const drawY = (this.y * tileSize) - cameraY;

                // Only draw if within the visible area
                if(drawX >= -tileSize && drawX <= canvasWidth && drawY >= -tileSize && drawY <= canvasHeight) {
                    // Draw army sprite (simple sword icon)
                    ctx.fillStyle = this.country.color;
                    ctx.font = '14px Arial';
                    ctx.fillText('⚔️', drawX + 2, drawY + 14);

                    // Optional: draw strength
                    ctx.fillStyle = '#FFFFFF';
                    ctx.font = '10px Arial';
                    ctx.fillText(this.strength, drawX, drawY + 8);

                    // If capturing, draw progress bar
                    if(this.isCapturing) {
                        ctx.fillStyle = '#FFFFFF';
                        ctx.fillRect(drawX, drawY - 5, tileSize, 3);
                        ctx.fillStyle = '#FF0000';
                        const progressWidth = (this.captureProgress / this.captureDelay) * tileSize;
                        ctx.fillRect(drawX, drawY - 5, progressWidth, 3);
                    }
                }
            }
        }

        function findArmyAtPosition(x, y, filterFn) {
            for (let c of countries) {
                for (let army of c.army) {
                    if (army.x === x && army.y === y) {
                        if (!filterFn || filterFn(army)) {
                            return army;
                        }
                    }
                }
            }
            return null;
        }

        // Death effect class
        class DeathEffect {
            constructor(x, y) {
                this.x = x;
                this.y = y;
                this.duration = 50; // Duration of the effect
            }
            update() {
                this.duration--;
            }
            draw() {
                // Calculate position on canvas
                const drawX = (this.x * tileSize) - cameraX;
                const drawY = (this.y * tileSize) - cameraY;

                // Only draw if within the visible area
                if(drawX >= -tileSize && drawX <= canvasWidth && drawY >= -tileSize && drawY <= canvasHeight) {
                    // Draw skull icon
                    ctx.fillStyle = 'rgba(255, 255, 255, ${this.duration / 50})'; // Fade out effect
                    ctx.font = '14px Arial';
                    ctx.fillText('💀', drawX + 2, drawY + 14);
                }
            }
        }

        // Country class
        class Country {
            constructor(name, king, members) {
                this.name = name;
                this.king = king;
                this.kingTrait = getRandomKingTrait();
                this.members = members; // Array of characters in the country
                this.wood = 0; // Wood resources
                this.food = 0; // Food resources
                this.iron = 0; // Iron resources

                // Assign a color to the country for visualization
                this.color = this.getUniqueCountryColor()

                // Assign a border color for visualization
                this.borderColor = getRandomBorderColor();

                // Borders are tiles claimed by the country
                this.borders = []; // Array of tiles that form the country's territory
                this.updateBorders();

                this.army = []; // Army units
                this.updateArmy();

                this.atWar = []; // Array of countries this country is at war with
                this.warCooldown = 0; // Cooldown before declaring next war

                // Set war likelihood based on king trait
                this.warLikelihood = this.kingTrait === 'aggressive' ? 0.005 : 0.001; // Adjusted probabilities
            }
            getUniqueCountryColor() {
                let color;
                do {
                    color = getRandomColor();
                } while (countries.some(c => c.color === color)); // Check if any existing country has this color
                return color;
            }

            drawName() {
                // Find the center of the country's territory
                let centerX = 0, centerY = 0;
                this.borders.forEach(tile => {
                    centerX += tile.x;
                    centerY += tile.y;
                });
                centerX /= this.borders.length;
                centerY /= this.borders.length;

                // Adjust font size based on country size (number of tiles)
                const fontSize = Math.max(15, Math.min(50, Math.floor(Math.sqrt(this.borders.length)))); // Adjust min/max as needed

                // Calculate position on canvas
                const drawX = (centerX * tileSize) - cameraX;
                const drawY = (centerY * tileSize) - cameraY;

                // Draw country name
                ctx.fillStyle = this.getContrastingColor(this.color); // Ensure name is visible against background
                ctx.font = `${fontSize}px Arial`;
                ctx.textAlign = 'center';
                ctx.textBaseline = 'middle';
                ctx.fillText(this.name, drawX, drawY);
            }

            // Helper function to get a contrasting color for text visibility
            getContrastingColor(hexColor) {
                const rgb = this.hexToRgb(hexColor);
                const luminance = (0.299 * rgb.r + 0.587 * rgb.g + 0.114 * rgb.b) / 255;
                return luminance > 0.5 ? '#000000' : '#FFFFFF'; // Black or white based on luminance
            }

            // Helper function to convert hex color to RGB
            hexToRgb(hex) {
                const result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
                return result ? {
                    r: parseInt(result[1], 16),
                    g: parseInt(result[2], 16),
                    b: parseInt(result[3], 16)
                } : null;
            }

            update() {
                this.warCooldown--;
                if (this.warCooldown <= 0 && Math.random() < this.warLikelihood) {
                    // Try to declare war
                    this.declareWar();
                    this.warCooldown = 1000; // Cooldown before next possible declaration
                }

                // Update armies
                this.army.forEach(armyUnit => armyUnit.update());

                // Update army size
                this.updateArmy();

                // Defending armies respond to invasions
                this.respondToInvasions();
            }

            updateBorders() {
                // Clear previous borders
                this.borders = [];
                // Reset food resources
                this.food = 0;
                // Iterate over the world tiles to find those claimed by this country
                for(let y = 0; y < worldHeight; y++) {
                    for(let x = 0; x < worldWidth; x++) {
                        const tile = world[y][x];
                        if(tile.country === this) {
                            this.borders.push({x, y});
                            // Collect food if tile has food
                            if(tile.type === 'food') {
                                this.food++; // Each food tile counts as one food unit
                            }
                        }
                    }
                }
            }

            updateArmy() {
                // Calculate desired army size (2% of population)
                const desiredArmySize = Math.max(1, Math.floor(this.members.length * 0.02));

                // Create or disband army units to match desired size
                while(this.army.length < desiredArmySize && this.iron >= 10) { // Assume each army unit costs 10 iron
                    // Create new army unit at random member's location
                    const member = this.members[Math.floor(Math.random() * this.members.length)];
                    const newArmy = new Army(member.x, member.y, this);
                    this.army.push(newArmy);
                    this.iron -= 10; // Consume iron to create army unit
                }
                while(this.army.length > desiredArmySize) {
                    // Disband army unit
                    this.army.pop();
                }
            }

            declareWar() {
                // Find neighboring countries
                const neighboringCountries = new Set();
                this.borders.forEach(tile => {
                    const neighbors = getNeighborTiles(tile.x, tile.y);
                    neighbors.forEach(nTile => {
                        if(nTile.country && nTile.country !== this) {
                            neighboringCountries.add(nTile.country);
                        }
                    });
                });

                if (neighboringCountries.size > 0) {
                    // Choose a random neighboring country to declare war on
                    const enemies = Array.from(neighboringCountries);
                    const targetCountry = enemies[Math.floor(Math.random() * enemies.length)];

                    // Declare war
                    if (!this.atWar.includes(targetCountry)) {
                        this.atWar.push(targetCountry);
                        console.log('${this.name} declared war on ${targetCountry.name}');
                        // Enemy also adds this country to their atWar list
                        if (!targetCountry.atWar.includes(this)) {
                            targetCountry.atWar.push(this);
                        }
                    }
                }
            }
            isAtWarWith(country) {
                return this.atWar.includes(country);
            }
            endWarWith(country) {
                const index = this.atWar.indexOf(country);
                if (index !== -1) {
                    this.atWar.splice(index, 1);
                }
            }
            drawArmy() {
                this.army.forEach(armyUnit => armyUnit.draw());
            }
            respondToInvasions() {
                // Check for enemy armies within our territory
                for (let enemyCountry of this.atWar) {
                    for (let enemyArmy of enemyCountry.army) {
                        const tile = world[enemyArmy.y][enemyArmy.x];
                        if (tile.country === this) {
                            // Enemy army is inside our territory
                            // Move our closest army to engage
                            let nearestArmy = null;
                            let minDistance = Infinity;
                            this.army.forEach(ourArmy => {
                                const dx = ourArmy.x - enemyArmy.x;
                                const dy = ourArmy.y - enemyArmy.y;
                                const distance = Math.sqrt(dx * dx + dy * dy);
                                if (distance < minDistance) {
                                    minDistance = distance;
                                    nearestArmy = ourArmy;
                                }
                            });
                            if (nearestArmy) {
                                nearestArmy.target = { x: enemyArmy.x, y: enemyArmy.y, type: 'army', army: enemyArmy };
                                nearestArmy.isMoving = true;
                            }
                        }
                    }
                }
            }
            destroy() {
                // Remove country from the game
                const cIndex = countries.indexOf(this);
                if(cIndex !== -1) {
                    countries.splice(cIndex, 1);
                }
                // Remove country ownership from tiles
                for(let y = 0; y < worldHeight; y++) {
                    for(let x = 0; x < worldWidth; x++) {
                        const tile = world[y][x];
                        if(tile.country === this) {
                            tile.country = null;
                            tile.captureProgress = {};
                        }
                    }
                }
            }
        }

        function getNeighborTiles(x, y) {
            const neighbors = [];
            const directions = [
                {dx: -1, dy: 0}, // left
                {dx: 1, dy: 0},  // right
                {dx: 0, dy: -1}, // up
                {dx: 0, dy: 1},  // down
            ];
            directions.forEach(dir => {
                const nx = x + dir.dx;
                const ny = y + dir.dy;
                if (nx >= 0 && nx < worldWidth && ny >= 0 && ny < worldHeight) {
                    neighbors.push(world[ny][nx]);
                }
            });
            return neighbors;
        }

        // Helper function to generate a random color
        function getRandomColor() {
            const letters = '0123456789ABCDEF';
            let color = '#';
            for(let i = 0; i < 6; i++) {
                color += letters[Math.floor(Math.random() * 16)];
            }
            return color;
        }

        // Helper function to generate a random border color
        function getRandomBorderColor() {
            const colors = ['#FF0000', '#00FF00', '#0000FF', '#FFFF00', '#FF00FF', '#00FFFF', '#FFFFFF'];
            return colors[Math.floor(Math.random() * colors.length)];
        }

        // Helper function to get a random king trait
        function getRandomKingTrait() {
            const traits = ['aggressive', 'peaceful'];
            return traits[Math.floor(Math.random() * traits.length)];
        }

        // Function to check for country formation
        function checkForCountryFormation(character) {
            // Find nearby characters within a certain radius
            const radius = 3;
            const nearbyCharacters = characters.filter(other => {
                if(other !== character && !other.country) {
                    const dx = other.x - character.x;
                    const dy = other.y - character.y;
                    const distance = Math.sqrt(dx * dx + dy * dy);
                    return distance <= radius;
                }
                return false;
            });

            // Include the character themselves
            nearbyCharacters.push(character);

            // If 5 or more characters are nearby, form a country
            if(nearbyCharacters.length >= 5) {
                // Create a new country
                const countryName = getUniqueCountryName();
                const king = nearbyCharacters[Math.floor(Math.random() * nearbyCharacters.length)];

                // Assign king a name
                king.name = kingNames[Math.floor(Math.random() * kingNames.length)];

                const newCountry = new Country(countryName, king, nearbyCharacters);

                // Assign country to members and claim their current tiles
                nearbyCharacters.forEach(member => {
                    member.country = newCountry;
                    const tile = world[member.y][member.x];
                    tile.country = newCountry;
                });

                // Add country to the list
                countries.push(newCountry);
            }
        }

        // Helper function to get a unique country name
        function getUniqueCountryName() {
            let name = countryNames[Math.floor(Math.random() * countryNames.length)];
            while(usedCountryNames.includes(name) && usedCountryNames.length < countryNames.length) {
                name = countryNames[Math.floor(Math.random() * countryNames.length)];
            }
            usedCountryNames.push(name);
            return name;
        }

        // Handle mouse clicks to spawn characters
        canvas.addEventListener('click', function(e) {
            const rect = canvas.getBoundingClientRect();
            const mouseX = e.clientX - rect.left;
            const mouseY = e.clientY - rect.top;
            const x = Math.floor((mouseX + cameraX) / tileSize);
            const y = Math.floor((mouseY + cameraY) / tileSize);

            // Spawn character if tile is land or woods and not within another country's borders
            if(x >= 0 && x < worldWidth && y >= 0 && y < worldHeight) {
                const tile = world[y][x];
                const tileType = tile.type;
                if((tileType === 'land' || tileType === 'woods' || tileType === 'food' || tileType === 'iron')) {
                    const character = new Character(x, y);
                    characters.push(character);
                }
            }
        });

        // Handle mouse down for panning
        canvas.addEventListener('mousedown', function(e) {
            isPanning = true;
            canvas.style.cursor = 'grabbing';
            startMouseX = e.clientX;
            startMouseY = e.clientY;
            startCameraX = cameraX;
            startCameraY = cameraY;
        });

        // Handle mouse move for panning
        canvas.addEventListener('mousemove', function(e) {
            if(isPanning) {
                const dx = e.clientX - startMouseX;
                const dy = e.clientY - startMouseY;
                cameraX = startCameraX - dx;
                cameraY = startCameraY - dy;

                // Clamp camera within world bounds
                cameraX = Math.max(0, Math.min(cameraX, worldWidth * tileSize - canvasWidth));
                cameraY = Math.max(0, Math.min(cameraY, worldHeight * tileSize - canvasHeight));
            }
        });

        // Handle mouse up for panning
        canvas.addEventListener('mouseup', function(e) {
            isPanning = false;
            canvas.style.cursor = 'grab';
        });

        // Handle mouse out
        canvas.addEventListener('mouseleave', function(e) {
            isPanning = false;
            canvas.style.cursor = 'grab';
        });

        // Function to draw everything
        function draw() {
            ctx.clearRect(0, 0, canvasWidth, canvasHeight);
            drawWorld();
            characters.forEach(character => character.draw());
            countries.forEach(country => {
                country.drawArmy();
                country.drawName();
                // Optionally, display country names and king traits
                if (country.members.length > 0) {
                    const member = country.members[0];
                    const drawX = (member.x * tileSize) - cameraX;
                    const drawY = (member.y * tileSize) - cameraY;
                    ctx.fillStyle = country.color;
                    ctx.font = '12px Arial';
                    //ctx.fillText('${country.name} (${country.kingTrait}'), drawX, drawY - 5;
                }
            });
            deathEffects.forEach(effect => effect.draw());
        }

        // Game loop
        function gameLoop() {
            // Update characters
            characters.forEach(character => character.move());
            // Update countries
            for(let i = countries.length - 1; i >= 0; i--) {
                let country = countries[i];
                country.update();
                country.updateBorders();
                // Check for country elimination
                if(country.members.length === 0) {
                    country.destroy();
                }
            }
            // Update death effects
            for(let i = deathEffects.length -1; i >= 0; i--) {
                const effect = deathEffects[i];
                effect.update();
                if(effect.duration <= 0) {
                    deathEffects.splice(i,1); // Remove expired effects
                }
            }
            // Redraw everything
            draw();
            requestAnimationFrame(gameLoop);
        }

        // Initial draw and start game loop
        draw();
        requestAnimationFrame(gameLoop);

        // Adjust canvas size on window resize
        window.addEventListener('resize', function() {
            canvasWidth = window.innerWidth;
            canvasHeight = window.innerHeight;
            canvas.width = canvasWidth;
            canvas.height = canvasHeight;
        });

    </script>
</body>
</html>

Add age system, one year is 7 seconds in game, also characters can aging and most of them dies in age 60-70, also implement reproduction system to make each country population bigger, provide full updated code without missing any parts