добавь в базовые ресурсы население , бот не может нанять армию без населения также как и игрок , про балансируй его логику  const INITIAL_RESOURCES = {
    wood: 1500,
    iron: 1300,
    food: 1200,
    copper: 1100,
    gold: 500
};

// Класс управления ресурсами
class ResourceManager {
    constructor(ui) {
        this.resources = { ...INITIAL_RESOURCES };
        this.ui = ui;
    }

    add(resource, amount) {
        if (this.resources.hasOwnProperty(resource)) {
            this.resources[resource] += amount;
            if (this.ui) {
                this.ui.updateResource(resource, this.resources[resource]);
            }
        }
    }

    subtract(resource, amount) {
        if (this.resources.hasOwnProperty(resource) && this.resources[resource] >= amount) {
            this.resources[resource] -= amount;
            if (this.ui) {
                this.ui.updateResource(resource, this.resources[resource]);
            }
            return true;
        }
        return false;
    }

    get(resource) {
        return this.resources[resource] || 0;
    }

    getAll() {
        return { ...this.resources };
    }

    setAll(newResources) {
        this.resources = { ...newResources };
        if (this.ui) {
            this.ui.updateAllResources(this.resources);
        }
    }
}

// Класс гекса
class Hex {
    constructor(row, col, x, y, size) {
        this.row = row;
        this.col = col;
        this.x = x;
        this.y = y;
        this.size = size;
        this.owned = false;
        this.captured = false;
        this.isCastle = false;
        this.hasFort = false;
        this.resources = this.generateRandomResources();
        this.troops = 0;
        this.owner = null;
        this.buildings = [];
        this.isUnderAttack = false;
        this.isDestination = false;
        this.movementTimer = null;
        this.captureTimer = null;
        this.movementTimeRemaining = 0;
        this.captureTimeRemaining = 0;
        this.incomingTroops = []; // Массив перемещающихся к гексу войск
        this.attackingTroops = []; // Массив атакующих гекс войск
    }

    generateRandomResources() {
        return {
            wood: (Math.random() * 5 + 1).toFixed(1),
            iron: (Math.random() * 5 + 1).toFixed(1),
            food: (Math.random() * 5 + 1).toFixed(1),
            copper: (Math.random() * 5 + 1).toFixed(1),
            gold: (Math.random() * 5 + 1).toFixed(1)
        };
    }

    startMovementTimer(time) {
        this.movementTimeRemaining = time;
        this.isDestination = true;

        this.movementTimer = setInterval(() => {
            this.movementTimeRemaining -= 1000;
            if (this.movementTimeRemaining <= 0) {
                clearInterval(this.movementTimer);
                this.movementTimer = null;
                this.isDestination = false;
            }
        }, 1000);
    }

    startCaptureTimer(time) {
        this.captureTimeRemaining = time;
        this.isUnderAttack = true;

        this.captureTimer = setInterval(() => {
            this.captureTimeRemaining -= 1000;
            if (this.captureTimeRemaining <= 0) {
                clearInterval(this.captureTimer);
                this.captureTimer = null;
                this.isUnderAttack = false;
            }
        }, 1000);
    }

    draw(ctx) {
        const HEX_SIZE = this.size;
        const angle = Math.PI / 3;
        ctx.beginPath();
        for (let i = 0; i < 6; i++) {
            ctx.lineTo(
                this.x + HEX_SIZE * Math.cos(angle * i),
                this.y + HEX_SIZE * Math.sin(angle * i)
            );
        }
        ctx.closePath();

        // Устанавливаем цвет в зависимости от владельца
        if (this.owner === 'player') {
            if (this.isCastle) {
                ctx.fillStyle = '#e74c3c'; // Красный для замка игрока
            } else if (this.hasFort) {
                ctx.fillStyle = '#f1c40f'; // Желтый для форта игрока
            } else {
                ctx.fillStyle = '#2ecc71'; // Зеленый для гексов игрока
            }
        } else if (this.owner === 'bot') {
            if (this.isCastle) {
                ctx.fillStyle = '#8e44ad'; // Фиолетовый для замка бота
            } else if (this.hasFort) {
                ctx.fillStyle = '#3498db'; // Синий для форта бота
            } else {
                ctx.fillStyle = '#1abc9c'; // Бирюзовый для гексов бота
            }
        } else {
            ctx.fillStyle = '#ecf0f1'; // Белый для свободных гексов
        }

        ctx.fill();
        ctx.strokeStyle = '#95a5a6';
        ctx.stroke();

        // Рисуем количество войск
        if (this.troops > 0 && !this.isDestination && !this.isUnderAttack) {
            ctx.fillStyle = '#fff';
            ctx.font = '12px Arial';
            ctx.textAlign = 'center';
            ctx.fillText(this.troops, this.x, this.y + 4);
        }

        // Отображение таймеров
        if (this.movementTimer) {
            // Отображаем зеленый таймер
            ctx.fillStyle = 'rgba(0, 255, 0, 0.5)';
            ctx.beginPath();
            ctx.arc(this.x, this.y, HEX_SIZE / 2, 0, 2 * Math.PI);
            ctx.fill();

            ctx.fillStyle = '#000';
            ctx.font = '12px Arial';
            ctx.textAlign = 'center';
            ctx.fillText(Math.ceil(this.movementTimeRemaining / 1000), this.x, this.y + 4);
        }

        if (this.captureTimer) {
            // Отображаем красный таймер
            ctx.fillStyle = 'rgba(255, 0, 0, 0.5)';
            ctx.beginPath();
            ctx.arc(this.x, this.y, HEX_SIZE / 2, 0, 2 * Math.PI);
            ctx.fill();

            ctx.fillStyle = '#000';
            ctx.font = '12px Arial';
            ctx.textAlign = 'center';
            ctx.fillText(Math.ceil(this.captureTimeRemaining / 1000), this.x, this.y + 4);
        }

        // Показать индикатор битвы
        if (this.isUnderAttack && !this.captureTimer) {
            ctx.beginPath();
            ctx.arc(this.x, this.y, HEX_SIZE / 2, 0, 2 * Math.PI);
            ctx.strokeStyle = '#ff0000';
            ctx.lineWidth = 3;
            ctx.stroke();
            ctx.lineWidth = 1;
        }
    }

    isClicked(clickX, clickY) {
        const dx = clickX - this.x;
        const dy = clickY - this.y;
        const distance = Math.sqrt(dx * dx + dy * dy);
        return distance <= this.size;
    }
}

// Класс замка
class Castle {
    constructor(hex, ui, owner) {
        this.hex = hex;
        this.hex.isCastle = true;
        this.hex.owner = owner;
        this.level = 1;
        this.population = 10; // Увеличенное начальное население
        this.goldIncome = 10;
        this.ui = ui;
        this.barracks = 0;
        this.castleHealth = 500; // Здоровье замка
        this.owner = owner;
        this.troopLevel = 1; // Уровень войск
        this.isDestroyed = false;
        this.soldiers = 0; // Общее количество солдат
    }

    upgrade(resourceManager) {
        const upgradeCost = 100 * this.level;
        if (resourceManager.subtract('gold', upgradeCost)) {
            this.level += 1;
            this.population += 5; // Увеличение населения при улучшении замка
            this.goldIncome += 10;
            if (this.owner === 'player') {
                this.ui.updateCastle(this.level, this.population);
                this.ui.logEvent(`Замок улучшен до уровня ${this.level}. Жители: ${this.population}, доход золота: ${this.goldIncome}`);
                this.ui.showNotification(`Замок улучшен до уровня ${this.level}.`);
            }
        } else {
            if (this.owner === 'player') {
                this.ui.displayAlert('Недостаточно золота для улучшения замка!');
            }
        }
    }

    buildBarracks(resourceManager) {
        const costWood = 150;
        const costIron = 100;
        if (resourceManager.subtract('wood', costWood) && resourceManager.subtract('iron', costIron)) {
            this.barracks += 1;
            if (this.owner === 'player') {
                this.ui.logEvent(`Казарма построена. Всего казарм: ${this.barracks}`);
                this.ui.showNotification(`Казарма построена.`);
            }
        } else {
            if (this.owner === 'player') {
                this.ui.displayAlert('Недостаточно ресурсов для строительства казармы!');
            }
        }
    }

    upgradeTroops(resourceManager) {
        const upgradeCost = 100 * this.troopLevel;
        if (resourceManager.subtract('gold', upgradeCost)) {
            this.troopLevel += 1;
            if (this.owner === 'player') {
                this.ui.logEvent(`Войска улучшены до уровня ${this.troopLevel}.`);
                this.ui.showNotification(`Войска улучшены до уровня ${this.troopLevel}.`);
                this.ui.updateTroopLevel(this.troopLevel);
            }
        } else {
            if (this.owner === 'player') {
                this.ui.displayAlert('Недостаточно золота для улучшения войск!');
            }
        }
    }

    collectResources(resourceManager) {
        resourceManager.add('gold', this.goldIncome);
        if (this.owner === 'player') {
            this.ui.updateResource('gold', resourceManager.get('gold'));
        }
    }

    loseHealth(amount) {
        this.castleHealth -= amount;
        if (this.owner === 'player') {
            this.ui.updateCastleHealth(this.castleHealth);
            this.ui.showNotification(`Ваш замок атакован! Здоровье: ${this.castleHealth}`);
        }
        if (this.castleHealth <= 0 && !this.isDestroyed) {
            this.isDestroyed = true;
            this.hex.owned = false;
            this.hex.owner = null;
            if (this.owner === 'player') {
                this.ui.showGameOver('Вы проиграли. Ваш замок уничтожен.');
            } else {
                this.ui.logEvent('Вы победили! Замок противника разрушен.');
                this.ui.showGameOver('Вы выиграли!');
            }
        }
    }
}

// Класс здания
class Building {
    constructor(name, resource, increment, costResource, costAmount, ui) {
        this.name = name;
        this.resource = resource;
        this.increment = increment;
        this.costResource = costResource;
        this.costAmount = costAmount;
        this.level = 1;
        this.ui = ui;
    }

    upgrade(resourceManager) {
        const totalCost = this.costAmount * this.level;
        if (resourceManager.subtract(this.costResource, totalCost)) {
            this.level += 1;
            this.increment += 5;
            if (this.ui) {
                this.ui.logEvent(`${this.name} улучшена до уровня ${this.level}. Производство: ${this.increment} ${this.resource}/сек`);
                this.ui.showNotification(`${this.name} улучшена до уровня ${this.level}.`);
            }
        } else {
            if (this.ui) {
                this.ui.displayAlert(`Недостаточно ${this.costResource} для улучшения ${this.name}!`);
            }
        }
    }
}

// Класс управления интерфейсом пользователя
class UIManager {
    constructor(game) {
        this.game = game;
        this.resourcesElements = {
            wood: document.getElementById('wood'),
            iron: document.getElementById('iron'),
            food: document.getElementById('food'),
            copper: document.getElementById('copper'),
            gold: document.getElementById('gold')
        };
        this.populationElement = document.getElementById('population');
        this.castleLevelElement = document.getElementById('castleLevel');
        this.castleHealthElement = document.getElementById('castleHealth');
        this.troopLevelElement = document.getElementById('troopLevel');
        this.soldiersElement = document.getElementById('soldiers');
        this.foodConsumptionElement = document.getElementById('foodConsumption');
        this.logList = document.getElementById('logList');
        this.tooltip = document.getElementById('tooltip');
        this.contextMenu = document.getElementById('contextMenu');
        this.contextMenuList = document.getElementById('contextMenuList');
        this.troopModal = document.getElementById('troopModal');
        this.closeModal = document.querySelector('.modal .close');
        this.buyTroopsButton = document.getElementById('buyTroops');
        this.notificationPanel = document.getElementById('notificationPanel');
        this.tradeModal = document.getElementById('tradeModal');
        this.tradeContent = document.getElementById('tradeContent');
        this.closeTrade = document.getElementById('closeTrade');
        this.techModal = document.getElementById('techModal');
        this.techContent = document.getElementById('techContent');
        this.closeTech = document.getElementById('closeTech');
        this.techTreeContainer = document.getElementById('techTree');
        // Удалено: this.viewRectangle = document.getElementById('viewRectangle');

        this.gameOverModal = document.getElementById('gameOverModal');
        this.gameOverTitle = document.getElementById('gameOverTitle');
        this.gameOverMessage = document.getElementById('gameOverMessage');
        this.restartGameButton = document.getElementById('restartGame');

        this.closeModal.onclick = () => {
            this.hideTroopModal();
        };

        window.onclick = (event) => {
            if (event.target == this.troopModal) {
                this.hideTroopModal();
            }
            if (event.target == this.tradeModal) {
                this.hideTradeModal();
            }
            if (event.target == this.techModal) {
                this.hideTechModal();
            }
        };

        this.restartGameButton.onclick = () => {
            location.reload();
        };
    }

    updateResource(resource, value) {
        if (this.resourcesElements[resource]) {
            this.resourcesElements[resource].innerText = `${Math.floor(value)}`;
        }
    }

    updateAllResources(resources) {
        for (const [key, value] of Object.entries(resources)) {
            this.updateResource(key, value);
        }
    }

    updatePopulation(population) {
        this.populationElement.innerText = `Жители: ${population}`;
    }

    updateCastle(level, population) {
        this.castleLevelElement.innerText = `Уровень Замка: ${level}`;
        this.updatePopulation(population);
    }

    updateCastleHealth(health) {
        this.castleHealthElement.innerText = `Здоровье Замка: ${health}`;
    }

    updateTroopLevel(level) {
        this.troopLevelElement.innerText = `Уровень Войск: ${level}`;
    }

    updateSoldiers(count) {
        this.soldiersElement.innerText = `Войска: ${count}`;
    }

    updateFoodConsumption(consumption) {
        this.foodConsumptionElement.innerText = `Потребление Еды: ${consumption.toFixed(2)}`;
    }

    logEvent(message) {
        const li = document.createElement('li');
        li.textContent = `[${new Date().toLocaleTimeString()}] ${message}`;
        this.logList.prepend(li);
    }

    displayAlert(message) {
        alert(message);
    }

    showNotification(message) {
        const notification = document.createElement('div');
        notification.className = 'notification';
        notification.innerText = message;
        this.notificationPanel.prepend(notification);

        // Удалить уведомление через 5 секунд
        setTimeout(() => {
            notification.remove();
        }, 5000);
    }

    showContextMenu(options, x, y) {
        this.contextMenuList.innerHTML = '';

        options.forEach(option => {
            const li = document.createElement('li');
            li.id = option.id;
            li.textContent = option.label;
            this.contextMenuList.appendChild(li);
        });

        this.contextMenu.style.left = `${x}px`;
        this.contextMenu.style.top = `${y}px`;
        this.contextMenu.style.display = 'block';
    }

    hideContextMenu() {
        this.contextMenu.style.display = 'none';
    }

    showTooltip(content, x, y) {
        this.tooltip.innerHTML = content;
        this.tooltip.style.left = `${x + 10}px`;
        this.tooltip.style.top = `${y + 10}px`;
        this.tooltip.style.display = 'block';
    }

    hideTooltip() {
        this.tooltip.style.display = 'none';
    }

    showTroopModal() {
        this.troopModal.style.display = 'block';
    }

    hideTroopModal() {
        this.troopModal.style.display = 'none';
    }

    showTradeModal() {
        this.tradeModal.style.display = 'block';
    }

    hideTradeModal() {
        this.tradeModal.style.display = 'none';
    }

    showTechModal() {
        this.techModal.style.display = 'block';
    }

    hideTechModal() {
        this.techModal.style.display = 'none';
    }

    showGameOver(message) {
        this.gameOverMessage.innerText = message;
        this.gameOverModal.style.display = 'block';
    }

    capitalize(word) {
        return word.charAt(0).toUpperCase() + word.slice(1);
    }

    // Удалено: Обновление прямоугольника зоны видимости
    // Теперь это полностью управляется классом MiniMap
}

// Класс мини-карты
class MiniMap {
    constructor(mainCanvas, miniCanvas, grid, game) {
        this.mainCanvas = mainCanvas;
        this.miniCanvas = miniCanvas;
        this.ctx = miniCanvas.getContext('2d');
        this.grid = grid;
        this.game = game;
        this.scale = this.miniCanvas.width / (50 * Math.sqrt(3) * 40);
    }

    draw() {
        this.ctx.clearRect(0, 0, this.miniCanvas.width, this.miniCanvas.height);
        for (const hex of this.grid) {
            if (hex.owned) {
                if (hex.owner === 'player') {
                    this.ctx.fillStyle = hex.isCastle ? '#e74c3c' : (hex.hasFort ? '#f1c40f' : '#2ecc71');
                } else if (hex.owner === 'bot') {
                    this.ctx.fillStyle = hex.isCastle ? '#8e44ad' : (hex.hasFort ? '#3498db' : '#1abc9c');
                }
                if (hex.row >= 50 || hex.col >= 50) continue;
                const x = hex.col * (this.miniCanvas.width / 50) + (hex.row % 2) * (this.miniCanvas.width / 100);
                const y = hex.row * (this.miniCanvas.height / 50) * 0.75 + 10;
                this.ctx.beginPath();
                const size = (this.miniCanvas.width / 50) / 2;
                const angle = Math.PI / 3;
                for (let i = 0; i < 6; i++) {
                    this.ctx.lineTo(
                        x + size * Math.cos(angle * i),
                        y + size * Math.sin(angle * i)
                    );
                }
                this.ctx.closePath();
                this.ctx.fill();
                this.ctx.strokeStyle = '#ffffff';
                this.ctx.stroke();
            }
        }
        // Отображение прямоугольника зоны видимости
        this.drawViewRectangle();
    }

    drawViewRectangle() {
        const canvasRect = this.mainCanvas.getBoundingClientRect();
        const miniMapRect = this.miniCanvas.getBoundingClientRect();

        const scaleX = this.miniCanvas.width / (this.game.gridWidth * Math.sqrt(3) * this.game.hexSize);
        const scaleY = this.miniCanvas.height / (this.game.gridHeight * 2 * this.game.hexSize * 0.75);

        const viewWidth = this.mainCanvas.width / this.game.viewport.scale * scaleX;
        const viewHeight = this.mainCanvas.height / this.game.viewport.scale * scaleY;

        const offsetX = -this.game.panOffset.x / this.game.viewport.scale * scaleX;
        const offsetY = -this.game.panOffset.y / this.game.viewport.scale * scaleY;

        this.ctx.strokeStyle = 'red';
        this.ctx.lineWidth = 2;
        this.ctx.strokeRect(offsetX, offsetY, viewWidth, viewHeight);
    }
}

// Класс управления модальными окнами
class ModalManager {
    constructor(ui, game) {
        this.ui = ui;
        this.game = game;
        this.buyTroopsButton = document.getElementById('buyTroops');
        this.troopAmountInput = document.getElementById('troopAmount');

        this.buyTroopsButton.addEventListener('click', () => {
            this.buyTroops();
        });
    }

    buyTroops() {
        const amount = parseInt(this.troopAmountInput.value);
        if (isNaN(amount) || amount < 1) {
            this.ui.displayAlert('Пожалуйста, введите корректное количество войск.');
            return;
        }

        const costGold = 50 * amount * this.game.troopCostMultiplier;
        const costCopper = 20 * amount * this.game.troopCostMultiplier;

        // Проверка наличия ресурсов
        if (this.game.resourceManager.get('gold') < costGold || this.game.resourceManager.get('copper') < costCopper) {
            this.ui.displayAlert('Недостаточно ресурсов для найма войск!');
            return;
        }

        // Проверка наличия населения
        if (this.game.castle.population < amount) {
            this.ui.displayAlert('Недостаточно населения для найма войск!');
            return;
        }

        // Вычитаем ресурсы и население
        this.game.resourceManager.subtract('gold', costGold);
        this.game.resourceManager.subtract('copper', costCopper);
        this.game.castle.population -= amount;
        this.game.ui.updatePopulation(this.game.castle.population);

        // Увеличиваем общее количество солдат
        this.game.castle.soldiers += amount;
        this.game.ui.updateSoldiers(this.game.castle.soldiers);

        const distance = this.game.calculateDistance(this.game.castle.hex, this.game.selectedHex);
        const travelTime = distance * 5000 / this.game.troopMovementSpeedMultiplier;

        this.ui.logEvent(`Войска (${amount} ед.) отправлены к гексу (${this.game.selectedHex.row}, ${this.game.selectedHex.col}). Время в пути: ${Math.round(travelTime / 1000)} сек.`);
        this.ui.showNotification(`Войска отправлены к гексу (${this.game.selectedHex.row}, ${this.game.selectedHex.col}).`);

        // Создаем объект с информацией о перемещающихся войсках
        const troopMovement = {
            amount: amount,
            arrivalTime: Date.now() + travelTime
        };

        // Добавляем перемещающиеся войска к гексу
        this.game.selectedHex.incomingTroops.push(troopMovement);

        this.game.selectedHex.startMovementTimer(travelTime);

        setTimeout(() => {
            this.game.selectedHex.troops += amount;

            // Удаляем информацию о перемещающихся войсках
            this.game.selectedHex.incomingTroops = this.game.selectedHex.incomingTroops.filter(troop => troop !== troopMovement);

            this.ui.logEvent(`Подкрепление (${amount} ед.) прибыло на гекс (${this.game.selectedHex.row}, ${this.game.selectedHex.col}). Общие войска: ${this.game.selectedHex.troops}`);
            this.ui.showNotification(`Подкрепление прибыло на гекс (${this.game.selectedHex.row}, ${this.game.selectedHex.col}).`);

            this.game.selectedHex.movementTimer = null;
            this.game.selectedHex.movementTimeRemaining = 0;
            this.game.selectedHex.isDestination = false;
        }, travelTime);

        this.ui.hideTroopModal();
    }
}

// Класс ИИ игрока (бота)
class AIPlayer {
    constructor(game, ui) {
        this.game = game;
        this.ui = ui;
        this.resourceManager = new ResourceManager(null);
        this.hexes = [];
        this.castle = null;
        this.buildings = [];
        this.techTree = new TechTree(null, this.resourceManager, null);
        this.setup();
    }

    setup() {
        this.placeStartingCastle();
        this.initBuildings();
        this.startResourceGeneration();
        this.takeActions();
    }

    placeStartingCastle() {
        const availableHexes = this.game.grid.filter(hex => !hex.owned);
        const randomHex = availableHexes[Math.floor(Math.random() * availableHexes.length)];
        randomHex.owned = true;
        randomHex.owner = 'bot';
        this.castle = new Castle(randomHex, null, 'bot');
        this.hexes.push(randomHex);
        this.resourceManager.add('gold', this.castle.goldIncome);
        this.game.ui.logEvent(`Бот разместил замок на гексе (${randomHex.row}, ${randomHex.col}).`);
    }

    initBuildings() {
        this.buildings.push(new Building('Лесопилка', 'wood', 5, 'wood', 50, null));
        this.buildings.push(new Building('Железная Шахта', 'iron', 5, 'iron', 50, null));
        this.buildings.push(new Building('Ферма', 'food', 5, 'food', 50, null));
        this.buildings.push(new Building('Медная Шахта', 'copper', 5, 'copper', 50, null));
        this.buildings.push(new Building('Золотая Шахта', 'gold', 5, 'gold', 50, null));
    }

    startResourceGeneration() {
        setInterval(() => {
            for (const building of this.buildings) {
                this.resourceManager.add(building.resource, building.increment);
            }
            this.castle.collectResources(this.resourceManager);
        }, 1000);

        setInterval(() => {
            const newResidents = this.castle.level;
            this.castle.population += newResidents;
        }, 10000);
    }

    takeActions() {
        setInterval(() => {
            if (!this.castle.isDestroyed) {
                this.considerUpgrades();
                this.considerExpansion();
                this.considerAttack();
                this.considerResearch();
            }
        }, 5000);
    }

    considerUpgrades() {
        if (this.resourceManager.get('gold') >= 100 * this.castle.troopLevel) {
            this.castle.upgradeTroops(this.resourceManager);
        }

        if (this.resourceManager.get('gold') >= 100 * this.castle.level) {
            this.castle.upgrade(this.resourceManager);
        }

        for (const building of this.buildings) {
            const totalCost = building.costAmount * building.level;
            if (this.resourceManager.get(building.costResource) >= totalCost * 1.5) {
                building.upgrade(this.resourceManager);
            }
        }
    }

    considerExpansion() {
        const possibleHexes = [];
        for (const hex of this.hexes) {
            const neighbors = this.game.getNeighbors(hex);
            for (const neighbor of neighbors) {
                if (!neighbor.owned) {
                    possibleHexes.push(neighbor);
                }
            }
        }

        possibleHexes.sort((a, b) => {
            const aResources = Object.values(a.resources).reduce((sum, val) => sum + parseFloat(val), 0);
            const bResources = Object.values(b.resources).reduce((sum, val) => sum + parseFloat(val), 0);
            return bResources - aResources;
        });

        const captureCost = {
            wood: 50,
            iron: 30,
            gold: 20
        };

        if (possibleHexes.length > 0) {
            const hexToCapture = possibleHexes[0];
            const canCapture = Object.keys(captureCost).every(resource => this.resourceManager.get(resource) >= captureCost[resource]);

            if (canCapture) {
                Object.keys(captureCost).forEach(resource => {
                    this.resourceManager.subtract(resource, captureCost[resource]);
                });
                hexToCapture.owned = true;
                hexToCapture.owner = 'bot';
                this.hexes.push(hexToCapture);
                this.game.ui.logEvent(`Бот захватил гекс на (${hexToCapture.row}, ${hexToCapture.col}).`);

                if (Math.random() < 0.7) {
                    this.buildFort(hexToCapture);
                }
            }
        }
    }

    buildFort(hex) {
        const costWood = 50;
        const costIron = 25;
        if (this.resourceManager.get('wood') >= costWood && this.resourceManager.get('iron') >= costIron) {
            this.resourceManager.subtract('wood', costWood);
            this.resourceManager.subtract('iron', costIron);
            hex.hasFort = true;

            hex.troops = Math.floor(this.castle.level * 5 * this.castle.troopLevel);
            this.game.ui.logEvent(`Бот построил форт и разместил войска на гексе (${hex.row}, ${hex.col}).`);
        }
    }

    considerAttack() {
        for (const hex of this.hexes) {
            const neighbors = this.game.getNeighbors(hex);
            for (const neighbor of neighbors) {
                if (neighbor.owner === 'player') {
                    if (hex.troops > 0 && !neighbor.isUnderAttack) {
                        this.attackHex(hex, neighbor);
                    }
                }
            }
        }
    }

    attackHex(fromHex, toHex) {
        if (toHex.captureTimer) {
            this.game.ui.logEvent(`Гекс (${toHex.row}, ${toHex.col}) уже находится под атакой.`);
            return;
        }

        let captureTime;
        if (!toHex.hasFort && toHex.troops === 0) {
            captureTime = 10000;
        } else if (toHex.hasFort) {
            captureTime = 45000;
        } else {
            captureTime = 5000 * Math.ceil(Math.max(fromHex.troops, toHex.troops) / 10);
        }

        toHex.isUnderAttack = true;
        toHex.startCaptureTimer(captureTime);

        // Добавляем данные об атакующих войсках
        const attackingTroop = {
            amount: fromHex.troops,
            arrivalTime: Date.now() + captureTime
        };
        toHex.attackingTroops.push(attackingTroop);

        this.game.ui.logEvent(`Бот начал атаку на гекс (${toHex.row}, ${toHex.col}). Захват займет ${Math.round(captureTime / 1000)} секунд.`);
        this.game.ui.showNotification(`Бот атакует гекс (${toHex.row}, ${toHex.col}).`);

        setTimeout(() => {
            const battleResult = this.game.battle(fromHex.troops, toHex.troops, this.castle.troopLevel, this.game.castle.troopLevel);
            
            // Удаляем данные об атакующих войсках
            toHex.attackingTroops = toHex.attackingTroops.filter(troop => troop !== attackingTroop);

            if (battleResult.winner === 'attacker') {
                toHex.owner = 'bot';
                toHex.owned = true;
                toHex.troops = battleResult.remainingTroops;
                fromHex.troops = 0;

                toHex.isUnderAttack = false;
                toHex.captureTimer = null;
                toHex.captureTimeRemaining = 0;

                this.hexes.push(toHex);

                this.game.ui.logEvent(`Бот захватил гекс на (${toHex.row}, ${toHex.col}).`);
                if (toHex.isCastle) {
                    this.game.castle.loseHealth(1000);
                }
            } else {
                toHex.troops = battleResult.remainingDefenderTroops || 0;
                fromHex.troops = 0;

                toHex.isUnderAttack = false;
                toHex.captureTimer = null;
                toHex.captureTimeRemaining = 0;

                this.game.ui.logEvent(`Бот не смог захватить гекс (${toHex.row}, ${toHex.col}).`);
            }
        }, captureTime);
    }

    considerResearch() {
        // Бот автоматически исследует доступные технологии
        for (const tech of this.techTree.technologies) {
            if (!tech.unlocked && this.resourceManager.get('gold') >= tech.cost['gold']) {
                const canResearch = Object.keys(tech.cost).every(resource => this.resourceManager.get(resource) >= tech.cost[resource]);
                if (canResearch) {
                    Object.keys(tech.cost).forEach(resource => {
                        this.resourceManager.subtract(resource, tech.cost[resource]);
                    });
                    tech.unlocked = true;
                    tech.effect(this);
                    this.game.ui.logEvent(`Бот исследовал технологию: ${tech.name}`);
                }
            }
        }
    }
}

// Класс игры
class Game {
    constructor() {
        this.canvas = document.getElementById('gameCanvas');
        this.ctx = this.canvas.getContext('2d');
        this.ui = new UIManager(this);
        this.resourceManager = new ResourceManager(this.ui);
        this.hexSize = 40;
        this.gridWidth = 50;
        this.gridHeight = 50;
        this.grid = [];
        this.castle = null;
        this.buildings = [];
        this.selectedHex = null;
        this.tooltipHex = null;
        this.miniMapInstance = null;
        this.panOffset = { x: 0, y: 0 };
        this.viewport = { scale: 1 };
        this.isPanning = false;
        this.startPan = { x: 0, y: 0 };
        this.modalManager = null;
        this.aiPlayer = null;
        this.techTree = new TechTree(this.ui, this.resourceManager, this);
        this.tradeManager = new TradeManager(this.ui, this.resourceManager);
        this.troopCostMultiplier = 1; // Мультипликатор стоимости найма войск (может изменяться технологиями)
        this.troopMovementSpeedMultiplier = 1; // Мультипликатор скорости перемещения войск (может изменяться технологиями)
        this.troopDamageMultiplier = 1; // Мультипликатор урона войск (может изменяться технологиями)
        this.setup();
    }

    setup() {
        this.createGrid(50, 50);
        this.placeStartingCastle();
        this.initBuildings();
        this.setupUIControls();
        this.setupContextMenuHandlers();
        this.mouseEvents();
        this.initModalManager();
        this.startResourceGeneration();
        this.initMiniMap();
        this.initAIPlayer();
        this.gameLoop();
    }

    createGrid(rows, cols) {
        const HEX_SIZE = this.hexSize;
        const HEX_WIDTH = Math.sqrt(3) * HEX_SIZE;
        const HEX_HEIGHT = 2 * HEX_SIZE;
        const HEX_HORZ_SPACING = HEX_WIDTH;
        const HEX_VERT_SPACING = 1.5 * HEX_SIZE;

        for (let row = 0; row < rows; row++) {
            for (let col = 0; col < cols; col++) {
                let x = HEX_WIDTH * col + (row % 2) * (HEX_WIDTH / 2);
                let y = HEX_HEIGHT * 0.75 * row + HEX_SIZE;
                this.grid.push(new Hex(row, col, x, y, HEX_SIZE));
            }
        }
    }

    placeStartingCastle() {
        const availableHexes = this.grid.filter(hex => !hex.owned);
        const randomHex = availableHexes[Math.floor(Math.random() * availableHexes.length)];
        randomHex.owned = true;
        randomHex.owner = 'player';
        this.castle = new Castle(randomHex, this.ui, 'player');
        this.resourceManager.add('gold', this.castle.goldIncome);
        this.ui.logEvent(`Замок размещен на гексе (${randomHex.row}, ${randomHex.col}).`);
        this.ui.updateCastleHealth(this.castle.castleHealth);
        this.ui.updateTroopLevel(this.castle.troopLevel);
    }

    initBuildings() {
        this.buildings.push(new Building('Лесопилка', 'wood', 5, 'wood', 50, this.ui));
        this.buildings.push(new Building('Железная Шахта', 'iron', 5, 'iron', 50, this.ui));
        this.buildings.push(new Building('Ферма', 'food', 5, 'food', 50, this.ui));
        this.buildings.push(new Building('Медная Шахта', 'copper', 5, 'copper', 50, this.ui));
        this.buildings.push(new Building('Золотая Шахта', 'gold', 5, 'gold', 50, this.ui));
    }

    setupUIControls() {
        document.getElementById('upgradeCastle').addEventListener('click', () => {
            this.castle.upgrade(this.resourceManager);
        });

        document.getElementById('buildBarracks').addEventListener('click', () => {
            this.castle.buildBarracks(this.resourceManager);
        });

        document.getElementById('upgradeTroops').addEventListener('click', () => {
            this.castle.upgradeTroops(this.resourceManager);
        });

        document.getElementById('saveGame').addEventListener('click', () => {
            this.saveGame();
        });

        document.getElementById('loadGame').addEventListener('click', () => {
            this.loadGame();
        });

        document.getElementById('upgradeWood').addEventListener('click', () => {
            const building = this.buildings.find(b => b.name === 'Лесопилка');
            building.upgrade(this.resourceManager);
        });

        document.getElementById('upgradeIron').addEventListener('click', () => {
            const building = this.buildings.find(b => b.name === 'Железная Шахта');
            building.upgrade(this.resourceManager);
        });

        document.getElementById('upgradeFood').addEventListener('click', () => {
            const building = this.buildings.find(b => b.name === 'Ферма');
            building.upgrade(this.resourceManager);
        });

        document.getElementById('upgradeCopper').addEventListener('click', () => {
            const building = this.buildings.find(b => b.name === 'Медная Шахта');
            building.upgrade(this.resourceManager);
        });

        document.getElementById('upgradeGold').addEventListener('click', () => {
            const building = this.buildings.find(b => b.name === 'Золотая Шахта');
            building.upgrade(this.resourceManager);
        });

        document.getElementById('openTrade').addEventListener('click', () => {
            this.tradeManager.openTradeWindow();
        });

        document.getElementById('confirmTrade').addEventListener('click', () => {
            this.tradeManager.confirmTrade();
        });

        this.ui.closeTrade.addEventListener('click', () => {
            this.ui.hideTradeModal();
        });

        document.getElementById('openTechTree').addEventListener('click', () => {
            this.techTree.openTechTree();
        });

        this.ui.closeTech.addEventListener('click', () => {
            this.ui.hideTechModal();
        });
    }

    setupContextMenuHandlers() {
        this.ui.contextMenuList.addEventListener('click', (e) => {
            if (e.target && e.target.nodeName === 'LI') {
                const action = e.target.id;
                if (action === 'buildFort') {
                    if (this.selectedHex) {
                        this.buildFort(this.selectedHex);
                        this.ui.hideContextMenu();
                    }
                } else if (action === 'placeTroops') {
                    if (this.selectedHex) {
                        this.openTroopModal(this.selectedHex);
                        this.ui.hideContextMenu();
                    }
                } else if (action === 'upgradeCastleOption') {
                    this.castle.upgrade(this.resourceManager);
                    this.ui.hideContextMenu();
                } else if (action === 'buildBarracksOption') {
                    this.castle.buildBarracks(this.resourceManager);
                    this.ui.hideContextMenu();
                } else if (action === 'upgradeTroopsOption') {
                    this.castle.upgradeTroops(this.resourceManager);
                    this.ui.hideContextMenu();
                }
            }
        });
    }

    mouseEvents() {
        // Обработка обычного клика для захвата гекса
        this.canvas.addEventListener('click', (e) => {
            const rect = this.canvas.getBoundingClientRect();
            const clickX = (e.clientX - rect.left - this.panOffset.x) / this.viewport.scale;
            const clickY = (e.clientY - rect.top - this.panOffset.y) / this.viewport.scale;

            const clickedHex = this.getHexAt(clickX, clickY);
            if (clickedHex && !clickedHex.owned && !clickedHex.isCastle) {
                // Захват территории требует затрат ресурсов
                const captureCost = {
                    wood: 50,
                    iron: 30,
                    gold: 20
                };

                const canCapture = Object.keys(captureCost).every(resource => this.resourceManager.get(resource) >= captureCost[resource]);

                if (canCapture && this.isAdjacentToOwnedHex(clickedHex, 'player')) {
                    // Вычесть ресурсы
                    Object.keys(captureCost).forEach(resource => {
                        this.resourceManager.subtract(resource, captureCost[resource]);
                    });

                    // Запускаем таймер захвата
                    let captureTime = clickedHex.hasFort ? 45000 : 10000;

                    if (clickedHex.captureTimer) {
                        this.ui.logEvent(`Гекс (${clickedHex.row}, ${clickedHex.col}) уже находится под атакой.`);
                        return;
                    }

                    clickedHex.isUnderAttack = true;
                    clickedHex.startCaptureTimer(captureTime);

                    // Добавляем данные об атакующих войсках
                    const attackingTroop = {
                        amount: 0, // В случае захвата без войск
                        arrivalTime: Date.now() + captureTime
                    };
                    clickedHex.attackingTroops.push(attackingTroop);

                    this.ui.logEvent(`Вы начали захват гекса (${clickedHex.row}, ${clickedHex.col}). Захват займет ${Math.round(captureTime / 1000)} сек.`);
                    this.ui.showNotification(`Захват гекса (${clickedHex.row}, ${clickedHex.col}) начат.`);

                    setTimeout(() => {
                        clickedHex.owner = 'player';
                        clickedHex.owned = true;
                        clickedHex.isUnderAttack = false;
                        clickedHex.captureTimer = null;
                        clickedHex.captureTimeRemaining = 0;

                        // Удаляем информацию об атакующих войсках
                        clickedHex.attackingTroops = clickedHex.attackingTroops.filter(troop => troop !== attackingTroop);

                        this.ui.logEvent(`Вы захватили гекс на (${clickedHex.row}, ${clickedHex.col}).`);
                        this.ui.showNotification(`Вы захватили гекс (${clickedHex.row}, ${clickedHex.col}).`);
                    }, captureTime);

                } else if (!this.isAdjacentToOwnedHex(clickedHex, 'player')) {
                    this.ui.logEvent('Вы можете захватить только соседние гексы!');
                } else {
                    this.ui.logEvent('Недостаточно ресурсов для захвата территории!');
                }
            } else if (clickedHex && clickedHex.owner === 'bot') {
                // Атакуем гекс бота
                const fromHex = this.getPlayerHexWithTroopsNearby(clickedHex);
                if (fromHex) {
                    this.attackHex(fromHex, clickedHex);
                } else {
                    this.ui.logEvent('Нет войск рядом для атаки!');
                }
            }
        });

        // Обработка правого клика для контекстного меню
        this.canvas.addEventListener('contextmenu', (e) => {
            e.preventDefault();
            const rect = this.canvas.getBoundingClientRect();
            const clickX = (e.clientX - rect.left - this.panOffset.x) / this.viewport.scale;
            const clickY = (e.clientY - rect.top - this.panOffset.y) / this.viewport.scale;

            const clickedHex = this.getHexAt(clickX, clickY);
            if (clickedHex && clickedHex.owned && clickedHex.owner === 'player') {
                this.selectedHex = clickedHex;

                if (clickedHex.isCastle) {
                    // Если это замок, показать контекстное меню для замка
                    this.ui.showContextMenu([
                        { id: 'upgradeCastleOption', label: 'Улучшить Замок' },
                        { id: 'buildBarracksOption', label: 'Построить Казарму' },
                        { id: 'upgradeTroopsOption', label: 'Улучшить Войска' }
                    ], e.clientX, e.clientY);
                } else {
                    // Иначе, показать обычное контекстное меню
                    this.ui.showContextMenu([
                        { id: 'buildFort', label: 'Построить Форт' },
                        { id: 'placeTroops', label: 'Найм и Размещение Войск' }
                    ], e.clientX, e.clientY);
                }
            }
        });

        // Обработка наведения курсора для показа подсказок
        this.canvas.addEventListener('mousemove', (e) => {
            const rect = this.canvas.getBoundingClientRect();
            const moveX = (e.clientX - rect.left - this.panOffset.x) / this.viewport.scale;
            const moveY = (e.clientY - rect.top - this.panOffset.y) / this.viewport.scale;

            const hoveredHex = this.getHexAt(moveX, moveY);
            if (hoveredHex) {
                const resources = hoveredHex.resources;
                let content = `<strong>Гекс (${hoveredHex.row}, ${hoveredHex.col})</strong><br>`;
                content += `<strong>Ресурсы:</strong><br>`;
                content += `Дерево: ${(resources.wood * 10).toFixed(1)}<br>`;
                content += `Железо: ${(resources.iron * 10).toFixed(1)}<br>`;
                content += `Еда: ${(resources.food * 10).toFixed(1)}<br>`;
                content += `Медь: ${(resources.copper * 10).toFixed(1)}<br>`;
                content += `Золото: ${(resources.gold * 10).toFixed(1)}<br>`;

                if (hoveredHex.hasFort) {
                    content += `<strong>Форт:</strong> Войска: ${hoveredHex.troops}<br>`;
                }

                content += `<strong>Войска на гексе:</strong> ${hoveredHex.troops}<br>`;

                // Информация о перемещающихся войсках
                if (hoveredHex.incomingTroops.length > 0) {
                    const totalIncoming = hoveredHex.incomingTroops.reduce((sum, troop) => sum + troop.amount, 0);
                    content += `<strong>К вам идут войска:</strong> ${totalIncoming}<br>`;
                }

                // Информация об атакующих войсках
                if (hoveredHex.isUnderAttack && hoveredHex.attackingTroops.length > 0) {
                    const totalAttacking = hoveredHex.attackingTroops.reduce((sum, troop) => sum + troop.amount, 0);
                    content += `<strong>На вас нападают войска:</strong> ${totalAttacking}<br>`;
                }

                // Урон войск
                if (hoveredHex.owner) {
                    const troopLevel = hoveredHex.owner === 'player' ? this.castle.troopLevel : this.aiPlayer.castle.troopLevel;
                    const troopDamage = troopLevel * 10 * this.troopDamageMultiplier; // Учитываем мультипликатор урона
                    content += `<strong>Урон войск:</strong> ${troopDamage}<br>`;
                }

                content += `<strong>Владелец:</strong> ${hoveredHex.owner === 'player' ? 'Вы' : hoveredHex.owner === 'bot' ? 'Бот' : 'Никто'}`;

                this.ui.showTooltip(content, e.clientX, e.clientY);
                this.tooltipHex = hoveredHex;
            } else {
                this.ui.hideTooltip();
                this.tooltipHex = null;
            }
        });

        // При уходе курсора с холста скрываем подсказку
        this.canvas.addEventListener('mouseleave', () => {
            this.ui.hideTooltip();
            this.tooltipHex = null;
        });

        // Обработка перемещения по карте (панорамирование)
        this.canvas.addEventListener('mousedown', (e) => {
            if (e.button === 1 || (e.button === 0 && e.shiftKey)) { // Средняя кнопка или Shift + Левый
                this.isPanning = true;
                this.startPan.x = e.clientX;
                this.startPan.y = e.clientY;
            }
        });

        document.addEventListener('mouseup', (e) => {
            this.isPanning = false;
        });

        document.addEventListener('mousemove', (e) => {
            if (this.isPanning) {
                const dx = e.clientX - this.startPan.x;
                const dy = e.clientY - this.startPan.y;
                this.panOffset.x += dx;
                this.panOffset.y += dy;
                this.startPan.x = e.clientX;
                this.startPan.y = e.clientY;
            }
        });

        // Обработка колесика мыши для масштабирования
        this.canvas.addEventListener('wheel', (e) => {
            e.preventDefault();
            const zoomIntensity = 0.1;
            const delta = e.deltaY < 0 ? 1 : -1;
            const factor = 1 + delta * zoomIntensity;
            this.viewport.scale *= factor;
            this.viewport.scale = Math.min(Math.max(this.viewport.scale, 0.5), 2);
        });
    }

    initModalManager() {
        this.modalManager = new ModalManager(this.ui, this);
    }

    openTroopModal(hex) {
        if (hex.hasFort) {
            this.ui.showTroopModal();
        } else {
            this.ui.displayAlert('На этом гексе не построен форт!');
        }
    }

    getHexAt(x, y) {
        return this.grid.find(hex => hex.isClicked(x, y));
    }

    isAdjacentToOwnedHex(targetHex, owner) {
        const neighbors = this.getNeighbors(targetHex);
        return neighbors.some(hex => hex.owner === owner);
    }

    getNeighbors(hex) {
        const directions = [
            { dr: -1, dc: 0 }, { dr: -1, dc: 1 }, { dr: 0, dc: -1 },
            { dr: 0, dc: 1 }, { dr: 1, dc: -1 }, { dr: 1, dc: 0 }
        ];
        const neighbors = [];
        for (const dir of directions) {
            const neighbor = this.grid.find(h => h.row === hex.row + dir.dr && h.col === hex.col + dir.dc);
            if (neighbor) {
                neighbors.push(neighbor);
            }
        }
        return neighbors;
    }

    getPlayerHexWithTroopsNearby(targetHex) {
        const neighbors = this.getNeighbors(targetHex);
        return neighbors.find(hex => hex.owner === 'player' && hex.troops > 0);
    }

    captureHex(hex, owner) {
        hex.owned = true;
        hex.owner = owner;
        this.ui.logEvent(`Гекс захвачен на (${hex.row}, ${hex.col}).`);
    }

    buildFort(hex) {
        if (!hex.hasFort) {
            const costWood = 50;
            const costIron = 25;
            if (this.resourceManager.subtract('wood', costWood) && this.resourceManager.subtract('iron', costIron)) {
                hex.hasFort = true;
                this.ui.logEvent(`Форт построен на гексе (${hex.row}, ${hex.col}).`);
                this.ui.showNotification(`Форт построен на гексе (${hex.row}, ${hex.col}).`);
            } else {
                this.ui.displayAlert('Недостаточно ресурсов для строительства форта!');
            }
        } else {
            this.ui.displayAlert('На этом гексе уже построен форт!');
        }
    }

    placeTroops(hex) {
        if (hex.hasFort) {
            if (this.castle.barracks > 0) {
                this.openTroopModal(hex);
            } else {
                this.ui.displayAlert('Необходимо построить казармы в замке для размещения войск!');
            }
        } else {
            this.ui.displayAlert('На этом гексе не построен форт!');
        }
    }

    startResourceGeneration() {
        setInterval(() => {
            for (const building of this.buildings) {
                this.resourceManager.add(building.resource, building.increment);
            }
            this.castle.collectResources(this.resourceManager);
        }, 1000);

        // Рост населения каждые 10 секунд в зависимости от уровня замка
        setInterval(() => {
            const newResidents = this.castle.level;
            this.castle.population += newResidents;
            this.ui.updatePopulation(this.castle.population);
            this.ui.logEvent(`Население выросло на ${newResidents}. Всего жителей: ${this.castle.population}`);
            this.ui.showNotification(`Население выросло на ${newResidents}.`);
        }, 10000);

        // Поддержание войск и потребление еды
        setInterval(() => {
            const foodConsumption = this.castle.soldiers * 0.01;
            if (this.resourceManager.get('food') >= foodConsumption) {
                this.resourceManager.subtract('food', foodConsumption);
            } else {
                // Недостаточно еды, войска начинают умирать
                const lostSoldiers = Math.ceil(this.castle.soldiers * 0.1);
                this.castle.soldiers -= lostSoldiers;
                this.ui.updateSoldiers(this.castle.soldiers);
                this.ui.logEvent(`Из-за голода ${lostSoldiers} солдат умерло. Осталось войск: ${this.castle.soldiers}`);

                // Уменьшаем войска на гексах
                for (const hex of this.grid) {
                    if (hex.owner === 'player' && hex.troops > 0) {
                        const lostTroops = Math.min(hex.troops, lostSoldiers);
                        hex.troops -= lostTroops;
                        if (hex.troops <= 0) {
                            hex.troops = 0;
                        }
                    }
                }
            }
            this.ui.updateFoodConsumption(foodConsumption);
        }, 1000); // Каждую секунду
    }

    initMiniMap() {
        this.miniMapInstance = new MiniMap(this.canvas, document.getElementById('miniMap'), this.grid, this);
    }

    initAIPlayer() {
        this.aiPlayer = new AIPlayer(this, this.ui);
    }

    gameLoop() {
        this.ctx.save();
        this.ctx.translate(this.panOffset.x, this.panOffset.y);
        this.ctx.scale(this.viewport.scale, this.viewport.scale);
        this.ctx.clearRect(-this.panOffset.x / this.viewport.scale, -this.panOffset.y / this.viewport.scale, this.canvas.width / this.viewport.scale, this.canvas.height / this.viewport.scale);
        this.drawGrid();
        this.ctx.restore();
        this.drawMiniMap();

        // Удалено: this.ui.updateViewRectangle(); // Обновляем прямоугольник зоны видимости

        this.checkGameOver();

        requestAnimationFrame(() => this.gameLoop());
    }

    drawGrid() {
        for (const hex of this.grid) {
            hex.draw(this.ctx);
        }
    }

    drawMiniMap() {
        if (this.miniMapInstance) {
            this.miniMapInstance.draw();
        }
    }

    calculateDistance(hex1, hex2) {
        const dx = hex2.col - hex1.col;
        const dy = hex2.row - hex1.row;
        return Math.max(Math.abs(dx), Math.abs(dy));
    }

    saveGame() {
        const gameState = {
            resources: this.resourceManager.getAll(),
            castle: {
                level: this.castle.level,
                population: this.castle.population,
                goldIncome: this.castle.goldIncome,
                barracks: this.castle.barracks,
                troopLevel: this.castle.troopLevel,
                location: {
                    row: this.castle.hex.row,
                    col: this.castle.hex.col
                },
                castleHealth: this.castle.castleHealth,
                soldiers: this.castle.soldiers
            },
            buildings: this.buildings.map(b => ({
                name: b.name,
                level: b.level,
                increment: b.increment
            })),
            grid: this.grid.map(hex => ({
                row: hex.row,
                col: hex.col,
                owned: hex.owned,
                owner: hex.owner,
                isCastle: hex.isCastle,
                hasFort: hex.hasFort,
                troops: hex.troops,
                resources: hex.resources
            })),
            technologies: this.techTree.saveState()
        };
        localStorage.setItem('hexGameSave', JSON.stringify(gameState));
        this.ui.logEvent('Игра сохранена.');
        this.ui.showNotification('Игра сохранена.');
    }

    loadGame() {
        const savedState = localStorage.getItem('hexGameSave');
        if (savedState) {
            const parsedState = JSON.parse(savedState);
            this.resourceManager.setAll(parsedState.resources);
            const castleLocation = parsedState.castle.location;
            const castleHex = this.grid.find(hex => hex.row === castleLocation.row && hex.col === castleLocation.col);
            if (castleHex) {
                this.castle = new Castle(castleHex, this.ui, 'player');
                this.castle.level = parsedState.castle.level;
                this.castle.population = parsedState.castle.population;
                this.castle.goldIncome = parsedState.castle.goldIncome;
                this.castle.barracks = parsedState.castle.barracks;
                this.castle.troopLevel = parsedState.castle.troopLevel;
                this.castle.castleHealth = parsedState.castle.castleHealth;
                this.castle.soldiers = parsedState.castle.soldiers || 0;
                this.ui.updateCastle(this.castle.level, this.castle.population);
                this.ui.updateCastleHealth(this.castle.castleHealth);
                this.ui.updateTroopLevel(this.castle.troopLevel);
                this.ui.updateSoldiers(this.castle.soldiers);
            }
            for (let i = 0; i < this.buildings.length; i++) {
                const savedBuilding = parsedState.buildings.find(b => b.name === this.buildings[i].name);
                if (savedBuilding) {
                    this.buildings[i].level = savedBuilding.level;
                    this.buildings[i].increment = savedBuilding.increment;
                }
            }
            for (let i = 0; i < this.grid.length; i++) {
                const savedHex = parsedState.grid[i];
                this.grid[i].owned = savedHex.owned;
                this.grid[i].owner = savedHex.owner;
                this.grid[i].isCastle = savedHex.isCastle;
                this.grid[i].hasFort = savedHex.hasFort;
                this.grid[i].troops = savedHex.troops;
                this.grid[i].resources = savedHex.resources;
                if (this.grid[i].isCastle && this.grid[i].owner === 'player') {
                    this.castle.hex = this.grid[i];
                }
            }
            this.techTree.loadState(parsedState.technologies);
            this.ui.updateAllResources(this.resourceManager.getAll());
            this.ui.logEvent('Игра загружена.');
            this.ui.showNotification('Игра загружена.');
        } else {
            this.ui.displayAlert('Сохранения не найдены!');
        }
    }

    battle(attackerTroops, defenderTroops, attackerLevel = 1, defenderLevel = 1) {
        const attackerPower = attackerTroops * attackerLevel * this.troopDamageMultiplier;
        const defenderPower = defenderTroops * defenderLevel;

        if (attackerPower > defenderPower) {
            const remainingTroops = Math.ceil((attackerPower - defenderPower) / (attackerLevel * this.troopDamageMultiplier));
            return { winner: 'attacker', remainingTroops: remainingTroops };
        } else if (defenderPower > attackerPower) {
            const remainingDefenderTroops = Math.ceil((defenderPower - attackerPower) / defenderLevel);
            return { winner: 'defender', remainingDefenderTroops: remainingDefenderTroops };
        } else {
            return { winner: 'none', remainingTroops: 0 };
        }
    }

    attackHex(fromHex, toHex) {
        if (toHex.captureTimer) {
            this.ui.logEvent(`Гекс (${toHex.row}, ${toHex.col}) уже находится под атакой.`);
            return;
        }

        let captureTime;
        if (!toHex.hasFort && toHex.troops === 0) {
            captureTime = 10000;
        } else if (toHex.hasFort) {
            captureTime = 45000;
        } else {
            captureTime = 5000 * Math.ceil(Math.max(fromHex.troops, toHex.troops) / 10);
        }

        toHex.isUnderAttack = true;
        toHex.startCaptureTimer(captureTime);

        // Добавляем данные об атакующих войсках
        const attackingTroop = {
            amount: fromHex.troops,
            arrivalTime: Date.now() + captureTime
        };
        toHex.attackingTroops.push(attackingTroop);

        this.ui.logEvent(`Вы начали атаку на гекс (${toHex.row}, ${toHex.col}). Захват займет ${Math.round(captureTime / 1000)} сек.`);
        this.ui.showNotification(`Атака на гекс (${toHex.row}, ${toHex.col}) начата.`);

        setTimeout(() => {
            const battleResult = this.battle(fromHex.troops, toHex.troops, this.castle.troopLevel, this.aiPlayer.castle.troopLevel);
            
            // Удаляем данные об атакующих войсках
            toHex.attackingTroops = toHex.attackingTroops.filter(troop => troop !== attackingTroop);

            if (battleResult.winner === 'attacker') {
                toHex.owner = 'player';
                toHex.owned = true;
                toHex.troops = battleResult.remainingTroops;
                fromHex.troops = 0;

                toHex.isUnderAttack = false;
                toHex.captureTimer = null;
                toHex.captureTimeRemaining = 0;

                this.ui.logEvent(`Вы захватили гекс на (${toHex.row}, ${toHex.col}).`);
                this.ui.showNotification(`Вы захватили гекс (${toHex.row}, ${toHex.col}).`);

                if (toHex.isCastle) {
                    this.aiPlayer.castle.loseHealth(1000);
                }
            } else {
                toHex.troops = battleResult.remainingDefenderTroops || 0;
                fromHex.troops = 0;

                toHex.isUnderAttack = false;
                toHex.captureTimer = null;
                toHex.captureTimeRemaining = 0;

                this.ui.logEvent('Атака не удалась.');
                this.ui.showNotification('Атака не удалась.');
            }
        }, captureTime);
    }

    checkGameOver() {
        if (this.castle.isDestroyed) {
            this.ui.showGameOver('Вы проиграли. Замок уничтожен.');
        } else if (this.aiPlayer.castle.isDestroyed) {
            this.ui.showGameOver('Вы выиграли! Замок противника разрушен.');
        } else {
            const botHexes = this.grid.filter(hex => hex.owner === 'bot');
            if (botHexes.length === 0) {
                this.ui.showGameOver('Вы выиграли! Все гексы противника захвачены.');
            }
        }
    }
}

// Класс технологии и древа технологий
class Technology {
    constructor(name, description, cost, effect) {
        this.name = name;
        this.description = description;
        this.cost = cost;
        this.effect = effect;
        this.unlocked = false;
    }
}

class TechTree {
    constructor(ui, resourceManager, game) {
        this.ui = ui;
        this.resourceManager = resourceManager;
        this.game = game;
        this.technologies = [];
        this.initTechnologies();
    }

    initTechnologies() {
        this.technologies = [
            // Первые 5 технологий
            new Technology(
                'Улучшение добычи дерева',
                'Повышает добычу дерева на 20%',
                { wood: 100, gold: 50 },
                () => {
                    const building = this.game.buildings.find(b => b.name === 'Лесопилка');
                    building.increment *= 1.2;
                }
            ),
            new Technology(
                'Улучшение добычи железа',
                'Повышает добычу железа на 20%',
                { iron: 100, gold: 50 },
                () => {
                    const building = this.game.buildings.find(b => b.name === 'Железная Шахта');
                    building.increment *= 1.2;
                }
            ),
            new Technology(
                'Улучшение фермы',
                'Повышает добычу еды на 20%',
                { food: 100, gold: 50 },
                () => {
                    const building = this.game.buildings.find(b => b.name === 'Ферма');
                    building.increment *= 1.2;
                }
            ),
            new Technology(
                'Продвинутая военная подготовка',
                'Повышает уровень войск на 1',
                { copper: 200, gold: 100 },
                () => {
                    this.game.castle.upgradeTroops(this.resourceManager);
                }
            ),
            new Technology(
                'Укрепление замка',
                'Увеличивает здоровье замка на 200',
                { stone: 150, gold: 100 },
                () => {
                    this.game.castle.castleHealth += 200;
                    this.ui.updateCastleHealth(this.game.castle.castleHealth);
                }
            ),

            // Новые 8 технологий
            new Technology(
                'Улучшенная обработка железа',
                'Повышает добычу железа на 30%',
                { iron: 200, gold: 100 },
                () => {
                    const building = this.game.buildings.find(b => b.name === 'Железная Шахта');
                    building.increment *= 1.3;
                }
            ),
            new Technology(
                'Расширенное сельское хозяйство',
                'Повышает добычу еды на 25%',
                { food: 200, wood: 100, gold: 100 },
                () => {
                    const building = this.game.buildings.find(b => b.name === 'Ферма');
                    building.increment *= 1.25;
                }
            ),
            new Technology(
                'Быстрый найм',
                'Снижает стоимость найма войск на 15%',
                { gold: 300, copper: 150 },
                () => {
                    this.game.troopCostMultiplier *= 0.85;
                }
            ),
            new Technology(
                'Улучшенная логистика',
                'Увеличивает скорость перемещения войск на 20%',
                { gold: 200, food: 150 },
                () => {
                    this.game.troopMovementSpeedMultiplier *= 1.2;
                }
            ),
            new Technology(
                'Продвинутая кузница',
                'Увеличивает урон войск на 20%',
                { iron: 300, copper: 200, gold: 150 },
                () => {
                    this.game.troopDamageMultiplier *= 1.2;
                }
            ),
            new Technology(
                'Укрепление стен',
                'Увеличивает здоровье замка на 300',
                { stone: 250, gold: 150 },
                () => {
                    this.game.castle.castleHealth += 300;
                    this.ui.updateCastleHealth(this.game.castle.castleHealth);
                }
            ),
            new Technology(
                'Оптимизация добычи меди',
                'Повышает добычу меди на 25%',
                { copper: 150, gold: 100 },
                () => {
                    const building = this.game.buildings.find(b => b.name === 'Медная Шахта');
                    building.increment *= 1.25;
                }
            ),
            new Technology(
                'Экономия ресурсов',
                'Снижает стоимость улучшений зданий на 15%',
                { gold: 250 },
                () => {
                    for (const building of this.game.buildings) {
                        building.costAmount *= 0.85;
                    }
                }
            ),
            new Technology(
                'Продвинутая разведка',
                'Раскрывает больше информации о гексах противника',
                { gold: 200, food: 100 },
                () => {
                    // Логика раскрытия дополнительной информации
                }
            ),
            new Technology(
                'Улучшенная торговля',
                'Снижает цены при торговле на 10%',
                { gold: 150, wood: 100 },
                () => {
                    for (const resource in this.game.tradeManager.tradeRates) {
                        this.game.tradeManager.tradeRates[resource] *= 0.9;
                    }
                }
            )
            // Еще 3 технологии при необходимости...
        ];
    }

    openTechTree() {
        this.ui.techTreeContainer.innerHTML = '';
        for (const tech of this.technologies) {
            const techNode = document.createElement('div');
            techNode.className = 'techNode';
            if (tech.unlocked) {
                techNode.classList.add('unlocked');
            } else {
                techNode.classList.add('locked');
            }
            techNode.innerHTML = `<h4>${tech.name}</h4><p>${tech.description}</p>`;
            if (!tech.unlocked) {
                const button = document.createElement('button');
                button.innerText = 'Исследовать';
                button.onclick = () => {
                    this.researchTechnology(tech);
                };
                techNode.appendChild(button);
            }
            this.ui.techTreeContainer.appendChild(techNode);
        }
        this.ui.showTechModal();
    }

    researchTechnology(tech) {
        const canResearch = Object.keys(tech.cost).every(resource => this.resourceManager.get(resource) >= tech.cost[resource]);
        if (canResearch) {
            Object.keys(tech.cost).forEach(resource => {
                this.resourceManager.subtract(resource, tech.cost[resource]);
            });
            tech.unlocked = true;
            tech.effect();
            this.ui.showNotification(`Технология ${tech.name} исследована!`);
            this.openTechTree();
        } else {
            this.ui.displayAlert('Недостаточно ресурсов для исследования технологии!');
        }
    }

    saveState() {
        return this.technologies.map(tech => ({
            name: tech.name,
            unlocked: tech.unlocked
        }));
    }

    loadState(savedTechnologies) {
        for (const savedTech of savedTechnologies) {
            const tech = this.technologies.find(t => t.name === savedTech.name);
            if (tech) {
                tech.unlocked = savedTech.unlocked;
                if (tech.unlocked) {
                    tech.effect();
                }
            }
        }
    }
}

// Класс управления торговлей
class TradeManager {
    constructor(ui, resourceManager) {
        this.ui = ui;
        this.resourceManager = resourceManager;
        this.tradeRates = {
            wood: 1,
            iron: 2,
            food: 1.5,
            copper: 3,
            gold: 5
        };
        this.tradeData = {};
    }

    openTradeWindow() {
        const tradeTable = document.getElementById('tradeTable');
        tradeTable.innerHTML = `
            <tr>
                <th>Ресурс</th>
                <th>Имеется</th>
                <th>Купить</th>
                <th>Продать</th>
            </tr>
        `;
        for (const resource in this.tradeRates) {
            const row = document.createElement('tr');
            row.innerHTML = `
                <td>${this.ui.capitalize(resource)}</td>
                <td>${Math.floor(this.resourceManager.get(resource))}</td>
                <td><input type="number" id="buy_${resource}" min="0" value="0"></td>
                <td><input type="number" id="sell_${resource}" min="0" value="0"></td>
            `;
            tradeTable.appendChild(row);
        }
        this.ui.showTradeModal();
    }

    confirmTrade() {
        for (const resource in this.tradeRates) {
            const buyAmount = parseInt(document.getElementById(`buy_${resource}`).value) || 0;
            const sellAmount = parseInt(document.getElementById(`sell_${resource}`).value) || 0;

            const goldCost = buyAmount * this.tradeRates[resource];
            const goldGain = sellAmount * this.tradeRates[resource];

            if (buyAmount > 0) {
                if (this.resourceManager.get('gold') >= goldCost) {
                    this.resourceManager.subtract('gold', goldCost);
                    this.resourceManager.add(resource, buyAmount);
                } else {
                    this.ui.displayAlert(`Недостаточно золота для покупки ${buyAmount} ${resource}!`);
                }
            }

            if (sellAmount > 0) {
                if (this.resourceManager.get(resource) >= sellAmount) {
                    this.resourceManager.subtract(resource, sellAmount);
                    this.resourceManager.add('gold', goldGain);
                } else {
                    this.ui.displayAlert(`Недостаточно ${resource} для продажи ${sellAmount} единиц!`);
                }
            }
        }
        this.ui.hideTradeModal();
        this.ui.showNotification('Торговля завершена.');
    }
}

// Запуск игры
window.onload = () => {
    const game = new Game();
};