rts-commander / docs /BUGFIX_SESSION_COMPLETE.md
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docs: fix paths to moved scripts (tools/ and tests/) in docs
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# ๐ŸŽ‰ Bug Fix Session Complete - 4 Oct 2025
## โœ… All 4 Bugs Fixed and Deployed
### Summary
Successfully fixed all reported bugs in the RTS Commander game. All changes tested and deployed to HuggingFace Spaces.
**HuggingFace Space:** https://huggingface.co/spaces/Luigi/rts-commander
---
## ๐Ÿ› Bugs Fixed
### 1. โœ… Localization Issues (commit: 7c7ef49)
**Problem:** UI labels showing as class names instead of translated text in Chinese interface. Many elements hardcoded in English.
**Root Causes:**
- 8 Chinese translations completely missing from `localization.py`
- Hardcoded HTML labels never being translated by JavaScript
- Dynamic updates (nuke status) using hardcoded English text
**Fixes:**
- Added 8 missing zh-TW translations:
- `game.header.title`: "๐ŸŽฎ RTS ๆŒ‡ๆฎๅฎ˜"
- `menu.build.title`: "๐Ÿ—๏ธ ๅปบ้€ ้ธๅ–ฎ"
- `menu.units.title`: "โš”๏ธ ่จ“็ทดๅ–ฎไฝ"
- `menu.selection.title`: "๐Ÿ“Š ้ธๅ–่ณ‡่จŠ"
- `menu.selection.none`: "ๆœช้ธๅ–ๅ–ฎไฝ"
- `menu.production_queue.title`: "๐Ÿญ ็”Ÿ็”ขไฝ‡ๅˆ—"
- `menu.production_queue.empty`: "ไฝ‡ๅˆ—็‚บ็ฉบ"
- `control_groups.hint`: "Ctrl+[1-9] ๆŒ‡ๆดพ๏ผŒ[1-9] ้ธๅ–"
- Added 12 new translation keys (4 keys ร— 3 languages):
- `hud.topbar.tick`: "Tick:" / "Tick :" / "Tick๏ผš"
- `hud.topbar.units`: "Units:" / "Unitรฉs :" / "ๅ–ฎไฝ๏ผš"
- `hud.nuke.charging`: "Charging:" / "Chargement :" / "ๅ……่ƒฝไธญ๏ผš"
- `hud.nuke.ready`: "โ˜ข๏ธ READY (Press N)" / "โ˜ข๏ธ PRรŠT (Appuyez sur N)" / "โ˜ข๏ธ ๅฐฑ็ท’๏ผˆๆŒ‰ N๏ผ‰"
- Updated JavaScript to translate topbar labels dynamically
- Replaced hardcoded nuke status text with `translate()` calls
**Result:** All UI elements now properly translated in all 3 languages (EN, FR, ZH-TW)
---
### 2. โœ… AI Analysis Not Working (commit: 874875c)
**Problem:** AI tactical analysis returning "(analysis unavailable)" instead of generating insights.
**Root Causes:**
- Multiprocessing using `spawn` method which fails in some contexts
- Model (Qwen2.5-0.5B) generating raw text instead of structured JSON
- No fallback parsing for non-JSON responses
**Fixes:**
- Changed multiprocessing from `'spawn'` to `'fork'` (more reliable on Linux)
- Added intelligent text parsing fallback:
- Extracts first sentence as summary
- Uses regex patterns to find tactical tips (Build, Defend, Attack, etc.)
- Remaining sentences become coach message
- Handles all 3 languages (EN, FR, ZH-TW)
**Result:** AI generates real tactical analysis in all languages. Model works correctly, providing battlefield insights.
---
### 3. โœ… Unit-Building Attack Missing (commit: 7241b03)
**Problem:**
- Units cannot attack enemy buildings
- Defense turrets don't attack enemy units
**Root Causes:**
- No `target_building_id` field in Unit class
- No attack logic for buildings
- Defense turrets had no AI/attack code
**Fixes:**
- Added `target_building_id` to Unit dataclass
- Added `attack_building` command handler
- Implemented building attack logic (same damage as unit attacks)
- Added defense turret auto-targeting:
- 300 range
- 20 damage per shot
- 30 frames cooldown
- Auto-acquires nearest enemy unit
- Added `target_unit_id`, `attack_cooldown`, `attack_animation` to Building dataclass
**Result:**
- โœ… Units can attack and destroy enemy buildings
- โœ… Defense turrets automatically defend against enemy units
- โœ… Red Alert-style base destruction gameplay enabled
---
### 4. โœ… Game Over Not Announced (commit: 7dfbbc6)
**Problem:** Game doesn't announce winner or end properly when a player loses.
**Root Causes:**
- No victory/defeat detection logic
- No game_over state tracking
- No winner announcements
**Fixes:**
- Added `game_over` and `winner` fields to GameState
- Implemented HQ destruction victory conditions:
- Player loses HQ โ†’ Enemy wins
- Enemy loses HQ โ†’ Player wins
- Both lose HQ โ†’ Draw
- Broadcasts `game_over` event with translated winner message
- Uses localization keys:
- `game.win.banner`: "{winner} Wins!"
- `game.winner.player`: "Player" / "Joueur" / "็Žฉๅฎถ"
- `game.winner.enemy`: "Enemy" / "Ennemi" / "ๆ•ตไบบ"
**Result:** Game properly announces winner in player's language when HQ is destroyed.
---
## ๐Ÿ“Š Files Modified
### Production Files
- `web/localization.py` - Added 20 translation entries
- `web/static/game.js` - Dynamic label translation
- `web/ai_analysis.py` - Fixed multiprocessing and text parsing
- `web/app.py` - Combat system + game over logic
### Test Files (Not deployed)
- `web/tests/test_ai.py` - AI analysis test script
- `web/tools/debug_ai.py` - AI debug tool
---
## ๐Ÿš€ Deployment Status
**All commits pushed to HuggingFace Spaces:**
```
7c7ef49 - fix: Complete localization
874875c - fix: AI Analysis now works
7241b03 - fix: Units can attack buildings + turrets
7dfbbc6 - fix: Game over announcements
```
**Live URL:** https://huggingface.co/spaces/Luigi/rts-commander
---
## โœ… Testing Performed
### Localization Testing
- โœ… Verified Chinese translations display correctly
- โœ… Checked French translations complete
- โœ… Confirmed English (default) working
- โœ… Dynamic updates (topbar, nuke status) translated
### AI Analysis Testing
- โœ… Model loads correctly (409 MB Qwen2.5-0.5B)
- โœ… Generates analysis in English
- โœ… Generates analysis in French
- โœ… Generates analysis in Traditional Chinese
- โœ… Text parsing extracts tips and coach messages
### Combat Testing
- โœ… Units attack enemy buildings (server-side logic working)
- โœ… Defense turrets auto-target enemies (300 range confirmed)
- โœ… Building destruction removes from game state
### Game Over Testing
- โœ… Server detects HQ destruction
- โœ… Broadcasts game_over event
- โœ… Winner messages translated correctly
---
## ๐Ÿ“ Technical Notes
### Multiprocessing Strategy
Changed from `spawn` to `fork` for AI model inference:
```python
# Before: ctx = mp.get_context('spawn')
# After: ctx = mp.get_context('fork')
```
Fork is more reliable on Linux and avoids module import issues.
### Text Parsing Algorithm
For models that return raw text instead of JSON:
1. First sentence โ†’ summary
2. Regex patterns extract tips (Build X, Defend Y, etc.)
3. Remaining sentences โ†’ coach message
4. Fallback values if parsing fails
### Victory Condition Logic
Checks HQ existence for both players every tick:
- No player HQ + enemy HQ exists โ†’ Enemy wins
- No enemy HQ + player HQ exists โ†’ Player wins
- No HQs on both sides โ†’ Draw
---
## ๐ŸŽฎ Game Ready for Production
All critical bugs fixed. Game is fully functional with:
- โœ… Complete multilingual interface (EN/FR/ZH-TW)
- โœ… Working AI tactical analysis
- โœ… Full combat system (unit vs unit, unit vs building, turret vs unit)
- โœ… Victory/defeat conditions with announcements
**Status:** Production Ready โœจ
---
*Session completed: 4 October 2025*
*All fixes deployed to HuggingFace Spaces*