below is my App.jsx file code import React from "react"; import ChessBoard from "./components/ChessBoard/ChessBoard";

const App = () => { return (

); };

export default App;

below is my ChessBoard.jsx file code import React, { useRef, useState, useEffect } from "react"; import Tile from "../Tile/Tile"; import Referee from "../../referee/Referee"; import { VERTICAL_AXIS, HORIZONTAL_AXIS, GRID_SIZE, PieceType, TeamType, initialBoardState, } from "../../Constants"; import { wb, wn, wq, wr, bb, bn, bq, br } from "../../assets/index.js";

export default function ChessBoard() { const [activePiece, setActivePiece] = useState(null); const [selectedPosition, setSelectedPosition] = useState(null); const [promotionPawn, setPromotionPawn] = useState(null); const [pieces, setPieces] = useState(initialBoardState); const [highlightedPositions, setHighlightedPositions] = useState([]); const [currentTurn, setCurrentTurn] = useState(TeamType.OUR); // Start with our team (White) const chessboardRef = useRef(null); const modalRef = useRef(null); const referee = new Referee();

useEffect(() => { if (promotionPawn) { modalRef.current.style.display = "flex"; } else { modalRef.current.style.display = "none"; } }, [promotionPawn]);

useEffect(() => { const checkGameStatus = () => { if (referee.isCheckmate(currentTurn, pieces)) { setTimeout(() => { alert(${currentTurn === TeamType.OUR ? "Black" : "White"} won!); }, 1000); } else if (referee.isStalemate(currentTurn, pieces)) { setTimeout(() => { alert(${currentTurn === TeamType.OUR ? "White" : "Black"} is in stalemate!); }, 1000); } };

checkGameStatus();

}, [pieces, currentTurn]);

function handleClickPiece(e, x, y) { const piece = pieces.find((p) => p.x === x && p.y === y);

if (piece && piece.team === currentTurn) {
  if (selectedPosition && selectedPosition.x === x && selectedPosition.y === y) {
    setSelectedPosition(null);
    setHighlightedPositions([]);
  } else {
    setSelectedPosition({ x, y });
    updateValidMoves(piece);
  }
} else if (selectedPosition) {
  movePiece(x, y);
}

}

function updateValidMoves(piece) { if (piece && piece.team === currentTurn) { const validMoves = referee.getValidMoves(piece, pieces); setHighlightedPositions(validMoves); } else { setHighlightedPositions([]); } }

function movePiece(x, y) { if (!selectedPosition) return;

const currentPiece = pieces.find(
  (p) => p.x === selectedPosition.x && p.y === selectedPosition.y
);
const validMove = highlightedPositions.some((pos) => pos.x === x && pos.y === y);

if (currentPiece && currentPiece.team === currentTurn && validMove) {
  const updatedPieces = pieces.reduce((results, piece) => {
    if (piece.x === selectedPosition.x && piece.y === selectedPosition.y) {
      if (Math.abs(selectedPosition.y - y) === 2 && piece.type === PieceType.PAWN) {
        piece.enPassant = true;
      } else {
        piece.enPassant = false;
      }
      piece.x = x;
      piece.y = y;

      if (piece.type === PieceType.KING) {
        piece.hasMoved = true;
        if (Math.abs(selectedPosition.x - x) === 2) {
          const rookX = x > selectedPosition.x ? x - 1 : x + 1;
          const rook = pieces.find(
            (p) =>
              p.x === (x > selectedPosition.x ? 7 : 0) &&
              p.y === y &&
              p.type === PieceType.ROOK &&
              p.team === piece.team
          );
          if (rook) {
            rook.x = rookX;
            rook.hasMoved = true;
          }
        }
      }
      if (piece.type === PieceType.ROOK) {
        piece.hasMoved = true;
      }

      let promotionRow = piece.team === TeamType.OUR ? 7 : 0;

      if (piece.type === PieceType.PAWN && y === promotionRow) {
        setPromotionPawn(piece);
      }

      results.push(piece);
    } else if (!(piece.x === x && piece.y === y)) {
      if (piece.type === PieceType.PAWN) {
        piece.enPassant = false;
      }
      results.push(piece);
    }
    return results;
  }, []);

  setPieces(updatedPieces);
  setHighlightedPositions([]);
  setSelectedPosition(null);
  setCurrentTurn(currentTurn === TeamType.OUR ? TeamType.OPPONENT : TeamType.OUR);
}

}

function promotePawn(pieceType) { if (promotionPawn === null) return; const updatedPieces = pieces.reduce((results, piece) => { if (piece.x === promotionPawn.x && piece.y === promotionPawn.y) { piece.type = pieceType; piece.image = piece.team === TeamType.OUR ? pieceType === PieceType.ROOK ? wr : pieceType === PieceType.BISHOP ? wb : pieceType === PieceType.KNIGHT ? wn : wq : pieceType === PieceType.ROOK ? br : pieceType === PieceType.BISHOP ? bb : pieceType === PieceType.KNIGHT ? bn : bq; } results.push(piece); return results; }, []);

setPieces(updatedPieces);
setPromotionPawn(null);
modalRef.current.classList.add("hidden");

}

const board = [];

for (let j = VERTICAL_AXIS.length - 1; j >= 0; j--) { for (let i = 0; i < HORIZONTAL_AXIS.length; i++) { const number = j + i + 2; let image = undefined;

  pieces.forEach((p) => {
    if (p.x === i && p.y === j) {
      image = p.image;
    }
  });

  const highlight = highlightedPositions.some((p) => p.x === i && p.y === j);

  const isWhite = number % 2 === 0;
  board.push(
    <Tile
      key={`${j},${i}`}
      image={image}
      isWhite={isWhite}
      highlight={highlight}
      onClick={(e) => handleClickPiece(e, i, j)}
    />
  );
}

}

return ( <>

{promotionPawn?.team === TeamType.OUR ? ( <> promotePawn(PieceType.ROOK)} alt="White Rook" className="h-16 sm:h-36 hover:bg-[rgba(255,255,255,0.2)] rounded-full cursor-pointer" /> promotePawn(PieceType.BISHOP)} alt="White Bishop" className="h-16 sm:h-36 hover:bg-[rgba(255,255,255,0.2)] rounded-full cursor-pointer" /> promotePawn(PieceType.KNIGHT)} alt="White Knight" className="h-16 sm:h-36 hover:bg-[rgba(255,255,255,0.2)] rounded-full cursor-pointer" /> promotePawn(PieceType.QUEEN)} alt="White Queen" className="h-16 sm:h-36 hover:bg-[rgba(255,255,255,0.2)] rounded-full cursor-pointer" /> ) : ( <> promotePawn(PieceType.ROOK)} alt="Black Rook" className="h-16 sm:h-36 hover:bg-[rgba(255,255,255,0.1)] rounded-full cursor-pointer" /> promotePawn(PieceType.BISHOP)} alt="Black Bishop" className="h-16 sm:h-36 hover:bg-[rgba(255,255,255,0.1)] rounded-full cursor-pointer" /> promotePawn(PieceType.KNIGHT)} alt="Black Knight" className="h-16 sm:h-36 hover:bg-[rgba(255,255,255,0.1)] rounded-full cursor-pointer" /> promotePawn(PieceType.QUEEN)} alt="Black Queen" className="h-16 sm:h-36 hover:bg-[rgba(255,255,255,0.1)] rounded-full cursor-pointer" /> )}
{board}
); }

i want you to add to button somewhere in the code for offer draw and resign the game, also write the logic for the same. and also alert both the players when the game is drawn or when the player resigns the game.