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Commit ·
5154bf5
1
Parent(s): c30144e
feat(game): letterboxed scene shell + recovered drawer + tone wiring
Browse files- app.py +99 -72
- render.py +26 -3
- styles.css +300 -0
- tests/test_render.py +27 -1
app.py
CHANGED
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@@ -21,7 +21,7 @@ from character import (FRAGMENT_TONES, INTRO_CARDS, INTRO_SEQUENCES,
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from engine import run_turn, run_turn_stream
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from finale import finale_steps, finale_steps_bad, finale_steps_good
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from memory import apply_update, get_tier, decide_ending, pick_aware_memory, should_recall, style_signal
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-
from render import render_entity, render_treasure
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from sting import chime_wav_bytes, menu_loop_wav_bytes, type_tick_wav_bytes
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from voice import speak
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@@ -74,7 +74,8 @@ def _pristine_state():
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def _reset():
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"""Wipe the board for a fresh game without a page reload. Order matches
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[msg_input, send_btn, chatbot, state, bond_panel, treasure_panel,
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fresh = _pristine_state()
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return (
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gr.update(value="", interactive=True,
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@@ -86,6 +87,7 @@ def _reset():
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render_treasure([]),
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render_entity(20),
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_voice_html(None),
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)
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@@ -399,9 +401,15 @@ _HEAD_JS = """
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}, 130);
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}
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-
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function icon() { return st.muted ? '\\uD83D\\uDD07' : '\\uD83D\\uDD0A'; }
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function wire() {
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var btn = document.querySelector('.voice-btn');
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var rb = document.querySelector('.restart-btn');
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if (btn && !btn.dataset.hollowWired) {
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@@ -530,7 +538,8 @@ def _enter_game(mode: str, tone_seed: int = 0):
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_render_bond(state["affinity"], get_tier(state["affinity"])),
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render_treasure(state["treasure"], claimed=set(state["claimed"]),
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wounds=state.get("wounds", [])),
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render_entity(state["affinity"]),
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)
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@@ -639,11 +648,13 @@ def _play_finale(state: dict, history: list):
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bond = _render_bond(state["affinity"], tier)
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treasure_html = render_treasure(state["treasure"], struck=struck,
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claimed=set(claimed))
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-
entity = render_entity(state["affinity"], "build", seq=state["turn"]
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locked = gr.update(interactive=False)
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input_locked = gr.update(interactive=False)
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mutated = False
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convulsed = False
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for step in finale_steps(claimed):
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role = "assistant" if step["speaker"] == "hollow" else "user"
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@@ -657,7 +668,7 @@ def _play_finale(state: dict, history: list):
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if step["stage"] == "frenzy":
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convulsed = True
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entity = render_entity(state["affinity"], "convulse_loop",
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seq=state["turn"])
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if step["stage"] == "turn" and not mutated:
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mutated = True
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@@ -665,18 +676,21 @@ def _play_finale(state: dict, history: list):
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treasure_html = render_treasure(state["treasure"], mine=True)
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# the `end` face lands and the heartbeat flatlines, exactly now
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# (seamless — the convulsion already settled on this face)
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entity = render_entity(state["affinity"], "end_settle",
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input_locked = gr.update(interactive=False, placeholder="stay.")
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speak_it = step["speaker"] == "hollow"
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voice, pause = _voice_and_pause(step["text"], speak_it, step["pause"])
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yield (input_locked, locked, chat_hist, state, bond, treasure_html,
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if pause > 0:
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time.sleep(pause)
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yield (
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gr.update(interactive=False, placeholder=_DEAD_PLACEHOLDER),
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locked, chat_hist, state, bond, treasure_html, entity,
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)
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@@ -690,11 +704,13 @@ def _play_finale_bad(state: dict, history: list):
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revealed = 0
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treasure_html = render_treasure(state["treasure"], claimed=set(state["claimed"]),
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wounds=wounds, revealed=0)
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entity = render_entity(state["affinity"], "build", seq=state["turn"]
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locked = gr.update(interactive=False)
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input_locked = gr.update(interactive=False)
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mutated = False
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frenzied = False
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for step in finale_steps_bad(wounds):
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role = "assistant" if step["speaker"] == "hollow" else "user"
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@@ -715,23 +731,27 @@ def _play_finale_bad(state: dict, history: list):
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yours=True)
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input_locked = gr.update(interactive=False, placeholder="get out.")
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# the child stays a
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#
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if step["stage"] == "frenzy":
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frenzied = True
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entity = render_entity(state["affinity"], "frenzy",
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elif frenzied:
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entity = render_entity(state["affinity"], "rage",
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speak_it = step["speaker"] == "hollow"
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voice, pause = _voice_and_pause(step["text"], speak_it, step["pause"])
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yield (input_locked, locked, chat_hist, state, bond, treasure_html,
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if pause > 0:
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time.sleep(pause)
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yield (
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gr.update(interactive=False, placeholder="see you soon."),
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locked, chat_hist, state, bond, treasure_html, entity,
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)
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@@ -744,12 +764,14 @@ def _play_finale_good(state: dict, history: list):
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bond = _render_bond(state["affinity"], tier)
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treasure_html = render_treasure(state["treasure"],
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claimed=set(state["claimed"]))
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entity = render_entity(state["affinity"], "build", seq=state["turn"]
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locked = gr.update(interactive=False)
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input_locked = gr.update(interactive=False)
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mutated = False
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convulsed = False
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settled = False
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for step in finale_steps_good(OWN_FRAGMENTS):
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chat_hist = chat_hist + [{"role": "assistant", "content": step["text"]}]
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@@ -765,30 +787,32 @@ def _play_finale_good(state: dict, history: list):
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if step["stage"] == "frenzy":
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convulsed = True
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entity = render_entity(state["affinity"], "convulse_good",
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seq=state["turn"])
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elif convulsed and step["stage"] != "loop":
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# the smile lands + the relief sigh plays, exactly now (seamless —
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# the convulsion already settled on this face); sigh only once
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if not settled:
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settled = True
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entity = render_entity(state["affinity"], "peace_settle",
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seq=state["turn"])
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else:
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entity = render_entity(state["affinity"], "peace",
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seq=state["turn"])
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if step["stage"] == "loop":
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entity = render_entity(state["affinity"], "peace_dissolve",
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seq=state["turn"])
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voice, pause = _voice_and_pause(step["text"], True, step["pause"])
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yield (input_locked, locked, chat_hist, state, bond, treasure_html,
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if pause > 0:
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time.sleep(pause)
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yield (
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gr.update(interactive=False, placeholder="it's quiet now."),
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locked, chat_hist, state, bond, treasure_html, entity,
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)
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# logic is unchanged (match on the sentinel class, robust to re-serializing)
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if history and "hollow-typing" in str(history[-1].get("content", "")):
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history = history[:-1]
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if not user_msg.strip() or state.get("ended"):
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ending = state.get("ending")
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if state.get("ended") and ending is None:
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ending = "loop" # sessions ended before `ending` existed
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tier = get_tier(state["affinity"])
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wounds = state.get("wounds", [])
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entity_mode = {"good": "peace", "bad": "rage", "loop": "end"}.get(
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else set(state["claimed"]),
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wounds=wounds, revealed=len(wounds),
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yours=(ending == "bad")),
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render_entity(state["affinity"], entity_mode, seq=state["turn"]
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_voice_html(None),
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)
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return
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_render_bond(state["affinity"], tier),
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render_treasure(state["treasure"], claimed=set(state["claimed"]),
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wounds=state.get("wounds", [])),
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render_entity(state["affinity"], "idle", seq=state["turn"]
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_voice_html(None),
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)
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return
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_render_bond(state["affinity"], tier_now),
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render_treasure(state["treasure"], claimed=set(state["claimed"]),
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wounds=state.get("wounds", [])),
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render_entity(state["affinity"], "idle", seq=state["turn"]
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voice,
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)
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except Exception as e:
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print(f"[chat] run_turn_stream failed: {e!r}")
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@@ -939,6 +969,7 @@ def chat(user_msg: str, state: dict, history: list):
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_plea = _memory_plea_level(state, bool(do_recall and recall_memory))
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_ph = ("a memory: a person, a place, a moment you lived..."
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if _plea >= 2 else "tell it something you remember...")
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yield (
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gr.update(value="", interactive=True, placeholder=_ph),
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gr.update(interactive=True),
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state,
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_render_bond(state["affinity"], tier),
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render_treasure(state["treasure"], claimed=set(state["claimed"]),
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wounds=state.get("wounds", [])
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-
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voice,
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)
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elem_classes="intro-enter-btn")
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with gr.Column(visible=False, elem_id="game-view") as game_view:
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)
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restart_btn = gr.Button("↺ begin again", elem_classes="restart-btn",
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scale=0)
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voice_btn = gr.Button("🔊", elem_classes="voice-btn", scale=0)
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with gr.Column(scale=1):
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treasure_panel = gr.HTML(value=render_treasure([]))
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# carries Hollow's voice <audio>; kept MOUNTED (not visible=False,
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# which can unmount it so the audio never plays) and collapsed to
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# zero size via CSS so it has no visual footprint
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voice_panel = gr.HTML(value="",
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elem_classes="voice-channel")
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# show_progress="hidden" kills Gradio's per-component "processing" overlay;
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# we show our own "..." pending bubble instead (set in _start_turn)
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).then(
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fn=chat,
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inputs=[msg_input, state, chatbot],
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outputs=[msg_input, send_btn, chatbot, state, bond_panel,
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show_progress="hidden",
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)
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).then(
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fn=chat,
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inputs=[msg_input, state, chatbot],
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outputs=[msg_input, send_btn, chatbot, state, bond_panel,
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show_progress="hidden",
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)
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fn=_reset,
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inputs=None,
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outputs=[msg_input, send_btn, chatbot, state, bond_panel,
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treasure_panel, entity_panel, voice_panel],
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show_progress="hidden",
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)
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show_progress="hidden")
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_enter_outputs = [intro_view, game_view, state, chatbot, bond_panel,
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treasure_panel, entity_panel]
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_intro_outputs = [menu_view, intro_view, pending_mode]
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tester_btn.click(lambda: _show_intro("tester"), None, _intro_outputs,
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show_progress="hidden")
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from engine import run_turn, run_turn_stream
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from finale import finale_steps, finale_steps_bad, finale_steps_good
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from memory import apply_update, get_tier, decide_ending, pick_aware_memory, should_recall, style_signal
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from render import render_entity, render_treasure, render_recovered, _tone_class
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from sting import chime_wav_bytes, menu_loop_wav_bytes, type_tick_wav_bytes
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from voice import speak
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def _reset():
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"""Wipe the board for a fresh game without a page reload. Order matches
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[msg_input, send_btn, chatbot, state, bond_panel, treasure_panel,
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entity_panel, voice_panel, recovered_panel]."""
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fresh = _pristine_state()
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return (
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gr.update(value="", interactive=True,
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render_treasure([]),
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render_entity(20),
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_voice_html(None),
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render_recovered(0),
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)
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}, 130);
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}
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+
// mute button + restart + mode buttons, wired once rendered
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function icon() { return st.muted ? '\\uD83D\\uDD07' : '\\uD83D\\uDD0A'; }
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function wire() {
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// corner drawers: header chip toggles expand
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document.querySelectorAll('.game-drawer .drawer-head').forEach(function (h) {
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if (h.dataset.hollowWired) return;
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h.dataset.hollowWired = '1';
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h.addEventListener('click', function () { h.closest('.game-drawer').classList.toggle('open'); });
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});
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var btn = document.querySelector('.voice-btn');
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var rb = document.querySelector('.restart-btn');
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if (btn && !btn.dataset.hollowWired) {
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_render_bond(state["affinity"], get_tier(state["affinity"])),
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render_treasure(state["treasure"], claimed=set(state["claimed"]),
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wounds=state.get("wounds", [])),
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render_entity(state["affinity"], tone=state["tone"]),
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render_recovered(state.get("fragments_told", 0)),
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)
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bond = _render_bond(state["affinity"], tier)
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treasure_html = render_treasure(state["treasure"], struck=struck,
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claimed=set(claimed))
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entity = render_entity(state["affinity"], "build", seq=state["turn"],
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tone=state.get("tone", 0))
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locked = gr.update(interactive=False)
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input_locked = gr.update(interactive=False)
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mutated = False
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convulsed = False
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recovered = render_recovered(state.get("fragments_told", 0))
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for step in finale_steps(claimed):
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role = "assistant" if step["speaker"] == "hollow" else "user"
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if step["stage"] == "frenzy":
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convulsed = True
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entity = render_entity(state["affinity"], "convulse_loop",
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seq=state["turn"], tone=state.get("tone", 0))
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if step["stage"] == "turn" and not mutated:
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mutated = True
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treasure_html = render_treasure(state["treasure"], mine=True)
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# the `end` face lands and the heartbeat flatlines, exactly now
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# (seamless — the convulsion already settled on this face)
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| 679 |
+
entity = render_entity(state["affinity"], "end_settle",
|
| 680 |
+
seq=state["turn"], tone=state.get("tone", 0))
|
| 681 |
input_locked = gr.update(interactive=False, placeholder="stay.")
|
| 682 |
|
| 683 |
speak_it = step["speaker"] == "hollow"
|
| 684 |
voice, pause = _voice_and_pause(step["text"], speak_it, step["pause"])
|
| 685 |
+
yield (input_locked, locked, chat_hist, state, bond, treasure_html,
|
| 686 |
+
entity, voice, recovered)
|
| 687 |
if pause > 0:
|
| 688 |
time.sleep(pause)
|
| 689 |
|
| 690 |
yield (
|
| 691 |
gr.update(interactive=False, placeholder=_DEAD_PLACEHOLDER),
|
| 692 |
+
locked, chat_hist, state, bond, treasure_html, entity,
|
| 693 |
+
_voice_html(None), recovered,
|
| 694 |
)
|
| 695 |
|
| 696 |
|
|
|
|
| 704 |
revealed = 0
|
| 705 |
treasure_html = render_treasure(state["treasure"], claimed=set(state["claimed"]),
|
| 706 |
wounds=wounds, revealed=0)
|
| 707 |
+
entity = render_entity(state["affinity"], "build", seq=state["turn"],
|
| 708 |
+
tone=state.get("tone", 0))
|
| 709 |
locked = gr.update(interactive=False)
|
| 710 |
input_locked = gr.update(interactive=False)
|
| 711 |
mutated = False
|
| 712 |
frenzied = False
|
| 713 |
+
recovered = render_recovered(state.get("fragments_told", 0))
|
| 714 |
|
| 715 |
for step in finale_steps_bad(wounds):
|
| 716 |
role = "assistant" if step["speaker"] == "hollow" else "user"
|
|
|
|
| 731 |
yours=True)
|
| 732 |
input_locked = gr.update(interactive=False, placeholder="get out.")
|
| 733 |
|
| 734 |
+
# the child stays a smudge through the whole recital; the rage face is
|
| 735 |
+
# revealed only AFTER the convulsion, with the threat
|
| 736 |
if step["stage"] == "frenzy":
|
| 737 |
frenzied = True
|
| 738 |
+
entity = render_entity(state["affinity"], "frenzy",
|
| 739 |
+
seq=state["turn"], tone=state.get("tone", 0))
|
| 740 |
elif frenzied:
|
| 741 |
+
entity = render_entity(state["affinity"], "rage",
|
| 742 |
+
seq=state["turn"], tone=state.get("tone", 0))
|
| 743 |
|
| 744 |
speak_it = step["speaker"] == "hollow"
|
| 745 |
voice, pause = _voice_and_pause(step["text"], speak_it, step["pause"])
|
| 746 |
+
yield (input_locked, locked, chat_hist, state, bond, treasure_html,
|
| 747 |
+
entity, voice, recovered)
|
| 748 |
if pause > 0:
|
| 749 |
time.sleep(pause)
|
| 750 |
|
| 751 |
yield (
|
| 752 |
gr.update(interactive=False, placeholder="see you soon."),
|
| 753 |
+
locked, chat_hist, state, bond, treasure_html, entity,
|
| 754 |
+
_voice_html(None), recovered,
|
| 755 |
)
|
| 756 |
|
| 757 |
|
|
|
|
| 764 |
bond = _render_bond(state["affinity"], tier)
|
| 765 |
treasure_html = render_treasure(state["treasure"],
|
| 766 |
claimed=set(state["claimed"]))
|
| 767 |
+
entity = render_entity(state["affinity"], "build", seq=state["turn"],
|
| 768 |
+
tone=state.get("tone", 0))
|
| 769 |
locked = gr.update(interactive=False)
|
| 770 |
input_locked = gr.update(interactive=False)
|
| 771 |
mutated = False
|
| 772 |
convulsed = False
|
| 773 |
settled = False
|
| 774 |
+
recovered = render_recovered(state.get("fragments_told", 0))
|
| 775 |
|
| 776 |
for step in finale_steps_good(OWN_FRAGMENTS):
|
| 777 |
chat_hist = chat_hist + [{"role": "assistant", "content": step["text"]}]
|
|
|
|
| 787 |
if step["stage"] == "frenzy":
|
| 788 |
convulsed = True
|
| 789 |
entity = render_entity(state["affinity"], "convulse_good",
|
| 790 |
+
seq=state["turn"], tone=state.get("tone", 0))
|
| 791 |
elif convulsed and step["stage"] != "loop":
|
| 792 |
# the smile lands + the relief sigh plays, exactly now (seamless —
|
| 793 |
# the convulsion already settled on this face); sigh only once
|
| 794 |
if not settled:
|
| 795 |
settled = True
|
| 796 |
entity = render_entity(state["affinity"], "peace_settle",
|
| 797 |
+
seq=state["turn"], tone=state.get("tone", 0))
|
| 798 |
else:
|
| 799 |
entity = render_entity(state["affinity"], "peace",
|
| 800 |
+
seq=state["turn"], tone=state.get("tone", 0))
|
| 801 |
|
| 802 |
if step["stage"] == "loop":
|
| 803 |
entity = render_entity(state["affinity"], "peace_dissolve",
|
| 804 |
+
seq=state["turn"], tone=state.get("tone", 0))
|
| 805 |
|
| 806 |
voice, pause = _voice_and_pause(step["text"], True, step["pause"])
|
| 807 |
+
yield (input_locked, locked, chat_hist, state, bond, treasure_html,
|
| 808 |
+
entity, voice, recovered)
|
| 809 |
if pause > 0:
|
| 810 |
time.sleep(pause)
|
| 811 |
|
| 812 |
yield (
|
| 813 |
gr.update(interactive=False, placeholder="it's quiet now."),
|
| 814 |
+
locked, chat_hist, state, bond, treasure_html, entity,
|
| 815 |
+
_voice_html(None), recovered,
|
| 816 |
)
|
| 817 |
|
| 818 |
|
|
|
|
| 821 |
# logic is unchanged (match on the sentinel class, robust to re-serializing)
|
| 822 |
if history and "hollow-typing" in str(history[-1].get("content", "")):
|
| 823 |
history = history[:-1]
|
| 824 |
+
ending = state.get("ending")
|
| 825 |
+
if state.get("ended") and ending is None:
|
| 826 |
+
ending = "loop" # sessions ended before `ending` existed
|
| 827 |
if not user_msg.strip() or state.get("ended"):
|
|
|
|
|
|
|
|
|
|
| 828 |
tier = get_tier(state["affinity"])
|
| 829 |
wounds = state.get("wounds", [])
|
| 830 |
entity_mode = {"good": "peace", "bad": "rage", "loop": "end"}.get(
|
|
|
|
| 840 |
else set(state["claimed"]),
|
| 841 |
wounds=wounds, revealed=len(wounds),
|
| 842 |
yours=(ending == "bad")),
|
| 843 |
+
render_entity(state["affinity"], entity_mode, seq=state["turn"],
|
| 844 |
+
tone=state.get("tone", 0)),
|
| 845 |
_voice_html(None),
|
| 846 |
+
render_recovered(state.get("fragments_told", 0)),
|
| 847 |
)
|
| 848 |
return
|
| 849 |
|
|
|
|
| 858 |
_render_bond(state["affinity"], tier),
|
| 859 |
render_treasure(state["treasure"], claimed=set(state["claimed"]),
|
| 860 |
wounds=state.get("wounds", [])),
|
| 861 |
+
render_entity(state["affinity"], "idle", seq=state["turn"],
|
| 862 |
+
tone=state.get("tone", 0)),
|
| 863 |
_voice_html(None),
|
| 864 |
+
render_recovered(state.get("fragments_told", 0)),
|
| 865 |
)
|
| 866 |
return
|
| 867 |
|
|
|
|
| 927 |
_render_bond(state["affinity"], tier_now),
|
| 928 |
render_treasure(state["treasure"], claimed=set(state["claimed"]),
|
| 929 |
wounds=state.get("wounds", [])),
|
| 930 |
+
render_entity(state["affinity"], "idle", seq=state["turn"],
|
| 931 |
+
tone=state.get("tone", 0)),
|
| 932 |
voice,
|
| 933 |
+
render_recovered(state.get("fragments_told", 0)),
|
| 934 |
)
|
| 935 |
except Exception as e:
|
| 936 |
print(f"[chat] run_turn_stream failed: {e!r}")
|
|
|
|
| 969 |
_plea = _memory_plea_level(state, bool(do_recall and recall_memory))
|
| 970 |
_ph = ("a memory: a person, a place, a moment you lived..."
|
| 971 |
if _plea >= 2 else "tell it something you remember...")
|
| 972 |
+
just_claimed = recall_memory if (do_recall and recall_memory) else None
|
| 973 |
yield (
|
| 974 |
gr.update(value="", interactive=True, placeholder=_ph),
|
| 975 |
gr.update(interactive=True),
|
|
|
|
| 977 |
state,
|
| 978 |
_render_bond(state["affinity"], tier),
|
| 979 |
render_treasure(state["treasure"], claimed=set(state["claimed"]),
|
| 980 |
+
wounds=state.get("wounds", []),
|
| 981 |
+
just_claimed=just_claimed),
|
| 982 |
+
render_entity(state["affinity"], mode, seq=state["turn"],
|
| 983 |
+
tone=state.get("tone", 0)),
|
| 984 |
voice,
|
| 985 |
+
render_recovered(state.get("fragments_told", 0)),
|
| 986 |
)
|
| 987 |
|
| 988 |
|
|
|
|
| 1030 |
elem_classes="intro-enter-btn")
|
| 1031 |
|
| 1032 |
with gr.Column(visible=False, elem_id="game-view") as game_view:
|
| 1033 |
+
gr.HTML('<div id="game-bg"></div><div id="game-vig"></div>'
|
| 1034 |
+
'<div id="game-frame-edge"></div>')
|
| 1035 |
+
with gr.Row(elem_id="game-topbar"):
|
| 1036 |
+
gr.HTML('<div id="game-title">Hollow</div>')
|
|
|
|
| 1037 |
restart_btn = gr.Button("↺ begin again", elem_classes="restart-btn",
|
| 1038 |
scale=0)
|
| 1039 |
voice_btn = gr.Button("🔊", elem_classes="voice-btn", scale=0)
|
| 1040 |
|
| 1041 |
+
# left drawer — your memories
|
| 1042 |
+
with gr.Column(elem_id="drawer-left", elem_classes="game-drawer"):
|
| 1043 |
+
treasure_panel = gr.HTML(value=render_treasure([]))
|
| 1044 |
+
# right drawer — its own recovered memories
|
| 1045 |
+
with gr.Column(elem_id="drawer-right", elem_classes="game-drawer"):
|
| 1046 |
+
recovered_panel = gr.HTML(value=render_recovered(0))
|
| 1047 |
+
|
| 1048 |
+
# center: the child silhouette in the fog
|
| 1049 |
+
entity_panel = gr.HTML(value=render_entity(20), elem_id="game-entity")
|
| 1050 |
+
|
| 1051 |
+
# bottom: the conversation as subtitle/dialogue + input
|
| 1052 |
+
with gr.Column(elem_id="game-dialogue"):
|
| 1053 |
+
chatbot = gr.Chatbot(
|
| 1054 |
+
value=[{"role": "assistant", "content": OPENING_LINE}],
|
| 1055 |
+
label="", show_label=False, height=210, buttons=[],
|
| 1056 |
+
autoscroll=True,
|
| 1057 |
+
)
|
| 1058 |
+
bond_panel = gr.HTML(value=_render_bond(20, "Hollow"))
|
| 1059 |
+
with gr.Row(elem_id="game-inputrow"):
|
| 1060 |
+
msg_input = gr.Textbox(
|
| 1061 |
+
placeholder="tell it something you remember...",
|
| 1062 |
+
show_label=False, scale=9, autofocus=True)
|
| 1063 |
+
send_btn = gr.Button("→", scale=1)
|
| 1064 |
+
voice_panel = gr.HTML(value="", elem_classes="voice-channel")
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1065 |
|
| 1066 |
# show_progress="hidden" kills Gradio's per-component "processing" overlay;
|
| 1067 |
# we show our own "..." pending bubble instead (set in _start_turn)
|
|
|
|
| 1073 |
).then(
|
| 1074 |
fn=chat,
|
| 1075 |
inputs=[msg_input, state, chatbot],
|
| 1076 |
+
outputs=[msg_input, send_btn, chatbot, state, bond_panel,
|
| 1077 |
+
treasure_panel, entity_panel, voice_panel, recovered_panel],
|
| 1078 |
show_progress="hidden",
|
| 1079 |
)
|
| 1080 |
|
|
|
|
| 1086 |
).then(
|
| 1087 |
fn=chat,
|
| 1088 |
inputs=[msg_input, state, chatbot],
|
| 1089 |
+
outputs=[msg_input, send_btn, chatbot, state, bond_panel,
|
| 1090 |
+
treasure_panel, entity_panel, voice_panel, recovered_panel],
|
| 1091 |
show_progress="hidden",
|
| 1092 |
)
|
| 1093 |
|
|
|
|
| 1095 |
fn=_reset,
|
| 1096 |
inputs=None,
|
| 1097 |
outputs=[msg_input, send_btn, chatbot, state, bond_panel,
|
| 1098 |
+
treasure_panel, entity_panel, voice_panel, recovered_panel],
|
| 1099 |
show_progress="hidden",
|
| 1100 |
)
|
| 1101 |
|
|
|
|
| 1109 |
show_progress="hidden")
|
| 1110 |
|
| 1111 |
_enter_outputs = [intro_view, game_view, state, chatbot, bond_panel,
|
| 1112 |
+
treasure_panel, entity_panel, recovered_panel]
|
| 1113 |
_intro_outputs = [menu_view, intro_view, pending_mode]
|
| 1114 |
tester_btn.click(lambda: _show_intro("tester"), None, _intro_outputs,
|
| 1115 |
show_progress="hidden")
|
render.py
CHANGED
|
@@ -2,6 +2,7 @@ import base64
|
|
| 2 |
import html
|
| 3 |
from pathlib import Path
|
| 4 |
|
|
|
|
| 5 |
from sting import (flatline_wav_bytes, heartbeat_wav_bytes,
|
| 6 |
sigh_wav_bytes, sting_wav_bytes)
|
| 7 |
|
|
@@ -305,15 +306,31 @@ def _wound_entries(wounds: list[str], revealed: int) -> list[str]:
|
|
| 305 |
return parts
|
| 306 |
|
| 307 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 308 |
def render_treasure(treasure: list[str], struck: set[str] | None = None,
|
| 309 |
mine: bool = False, claimed: set[str] | None = None,
|
| 310 |
wounds: list[str] | None = None, revealed: int = 0,
|
| 311 |
-
yours: bool = False) -> str:
|
| 312 |
struck = struck or set()
|
| 313 |
claimed = claimed or set()
|
| 314 |
wounds = wounds or []
|
| 315 |
title = "✦ Your Words" if yours else "✦ Treasure"
|
| 316 |
-
header = f'<div style="{_HEADER}">{title}</div>'
|
| 317 |
if mine:
|
| 318 |
body = f'<div style="{_MINE}">...mine now.</div>'
|
| 319 |
elif yours:
|
|
@@ -328,13 +345,19 @@ def render_treasure(treasure: list[str], struck: set[str] | None = None,
|
|
| 328 |
for i, m in enumerate(treasure):
|
| 329 |
# older memories sink into the dark; newest stays fully lit
|
| 330 |
age_op = max(0.45, round(1 - 0.07 * (n - 1 - i), 2))
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 331 |
style = f"{_ITEM}opacity:{age_op};"
|
| 332 |
if m in claimed:
|
| 333 |
style += _CLAIMED
|
| 334 |
if m in struck:
|
| 335 |
style += _STRUCK
|
|
|
|
| 336 |
parts.append(
|
| 337 |
-
f'<div style="{style}">{html.escape(m, quote=True)}</div>'
|
| 338 |
)
|
| 339 |
parts.extend(_wound_entries(wounds, revealed))
|
| 340 |
body = "".join(parts)
|
|
|
|
| 2 |
import html
|
| 3 |
from pathlib import Path
|
| 4 |
|
| 5 |
+
from character import OWN_FRAGMENTS
|
| 6 |
from sting import (flatline_wav_bytes, heartbeat_wav_bytes,
|
| 7 |
sigh_wav_bytes, sting_wav_bytes)
|
| 8 |
|
|
|
|
| 306 |
return parts
|
| 307 |
|
| 308 |
|
| 309 |
+
def render_recovered(fragments_told: int) -> str:
|
| 310 |
+
"""The child's own recovered memories — the right-hand drawer."""
|
| 311 |
+
n = max(0, min(int(fragments_told), len(OWN_FRAGMENTS)))
|
| 312 |
+
head = f'<div class="drawer-head" style="{_HEADER}">✦ What it remembers</div>'
|
| 313 |
+
if n == 0:
|
| 314 |
+
body = f'<div style="{_EMPTY}">it remembers nothing of itself.</div>'
|
| 315 |
+
else:
|
| 316 |
+
rows = "".join(
|
| 317 |
+
f'<div class="recovered-item" style="{_ITEM}{_CLAIMED}font-style:italic;">'
|
| 318 |
+
f'{html.escape(OWN_FRAGMENTS[i], quote=True)}</div>'
|
| 319 |
+
for i in range(n)
|
| 320 |
+
)
|
| 321 |
+
body = rows
|
| 322 |
+
return f'<div class="recovered-panel" style="{_PANEL}">{head}{body}</div>'
|
| 323 |
+
|
| 324 |
+
|
| 325 |
def render_treasure(treasure: list[str], struck: set[str] | None = None,
|
| 326 |
mine: bool = False, claimed: set[str] | None = None,
|
| 327 |
wounds: list[str] | None = None, revealed: int = 0,
|
| 328 |
+
yours: bool = False, just_claimed: str | None = None) -> str:
|
| 329 |
struck = struck or set()
|
| 330 |
claimed = claimed or set()
|
| 331 |
wounds = wounds or []
|
| 332 |
title = "✦ Your Words" if yours else "✦ Treasure"
|
| 333 |
+
header = f'<div class="drawer-head" style="{_HEADER}">{title}</div>'
|
| 334 |
if mine:
|
| 335 |
body = f'<div style="{_MINE}">...mine now.</div>'
|
| 336 |
elif yours:
|
|
|
|
| 345 |
for i, m in enumerate(treasure):
|
| 346 |
# older memories sink into the dark; newest stays fully lit
|
| 347 |
age_op = max(0.45, round(1 - 0.07 * (n - 1 - i), 2))
|
| 348 |
+
classes = ["treasure-item"]
|
| 349 |
+
if m == just_claimed:
|
| 350 |
+
classes.append("claiming")
|
| 351 |
+
if m in claimed:
|
| 352 |
+
classes.append("claimed")
|
| 353 |
style = f"{_ITEM}opacity:{age_op};"
|
| 354 |
if m in claimed:
|
| 355 |
style += _CLAIMED
|
| 356 |
if m in struck:
|
| 357 |
style += _STRUCK
|
| 358 |
+
cls = " ".join(classes)
|
| 359 |
parts.append(
|
| 360 |
+
f'<div class="{cls}" style="{style}">{html.escape(m, quote=True)}</div>'
|
| 361 |
)
|
| 362 |
parts.extend(_wound_entries(wounds, revealed))
|
| 363 |
body = "".join(parts)
|
styles.css
CHANGED
|
@@ -1319,3 +1319,303 @@ footer { display: none !important; }
|
|
| 1319 |
background: rgba(30,24,42,0.82) !important;
|
| 1320 |
border-color: rgba(190,178,210,0.6) !important;
|
| 1321 |
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
| 1319 |
background: rgba(30,24,42,0.82) !important;
|
| 1320 |
border-color: rgba(190,178,210,0.6) !important;
|
| 1321 |
}
|
| 1322 |
+
|
| 1323 |
+
/* ── 26. Game scene — letterboxed foggy wood (Direction 3b) ── */
|
| 1324 |
+
#game-view {
|
| 1325 |
+
position: fixed;
|
| 1326 |
+
inset: 0;
|
| 1327 |
+
overflow: hidden;
|
| 1328 |
+
background: #04040a;
|
| 1329 |
+
z-index: 50;
|
| 1330 |
+
}
|
| 1331 |
+
#game-view.hide, #game-view.hidden { display: none !important; }
|
| 1332 |
+
|
| 1333 |
+
/* blurred ambient forest backdrop, same treatment as intro/menu */
|
| 1334 |
+
#game-bg {
|
| 1335 |
+
position: fixed;
|
| 1336 |
+
inset: -6%;
|
| 1337 |
+
background-image: url('assets/background.webp');
|
| 1338 |
+
background-size: cover;
|
| 1339 |
+
background-position: center 38%;
|
| 1340 |
+
filter: grayscale(1) blur(44px) brightness(0.30);
|
| 1341 |
+
transform: scale(1.08);
|
| 1342 |
+
z-index: 0;
|
| 1343 |
+
}
|
| 1344 |
+
|
| 1345 |
+
/* radial vignette — the scene breathes through this */
|
| 1346 |
+
#game-vig {
|
| 1347 |
+
position: fixed;
|
| 1348 |
+
inset: 0;
|
| 1349 |
+
pointer-events: none;
|
| 1350 |
+
z-index: 1;
|
| 1351 |
+
background:
|
| 1352 |
+
radial-gradient(ellipse at 50% 36%, transparent 34%, rgba(4,3,8,0.78) 100%),
|
| 1353 |
+
linear-gradient(to bottom, rgba(6,4,12,0.62) 0%, transparent 13%);
|
| 1354 |
+
}
|
| 1355 |
+
|
| 1356 |
+
/* a subtle inner frame edge so the scene feels contained like the intro */
|
| 1357 |
+
#game-frame-edge {
|
| 1358 |
+
position: fixed;
|
| 1359 |
+
left: 50%;
|
| 1360 |
+
top: 50%;
|
| 1361 |
+
transform: translate(-50%, -50%);
|
| 1362 |
+
width: min(1280px, 95vw);
|
| 1363 |
+
aspect-ratio: 16 / 10;
|
| 1364 |
+
max-height: 82vh;
|
| 1365 |
+
pointer-events: none;
|
| 1366 |
+
z-index: 2;
|
| 1367 |
+
box-shadow: inset 0 0 90px rgba(0,0,0,0.55);
|
| 1368 |
+
}
|
| 1369 |
+
|
| 1370 |
+
/* top bar: title + controls */
|
| 1371 |
+
#game-topbar {
|
| 1372 |
+
position: fixed;
|
| 1373 |
+
top: 0;
|
| 1374 |
+
left: 0;
|
| 1375 |
+
right: 0;
|
| 1376 |
+
z-index: 10;
|
| 1377 |
+
display: flex;
|
| 1378 |
+
align-items: center;
|
| 1379 |
+
justify-content: space-between;
|
| 1380 |
+
padding: 14px 22px;
|
| 1381 |
+
pointer-events: none;
|
| 1382 |
+
}
|
| 1383 |
+
#game-topbar > * { pointer-events: auto; }
|
| 1384 |
+
|
| 1385 |
+
#game-title {
|
| 1386 |
+
font-family: 'Special Elite', monospace;
|
| 1387 |
+
font-size: 1.05rem;
|
| 1388 |
+
letter-spacing: 0.22em;
|
| 1389 |
+
text-transform: uppercase;
|
| 1390 |
+
color: #c4bcd8;
|
| 1391 |
+
text-shadow: 0 1px 6px rgba(0,0,0,0.9), 0 0 12px rgba(120,90,160,0.35);
|
| 1392 |
+
}
|
| 1393 |
+
#game-title .named {
|
| 1394 |
+
font-style: italic;
|
| 1395 |
+
text-transform: none;
|
| 1396 |
+
letter-spacing: 0.08em;
|
| 1397 |
+
color: #e2dcf0;
|
| 1398 |
+
}
|
| 1399 |
+
|
| 1400 |
+
/* corner drawers */
|
| 1401 |
+
.game-drawer {
|
| 1402 |
+
position: fixed;
|
| 1403 |
+
top: 64px;
|
| 1404 |
+
z-index: 8;
|
| 1405 |
+
width: min(260px, 22vw);
|
| 1406 |
+
min-width: 180px;
|
| 1407 |
+
max-height: calc(100vh - 90px);
|
| 1408 |
+
transition: max-height 0.45s ease, opacity 0.35s ease;
|
| 1409 |
+
overflow: hidden;
|
| 1410 |
+
opacity: 0.75;
|
| 1411 |
+
}
|
| 1412 |
+
.game-drawer:hover { opacity: 1; }
|
| 1413 |
+
.game-drawer.open { max-height: calc(100vh - 90px); }
|
| 1414 |
+
.game-drawer:not(.open) {
|
| 1415 |
+
max-height: 42px;
|
| 1416 |
+
cursor: pointer;
|
| 1417 |
+
}
|
| 1418 |
+
#drawer-left { left: 18px; }
|
| 1419 |
+
#drawer-right { right: 18px; }
|
| 1420 |
+
|
| 1421 |
+
.drawer-head {
|
| 1422 |
+
cursor: pointer;
|
| 1423 |
+
user-select: none;
|
| 1424 |
+
padding-bottom: 6px !important;
|
| 1425 |
+
border-bottom: 1px solid #1e1628;
|
| 1426 |
+
margin-bottom: 8px;
|
| 1427 |
+
}
|
| 1428 |
+
.drawer-head::after {
|
| 1429 |
+
content: ' ›';
|
| 1430 |
+
opacity: 0.55;
|
| 1431 |
+
margin-left: 6px;
|
| 1432 |
+
display: inline-block;
|
| 1433 |
+
transition: transform 0.3s ease;
|
| 1434 |
+
}
|
| 1435 |
+
.game-drawer.open .drawer-head::after {
|
| 1436 |
+
transform: rotate(90deg);
|
| 1437 |
+
}
|
| 1438 |
+
|
| 1439 |
+
/* the child silhouette zone — center, bottom-weighted */
|
| 1440 |
+
#game-entity {
|
| 1441 |
+
position: fixed;
|
| 1442 |
+
left: 50%;
|
| 1443 |
+
bottom: 0;
|
| 1444 |
+
transform: translateX(-50%);
|
| 1445 |
+
z-index: 4;
|
| 1446 |
+
width: min(360px, 26vw);
|
| 1447 |
+
min-width: 220px;
|
| 1448 |
+
height: min(520px, 58vh);
|
| 1449 |
+
pointer-events: none;
|
| 1450 |
+
display: flex;
|
| 1451 |
+
align-items: flex-end;
|
| 1452 |
+
justify-content: center;
|
| 1453 |
+
}
|
| 1454 |
+
|
| 1455 |
+
.entity-scene {
|
| 1456 |
+
width: 100%;
|
| 1457 |
+
height: 100%;
|
| 1458 |
+
position: relative;
|
| 1459 |
+
display: flex;
|
| 1460 |
+
align-items: flex-end;
|
| 1461 |
+
justify-content: center;
|
| 1462 |
+
}
|
| 1463 |
+
|
| 1464 |
+
.entity-silhouette {
|
| 1465 |
+
position: relative;
|
| 1466 |
+
width: 100%;
|
| 1467 |
+
height: 100%;
|
| 1468 |
+
display: flex;
|
| 1469 |
+
align-items: flex-end;
|
| 1470 |
+
justify-content: center;
|
| 1471 |
+
}
|
| 1472 |
+
|
| 1473 |
+
.entity-silhouette img {
|
| 1474 |
+
position: absolute;
|
| 1475 |
+
bottom: 0;
|
| 1476 |
+
width: 100% !important;
|
| 1477 |
+
height: auto !important;
|
| 1478 |
+
max-height: 100%;
|
| 1479 |
+
object-fit: contain !important;
|
| 1480 |
+
object-position: bottom center !important;
|
| 1481 |
+
}
|
| 1482 |
+
|
| 1483 |
+
.entity-glow {
|
| 1484 |
+
position: absolute;
|
| 1485 |
+
inset: 10% 0 0 0;
|
| 1486 |
+
background: radial-gradient(ellipse 50% 60% at 50% 80%,
|
| 1487 |
+
rgba(140,120,170,0.18) 0%, transparent 70%);
|
| 1488 |
+
pointer-events: none;
|
| 1489 |
+
opacity: 0.6;
|
| 1490 |
+
mix-blend-mode: screen;
|
| 1491 |
+
}
|
| 1492 |
+
|
| 1493 |
+
/* bottom subtitle / dialogue panel */
|
| 1494 |
+
#game-dialogue {
|
| 1495 |
+
position: fixed;
|
| 1496 |
+
left: 50%;
|
| 1497 |
+
bottom: 22px;
|
| 1498 |
+
transform: translateX(-50%);
|
| 1499 |
+
z-index: 9;
|
| 1500 |
+
width: min(820px, 80vw);
|
| 1501 |
+
display: flex;
|
| 1502 |
+
flex-direction: column;
|
| 1503 |
+
gap: 8px;
|
| 1504 |
+
}
|
| 1505 |
+
|
| 1506 |
+
#game-dialogue .chatbot {
|
| 1507 |
+
height: 210px !important;
|
| 1508 |
+
background: rgba(10,8,16,0.55) !important;
|
| 1509 |
+
border: 10px solid transparent !important;
|
| 1510 |
+
border-image: var(--stone-frame) 30 !important;
|
| 1511 |
+
box-shadow: var(--stone-bevel),
|
| 1512 |
+
0 -20px 60px rgba(0,0,0,0.55) !important;
|
| 1513 |
+
backdrop-filter: blur(2px);
|
| 1514 |
+
-webkit-backdrop-filter: blur(2px);
|
| 1515 |
+
padding: 10px 14px !important;
|
| 1516 |
+
}
|
| 1517 |
+
|
| 1518 |
+
#game-dialogue .bot,
|
| 1519 |
+
#game-dialogue .bot .prose,
|
| 1520 |
+
#game-dialogue .bot .message,
|
| 1521 |
+
#game-dialogue .bot p {
|
| 1522 |
+
font-style: italic !important;
|
| 1523 |
+
font-size: 1.14rem !important;
|
| 1524 |
+
color: #d8d2e6 !important;
|
| 1525 |
+
text-shadow: 0 0 16px rgba(120,70,160,0.22);
|
| 1526 |
+
}
|
| 1527 |
+
|
| 1528 |
+
#game-dialogue .user,
|
| 1529 |
+
#game-dialogue .user .prose,
|
| 1530 |
+
#game-dialogue .user .message,
|
| 1531 |
+
#game-dialogue .user p {
|
| 1532 |
+
font-style: normal !important;
|
| 1533 |
+
font-size: 1.02rem !important;
|
| 1534 |
+
color: #e6e0f0 !important;
|
| 1535 |
+
}
|
| 1536 |
+
|
| 1537 |
+
#game-dialogue .user {
|
| 1538 |
+
background: rgba(18,14,28,0.72) !important;
|
| 1539 |
+
}
|
| 1540 |
+
|
| 1541 |
+
#game-inputrow {
|
| 1542 |
+
display: flex;
|
| 1543 |
+
gap: 8px;
|
| 1544 |
+
align-items: flex-end;
|
| 1545 |
+
}
|
| 1546 |
+
|
| 1547 |
+
#game-inputrow textarea,
|
| 1548 |
+
#game-inputrow input[type="text"] {
|
| 1549 |
+
background: rgba(8,6,14,0.55) !important;
|
| 1550 |
+
border-bottom: 1px solid #3a2a50 !important;
|
| 1551 |
+
padding: 8px 10px !important;
|
| 1552 |
+
}
|
| 1553 |
+
|
| 1554 |
+
/* tone classes — the world blooms or rots */
|
| 1555 |
+
.tone-warm #game-bg { filter: grayscale(1) blur(44px) brightness(0.38); }
|
| 1556 |
+
.tone-warm #game-vig {
|
| 1557 |
+
background:
|
| 1558 |
+
radial-gradient(ellipse at 50% 36%, transparent 38%, rgba(4,3,8,0.62) 100%),
|
| 1559 |
+
linear-gradient(to bottom, rgba(6,4,12,0.45) 0%, transparent 13%);
|
| 1560 |
+
}
|
| 1561 |
+
.tone-warm .entity-img { filter: brightness(1.05) !important; }
|
| 1562 |
+
|
| 1563 |
+
.tone-neutral #game-bg { filter: grayscale(1) blur(44px) brightness(0.30); }
|
| 1564 |
+
|
| 1565 |
+
.tone-wounded #game-bg { filter: grayscale(1) blur(46px) brightness(0.22); }
|
| 1566 |
+
.tone-wounded #game-vig {
|
| 1567 |
+
background:
|
| 1568 |
+
radial-gradient(ellipse at 50% 36%, transparent 30%, rgba(4,3,8,0.86) 100%),
|
| 1569 |
+
linear-gradient(to bottom, rgba(6,4,12,0.75) 0%, transparent 13%);
|
| 1570 |
+
}
|
| 1571 |
+
.tone-wounded .entity-img { opacity: 0.78 !important; }
|
| 1572 |
+
|
| 1573 |
+
.tone-hostile #game-bg {
|
| 1574 |
+
filter: grayscale(1) blur(46px) brightness(0.20);
|
| 1575 |
+
}
|
| 1576 |
+
.tone-hostile #game-vig {
|
| 1577 |
+
background:
|
| 1578 |
+
radial-gradient(ellipse at 50% 36%, transparent 26%, rgba(30,4,8,0.82) 100%),
|
| 1579 |
+
linear-gradient(to bottom, rgba(40,6,12,0.55) 0%, transparent 20%);
|
| 1580 |
+
}
|
| 1581 |
+
.tone-hostile .entity-img {
|
| 1582 |
+
filter: sepia(0.25) saturate(1.4) brightness(0.85) !important;
|
| 1583 |
+
}
|
| 1584 |
+
|
| 1585 |
+
/* recall migration — the claimed memory drifts toward the child */
|
| 1586 |
+
.treasure-item { transition: opacity 0.6s ease; }
|
| 1587 |
+
.treasure-item.claiming {
|
| 1588 |
+
animation: claim-migrate 1.4s ease-out forwards;
|
| 1589 |
+
}
|
| 1590 |
+
|
| 1591 |
+
@keyframes claim-migrate {
|
| 1592 |
+
0% { transform: translateX(0); opacity: 1; }
|
| 1593 |
+
45% { transform: translateX(60%); opacity: 0.6; }
|
| 1594 |
+
100% { transform: translateX(120%); opacity: 0.25; }
|
| 1595 |
+
}
|
| 1596 |
+
|
| 1597 |
+
/* keep existing entity animations working inside the new scene */
|
| 1598 |
+
.entity-flash-wrap,
|
| 1599 |
+
.entity-frenzy-wrap,
|
| 1600 |
+
.entity-convulse-soft {
|
| 1601 |
+
position: absolute;
|
| 1602 |
+
inset: 0;
|
| 1603 |
+
pointer-events: none;
|
| 1604 |
+
}
|
| 1605 |
+
|
| 1606 |
+
/* ensure the global body stains intensify under hostile tone */
|
| 1607 |
+
.tone-hostile ~ .gradio-container::after,
|
| 1608 |
+
.tone-hostile + .gradio-container::after {
|
| 1609 |
+
opacity: 1.35;
|
| 1610 |
+
}
|
| 1611 |
+
|
| 1612 |
+
@media (max-width: 900px) {
|
| 1613 |
+
.game-drawer { width: 150px; min-width: 140px; }
|
| 1614 |
+
#game-entity { width: 42vw; min-width: 160px; }
|
| 1615 |
+
#game-dialogue { width: 92vw; }
|
| 1616 |
+
}
|
| 1617 |
+
|
| 1618 |
+
@media (prefers-reduced-motion: reduce) {
|
| 1619 |
+
.entity-sway { animation: none !important; }
|
| 1620 |
+
.treasure-item.claiming { animation: none !important; opacity: 0.4; }
|
| 1621 |
+
}
|
tests/test_render.py
CHANGED
|
@@ -1,4 +1,4 @@
|
|
| 1 |
-
from render import render_entity, render_treasure
|
| 2 |
|
| 3 |
|
| 4 |
def test_entity_renders_silhouette_scene():
|
|
@@ -8,6 +8,25 @@ def test_entity_renders_silhouette_scene():
|
|
| 8 |
assert 'entity-portal' not in html # the gothic arch is gone
|
| 9 |
|
| 10 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 11 |
class TestRenderTreasure:
|
| 12 |
def test_empty_shows_placeholder(self):
|
| 13 |
out = render_treasure([])
|
|
@@ -161,6 +180,13 @@ class TestRenderTreasureUX:
|
|
| 161 |
out = render_treasure(["mine still"])
|
| 162 |
assert "border-left-color:#3a2a50" not in out
|
| 163 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 164 |
|
| 165 |
class TestTreasureWounds:
|
| 166 |
def test_redacted_entry_per_wound(self):
|
|
|
|
| 1 |
+
from render import render_entity, render_treasure, render_recovered
|
| 2 |
|
| 3 |
|
| 4 |
def test_entity_renders_silhouette_scene():
|
|
|
|
| 8 |
assert 'entity-portal' not in html # the gothic arch is gone
|
| 9 |
|
| 10 |
|
| 11 |
+
class TestRenderRecovered:
|
| 12 |
+
def test_empty_shows_nothing(self):
|
| 13 |
+
out = render_recovered(0)
|
| 14 |
+
assert "remembers nothing of itself" in out.lower()
|
| 15 |
+
assert "drawer-head" in out
|
| 16 |
+
|
| 17 |
+
def test_reveals_fragments_in_order(self):
|
| 18 |
+
from character import OWN_FRAGMENTS
|
| 19 |
+
out = render_recovered(2)
|
| 20 |
+
assert OWN_FRAGMENTS[0] in out
|
| 21 |
+
assert OWN_FRAGMENTS[1] in out
|
| 22 |
+
assert OWN_FRAGMENTS[2] not in out
|
| 23 |
+
|
| 24 |
+
def test_capped_at_total_fragments(self):
|
| 25 |
+
from character import OWN_FRAGMENTS
|
| 26 |
+
out = render_recovered(99)
|
| 27 |
+
assert out.count('class="recovered-item') == len(OWN_FRAGMENTS)
|
| 28 |
+
|
| 29 |
+
|
| 30 |
class TestRenderTreasure:
|
| 31 |
def test_empty_shows_placeholder(self):
|
| 32 |
out = render_treasure([])
|
|
|
|
| 180 |
out = render_treasure(["mine still"])
|
| 181 |
assert "border-left-color:#3a2a50" not in out
|
| 182 |
|
| 183 |
+
def test_just_claimed_item_gets_claiming_class(self):
|
| 184 |
+
out = render_treasure(["mine still", "taken one"],
|
| 185 |
+
claimed={"taken one"},
|
| 186 |
+
just_claimed="taken one")
|
| 187 |
+
assert "claiming" in out
|
| 188 |
+
assert "class=\"treasure-item claiming" in out
|
| 189 |
+
|
| 190 |
|
| 191 |
class TestTreasureWounds:
|
| 192 |
def test_redacted_entry_per_wound(self):
|