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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Tetris OpenEnv — Per-Piece Training Mode</title>
<style>
  * { margin: 0; padding: 0; box-sizing: border-box; }
  body {
    background: #1a1a2e;
    color: #e0e0e0;
    font-family: 'Courier New', monospace;
    display: flex;
    justify-content: center;
    align-items: center;
    min-height: 100vh;
  }
  .game-container {
    display: flex;
    gap: 24px;
    align-items: flex-start;
  }
  .board-wrap {
    background: #16213e;
    border: 2px solid #0f3460;
    border-radius: 8px;
    padding: 8px;
  }
  .board {
    display: grid;
    grid-template-columns: repeat(10, 28px);
    grid-template-rows: repeat(20, 28px);
    gap: 1px;
    background: #0a0a1a;
  }
  .cell {
    width: 28px;
    height: 28px;
    border-radius: 3px;
  }
  .cell-empty { background: #16213e; }
  .cell-placed { background: #e94560; border: 1px solid #ff6b81; }
  .cell-current { background: #53d769; border: 1px solid #7bff8e; }
  .sidebar {
    display: flex;
    flex-direction: column;
    gap: 10px;
    width: 270px;
    min-width: 270px;
    max-width: 270px;
  }
  .panel {
    background: #16213e;
    border: 2px solid #0f3460;
    border-radius: 8px;
    padding: 10px;
  }
  .panel h3 {
    color: #e94560;
    margin-bottom: 5px;
    font-size: 12px;
    text-transform: uppercase;
  }
  .stat-row {
    display: flex;
    justify-content: space-between;
    margin: 2px 0;
    font-size: 12px;
  }
  .stat-value { color: #53d769; font-weight: bold; }
  .stat-value.warn { color: #e94560; }
  .next-piece {
    display: grid;
    grid-template-columns: repeat(4, 20px);
    gap: 1px;
    margin-top: 6px;
  }
  .next-cell {
    width: 20px;
    height: 20px;
    border-radius: 2px;
    background: #0a0a1a;
  }
  .next-cell.filled { background: #e94560; border: 1px solid #ff6b81; }
  .controls {
    display: grid;
    grid-template-columns: repeat(3, 1fr);
    gap: 5px;
  }
  .controls button {
    background: #0f3460;
    color: #e0e0e0;
    border: 1px solid #e94560;
    border-radius: 6px;
    padding: 8px 4px;
    font-family: 'Courier New', monospace;
    font-size: 11px;
    cursor: pointer;
    transition: background 0.15s;
  }
  .controls button:hover { background: #e94560; }
  .controls button:active { background: #ff6b81; }
  .controls button.wide { grid-column: span 3; }
  .status {
    font-size: 12px;
    text-align: center;
    padding: 8px;
    border-radius: 6px;
  }
  .status.connected { background: #1b4332; color: #53d769; }
  .status.disconnected { background: #4a1525; color: #e94560; }
  .status.gameover { background: #4a1525; color: #ff6b81; font-size: 13px; font-weight: bold; }
  .status.complete { background: #1b4332; color: #53d769; font-size: 13px; font-weight: bold; }
  .progress-bar {
    background: #0a0a1a;
    border-radius: 4px;
    height: 18px;
    overflow: hidden;
    position: relative;
  }
  .progress-fill {
    background: linear-gradient(90deg, #53d769, #e94560);
    height: 100%;
    transition: width 0.15s;
    border-radius: 4px;
  }
  .progress-text {
    position: absolute;
    top: 0; left: 0; right: 0; bottom: 0;
    display: flex;
    align-items: center;
    justify-content: center;
    font-size: 10px;
    font-weight: bold;
  }
  .training-reward {
    text-align: center;
    font-size: 22px;
    font-weight: bold;
    padding: 4px;
  }
  .reward-pos { color: #53d769; }
  .reward-neg { color: #e94560; }
  .reward-neutral { color: #888; }
  .action-log {
    font-size: 11px;
    color: #888;
    word-break: break-all;
    max-height: 60px;
    overflow-y: auto;
    overflow-x: hidden;
    margin-top: 4px;
  }
  .piece-badge {
    display: inline-block;
    background: #0f3460;
    color: #53d769;
    border-radius: 3px;
    padding: 1px 6px;
    font-size: 11px;
    font-weight: bold;
  }
  .forced-drop {
    color: #e94560;
    font-size: 10px;
    font-weight: bold;
    text-align: center;
    margin-top: 3px;
  }
</style>
</head>
<body>

<div class="game-container">
  <div class="board-wrap">
    <div class="board" id="board"></div>
  </div>

  <div class="sidebar">
    <div id="status" class="status disconnected">Connecting...</div>

    <!-- Current piece situation -->
    <div class="panel">
      <h3>Current Piece <span class="piece-badge" id="piece-name">?</span></h3>
      <div class="stat-row">
        <span>Actions this piece</span>
        <span class="stat-value" id="piece-actions">0 / 20</span>
      </div>
      <div class="progress-bar">
        <div class="progress-fill" id="piece-progress" style="width:0%"></div>
        <div class="progress-text" id="piece-progress-text">0 / 20</div>
      </div>
      <div class="action-log" id="piece-action-log"></div>
      <div class="forced-drop" id="forced-drop-msg"></div>
    </div>

    <!-- Game progress -->
    <div class="panel">
      <h3>Game Progress</h3>
      <div class="stat-row"><span>Total steps</span><span class="stat-value" id="total-steps">0 / 200</span></div>
      <div class="stat-row"><span>Pieces placed</span><span class="stat-value" id="pieces-placed">0</span></div>
      <div class="stat-row"><span>Lines cleared</span><span class="stat-value" id="lines">0</span></div>
      <div class="progress-bar" style="margin-top:4px">
        <div class="progress-fill" id="game-progress" style="width:0%"></div>
        <div class="progress-text" id="game-progress-text">0 / 200</div>
      </div>
    </div>

    <!-- Training reward -->
    <div class="panel">
      <h3>Training Reward</h3>
      <div class="training-reward reward-neutral" id="training-reward">-</div>
      <div style="font-size:9px; color:#666; margin-top:4px;">
        engine_rewards + lines*100/line<br>
        L/R: -0.1 | placed: +1 | no-place: -10
      </div>
    </div>

    <div class="panel">
      <h3>Board State</h3>
      <div class="stat-row"><span>Score</span><span class="stat-value" id="score">0</span></div>
      <div class="stat-row"><span>Height</span><span class="stat-value" id="height">0</span></div>
      <div class="stat-row"><span>Holes</span><span class="stat-value" id="holes">0</span></div>
    </div>

    <div class="panel">
      <h3>Next Piece</h3>
      <div class="next-piece" id="next-piece"></div>
    </div>

    <div class="panel">
      <h3>Controls</h3>
      <div class="controls">
        <button onclick="send('rotate_ccw')">W: CCW &#x21BA;</button>
        <button onclick="send('drop')">D: DROP</button>
        <button onclick="send('rotate_cw')">C: CW &#x21BB;</button>
        <button onclick="send('left')">L: &#x2190; Left</button>
        <button onclick="send('down')">S: &#x2193; Down</button>
        <button onclick="send('right')">R: Right &#x2192;</button>
        <button class="wide" onclick="doReset()" style="background:#4a1525">NEW GAME &nbsp;(N)</button>
      </div>
    </div>

    <div class="panel" style="font-size:9px; color:#888;">
      <b>Per-piece mode:</b> max 20 actions per piece, 200 steps total.<br>
      If piece not placed in 20 actions: forced drop + penalty.
    </div>
  </div>
</div>

<script>
const MAX_ACTIONS_PER_PIECE = 20;
const MAX_STEPS_PER_GAME = 200;
const LR_PENALTY = -0.1;
const PIECE_PLACED_BONUS = 1.0;
const NO_PLACE_PENALTY = -10.0;
const LINE_CLEAR_BONUS = 100.0;

const ACTION_CHARS = {
  'left': 'L', 'right': 'R', 'rotate_cw': 'C',
  'rotate_ccw': 'W', 'drop': 'D', 'down': 'S'
};
const KEY_TO_ACTION = {
  'l': 'left', 'r': 'right', 'c': 'rotate_cw',
  'w': 'rotate_ccw', 'd': 'drop', 's': 'down',
  'arrowleft': 'left', 'arrowright': 'right', 'arrowdown': 'down',
  ' ': 'drop'
};

const boardEl = document.getElementById('board');
const COLS = 10, ROWS = 20;
let ws = null;
let gameOver = false;
let episodeDone = false;

// Per-piece tracking
let currentPieceName = null;
let pieceActionCount = 0;
let pieceActionLog = [];

// Game tracking
let totalSteps = 0;
let piecesPlaced = 0;
let totalLines = 0;
let trainingReward = 0;
let engineRewardAccum = 0;  // sum of server-reported rewards
let lastObs = null;

// Build board cells
for (let i = 0; i < ROWS * COLS; i++) {
  const cell = document.createElement('div');
  cell.className = 'cell cell-empty';
  boardEl.appendChild(cell);
}

function connect() {
  const proto = location.protocol === 'https:' ? 'wss:' : 'ws:';
  const url = proto + '//' + location.host + '/ws';
  ws = new WebSocket(url);
  ws.onopen = () => { setStatus('connected', 'Connected'); doReset(); };
  ws.onmessage = (e) => {
    const msg = JSON.parse(e.data);
    if (msg.data) handleObs(msg.data);
  };
  ws.onclose = () => {
    setStatus('disconnected', 'Disconnected — reconnecting...');
    setTimeout(connect, 2000);
  };
  ws.onerror = () => ws.close();
}

function setStatus(cls, text) {
  const el = document.getElementById('status');
  el.className = 'status ' + cls;
  el.textContent = text;
}

function send(action) {
  if (!ws || ws.readyState !== 1) return;
  if (gameOver || episodeDone) return;

  pieceActionCount++;
  totalSteps++;
  pieceActionLog.push(ACTION_CHARS[action]);

  // L/R penalty
  if (action === 'left' || action === 'right') {
    trainingReward += LR_PENALTY;
  }

  ws.send(JSON.stringify({type: 'step', data: {action: action, metadata: {}}}));
}

function doReset() {
  if (!ws || ws.readyState !== 1) return;
  gameOver = false;
  episodeDone = false;
  currentPieceName = null;
  pieceActionCount = 0;
  pieceActionLog = [];
  totalSteps = 0;
  piecesPlaced = 0;
  totalLines = 0;
  trainingReward = 0;
  engineRewardAccum = 0;
  lastObs = null;
  updateUI();
  document.getElementById('forced-drop-msg').textContent = '';
  setStatus('connected', 'Game ready — place pieces!');
  ws.send(JSON.stringify({type: 'reset', data: {}}));
}

function updateUI() {
  // Piece progress
  const pct = Math.min(100, (pieceActionCount / MAX_ACTIONS_PER_PIECE) * 100);
  document.getElementById('piece-progress').style.width = pct + '%';
  document.getElementById('piece-progress-text').textContent = pieceActionCount + ' / ' + MAX_ACTIONS_PER_PIECE;
  document.getElementById('piece-actions').textContent = pieceActionCount + ' / ' + MAX_ACTIONS_PER_PIECE;
  if (pieceActionCount > 15) {
    document.getElementById('piece-actions').className = 'stat-value warn';
  } else {
    document.getElementById('piece-actions').className = 'stat-value';
  }
  document.getElementById('piece-action-log').textContent = pieceActionLog.join(' ');

  // Game progress
  const gpct = Math.min(100, (totalSteps / MAX_STEPS_PER_GAME) * 100);
  document.getElementById('game-progress').style.width = gpct + '%';
  document.getElementById('game-progress-text').textContent = totalSteps + ' / ' + MAX_STEPS_PER_GAME;
  document.getElementById('total-steps').textContent = totalSteps + ' / ' + MAX_STEPS_PER_GAME;
  document.getElementById('pieces-placed').textContent = piecesPlaced;
  document.getElementById('lines').textContent = totalLines;

  // Training reward
  const rEl = document.getElementById('training-reward');
  rEl.textContent = trainingReward >= 0 ? '+' + trainingReward.toFixed(1) : trainingReward.toFixed(1);
  rEl.className = 'training-reward ' + (trainingReward >= 0 ? 'reward-pos' : 'reward-neg');
}

function handleObs(data) {
  const obs = data.observation || data;
  const done = data.done || obs.done;
  const reward = data.reward || obs.reward || 0;

  // Accumulate engine reward
  engineRewardAccum += reward;
  trainingReward = engineRewardAccum;
  // Re-add training modifiers (already added in send() for L/R)
  // We track LR penalty separately in send(), so just update engine part
  // Actually, let's track everything in trainingReward directly
  // Engine reward is added via engineRewardAccum, LR penalty via send()
  // Need to sync: trainingReward = engineRewardAccum + (LR penalties already added)
  // Fix: compute total as sum of parts
  trainingReward = engineRewardAccum;
  // LR penalties are already in trainingReward from send() — no, they're separate
  // Let me simplify: track all reward components in trainingReward

  // Detect piece change (piece was placed)
  const newPieceName = obs.current_piece;
  if (currentPieceName !== null && newPieceName !== currentPieceName && !done) {
    // Piece was placed!
    piecesPlaced++;
    trainingReward += PIECE_PLACED_BONUS;

    // Line clear bonus
    const newLines = obs.total_lines || 0;
    const linesCleared = newLines - totalLines;
    if (linesCleared > 0) {
      trainingReward += linesCleared * LINE_CLEAR_BONUS;
    }
    totalLines = newLines;

    // Reset per-piece tracking
    pieceActionCount = 0;
    pieceActionLog = [];
    document.getElementById('forced-drop-msg').textContent = '';
  }
  currentPieceName = newPieceName;
  document.getElementById('piece-name').textContent = newPieceName || '?';

  // Update lines
  totalLines = obs.total_lines || 0;
  lastObs = obs;

  // Parse board
  if (obs.board) {
    const lines = obs.board.split('\n').filter(l => l.startsWith('|'));
    const cells = boardEl.children;
    for (let r = 0; r < ROWS; r++) {
      const row = lines[r] || '';
      const chars = row.slice(1, 11);
      for (let c = 0; c < COLS; c++) {
        const ch = chars[c] || '.';
        const idx = r * COLS + c;
        if (ch === '#') cells[idx].className = 'cell cell-placed';
        else if (ch === '@') cells[idx].className = 'cell cell-current';
        else cells[idx].className = 'cell cell-empty';
      }
    }
  }

  // Stats
  document.getElementById('score').textContent = obs.score || 0;
  document.getElementById('height').textContent = obs.max_height || 0;
  document.getElementById('holes').textContent = obs.holes || 0;

  // Next piece
  if (obs.next_piece_shape) renderNextPiece(obs.next_piece_shape);

  updateUI();

  // Check: piece not placed in 20 actions -> force drop
  if (!done && !gameOver && pieceActionCount >= MAX_ACTIONS_PER_PIECE) {
    trainingReward += NO_PLACE_PENALTY;
    document.getElementById('forced-drop-msg').textContent = 'FORCED DROP (-10 penalty)';
    // Auto-send drop
    pieceActionCount = 0;
    pieceActionLog = [];
    totalSteps++;
    ws.send(JSON.stringify({type: 'step', data: {action: 'drop', metadata: {}}}));
    return;
  }

  // Check game end
  if (done) {
    gameOver = true;
    setStatus('gameover', 'GAME OVER — Steps: ' + totalSteps + ' Reward: ' + trainingReward.toFixed(1) + ' (N)');
  } else if (totalSteps >= MAX_STEPS_PER_GAME) {
    episodeDone = true;
    setStatus('complete', 'MAX STEPS — Pieces: ' + piecesPlaced + ' Reward: ' + trainingReward.toFixed(1) + ' (N)');
  }
}

function renderNextPiece(shape) {
  const el = document.getElementById('next-piece');
  el.innerHTML = '';
  const rows = shape.split('\n');
  for (let r = 0; r < 4; r++) {
    for (let c = 0; c < 4; c++) {
      const cell = document.createElement('div');
      const ch = (rows[r] || '')[c] || '.';
      cell.className = 'next-cell' + (ch === '#' ? ' filled' : '');
      el.appendChild(cell);
    }
  }
}

// Keyboard
document.addEventListener('keydown', (e) => {
  const key = e.key.toLowerCase();
  if (key === 'n') { doReset(); return; }
  const action = KEY_TO_ACTION[key];
  if (action) { e.preventDefault(); send(action); }
});

connect();
</script>
</body>
</html>