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# app.py
import math
import json
import base64
import random
from dataclasses import dataclass, asdict, field
from typing import Dict, List, Tuple, Optional, Any

import numpy as np
from PIL import Image, ImageDraw, ImageFont

import gradio as gr

# ============================================================
# ZEN AgentLab++ — Animated Multi-Map Agent Simulation Arena
# ============================================================
# Goals:
# - Working, automated "autoplay" simulation (timer-driven)
# - Multiple gameplay types (Predator/Prey "Pacman", CTF, Treasure, Resource Raid)
# - Multiple maps/courses (hand-crafted + procedural mazes)
# - "Cool" UI/UX + animations in the actual environment:
#     * Smooth animated top-down via SVG + CSS transitions (browser-side animation)
#     * Optional pseudo-3D "POV" panel (simple raycast look)
#     * Mini objective HUD + event highlights
# - Fully self-contained: just this app.py + requirements.txt
#
# NOTE: The SVG renderer is the secret weapon:
# It updates positions each tick; CSS transitions animate movement smoothly
# without generating tons of frames server-side.
# ============================================================

# -----------------------------
# Grid + Render Config
# -----------------------------
GRID_W, GRID_H = 29, 19              # map resolution (tiles)
TILE = 24                           # pixels per tile for SVG
HUD_H = 64                          # HUD header height (px)
SVG_W = GRID_W * TILE
SVG_H = GRID_H * TILE + HUD_H

VIEW_W, VIEW_H = 560, 315           # pseudo-3D POV panel
FOV_DEG = 74
MAX_DEPTH = 22

DIRS = [(1, 0), (0, 1), (-1, 0), (0, -1)]
ORI_DEG = [0, 90, 180, 270]

# -----------------------------
# Tiles
# -----------------------------
EMPTY = 0
WALL = 1
PELLET = 2
POWER = 3
FLAG_A = 4
FLAG_B = 5
TREASURE = 6
BASE_A = 7
BASE_B = 8
RESOURCE = 9
HAZARD = 10
GATE = 11

TILE_NAMES = {
    EMPTY: "Empty",
    WALL: "Wall",
    PELLET: "Pellet",
    POWER: "Power",
    FLAG_A: "Flag A",
    FLAG_B: "Flag B",
    TREASURE: "Treasure",
    BASE_A: "Base A",
    BASE_B: "Base B",
    RESOURCE: "Resource",
    HAZARD: "Hazard",
    GATE: "Gate",
}

# Palette (kept consistent / readable)
COL_BG = "#0b1020"
COL_PANEL = "#0f1733"
COL_GRIDLINE = "#121a3b"
COL_WALL = "#cdd2e6"
COL_EMPTY = "#19214a"
COL_PELLET = "#ffd17a"
COL_POWER = "#ff7ad9"
COL_FLAG_A = "#7affc8"
COL_FLAG_B = "#ff7a7a"
COL_TREASURE = "#ffb86b"
COL_BASE_A = "#a0ffd9"
COL_BASE_B = "#ffb0b0"
COL_RESOURCE = "#9ab0ff"
COL_HAZARD = "#ff3b3b"
COL_GATE = "#7ad9ff"

AGENT_COLORS = {
    "Predator": "#ff6d6d",
    "Prey": "#6dffb0",
    "Ghost1": "#ff7ad9",
    "Ghost2": "#7ad9ff",
    "RunnerA": "#ffd17a",
    "RunnerB": "#9ab0ff",
    "GuardA": "#7affc8",
    "GuardB": "#ffb0b0",
    "MinerA": "#a0ffd9",
    "MinerB": "#c7d2fe",
    "Raider": "#ff9b6b",
}

# -----------------------------
# Utility
# -----------------------------
def clamp(v, lo, hi):
    return lo if v < lo else hi if v > hi else v

def in_bounds(x: int, y: int) -> bool:
    return 0 <= x < GRID_W and 0 <= y < GRID_H

def manhattan(a: Tuple[int, int], b: Tuple[int, int]) -> int:
    return abs(a[0] - b[0]) + abs(a[1] - b[1])

def rng(seed: int) -> random.Random:
    r = random.Random()
    r.seed(seed & 0xFFFFFFFF)
    return r

def grid_copy(g: List[List[int]]) -> List[List[int]]:
    return [row[:] for row in g]

def find_all(g: List[List[int]], tile: int) -> List[Tuple[int, int]]:
    out = []
    for y in range(GRID_H):
        for x in range(GRID_W):
            if g[y][x] == tile:
                out.append((x, y))
    return out

def bresenham_los(grid: List[List[int]], x0: int, y0: int, x1: int, y1: int) -> bool:
    dx = abs(x1 - x0)
    dy = abs(y1 - y0)
    sx = 1 if x0 < x1 else -1
    sy = 1 if y0 < y1 else -1
    err = dx - dy
    x, y = x0, y0
    while True:
        if (x, y) != (x0, y0) and (x, y) != (x1, y1):
            if grid[y][x] == WALL:
                return False
        if x == x1 and y == y1:
            return True
        e2 = 2 * err
        if e2 > -dy:
            err -= dy
            x += sx
        if e2 < dx:
            err += dx
            y += sy

def within_fov(ax: int, ay: int, ori: int, tx: int, ty: int, fov_deg: float = FOV_DEG) -> bool:
    dx = tx - ax
    dy = ty - ay
    if dx == 0 and dy == 0:
        return True
    ang = (math.degrees(math.atan2(dy, dx)) % 360)
    facing = ORI_DEG[ori]
    diff = (ang - facing + 540) % 360 - 180
    return abs(diff) <= (fov_deg / 2)

# -----------------------------
# Data Models
# -----------------------------
@dataclass
class Agent:
    name: str
    team: str
    x: int
    y: int
    ori: int = 0
    hp: int = 5
    energy: int = 200
    inventory: Dict[str, int] = field(default_factory=dict)
    mode: str = "auto"  # auto | manual
    brain: str = "heur" # heur | random

@dataclass
class Objective:
    title: str
    detail: str

@dataclass
class EnvSpec:
    key: str
    title: str
    summary: str
    max_steps: int

@dataclass
class World:
    seed: int
    step: int
    env_key: str
    map_key: str

    grid: List[List[int]]
    agents: Dict[str, Agent]

    # gameplay flags / counters
    done: bool = False
    outcome: str = "ongoing"  # A_win | B_win | draw | ongoing

    # pacman-style
    power_timer: int = 0
    pellets_left: int = 0

    # capture-the-flag
    flag_carrier: Optional[str] = None
    flag_taken_from: Optional[str] = None

    # treasure run
    treasure_collected_A: int = 0
    treasure_collected_B: int = 0

    # resource raid
    baseA_progress: int = 0
    baseB_progress: int = 0
    base_target: int = 10

    # UX
    controlled: str = ""
    pov: str = ""
    overlay: bool = True
    auto_camera: bool = True

    # logs
    events: List[str] = field(default_factory=list)

# -----------------------------
# Maps / Courses
# -----------------------------
def base_border_grid() -> List[List[int]]:
    g = [[EMPTY for _ in range(GRID_W)] for _ in range(GRID_H)]
    for x in range(GRID_W):
        g[0][x] = WALL
        g[GRID_H - 1][x] = WALL
    for y in range(GRID_H):
        g[y][0] = WALL
        g[y][GRID_W - 1] = WALL
    return g

def carve_maze(seed: int, density: float = 0.66) -> List[List[int]]:
    """
    Procedural "course" generator: a DFS maze with a few open plazas.
    We generate walls then carve corridors. This produces interesting navigation.
    """
    r = rng(seed)
    g = [[WALL for _ in range(GRID_W)] for _ in range(GRID_H)]

    # keep borders solid
    for y in range(GRID_H):
        for x in range(GRID_W):
            if x in (0, GRID_W - 1) or y in (0, GRID_H - 1):
                g[y][x] = WALL

    # carve from odd cells
    def neighbors(cx, cy):
        dirs = [(2, 0), (-2, 0), (0, 2), (0, -2)]
        r.shuffle(dirs)
        for dx, dy in dirs:
            nx, ny = cx + dx, cy + dy
            if 1 <= nx < GRID_W - 1 and 1 <= ny < GRID_H - 1:
                yield nx, ny, dx, dy

    start = (1 + 2 * (r.randint(0, (GRID_W - 3) // 2)),
             1 + 2 * (r.randint(0, (GRID_H - 3) // 2)))
    stack = [start]
    g[start[1]][start[0]] = EMPTY

    visited = set([start])
    while stack:
        cx, cy = stack[-1]
        moved = False
        for nx, ny, dx, dy in neighbors(cx, cy):
            if (nx, ny) in visited:
                continue
            visited.add((nx, ny))
            g[cy + dy // 2][cx + dx // 2] = EMPTY
            g[ny][nx] = EMPTY
            stack.append((nx, ny))
            moved = True
            break
        if not moved:
            stack.pop()

    # open up some "plazas" based on density
    plazas = int((1.0 - density) * 8) + 2
    for _ in range(plazas):
        px = r.randint(3, GRID_W - 4)
        py = r.randint(3, GRID_H - 4)
        w = r.randint(2, 4)
        h = r.randint(2, 3)
        for yy in range(py - h, py + h + 1):
            for xx in range(px - w, px + w + 1):
                if 1 <= xx < GRID_W - 1 and 1 <= yy < GRID_H - 1:
                    g[yy][xx] = EMPTY

    return g

def map_pac_chase(seed: int) -> List[List[int]]:
    g = base_border_grid()
    # iconic mid-wall with gates
    for x in range(4, GRID_W - 4):
        g[GRID_H // 2][x] = WALL
    gate_x = GRID_W // 2
    g[GRID_H // 2][gate_x] = GATE
    g[GRID_H // 2][gate_x - 1] = GATE
    g[GRID_H // 2][gate_x + 1] = GATE

    # pellets everywhere open
    for y in range(1, GRID_H - 1):
        for x in range(1, GRID_W - 1):
            if g[y][x] == EMPTY:
                g[y][x] = PELLET

    # power pellets at corners
    for (x, y) in [(2, 2), (GRID_W - 3, 2), (2, GRID_H - 3), (GRID_W - 3, GRID_H - 3)]:
        g[y][x] = POWER

    # a few internal blocks
    r = rng(seed)
    for _ in range(26):
        x = r.randint(2, GRID_W - 3)
        y = r.randint(2, GRID_H - 3)
        if g[y][x] in (PELLET, EMPTY):
            g[y][x] = WALL

    return g

def map_ctf_arena(seed: int) -> List[List[int]]:
    g = carve_maze(seed, density=0.60)
    # clear some central arena
    cx, cy = GRID_W // 2, GRID_H // 2
    for y in range(cy - 3, cy + 4):
        for x in range(cx - 5, cx + 6):
            if 1 <= x < GRID_W - 1 and 1 <= y < GRID_H - 1:
                g[y][x] = EMPTY

    # flags + bases
    g[2][2] = FLAG_A
    g[GRID_H - 3][GRID_W - 3] = FLAG_B
    g[2][GRID_W - 3] = BASE_A
    g[GRID_H - 3][2] = BASE_B

    # hazards sprinkled
    r = rng(seed + 11)
    for _ in range(18):
        x = r.randint(2, GRID_W - 3)
        y = r.randint(2, GRID_H - 3)
        if g[y][x] == EMPTY:
            g[y][x] = HAZARD

    return g

def map_treasure_run(seed: int) -> List[List[int]]:
    g = carve_maze(seed, density=0.70)
    # treasures
    r = rng(seed + 7)
    for _ in range(12):
        x = r.randint(2, GRID_W - 3)
        y = r.randint(2, GRID_H - 3)
        if g[y][x] == EMPTY:
            g[y][x] = TREASURE
    # bases
    g[2][2] = BASE_A
    g[GRID_H - 3][GRID_W - 3] = BASE_B
    return g

def map_resource_raid(seed: int) -> List[List[int]]:
    g = carve_maze(seed, density=0.64)
    # resource clusters
    r = rng(seed + 23)
    for _ in range(22):
        x = r.randint(2, GRID_W - 3)
        y = r.randint(2, GRID_H - 3)
        if g[y][x] == EMPTY:
            g[y][x] = RESOURCE
    # bases
    g[2][2] = BASE_A
    g[GRID_H - 3][GRID_W - 3] = BASE_B
    return g

MAP_BUILDERS = {
    "Classic Pac-Chase": map_pac_chase,
    "CTF Maze Arena": map_ctf_arena,
    "Treasure Labyrinth": map_treasure_run,
    "Resource Raid Maze": map_resource_raid,
    "Procedural Maze (General)": lambda seed: carve_maze(seed, density=0.62),
}

# -----------------------------
# Environments (Gameplay Types)
# -----------------------------
ENVS: Dict[str, EnvSpec] = {
    "pac_chase": EnvSpec(
        key="pac_chase",
        title="Predator/Prey (Pac-Chase)",
        summary="Predator hunts Prey. Prey scores by eating pellets; power flips the chase temporarily.",
        max_steps=650,
    ),
    "ctf": EnvSpec(
        key="ctf",
        title="Capture The Flag",
        summary="Steal the opponent’s flag and return it to your base. Hazards drain HP.",
        max_steps=800,
    ),
    "treasure": EnvSpec(
        key="treasure",
        title="Treasure Run",
        summary="Collect treasures scattered in the maze and deposit at base. First to 6 deposits wins.",
        max_steps=750,
    ),
    "resource": EnvSpec(
        key="resource",
        title="Resource Raid",
        summary="Mine resources, deposit to build base progress. Raider tries to disrupt and tag.",
        max_steps=850,
    ),
}

def env_objectives(env_key: str) -> List[Objective]:
    if env_key == "pac_chase":
        return [
            Objective("Prey", "Eat pellets (+) and survive. Power pellet makes Predator vulnerable temporarily."),
            Objective("Predator", "Catch the Prey (tag on same tile). Avoid chasing into power windows."),
        ]
    if env_key == "ctf":
        return [
            Objective("Team A", "Grab Flag B and return to Base A."),
            Objective("Team B", "Grab Flag A and return to Base B."),
        ]
    if env_key == "treasure":
        return [
            Objective("Both Teams", "Collect Treasures and deposit at your Base. First to 6 deposits wins."),
        ]
    if env_key == "resource":
        return [
            Objective("Builders (A & B)", "Collect Resources and deposit to raise base progress."),
            Objective("Raider", "Tag builders (collision) to slow progress; win by eliminating both or forcing timeout."),
        ]
    return [Objective("Objective", "Explore.")]

# -----------------------------
# Spawn / Init
# -----------------------------
def random_empty_cell(g: List[List[int]], r: random.Random) -> Tuple[int, int]:
    empties = [(x, y) for y in range(1, GRID_H - 1) for x in range(1, GRID_W - 1) if g[y][x] in (EMPTY, PELLET)]
    return r.choice(empties) if empties else (2, 2)

def init_world(seed: int, env_key: str, map_key: str) -> World:
    r = rng(seed)
    g = MAP_BUILDERS[map_key](seed)
    spec = ENVS[env_key]

    agents: Dict[str, Agent] = {}

    if env_key == "pac_chase":
        # Predator + Prey + 2 ghosts (as roaming threats / decoys)
        px, py = 2, 2
        qx, qy = GRID_W - 3, GRID_H - 3
        agents["Predator"] = Agent("Predator", "A", px, py, ori=0, hp=6, mode="auto", brain="heur")
        agents["Prey"] = Agent("Prey", "B", qx, qy, ori=2, hp=5, mode="auto", brain="heur")
        gx1, gy1 = (GRID_W // 2, 2)
        gx2, gy2 = (GRID_W // 2, GRID_H - 3)
        agents["Ghost1"] = Agent("Ghost1", "A", gx1, gy1, ori=1, hp=4, mode="auto", brain="random")
        agents["Ghost2"] = Agent("Ghost2", "A", gx2, gy2, ori=3, hp=4, mode="auto", brain="random")

        pellets = sum(1 for y in range(GRID_H) for x in range(GRID_W) if g[y][x] in (PELLET, POWER))
        controlled = "Prey"
        pov = "Prey"

    elif env_key == "ctf":
        # 2 runners + 2 guards
        ax, ay = 2, GRID_H - 3
        bx, by = GRID_W - 3, 2
        agents["RunnerA"] = Agent("RunnerA", "A", ax, ay, ori=0, hp=6, mode="auto", brain="heur")
        agents["GuardA"] = Agent("GuardA", "A", 2, 2, ori=0, hp=7, mode="auto", brain="heur")
        agents["RunnerB"] = Agent("RunnerB", "B", bx, by, ori=2, hp=6, mode="auto", brain="heur")
        agents["GuardB"] = Agent("GuardB", "B", GRID_W - 3, GRID_H - 3, ori=2, hp=7, mode="auto", brain="heur")
        pellets = 0
        controlled = "RunnerA"
        pov = "RunnerA"

    elif env_key == "treasure":
        agents["RunnerA"] = Agent("RunnerA", "A", 2, 2, ori=0, hp=6, mode="auto", brain="heur")
        agents["RunnerB"] = Agent("RunnerB", "B", GRID_W - 3, GRID_H - 3, ori=2, hp=6, mode="auto", brain="heur")
        agents["GuardA"] = Agent("GuardA", "A", 2, GRID_H - 3, ori=0, hp=6, mode="auto", brain="heur")
        agents["GuardB"] = Agent("GuardB", "B", GRID_W - 3, 2, ori=2, hp=6, mode="auto", brain="heur")
        pellets = 0
        controlled = "RunnerA"
        pov = "RunnerA"

    else:  # resource
        agents["MinerA"] = Agent("MinerA", "A", 2, 2, ori=0, hp=6, mode="auto", brain="heur")
        agents["MinerB"] = Agent("MinerB", "B", GRID_W - 3, GRID_H - 3, ori=2, hp=6, mode="auto", brain="heur")
        agents["Raider"] = Agent("Raider", "R", GRID_W - 3, 2, ori=2, hp=7, mode="auto", brain="heur")
        pellets = 0
        controlled = "MinerA"
        pov = "MinerA"

    w = World(
        seed=seed,
        step=0,
        env_key=env_key,
        map_key=map_key,
        grid=g,
        agents=agents,
        pellets_left=pellets,
        controlled=controlled,
        pov=pov,
        overlay=True,
        auto_camera=True,
        events=[f"Initialized: env={env_key} ({spec.title}) | map={map_key} | seed={seed}"],
    )
    return w

# -----------------------------
# Pathing + Movement
# -----------------------------
def is_blocking(tile: int) -> bool:
    return tile == WALL

def neighbors4(x: int, y: int) -> List[Tuple[int, int]]:
    return [(x + 1, y), (x, y + 1), (x - 1, y), (x, y - 1)]

def bfs_next_step(grid: List[List[int]], start: Tuple[int, int], goal: Tuple[int, int]) -> Optional[Tuple[int, int]]:
    if start == goal:
        return None
    sx, sy = start
    gx, gy = goal
    q = [(sx, sy)]
    prev = {start: None}
    while q:
        x, y = q.pop(0)
        if (x, y) == (gx, gy):
            break
        for nx, ny in neighbors4(x, y):
            if not in_bounds(nx, ny):
                continue
            if is_blocking(grid[ny][nx]):
                continue
            if (nx, ny) not in prev:
                prev[(nx, ny)] = (x, y)
                q.append((nx, ny))
    if (gx, gy) not in prev:
        return None
    # backtrack one step from goal to start
    cur = (gx, gy)
    while prev[cur] != start and prev[cur] is not None:
        cur = prev[cur]
    return cur

def face_towards(a: Agent, tx: int, ty: int):
    dx = tx - a.x
    dy = ty - a.y
    if abs(dx) > abs(dy):
        a.ori = 0 if dx > 0 else 2
    else:
        a.ori = 1 if dy > 0 else 3

def move_to(world: World, a: Agent, nx: int, ny: int) -> bool:
    if not in_bounds(nx, ny):
        return False
    if is_blocking(world.grid[ny][nx]):
        return False
    a.x, a.y = nx, ny
    a.energy = max(0, a.energy - 1)
    return True

# -----------------------------
# Core Interactions
# -----------------------------
def apply_tile_effects(world: World, a: Agent):
    t = world.grid[a.y][a.x]

    # hazards drain HP
    if t == HAZARD:
        a.hp -= 1
        world.events.append(f"t={world.step}: {a.name} hit a hazard (-hp).")

    if world.env_key == "pac_chase":
        if t == PELLET:
            world.grid[a.y][a.x] = EMPTY
            world.pellets_left = max(0, world.pellets_left - 1)
            a.inventory["pellets"] = a.inventory.get("pellets", 0) + 1
        elif t == POWER:
            world.grid[a.y][a.x] = EMPTY
            world.pellets_left = max(0, world.pellets_left - 1)
            world.power_timer = 26
            world.events.append(f"t={world.step}: POWER ACTIVE — chase flips for a bit.")

    if world.env_key == "ctf":
        if t == FLAG_A and a.team == "B" and world.flag_carrier is None:
            world.flag_carrier = a.name
            world.flag_taken_from = "A"
            world.grid[a.y][a.x] = EMPTY
            world.events.append(f"t={world.step}: {a.name} stole Flag A!")
        if t == FLAG_B and a.team == "A" and world.flag_carrier is None:
            world.flag_carrier = a.name
            world.flag_taken_from = "B"
            world.grid[a.y][a.x] = EMPTY
            world.events.append(f"t={world.step}: {a.name} stole Flag B!")

        # return conditions
        if world.flag_carrier == a.name:
            if a.team == "A" and world.grid[a.y][a.x] == BASE_A and world.flag_taken_from == "B":
                world.done = True
                world.outcome = "A_win"
                world.events.append(f"t={world.step}: Team A captured the flag!")
            if a.team == "B" and world.grid[a.y][a.x] == BASE_B and world.flag_taken_from == "A":
                world.done = True
                world.outcome = "B_win"
                world.events.append(f"t={world.step}: Team B captured the flag!")

    if world.env_key == "treasure":
        if t == TREASURE:
            world.grid[a.y][a.x] = EMPTY
            a.inventory["treasure"] = a.inventory.get("treasure", 0) + 1
            world.events.append(f"t={world.step}: {a.name} picked treasure.")
        if t == BASE_A and a.team == "A":
            dep = a.inventory.get("treasure", 0)
            if dep > 0:
                a.inventory["treasure"] = 0
                world.treasure_collected_A += dep
                world.events.append(f"t={world.step}: Team A deposited {dep} treasure (total={world.treasure_collected_A}).")
        if t == BASE_B and a.team == "B":
            dep = a.inventory.get("treasure", 0)
            if dep > 0:
                a.inventory["treasure"] = 0
                world.treasure_collected_B += dep
                world.events.append(f"t={world.step}: Team B deposited {dep} treasure (total={world.treasure_collected_B}).")

    if world.env_key == "resource":
        if t == RESOURCE:
            world.grid[a.y][a.x] = EMPTY
            a.inventory["res"] = a.inventory.get("res", 0) + 1
            world.events.append(f"t={world.step}: {a.name} mined resource.")
        if t == BASE_A and a.name == "MinerA":
            dep = min(2, a.inventory.get("res", 0))
            if dep > 0:
                a.inventory["res"] -= dep
                world.baseA_progress += dep
                world.events.append(f"t={world.step}: MinerA deposited +{dep} (A={world.baseA_progress}/{world.base_target}).")
        if t == BASE_B and a.name == "MinerB":
            dep = min(2, a.inventory.get("res", 0))
            if dep > 0:
                a.inventory["res"] -= dep
                world.baseB_progress += dep
                world.events.append(f"t={world.step}: MinerB deposited +{dep} (B={world.baseB_progress}/{world.base_target}).")

# -----------------------------
# Collision / Tagging
# -----------------------------
def resolve_tags(world: World):
    # If opposing agents occupy same tile: tag event
    pos: Dict[Tuple[int, int], List[str]] = {}
    for nm, a in world.agents.items():
        if a.hp <= 0:
            continue
        pos.setdefault((a.x, a.y), []).append(nm)

    for (x, y), names in pos.items():
        if len(names) < 2:
            continue
        teams = set(world.agents[n].team for n in names)
        if len(teams) <= 1:
            continue

        # pac_chase special: power flips who is vulnerable
        if world.env_key == "pac_chase":
            if "Predator" in names and "Prey" in names:
                if world.power_timer > 0:
                    # Predator vulnerable
                    world.agents["Predator"].hp -= 2
                    world.events.append(f"t={world.step}: Prey TAGGED Predator during POWER (-2hp Predator).")
                else:
                    world.done = True
                    world.outcome = "A_win"
                    world.events.append(f"t={world.step}: Predator CAUGHT Prey.")
                return

        # otherwise, both lose hp
        for n in names:
            world.agents[n].hp -= 1
        world.events.append(f"t={world.step}: TAG at ({x},{y}) {names} (-hp).")

        # CTF: drop flag if carrier tagged
        if world.env_key == "ctf" and world.flag_carrier in names:
            carrier = world.flag_carrier
            world.flag_carrier = None
            # respawn flag to original side
            if world.flag_taken_from == "A":
                world.grid[2][2] = FLAG_A
            elif world.flag_taken_from == "B":
                world.grid[GRID_H - 3][GRID_W - 3] = FLAG_B
            world.events.append(f"t={world.step}: {carrier} dropped the flag!")

# -----------------------------
# Done Conditions
# -----------------------------
def check_done(world: World):
    spec = ENVS[world.env_key]
    if world.done:
        return

    # timeout / survival
    if world.step >= spec.max_steps:
        world.done = True
        world.outcome = "draw"
        world.events.append(f"t={world.step}: TIMEOUT (draw).")
        return

    if world.env_key == "pac_chase":
        prey = world.agents["Prey"]
        pred = world.agents["Predator"]
        if prey.hp <= 0:
            world.done = True
            world.outcome = "A_win"
            world.events.append(f"t={world.step}: Prey eliminated — Predator wins.")
            return
        if pred.hp <= 0:
            world.done = True
            world.outcome = "B_win"
            world.events.append(f"t={world.step}: Predator eliminated — Prey wins.")
            return
        if world.pellets_left <= 0:
            world.done = True
            world.outcome = "B_win"
            world.events.append(f"t={world.step}: All pellets cleared — Prey wins.")
            return

    if world.env_key == "ctf":
        # done handled on return
        # elimination condition
        aliveA = any(a.hp > 0 for a in world.agents.values() if a.team == "A")
        aliveB = any(a.hp > 0 for a in world.agents.values() if a.team == "B")
        if not aliveA and aliveB:
            world.done = True
            world.outcome = "B_win"
            world.events.append(f"t={world.step}: Team A eliminated — Team B wins.")
        elif not aliveB and aliveA:
            world.done = True
            world.outcome = "A_win"
            world.events.append(f"t={world.step}: Team B eliminated — Team A wins.")

    if world.env_key == "treasure":
        if world.treasure_collected_A >= 6:
            world.done = True
            world.outcome = "A_win"
            world.events.append(f"t={world.step}: Team A reached 6 treasure — wins.")
        elif world.treasure_collected_B >= 6:
            world.done = True
            world.outcome = "B_win"
            world.events.append(f"t={world.step}: Team B reached 6 treasure — wins.")

    if world.env_key == "resource":
        if world.baseA_progress >= world.base_target:
            world.done = True
            world.outcome = "A_win"
            world.events.append(f"t={world.step}: Base A complete — MinerA wins.")
        elif world.baseB_progress >= world.base_target:
            world.done = True
            world.outcome = "B_win"
            world.events.append(f"t={world.step}: Base B complete — MinerB wins.")
        # Raider wins by eliminating both miners
        alive_miners = sum(1 for nm in ("MinerA", "MinerB") if world.agents.get(nm) and world.agents[nm].hp > 0)
        if alive_miners == 0 and world.agents["Raider"].hp > 0:
            world.done = True
            world.outcome = "B_win"
            world.events.append(f"t={world.step}: Miners eliminated — Raider wins.")

# -----------------------------
# Agent "Brains" (Heuristic + Random)
# -----------------------------
def choose_target_pac(world: World, who: str) -> Tuple[int, int]:
    a = world.agents[who]
    prey = world.agents["Prey"]
    pred = world.agents["Predator"]

    if who == "Prey":
        # survival logic: if power active, prey can bully predator a bit, otherwise flee
        if world.power_timer > 0:
            return (pred.x, pred.y)  # go toward predator (aggressive window)
        # otherwise: go toward nearest pellet/power but avoid predator
        pellets = find_all(world.grid, PELLET) + find_all(world.grid, POWER)
        if pellets:
            pellets.sort(key=lambda p: manhattan((a.x, a.y), p))
            return pellets[0]
        return (a.x, a.y)

    if who == "Predator":
        # if power active, avoid prey (pred vulnerable)
        if world.power_timer > 0:
            # run away from prey by targeting a far corner
            corners = [(2, 2), (GRID_W - 3, 2), (2, GRID_H - 3), (GRID_W - 3, GRID_H - 3)]
            corners.sort(key=lambda c: -manhattan((prey.x, prey.y), c))
            return corners[0]
        return (prey.x, prey.y)

    # ghosts roam toward prey loosely
    return (prey.x, prey.y)

def choose_target_ctf(world: World, who: str) -> Tuple[int, int]:
    a = world.agents[who]
    # runners prioritize stealing flags; guards prioritize intercepting carrier / defending
    if a.team == "A":
        home_base = BASE_A
        enemy_flag = FLAG_B
        home_base_pos = find_all(world.grid, BASE_A)[0]
    else:
        home_base = BASE_B
        enemy_flag = FLAG_A
        home_base_pos = find_all(world.grid, BASE_B)[0]

    # if carrying flag, run home
    if world.flag_carrier == who:
        return home_base_pos

    # if teammate carrying flag, guard/intercept threats
    if world.flag_carrier is not None:
        carrier = world.agents[world.flag_carrier]
        return (carrier.x, carrier.y)

    # otherwise: runners go to enemy flag; guards hover mid or defend base
    if "Runner" in who:
        flags = find_all(world.grid, enemy_flag)
        if flags:
            return flags[0]
        return home_base_pos

    # guard: midpoint between base and enemy
    enemy_flag_pos = find_all(world.grid, enemy_flag)
    if enemy_flag_pos:
        ex, ey = enemy_flag_pos[0]
        bx, by = home_base_pos
        return ((ex + bx) // 2, (ey + by) // 2)
    return home_base_pos

def choose_target_treasure(world: World, who: str) -> Tuple[int, int]:
    a = world.agents[who]
    base = BASE_A if a.team == "A" else BASE_B
    base_pos = find_all(world.grid, base)[0]

    # deposit if holding
    if a.inventory.get("treasure", 0) >= 2:
        return base_pos

    treasures = find_all(world.grid, TREASURE)
    if treasures:
        treasures.sort(key=lambda p: manhattan((a.x, a.y), p))
        return treasures[0]
    return base_pos

def choose_target_resource(world: World, who: str) -> Tuple[int, int]:
    a = world.agents[who]
    if who == "Raider":
        # hunt nearest miner
        miners = [world.agents[n] for n in ("MinerA", "MinerB") if world.agents.get(n) and world.agents[n].hp > 0]
        if miners:
            miners.sort(key=lambda m: manhattan((a.x, a.y), (m.x, m.y)))
            return (miners[0].x, miners[0].y)
        return (a.x, a.y)

    # miners: deposit if holding enough
    base_tile = BASE_A if who == "MinerA" else BASE_B
    base_pos = find_all(world.grid, base_tile)[0]
    if a.inventory.get("res", 0) >= 3:
        return base_pos

    res = find_all(world.grid, RESOURCE)
    if res:
        res.sort(key=lambda p: manhattan((a.x, a.y), p))
        return res[0]
    return base_pos

def choose_target(world: World, who: str) -> Tuple[int, int]:
    if world.env_key == "pac_chase":
        return choose_target_pac(world, who)
    if world.env_key == "ctf":
        return choose_target_ctf(world, who)
    if world.env_key == "treasure":
        return choose_target_treasure(world, who)
    if world.env_key == "resource":
        return choose_target_resource(world, who)
    return (world.agents[who].x, world.agents[who].y)

def auto_step_agent(world: World, who: str):
    a = world.agents[who]
    if a.hp <= 0:
        return

    # choose next move
    if a.brain == "random":
        cand = []
        for nx, ny in neighbors4(a.x, a.y):
            if in_bounds(nx, ny) and not is_blocking(world.grid[ny][nx]):
                cand.append((nx, ny))
        if cand:
            nx, ny = random.choice(cand)
            face_towards(a, nx, ny)
            move_to(world, a, nx, ny)
        return

    tx, ty = choose_target(world, who)
    nxt = bfs_next_step(world.grid, (a.x, a.y), (tx, ty))
    if nxt is None:
        # small wander if stuck
        cand = []
        for nx, ny in neighbors4(a.x, a.y):
            if in_bounds(nx, ny) and not is_blocking(world.grid[ny][nx]):
                cand.append((nx, ny))
        if cand:
            nx, ny = cand[world.step % len(cand)]
            face_towards(a, nx, ny)
            move_to(world, a, nx, ny)
        return

    nx, ny = nxt
    face_towards(a, nx, ny)
    move_to(world, a, nx, ny)

def manual_action(world: World, action: str):
    """
    Manual control for the 'controlled' agent:
    L/R/F/I style minimal actions (Pacman-appropriate).
    """
    who = world.controlled
    a = world.agents[who]
    if a.hp <= 0:
        return

    if action == "L":
        a.ori = (a.ori - 1) % 4
        return
    if action == "R":
        a.ori = (a.ori + 1) % 4
        return
    if action == "F":
        dx, dy = DIRS[a.ori]
        nx, ny = a.x + dx, a.y + dy
        if in_bounds(nx, ny) and not is_blocking(world.grid[ny][nx]):
            move_to(world, a, nx, ny)
        return
    if action == "I":
        # In this sim, "I" is effectively "interact": for some envs, that means "pick/drop".
        # Most pickups happen automatically via tile effects; so we use I for "drop" in CTF if holding.
        if world.env_key == "ctf" and world.flag_carrier == who:
            world.flag_carrier = None
            # drop flag at current position (simple)
            if world.flag_taken_from == "A":
                world.grid[a.y][a.x] = FLAG_A
            elif world.flag_taken_from == "B":
                world.grid[a.y][a.x] = FLAG_B
            world.events.append(f"t={world.step}: {who} dropped the flag manually.")
        return

# -----------------------------
# Pseudo-3D POV Renderer (lightweight)
# -----------------------------
SKY = np.array([12, 14, 26], dtype=np.uint8)
FLOOR1 = np.array([24, 28, 54], dtype=np.uint8)
FLOOR2 = np.array([10, 12, 22], dtype=np.uint8)
WALL1 = np.array([205, 210, 232], dtype=np.uint8)
WALL2 = np.array([160, 168, 195], dtype=np.uint8)
GATEC = np.array([120, 220, 255], dtype=np.uint8)

def raycast_pov(world: World, who: str) -> np.ndarray:
    a = world.agents[who]
    img = np.zeros((VIEW_H, VIEW_W, 3), dtype=np.uint8)
    img[:, :] = SKY
    # floor gradient
    for y in range(VIEW_H // 2, VIEW_H):
        t = (y - VIEW_H // 2) / max(1, (VIEW_H // 2))
        col = (1 - t) * FLOOR1 + t * FLOOR2
        img[y, :] = col.astype(np.uint8)

    # rays
    ray_cols = VIEW_W
    half = math.radians(FOV_DEG / 2)
    base = math.radians(ORI_DEG[a.ori])

    for rx in range(ray_cols):
        cam = (2 * rx / (ray_cols - 1)) - 1
        ang = base + cam * half
        sin_a = math.sin(ang)
        cos_a = math.cos(ang)

        ox, oy = a.x + 0.5, a.y + 0.5
        depth = 0.0
        hit = None
        side = 0

        while depth < MAX_DEPTH:
            depth += 0.06
            tx = int(ox + cos_a * depth)
            ty = int(oy + sin_a * depth)
            if not in_bounds(tx, ty):
                break
            tile = world.grid[ty][tx]
            if tile == WALL:
                hit = "wall"
                side = 1 if abs(cos_a) > abs(sin_a) else 0
                break
            if tile == GATE:
                hit = "gate"
                break

        if hit is None:
            continue

        depth *= math.cos(ang - base)
        depth = max(depth, 0.001)

        h = int((VIEW_H * 0.92) / depth)
        y0 = max(0, VIEW_H // 2 - h // 2)
        y1 = min(VIEW_H - 1, VIEW_H // 2 + h // 2)

        col = (GATEC.copy() if hit == "gate" else (WALL1.copy() if side == 0 else WALL2.copy()))
        dim = max(0.28, 1.0 - depth / MAX_DEPTH)
        col = (col * dim).astype(np.uint8)
        img[y0:y1, rx:rx + 1] = col

    # simple agent sprites in view if visible
    for nm, other in world.agents.items():
        if nm == who or other.hp <= 0:
            continue
        if not within_fov(a.x, a.y, a.ori, other.x, other.y):
            continue
        if not bresenham_los(world.grid, a.x, a.y, other.x, other.y):
            continue

        dx = other.x - a.x
        dy = other.y - a.y
        ang = math.degrees(math.atan2(dy, dx)) % 360
        facing = ORI_DEG[a.ori]
        diff = (ang - facing + 540) % 360 - 180
        sx = int((diff / (FOV_DEG / 2)) * (VIEW_W / 2) + (VIEW_W / 2))
        dist = math.sqrt(dx * dx + dy * dy)
        size = int((VIEW_H * 0.55) / max(dist, 1.0))
        size = clamp(size, 10, 110)
        ymid = VIEW_H // 2
        x0 = clamp(sx - size // 4, 0, VIEW_W - 1)
        x1 = clamp(sx + size // 4, 0, VIEW_W - 1)
        y0 = clamp(ymid - size // 2, 0, VIEW_H - 1)
        y1 = clamp(ymid + size // 2, 0, VIEW_H - 1)

        # convert agent hex color to rgb
        hexcol = AGENT_COLORS.get(nm, "#ffd17a").lstrip("#")
        rgb = np.array([int(hexcol[i:i+2], 16) for i in (0, 2, 4)], dtype=np.uint8)
        img[y0:y1, x0:x1] = rgb

    # reticle
    if world.overlay:
        cx, cy = VIEW_W // 2, VIEW_H // 2
        img[cy - 1:cy + 2, cx - 16:cx + 16] = np.array([110, 210, 255], dtype=np.uint8)
        img[cy - 16:cy + 16, cx - 1:cx + 2] = np.array([110, 210, 255], dtype=np.uint8)

    return img

# -----------------------------
# SVG Animated Renderer (the "cool UI" core)
# -----------------------------
def tile_color(tile: int) -> str:
    return {
        EMPTY: COL_EMPTY,
        WALL: COL_WALL,
        PELLET: COL_PELLET,
        POWER: COL_POWER,
        FLAG_A: COL_FLAG_A,
        FLAG_B: COL_FLAG_B,
        TREASURE: COL_TREASURE,
        BASE_A: COL_BASE_A,
        BASE_B: COL_BASE_B,
        RESOURCE: COL_RESOURCE,
        HAZARD: COL_HAZARD,
        GATE: COL_GATE,
    }.get(tile, COL_EMPTY)

def objective_hud(world: World) -> Tuple[str, str]:
    spec = ENVS[world.env_key]
    # short headline + detail line
    if world.env_key == "pac_chase":
        prey_score = world.agents["Prey"].inventory.get("pellets", 0)
        headline = f"{spec.title} • pellets_left={world.pellets_left} • prey_score={prey_score} • power={world.power_timer}"
        detail = "Prey clears pellets; Predator catches. Power flips vulnerability briefly."
    elif world.env_key == "ctf":
        carrier = world.flag_carrier or "none"
        headline = f"{spec.title} • carrier={carrier} • step={world.step}/{spec.max_steps}"
        detail = "Steal opponent flag → return to base. Tagging drops the flag."
    elif world.env_key == "treasure":
        headline = f"{spec.title} • A={world.treasure_collected_A}/6 • B={world.treasure_collected_B}/6 • step={world.step}/{spec.max_steps}"
        detail = "Collect treasures and deposit at base. First to 6 wins."
    else:
        headline = f"{spec.title} • A={world.baseA_progress}/{world.base_target} • B={world.baseB_progress}/{world.base_target} • step={world.step}/{spec.max_steps}"
        detail = "Mine resources, deposit to build progress. Raider tags to disrupt."
    return headline, detail

def svg_render(world: World, highlight: Optional[Tuple[int, int]] = None) -> str:
    headline, detail = objective_hud(world)

    # CSS transitions: smooth movement + subtle breathing glow
    # Note: SVG updates each tick, browser animates between transforms.
    css = f"""
    <style>
      .root {{
        background: {COL_BG};
        border-radius: 18px;
        overflow: hidden;
        box-shadow: 0 18px 40px rgba(0,0,0,0.45);
      }}
      .hud {{
        font-family: ui-sans-serif, system-ui, -apple-system, Segoe UI, Roboto, Arial;
        fill: rgba(235,240,255,0.92);
      }}
      .hudSmall {{
        fill: rgba(235,240,255,0.72);
      }}
      .tile {{
        shape-rendering: crispEdges;
      }}
      .gridline {{
        stroke: {COL_GRIDLINE};
        stroke-width: 1;
        opacity: 0.45;
      }}
      .agent {{
        transition: transform 220ms cubic-bezier(.2,.8,.2,1);
        filter: drop-shadow(0px 8px 10px rgba(0,0,0,0.45));
      }}
      .agentCore {{
        transition: r 220ms cubic-bezier(.2,.8,.2,1);
      }}
      .pulse {{
        animation: pulse 1.2s ease-in-out infinite;
        opacity: 0.24;
      }}
      @keyframes pulse {{
        0% {{ transform: scale(1.0); opacity: 0.16; }}
        50% {{ transform: scale(1.15); opacity: 0.28; }}
        100% {{ transform: scale(1.0); opacity: 0.16; }}
      }}
      .badge {{
        fill: rgba(15,23,51,0.72);
        stroke: rgba(170,195,255,0.16);
        stroke-width: 1;
      }}
      .hint {{
        fill: rgba(110,180,255,0.95);
      }}
      .dead {{
        opacity: 0.22;
        filter: none;
      }}
      .banner {{
        fill: rgba(255,255,255,0.08);
      }}
    </style>
    """

    # HUD panel
    svg = [f"""
    <div class="root">
    {css}
    <svg width="{SVG_W}" height="{SVG_H}" viewBox="0 0 {SVG_W} {SVG_H}">
      <rect x="0" y="0" width="{SVG_W}" height="{SVG_H}" fill="{COL_BG}"/>
      <rect class="banner" x="0" y="0" width="{SVG_W}" height="{HUD_H}" rx="0" ry="0"/>
      <text class="hud" x="18" y="28" font-size="16" font-weight="700">{headline}</text>
      <text class="hud hudSmall" x="18" y="50" font-size="12">{detail}</text>
    """]

    # tiles
    for y in range(GRID_H):
        for x in range(GRID_W):
            t = world.grid[y][x]
            c = tile_color(t)
            px = x * TILE
            py = HUD_H + y * TILE
            # pellets as dots on top of empty tile (for nicer look)
            if t == PELLET:
                # base tile
                svg.append(f'<rect class="tile" x="{px}" y="{py}" width="{TILE}" height="{TILE}" fill="{COL_EMPTY}"/>')
                cx = px + TILE * 0.5
                cy = py + TILE * 0.5
                svg.append(f'<circle cx="{cx}" cy="{cy}" r="3" fill="{COL_PELLET}" opacity="0.95"/>')
            elif t == POWER:
                svg.append(f'<rect class="tile" x="{px}" y="{py}" width="{TILE}" height="{TILE}" fill="{COL_EMPTY}"/>')
                cx = px + TILE * 0.5
                cy = py + TILE * 0.5
                svg.append(f'<circle cx="{cx}" cy="{cy}" r="7" fill="{COL_POWER}" opacity="0.95"/>')
            else:
                svg.append(f'<rect class="tile" x="{px}" y="{py}" width="{TILE}" height="{TILE}" fill="{c}"/>')

    # gridlines (subtle)
    for x in range(GRID_W + 1):
        px = x * TILE
        svg.append(f'<line class="gridline" x1="{px}" y1="{HUD_H}" x2="{px}" y2="{SVG_H}"/>')
    for y in range(GRID_H + 1):
        py = HUD_H + y * TILE
        svg.append(f'<line class="gridline" x1="0" y1="{py}" x2="{SVG_W}" y2="{py}"/>')

    # highlight tile (optional)
    if highlight is not None:
        hx, hy = highlight
        if in_bounds(hx, hy):
            px = hx * TILE
            py = HUD_H + hy * TILE
            svg.append(f'<rect x="{px+2}" y="{py+2}" width="{TILE-4}" height="{TILE-4}" rx="10" fill="none" stroke="rgba(110,180,255,0.95)" stroke-width="2"/>')

    # agents
    for nm, a in world.agents.items():
        px = a.x * TILE
        py = HUD_H + a.y * TILE
        col = AGENT_COLORS.get(nm, "#ffd17a")
        dead_cls = " dead" if a.hp <= 0 else ""
        # base transform for smooth animation
        svg.append(f"""
          <g class="agent{dead_cls}" style="transform: translate({px}px, {py}px);">
            <circle class="pulse" cx="{TILE/2}" cy="{TILE/2}" r="{TILE*0.46}" fill="{col}"></circle>
            <circle class="agentCore" cx="{TILE/2}" cy="{TILE/2}" r="{TILE*0.34}" fill="{col}" opacity="0.98"></circle>
        """)

        # direction pointer
        dx, dy = DIRS[a.ori]
        x2 = TILE/2 + dx*(TILE*0.32)
        y2 = TILE/2 + dy*(TILE*0.32)
        svg.append(f'<line x1="{TILE/2}" y1="{TILE/2}" x2="{x2}" y2="{y2}" stroke="rgba(10,10,14,0.85)" stroke-width="4" stroke-linecap="round"/>')

        # name badge
        badge_w = max(46, 10 * len(nm) * 0.62)
        svg.append(f'<rect class="badge" x="{TILE/2 - badge_w/2}" y="{TILE*0.05}" rx="10" width="{badge_w}" height="16"/>')
        svg.append(f'<text x="{TILE/2}" y="{TILE*0.05 + 12}" text-anchor="middle" font-size="10" fill="rgba(235,240,255,0.92)" font-family="ui-sans-serif, system-ui">{nm}</text>')

        # HP bar
        hp = clamp(a.hp, 0, 10)
        bar_w = TILE * 0.78
        bx = TILE/2 - bar_w/2
        by = TILE * 0.80
        svg.append(f'<rect x="{bx}" y="{by}" width="{bar_w}" height="6" rx="4" fill="rgba(255,255,255,0.12)"/>')
        svg.append(f'<rect x="{bx}" y="{by}" width="{bar_w*(hp/10.0)}" height="6" rx="4" fill="rgba(122,255,200,0.85)"/>')

        # controlled indicator
        if nm == world.controlled:
            svg.append(f'<circle cx="{TILE*0.88}" cy="{TILE*0.18}" r="6" fill="rgba(110,180,255,0.95)"/>')

        svg.append("</g>")

    # footer mini status
    if world.done:
        outcome = world.outcome
        outcome_col = "rgba(122,255,200,0.95)" if outcome == "A_win" else "rgba(255,122,122,0.95)" if outcome == "B_win" else "rgba(255,209,122,0.95)"
        svg.append(f"""
          <rect x="{SVG_W-300}" y="14" width="280" height="36" rx="14" fill="rgba(0,0,0,0.28)" stroke="rgba(255,255,255,0.10)"/>
          <text x="{SVG_W-160}" y="38" text-anchor="middle" font-size="14" font-weight="700"
                fill="{outcome_col}" font-family="ui-sans-serif, system-ui">
            DONE • {outcome}
          </text>
        """)

    svg.append("</svg></div>")
    return "".join(svg)

# -----------------------------
# UI Text Blocks
# -----------------------------
def agent_table(world: World) -> str:
    rows = [["agent", "team", "hp", "x", "y", "ori", "mode", "inv"]]
    for nm, a in world.agents.items():
        rows.append([nm, a.team, a.hp, a.x, a.y, ORI_DEG[a.ori], a.mode, json.dumps(a.inventory, sort_keys=True)])
    # pretty fixed-width
    widths = [max(len(str(r[i])) for r in rows) for i in range(len(rows[0]))]
    lines = []
    for i, r in enumerate(rows):
        lines.append(" | ".join(str(r[j]).ljust(widths[j]) for j in range(len(widths))))
        if i == 0:
            lines.append("-+-".join("-" * w for w in widths))
    return "\n".join(lines)

def status_text(world: World) -> str:
    spec = ENVS[world.env_key]
    return (
        f"env={world.env_key} ({spec.title}) | map={world.map_key} | seed={world.seed}\n"
        f"step={world.step}/{spec.max_steps} | done={world.done} outcome={world.outcome}\n"
        f"controlled={world.controlled} (mode={world.agents[world.controlled].mode}) | pov={world.pov} | auto_camera={world.auto_camera}"
    )

# -----------------------------
# Simulation Tick
# -----------------------------
def tick_world(world: World, manual: Optional[str] = None):
    if world.done:
        return

    # decay power
    if world.power_timer > 0:
        world.power_timer -= 1

    # manual action for controlled agent if in manual mode OR if manual action is pressed
    if manual is not None:
        manual_action(world, manual)

    # auto agents step
    for nm, a in world.agents.items():
        if a.hp <= 0:
            continue
        if nm == world.controlled and manual is not None:
            # already acted manually this tick; still allow auto for others
            pass
        else:
            if a.mode == "auto":
                auto_step_agent(world, nm)

    # tile effects
    for nm, a in world.agents.items():
        if a.hp > 0:
            apply_tile_effects(world, a)

    # collisions / tags
    resolve_tags(world)

    # clean dead agents
    for nm, a in world.agents.items():
        if a.hp <= 0:
            a.hp = 0

    # auto camera cuts: switch POV to "most interesting" agent
    if world.auto_camera:
        # crude "drama score": close to enemy / holding objective / low hp
        best = None
        best_score = -1e9
        for nm, a in world.agents.items():
            if a.hp <= 0:
                continue
            score = 0.0
            score += (10 - a.hp) * 0.8
            # chase proximity
            for om, o in world.agents.items():
                if om == nm or o.hp <= 0:
                    continue
                if a.team != o.team:
                    d = manhattan((a.x, a.y), (o.x, o.y))
                    score += max(0, 10 - d) * 0.25
            if world.env_key == "ctf" and world.flag_carrier == nm:
                score += 4.0
            if world.env_key == "treasure" and a.inventory.get("treasure", 0) > 0:
                score += 2.0
            if world.env_key == "resource" and a.inventory.get("res", 0) > 0:
                score += 1.5

            if score > best_score:
                best_score = score
                best = nm
        if best is not None:
            world.pov = best

    # done conditions
    check_done(world)

    # advance time
    world.step += 1

    # prune logs
    if len(world.events) > 220:
        world.events = world.events[-220:]

# -----------------------------
# UI Orchestration
# -----------------------------
def rebuild_views(world: World, highlight: Optional[Tuple[int, int]] = None):
    svg = svg_render(world, highlight=highlight)
    pov = raycast_pov(world, world.pov)
    status = status_text(world)
    agents_txt = agent_table(world)
    events_txt = "\n".join(world.events[-18:])
    return svg, pov, status, agents_txt, events_txt

def set_agent_modes(world: World, controlled_mode: str, other_mode: str):
    # controlled agent mode
    if world.controlled in world.agents:
        world.agents[world.controlled].mode = controlled_mode
    # others
    for nm, a in world.agents.items():
        if nm != world.controlled:
            a.mode = other_mode
    world.events.append(f"t={world.step}: Modes set — controlled={controlled_mode}, others={other_mode}")

def swap_controlled(world: World):
    names = list(world.agents.keys())
    i = names.index(world.controlled)
    world.controlled = names[(i + 1) % len(names)]
    world.events.append(f"t={world.step}: Controlled -> {world.controlled}")

def swap_pov(world: World):
    names = list(world.agents.keys())
    i = names.index(world.pov)
    world.pov = names[(i + 1) % len(names)]
    world.events.append(f"t={world.step}: POV -> {world.pov}")

def apply_env_map_seed(seed: int, env_key: str, map_key: str) -> World:
    seed = int(seed)
    w = init_world(seed=seed, env_key=env_key, map_key=map_key)
    return w

# -----------------------------
# Gradio App
# -----------------------------
TITLE = "ZEN AgentLab++ — Animated Multi-Map Agent Simulation Arena"

with gr.Blocks(title=TITLE) as demo:
    gr.Markdown(
        f"## {TITLE}\n"
        "A living playground: agents **navigate real maps/courses**, chase objectives, and animate smoothly.\n"
        "Use **Autoplay** for hands-free demos (Pac-Chase feels like chaotic Pac-Man)."
    )

    # state
    w0 = init_world(seed=1337, env_key="pac_chase", map_key="Classic Pac-Chase")
    w_state = gr.State(w0)
    autoplay_on = gr.State(False)
    highlight_state = gr.State(None)  # (x,y) or None

    with gr.Row():
        # Left: animated top-down SVG
        arena = gr.HTML(label="Arena (Animated SVG)")

        # Right: POV + Status
        with gr.Column(scale=1):
            pov_img = gr.Image(label="Agent POV (Pseudo-3D)", type="numpy", width=VIEW_W, height=VIEW_H)
            status_box = gr.Textbox(label="Status", lines=3)
            agent_box = gr.Textbox(label="Agents", lines=10)

    with gr.Row():
        events_box = gr.Textbox(label="Event Log", lines=10)

    with gr.Row():
        with gr.Column(scale=2):
            gr.Markdown("### Scenario Controls")
            env_pick = gr.Radio(
                choices=[
                    (ENVS["pac_chase"].title, "pac_chase"),
                    (ENVS["ctf"].title, "ctf"),
                    (ENVS["treasure"].title, "treasure"),
                    (ENVS["resource"].title, "resource"),
                ],
                value="pac_chase",
                label="Gameplay Type",
            )
            map_pick = gr.Dropdown(
                choices=list(MAP_BUILDERS.keys()),
                value="Classic Pac-Chase",
                label="Map / Course",
            )
            seed_box = gr.Number(value=1337, precision=0, label="Seed")

            with gr.Row():
                btn_apply = gr.Button("Apply (Env + Map + Seed)")
                btn_reset = gr.Button("Reset (Same Env/Map/Seed)")

            gr.Markdown("### Autoplay / Demo Mode")
            autoplay_speed = gr.Slider(0.05, 0.8, value=0.18, step=0.01, label="Autoplay tick interval (sec)")
            with gr.Row():
                btn_play = gr.Button("▶ Start Autoplay")
                btn_pause = gr.Button("⏸ Stop Autoplay")
            with gr.Row():
                run_n = gr.Number(value=25, precision=0, label="Run N ticks")
                btn_run = gr.Button("Run")

        with gr.Column(scale=2):
            gr.Markdown("### Control & Camera")
            with gr.Row():
                btn_ctrl = gr.Button("Swap Controlled Agent")
                btn_pov = gr.Button("Swap POV Agent")
            overlay = gr.Checkbox(value=True, label="POV Overlay Reticle")
            auto_camera = gr.Checkbox(value=True, label="Auto Camera Cuts (Spectator Mode)")

            gr.Markdown("### Agent Modes")
            controlled_mode = gr.Radio(choices=["auto", "manual"], value="auto", label="Controlled Agent Mode")
            other_mode = gr.Radio(choices=["auto", "manual"], value="auto", label="Other Agents Mode")
            btn_modes = gr.Button("Apply Agent Modes")

            gr.Markdown("### Manual Actions (Controlled Agent)")
            with gr.Row():
                btn_L = gr.Button("L")
                btn_F = gr.Button("F")
                btn_R = gr.Button("R")
                btn_I = gr.Button("I")

    # Timer for autoplay
    timer = gr.Timer(value=0.18, active=False)

    # ---------- initial load ----------
    def ui_refresh(world: World, highlight):
        world.overlay = bool(world.overlay)
        return (*rebuild_views(world, highlight=highlight), world, highlight)

    def on_load(world: World, highlight):
        return ui_refresh(world, highlight)

    demo.load(
        on_load,
        inputs=[w_state, highlight_state],
        outputs=[arena, pov_img, status_box, agent_box, events_box, w_state, highlight_state],
        queue=True,
    )

    # ---------- Apply scenario ----------
    def apply_clicked(world: World, highlight, env_key: str, map_key: str, seed: int):
        world = apply_env_map_seed(seed=seed, env_key=env_key, map_key=map_key)
        world.overlay = True
        world.auto_camera = True
        highlight = None
        return ui_refresh(world, highlight)

    btn_apply.click(
        apply_clicked,
        inputs=[w_state, highlight_state, env_pick, map_pick, seed_box],
        outputs=[arena, pov_img, status_box, agent_box, events_box, w_state, highlight_state],
        queue=True,
    )

    def reset_clicked(world: World, highlight):
        world = init_world(seed=world.seed, env_key=world.env_key, map_key=world.map_key)
        highlight = None
        return ui_refresh(world, highlight)

    btn_reset.click(
        reset_clicked,
        inputs=[w_state, highlight_state],
        outputs=[arena, pov_img, status_box, agent_box, events_box, w_state, highlight_state],
        queue=True,
    )

    # ---------- Modes / camera ----------
    def modes_clicked(world: World, highlight, cmode: str, omode: str):
        set_agent_modes(world, cmode, omode)
        return ui_refresh(world, highlight)

    btn_modes.click(
        modes_clicked,
        inputs=[w_state, highlight_state, controlled_mode, other_mode],
        outputs=[arena, pov_img, status_box, agent_box, events_box, w_state, highlight_state],
        queue=True,
    )

    def ctrl_clicked(world: World, highlight):
        swap_controlled(world)
        return ui_refresh(world, highlight)

    btn_ctrl.click(
        ctrl_clicked,
        inputs=[w_state, highlight_state],
        outputs=[arena, pov_img, status_box, agent_box, events_box, w_state, highlight_state],
        queue=True,
    )

    def pov_clicked(world: World, highlight):
        swap_pov(world)
        return ui_refresh(world, highlight)

    btn_pov.click(
        pov_clicked,
        inputs=[w_state, highlight_state],
        outputs=[arena, pov_img, status_box, agent_box, events_box, w_state, highlight_state],
        queue=True,
    )

    def overlay_changed(world: World, highlight, v: bool):
        world.overlay = bool(v)
        return ui_refresh(world, highlight)

    overlay.change(
        overlay_changed,
        inputs=[w_state, highlight_state, overlay],
        outputs=[arena, pov_img, status_box, agent_box, events_box, w_state, highlight_state],
        queue=True,
    )

    def auto_camera_changed(world: World, highlight, v: bool):
        world.auto_camera = bool(v)
        world.events.append(f"t={world.step}: auto_camera={world.auto_camera}")
        return ui_refresh(world, highlight)

    auto_camera.change(
        auto_camera_changed,
        inputs=[w_state, highlight_state, auto_camera],
        outputs=[arena, pov_img, status_box, agent_box, events_box, w_state, highlight_state],
        queue=True,
    )

    # ---------- Manual buttons ----------
    def manual_btn(world: World, highlight, act: str):
        tick_world(world, manual=act)
        return ui_refresh(world, highlight)

    btn_L.click(lambda w,h: manual_btn(w,h,"L"), inputs=[w_state, highlight_state], outputs=[arena, pov_img, status_box, agent_box, events_box, w_state, highlight_state], queue=True)
    btn_F.click(lambda w,h: manual_btn(w,h,"F"), inputs=[w_state, highlight_state], outputs=[arena, pov_img, status_box, agent_box, events_box, w_state, highlight_state], queue=True)
    btn_R.click(lambda w,h: manual_btn(w,h,"R"), inputs=[w_state, highlight_state], outputs=[arena, pov_img, status_box, agent_box, events_box, w_state, highlight_state], queue=True)
    btn_I.click(lambda w,h: manual_btn(w,h,"I"), inputs=[w_state, highlight_state], outputs=[arena, pov_img, status_box, agent_box, events_box, w_state, highlight_state], queue=True)

    # ---------- Run N ----------
    def run_clicked(world: World, highlight, n: int):
        n = max(1, int(n))
        for _ in range(n):
            if world.done:
                break
            tick_world(world, manual=None)
        return ui_refresh(world, highlight)

    btn_run.click(
        run_clicked,
        inputs=[w_state, highlight_state, run_n],
        outputs=[arena, pov_img, status_box, agent_box, events_box, w_state, highlight_state],
        queue=True,
    )

    # ---------- Autoplay ----------
    def autoplay_start(world: World, highlight, interval: float):
        interval = float(interval)
        return gr.update(value=interval, active=True), True, world, highlight

    def autoplay_stop(world: World, highlight):
        return gr.update(active=False), False, world, highlight

    btn_play.click(
        autoplay_start,
        inputs=[w_state, highlight_state, autoplay_speed],
        outputs=[timer, autoplay_on, w_state, highlight_state],
        queue=True,
    )

    btn_pause.click(
        autoplay_stop,
        inputs=[w_state, highlight_state],
        outputs=[timer, autoplay_on, w_state, highlight_state],
        queue=True,
    )

    def autoplay_tick(world: World, highlight, is_on: bool):
        if not is_on:
            return (*rebuild_views(world, highlight=highlight), world, highlight, is_on, gr.update())
        if not world.done:
            tick_world(world, manual=None)
        # stop automatically when done
        if world.done:
            return (*rebuild_views(world, highlight=highlight), world, highlight, False, gr.update(active=False))
        return (*rebuild_views(world, highlight=highlight), world, highlight, True, gr.update())

    timer.tick(
        autoplay_tick,
        inputs=[w_state, highlight_state, autoplay_on],
        outputs=[arena, pov_img, status_box, agent_box, events_box, w_state, highlight_state, autoplay_on, timer],
        queue=True,
    )

demo.queue().launch(ssr_mode=False)