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819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 | """FrogQuest β plain Gradio (gr.Blocks) app, single-page master-detail layout.
Layout (one page, no onboarding gate):
LEFT β hero photo (click to upload/change), hero stats, world picker + reset
CENTER β the selected quest's scene image, its description, and Done / Couldn't actions
RIGHT β the quest log: a selectable list of quests (selected one highlighted orange)
BOTTOM β the "Frog Master" chat: one box that forges quests, adds tasks, and marks quests
done / couldn't (the LLM classifies each message into an intent β see llm.route_intent)
State lives in gr.BrowserState (per-browser localStorage): the resized photo (base64), the
chosen world/theme, the validated adventure/quests JSON, the selected quest id, and a cache of
generated scene images (JPEG data-urls). The SAME full state is also written through to a
per-user JSON file server-side (store.py), keyed by a random "Hero Code" uid that lives in
BrowserState β pasting the code on a new/wiped browser restores everything. No login.
Images generate LAZILY: selecting a quest with no cached scene generates it on the spot; Done /
Couldn't EDIT the cached initial scene into a success / failure state (never regenerate).
"""
from __future__ import annotations
import base64
import html
import io
import os
import traceback
import uuid
# Speed up all HF downloads (Nemotron GGUF + FLUX weights). Must precede any huggingface_hub
# import (diffusers/llama pull it in). hf-transfer is in requirements.txt.
os.environ.setdefault("HF_HUB_ENABLE_HF_TRANSFER", "1")
import gradio as gr
import spaces
from PIL import Image
from schema import MAX_CAMPAIGNS, THEMES, merge_quests, validate_and_clamp, validate_campaign
import store
# ZeroGPU scans for a @spaces.GPU function at startup; this guarantees detection regardless
# of whether the heavy model modules import cleanly.
@spaces.GPU(duration=15)
def _warmup():
return "ok"
# Defensive import: never let a model-import error hang the whole app.
MODEL_IMPORT_ERROR = None
try:
from llm import generate_campaign_raw, generate_quests_raw, route_intent
from images import edit_image, initial_image, initial_images, pil_to_data_url
except Exception:
MODEL_IMPORT_ERROR = traceback.format_exc()
# ----------------------------- photo / image helpers (PIL only) -----------------------------
PHOTO_MAX_SIDE = 512
IMAGES_CAP_BYTES = 3_500_000 # soft cap on the cached-scene blob to stay under localStorage ~5MB
def _resize_dataurl(pil: Image.Image, max_side: int = PHOTO_MAX_SIDE) -> str:
img = pil.convert("RGB")
w, h = img.size
scale = min(1.0, max_side / max(w, h))
if scale < 1.0:
img = img.resize((round(w * scale), round(h * scale)))
buf = io.BytesIO()
img.save(buf, format="JPEG", quality=80)
return "data:image/jpeg;base64," + base64.b64encode(buf.getvalue()).decode("ascii")
def _dataurl_to_pil(data_url: str) -> Image.Image:
s = data_url.split(",", 1)[1] if "," in data_url else data_url
return Image.open(io.BytesIO(base64.b64decode(s))).convert("RGB")
def _import_error_message() -> str:
last = (MODEL_IMPORT_ERROR or "").strip().splitlines()
return "Model failed to load: " + (last[-1] if last else "unknown error")
def _trim_images(images: dict, keep_id) -> dict:
"""Bound the cached-scene blob so a BrowserState write stays under localStorage's ~5MB cap.
Drops oldest non-selected `initial` variants first (keeping success/failure = completed
progress), then whole entries if still over. Mutates and returns `images`."""
def total() -> int:
return sum(len(v) for c in images.values() for v in c.values())
if total() <= IMAGES_CAP_BYTES:
return images
for qid in list(images.keys()):
if total() <= IMAGES_CAP_BYTES:
break
if qid == keep_id:
continue
c = images[qid]
if "initial" in c and ("success" in c or "failure" in c):
del c["initial"]
for qid in list(images.keys()):
if total() <= IMAGES_CAP_BYTES:
break
if qid != keep_id:
del images[qid]
return images
# ----------------------------- state plumbing -----------------------------
def _default_state() -> dict:
return {"uid": None, "photo": None, "theme": "fantasy", "adventure": None,
"quests": [], "campaigns": [], "selected_id": None, "images": {},
"stats": {"xp": 0, "done": 0, "retreats": 0}}
def _merge(browser: dict | None, **changes) -> dict:
"""Return the browser dict with `changes` applied (other keys preserved for persistence)."""
b = dict(browser or _default_state())
b.update(changes)
return b
def _find(quests: list, qid) -> dict | None:
return next((q for q in (quests or []) if q.get("id") == qid), None)
def _art_style(theme: str) -> str:
return f"8-bit / 16-bit retro pixel art, {theme} palette, NES RPG style"
def _world_for(quest: dict | None, adventure: dict | None, campaigns: list | None) -> dict | None:
"""The art world (title/art_style/seed) a quest renders in: its campaign's own cohesive world
if it belongs to one, else the day adventure's. None when neither exists yet."""
cid = (quest or {}).get("campaign_id")
if cid:
c = next((c for c in (campaigns or []) if c.get("id") == cid), None)
if c:
return {"title": c.get("title", ""), "art_style": c.get("art_style", _art_style("fantasy")),
"seed": c.get("seed", 0)}
return adventure
# ----------------------------- HTML builders -----------------------------
def _esc(s) -> str:
return html.escape(str(s or ""))
def _badges_html(q: dict) -> str:
badges = []
if q.get("is_frog"):
badges.append('<span class="badge frog-badge">πΈ THE FROG</span>')
if q.get("type") == "bonus":
badges.append('<span class="badge bonus-badge">β¦ BONUS Β· OPTIONAL</span>')
if q.get("campaign_id"):
badges.append('<span class="badge group-badge">β CAMPAIGN</span>')
if q.get("goal_group"):
badges.append(f'<span class="badge group-badge">β {_esc(q["goal_group"])}</span>')
return f'<div class="quest-badges">{"".join(badges)}</div>' if badges else ""
def _desc_html(quest: dict | None, adventure: dict | None, hint: str | None = None) -> str:
adv = ""
if adventure and adventure.get("title"):
adv = f'<div class="adventure-header"><h2>{_esc(adventure["title"])}</h2></div>'
if not quest:
body = ('<div class="fq-empty">No quest selected yet.<br>'
'Tell the Frog Master your plans below to forge your quest log.</div>')
return f'<div class="fq-desc">{adv}{body}</div>'
status = quest.get("status", "active")
state_cls = {"success": " state-success", "failure": " state-failure"}.get(status, "")
parts = [
adv,
_badges_html(quest),
f'<h3 class="quest-title">{_esc(quest.get("quest_title"))}</h3>',
f'<p class="quest-narrative">{_esc(quest.get("narrative"))}</p>',
f'<p class="quest-task">{_esc(quest.get("task"))}</p>',
f'<div class="quest-foot"><span class="xp">{int(quest.get("xp", 0))} XP</span></div>',
]
if status in ("success", "failure") and quest.get("result_msg"):
parts.append(f'<p class="result-msg">{_esc(quest["result_msg"])}</p>')
elif hint:
parts.append(f'<p class="result-msg">{_esc(hint)}</p>')
return f'<div class="fq-desc{state_cls}">{"".join(parts)}</div>'
def _seed_stats(quests: list | None) -> dict:
"""One-time migration: derive lifetime counters from an old record's quest list."""
quests = quests or []
return {
"done": sum(1 for q in quests if q.get("status") == "success"),
"retreats": sum(1 for q in quests if q.get("status") == "failure"),
"xp": sum(int(q.get("xp", 0)) for q in quests if q.get("status") == "success"),
}
def _stats_html(quests: list, stats: dict | None = None) -> str:
"""Hero stats = LIFETIME counters (stored in state; survive quest removal and day re-forges)
plus a live count of currently active quests."""
s = stats or {"xp": 0, "done": 0, "retreats": 0}
active = sum(1 for q in (quests or []) if q.get("status") == "active")
return (
'<div class="fq-stats"><h4>HERO STATS</h4>'
f'<div class="stat-row"><span>QUESTS DONE</span><b>{int(s.get("done", 0))}</b></div>'
f'<div class="stat-row"><span>XP EARNED</span><b>{int(s.get("xp", 0))}</b></div>'
f'<div class="stat-row"><span>RETREATS</span><b>{int(s.get("retreats", 0))}</b></div>'
f'<div class="stat-row"><span>ACTIVE</span><b>{active}</b></div>'
'</div>'
)
# ----------------------------- core actions (reused by clicks + chat) -----------------------------
def select_quest(qid, photo, adventure, images, quests, campaigns, browser):
"""Select a quest: show its cached scene, or lazily generate the initial scene on first view.
Campaign quests render in their campaign's world. Returns (selected_id, scene_pil_or_None,
desc_html, images, browser)."""
images = dict(images or {})
quest = _find(quests, qid)
if quest is None:
return (qid, None, _desc_html(None, adventure), images,
_persist_browser(_merge(browser, selected_id=qid)))
world = _world_for(quest, adventure, campaigns)
cache = dict(images.get(qid) or {})
want = quest.get("image_state", "initial")
data = cache.get(want) or cache.get("initial")
scene = None
hint = None
if data is not None:
scene = _dataurl_to_pil(data)
else:
if MODEL_IMPORT_ERROR:
raise gr.Error(_import_error_message())
if not world:
raise gr.Error("Forge a quest log first β tell the Frog Master your plans.")
if not photo:
hint = "Upload your photo (left) to draw this scene."
else:
pil = initial_image(_dataurl_to_pil(photo), world["art_style"],
quest.get("initial_image_prompt", ""), int(world["seed"]))
cache["initial"] = pil_to_data_url(pil)
images[qid] = cache
images = _trim_images(images, qid)
scene = pil
return (qid, scene, _desc_html(quest, world or adventure, hint), images,
_persist_browser(_merge(browser, selected_id=qid, images=images)))
def _apply_result(qid, quests, adventure, photo, images, campaigns, browser, kind, reason):
"""Mark a quest success/failure: EDIT its initial scene into the after-state and update text.
Returns (quests, images, scene_pil, desc_html, stats_html, browser)."""
if MODEL_IMPORT_ERROR:
raise gr.Error(_import_error_message())
quests = [dict(q) for q in (quests or [])]
quest = _find(quests, qid)
if quest is None:
raise gr.Error("Select a quest first.")
world = _world_for(quest, adventure, campaigns)
if not world:
raise gr.Error("Forge a quest log first.")
images = dict(images or {})
cache = dict(images.get(qid) or {})
if "initial" in cache:
init_pil = _dataurl_to_pil(cache["initial"])
else:
if not photo:
raise gr.Error("Upload your photo (left) and view the scene first.")
init_pil = initial_image(_dataurl_to_pil(photo), world["art_style"],
quest.get("initial_image_prompt", ""), int(world["seed"]))
cache["initial"] = pil_to_data_url(init_pil)
instruction = reason or (quest["success_edit"] if kind == "success" else quest["failure_edit"])
edited = edit_image(init_pil, instruction, world["art_style"], int(world["seed"]))
cache[kind] = pil_to_data_url(edited)
images[qid] = cache
images = _trim_images(images, qid)
# Bank LIFETIME stats β but only on the FIRST resolution of this quest (a re-mark of an
# already-finished quest must not double-count XP or retreats).
stats = dict((browser or {}).get("stats") or {"xp": 0, "done": 0, "retreats": 0})
if quest.get("status", "active") == "active":
if kind == "success":
stats["done"] = int(stats.get("done", 0)) + 1
stats["xp"] = int(stats.get("xp", 0)) + int(quest.get("xp", 0))
else:
stats["retreats"] = int(stats.get("retreats", 0)) + 1
quest["status"] = kind
quest["image_state"] = kind
if kind == "success":
quest["result_msg"] = f"β VICTORY! +{quest['xp']} XP β {quest['quest_title']} conquered."
else:
msg = "π Retreat for now β you'll face it another day. No shame in resting."
if reason:
msg = f"{reason.strip()} Β· {msg}"
quest["result_msg"] = msg
desc = _desc_html(quest, world)
return (quests, images, edited, desc, _stats_html(quests, stats),
_merge(browser, quests=quests, images=images, stats=stats))
def apply_done(qid, quests, adventure, photo, images, campaigns, browser):
if qid is None:
raise gr.Error("Select a quest first.")
return _apply_result(qid, quests, adventure, photo, images, campaigns, browser, "success", None)
def apply_couldnt(qid, quests, adventure, photo, images, campaigns, browser):
if qid is None:
raise gr.Error("Select a quest first.")
return _apply_result(qid, quests, adventure, photo, images, campaigns, browser, "failure", None)
def remove_quest(qid, quests, adventure, images, selected_id, browser):
"""Drop a finished (done/failed) quest from the log and its cached scenes. If it was the
selected quest, repoint selection to the first remaining quest (no regeneration).
Returns (quests, images, selected_id, scene_pil, desc_html, stats_html, browser)."""
quests = [q for q in (quests or []) if q.get("id") != qid]
images = dict(images or {})
images.pop(qid, None)
if selected_id == qid:
selected_id = quests[0]["id"] if quests else None
quest = _find(quests, selected_id)
scene = None
if quest:
cache = images.get(quest["id"]) or {}
data = cache.get(quest.get("image_state", "initial")) or cache.get("initial")
if data:
scene = _dataurl_to_pil(data)
return (quests, images, selected_id, scene, _desc_html(quest, adventure),
_stats_html(quests, (browser or {}).get("stats")),
_persist_browser(_merge(browser, quests=quests, images=images, selected_id=selected_id)))
# ----------------------------- chat (Frog Master, full intent routing) -----------------------------
def _chat_context(quests: list, selected_id) -> str:
if not quests:
return "No quest log exists yet."
lines = []
for i, q in enumerate(quests):
sel = " | SELECTED" if q.get("id") == selected_id else ""
lines.append(f"{i + 1}. id={q.get('id')} | title={q.get('quest_title')} | "
f"task={q.get('task')} | status={q.get('status')}{sel}")
return "A quest log already exists:\n" + "\n".join(lines)
def _resolve_target(quests: list, target: str, selected_id):
t = (target or "").strip().lower()
if t:
for q in quests:
if t in (str(q.get("id", "")).lower(), q.get("quest_title", "").lower(),
q.get("task", "").lower()):
return q["id"]
for q in quests: # substring fallback
if t in q.get("quest_title", "").lower() or t in q.get("task", "").lower():
return q["id"]
return selected_id
def _batch_initials(photo, art_style, seed, quests, images, keep_id):
"""ONE batched GPU call generating every quest's initial scene into the images cache.
Mutates and returns `images`. No-op without a photo (lazy/hint path takes over)."""
if not photo or not quests:
return images
pils = initial_images(_dataurl_to_pil(photo), art_style,
[q.get("initial_image_prompt", "") for q in quests], int(seed))
for q, pil in zip(quests, pils):
images.setdefault(q["id"], {})["initial"] = pil_to_data_url(pil)
return _trim_images(images, keep_id)
def _do_forge(message, theme, photo, quests_old, images_old, campaigns, browser):
"""Forge a fresh DAY log. Campaign quests (and their cached scenes) survive the re-forge β
only standalone day quests are replaced. With a photo present, ALL day scenes are generated
eagerly in one batched GPU call (clicking quests afterwards is instant)."""
raw = generate_quests_raw(message, theme)
adv = validate_and_clamp(raw, theme)
day_quests, adventure = adv["quests"], adv["adventure"]
keep = [q for q in (quests_old or []) if q.get("campaign_id")]
keep_ids = {q["id"] for q in keep}
for q in day_quests: # avoid id collisions with the kept campaign quests
while q["id"] in keep_ids:
q["id"] += "-d"
quests = day_quests + keep
images = {k: v for k, v in (images_old or {}).items() if k in keep_ids}
frog_id = day_quests[0]["id"]
images = _batch_initials(photo, adventure["art_style"], adventure["seed"],
day_quests, images, frog_id)
# Cache is warm now (or photo absent) -> this just selects the frog; no extra GPU call.
_sel, scene, desc, images2, _b = select_quest(frog_id, photo, adventure, images, quests,
campaigns, browser)
browser2 = _merge(browser, theme=theme, adventure=adventure, quests=quests,
selected_id=frog_id, images=images2)
return (quests, adventure, frog_id, images2, scene, desc,
_stats_html(quests, (browser or {}).get("stats")), browser2)
# chat_send outputs (order): chat_input, quests_state, adventure_state, selected_id_state,
# images_state, scene_image, desc_html, stats_html, browser
def chat_send(message, quests, adventure, theme, photo, selected_id, images, campaigns, browser):
message = (message or "").strip()
nochange = (gr.update(),) * 8 # everything except the cleared input
if not message:
return ("",) + nochange
if MODEL_IMPORT_ERROR:
raise gr.Error(_import_error_message())
theme = theme if theme in THEMES else "fantasy"
# Skip the (GPU) intent classifier when there's no log yet β the only sensible action is to
# forge one. Saves a whole GPU reservation on the most common first message.
if not quests:
intent, kind = {}, "forge"
else:
intent = route_intent(message, _chat_context(quests, selected_id))
kind = intent.get("intent", "unknown")
if kind == "forge":
q, a, fid, im, sc, de, st, b2 = _do_forge(message, theme, photo, quests, images,
campaigns, browser)
return ("", q, a, fid, im, sc, de, st, b2)
if kind == "add_tasks":
raw = generate_quests_raw(message, theme)
quests2 = merge_quests(quests, raw, theme)
gr.Info(f"Added {len(quests2) - len(quests)} quest(s) to your log.")
return ("", quests2, gr.update(), gr.update(), gr.update(), gr.update(), gr.update(),
_stats_html(quests2, (browser or {}).get("stats")), _merge(browser, quests=quests2))
if kind in ("mark_done", "mark_couldnt"):
qid = _resolve_target(quests, intent.get("target_task", ""), selected_id)
if qid is None:
gr.Info("Which quest? Select it on the right, or name it.")
return ("",) + nochange
result_kind = "success" if kind == "mark_done" else "failure"
reason = intent.get("reason") or (message if kind == "mark_couldnt" else None)
q2, im2, sc, de, st, b2 = _apply_result(qid, quests, adventure, photo, images, campaigns,
browser, result_kind, reason)
return ("", q2, gr.update(), qid, im2, sc, de, st, b2)
gr.Info("Frog Master: tell me your plans to forge quests, what you finished, or what you couldn't do.")
return ("",) + nochange
# ----------------------------- other handlers -----------------------------
def upload_photo(pil, browser):
if pil is None:
return gr.update(), gr.update()
b64 = _resize_dataurl(pil)
return b64, _merge(browser, photo=b64)
# forge_campaign outputs (order): campaign_goal_box, quests_state, campaigns_state, stats_html,
# images_state, selected_id_state, scene_image, desc_html, browser
def forge_campaign(goal, do_research, theme, photo, quests, campaigns, images, browser):
"""One long-term goal -> a campaign + its ordered quest chain, appended to the log. With
do_research, ddgs+BS4 snippets ground the plan (research.py; degrades gracefully without it).
With a photo present, ALL the campaign's scenes are generated in one batched GPU call and the
first quest is shown."""
goal = (goal or "").strip()
nochange = (gr.update(),) * 8
if not goal:
gr.Info("Name your long-term goal first.")
return (gr.update(),) + nochange
if MODEL_IMPORT_ERROR:
raise gr.Error(_import_error_message())
campaigns = list(campaigns or [])
if len(campaigns) >= MAX_CAMPAIGNS:
raise gr.Error(f"You already have {MAX_CAMPAIGNS} campaigns β conquer or clear one first.")
theme = theme if theme in THEMES else "fantasy"
snippets, sources = "", []
if do_research:
try:
from research import research_goal
gr.Info("Scouting the web for your goalβ¦")
r = research_goal(goal)
snippets = "\n".join(f"- {s}" for s in r.get("snippets") or [])
sources = list(r.get("sources") or [])
except Exception:
gr.Info("Web research unavailable β forging from the model's own knowledge.")
raw = generate_campaign_raw(goal, theme, snippets)
result = validate_campaign(
raw, theme, goal,
existing_quest_ids={q.get("id") for q in (quests or [])},
existing_campaign_ids={c.get("id") for c in campaigns},
)
camp = result["campaign"]
camp["sources"] = sources
campaigns2 = campaigns + [camp]
new_quests = result["quests"]
quests2 = list(quests or []) + new_quests
first = new_quests[0]
images2 = _batch_initials(photo, camp["art_style"], camp["seed"],
new_quests, dict(images or {}), first["id"])
cache = images2.get(first["id"]) or {}
scene = _dataurl_to_pil(cache["initial"]) if cache.get("initial") else None
desc = _desc_html(first, _world_for(first, None, campaigns2),
None if scene else "Upload your photo (left) to draw this scene.")
gr.Info(f"Campaign forged: {camp['title']} β {len(new_quests)} quests.")
return ("", quests2, campaigns2, _stats_html(quests2, (browser or {}).get("stats")), images2,
first["id"], scene, desc,
_merge(browser, quests=quests2, campaigns=campaigns2, images=images2,
selected_id=first["id"]))
def change_theme(theme, adventure, images, browser):
"""The world picker drives image generation. Changing it with an adventure present re-themes
art_style and clears the cached scenes so they regenerate in the new world on next select."""
theme = theme if theme in THEMES else "fantasy"
if adventure and adventure.get("theme") != theme:
adventure = dict(adventure)
adventure["theme"] = theme
adventure["art_style"] = _art_style(theme)
desc = (f'<div class="fq-desc"><p class="fq-empty">World changed to {theme.upper()}. '
'Reselect a quest to redraw its scene in the new style.</p></div>')
return adventure, {}, None, desc, _merge(browser, theme=theme, adventure=adventure, images={})
return gr.update(), gr.update(), gr.update(), gr.update(), _merge(browser, theme=theme)
def reset_all(uid):
d = _default_state()
d["uid"] = uid # reset clears the data, not the identity β the Hero Code stays
return (d, None, None, [], [], None, None, {}, None,
_desc_html(None, None), _stats_html([]), "fantasy")
def persist(uid, browser):
"""Write-through the full state to the user's durable server record. Bound via .then(...) on
TOP-LEVEL events only β never on events created inside @gr.render: a render re-run re-registers
those functions under new indices, so a queued .then step 500s with KeyError."""
store.save(uid, browser)
def _persist_browser(b):
"""In-handler persistence for @gr.render-created events (quest select/remove), where a chained
.then(persist) would break (see persist's docstring). The uid travels inside the browser dict."""
store.save((b or {}).get("uid"), b)
return b
def _hero_code_html(uid, hf_user=None) -> str:
if hf_user:
return (f'<p class="hint">Synced to your Hugging Face account (<b>{_esc(hf_user)}</b>) β '
'no code needed. Your quests follow your login on any device. Paste an old Hero '
'Code below to import that hero into your account.</p>')
return (f'<p class="hint">Your Hero Code: <b>{_esc(uid)}</b><br>Write it down β paste it on '
'any device (or after a cleared browser) to summon this hero back. Or just sign in '
'with Hugging Face (top right) and skip the code.</p>')
def _hf_username(profile, request) -> str | None:
"""The logged-in HF username, or None. On Spaces with hf_oauth the identity arrives via the
auto-injected gr.OAuthProfile β NOT request.username (that's only set by launch(auth=...));
reading the wrong one is exactly how cross-device sync silently broke."""
name = getattr(profile, "username", None)
if not name and request is not None:
name = getattr(request, "username", None) # local-dev mock / password-auth fallback
return name or None
def boot(browser, profile: gr.OAuthProfile | None = None, request: gr.Request = None):
"""Restore on page load. Identity precedence: a logged-in HF account ("hf-<username>", durable
and cross-device) > the browser dict's random uid ("Hero Code") > a freshly generated one.
The server-side JSON record for that identity is the source of truth and is mirrored back into
BrowserState; on first sight of an identity the browser's current state migrates into it.
Shows cached scenes only (never generates) so reloads are instant."""
b = dict(browser or _default_state())
hf_user = _hf_username(profile, request)
if hf_user:
uid = f"hf-{hf_user}"
else:
uid = b.get("uid") or uuid.uuid4().hex[:12]
if str(uid).startswith("hf-"):
# Leftover account uid after logout: never write anonymous data into the account
# record β mint a fresh anonymous identity carrying the local state.
uid = uuid.uuid4().hex[:12]
saved = store.load(uid)
if saved:
b = saved
b["uid"] = uid
if not saved:
store.save(uid, b) # first visit under this identity: adopt the browser's current state
return _rehydrate(uid, b, hf_user)
def restore_hero(code, browser, profile: gr.OAuthProfile | None = None, request: gr.Request = None):
"""Adopt a pasted Hero Code: load that uid's server record and take over this browser's
identity/state with it. When LOGGED IN, the code's data is imported INTO the HF account record
instead β tying it to the login so it follows the user to every device."""
code = (code or "").strip()
saved = store.load(code)
if not saved:
raise gr.Error("No hero found for that code. Check it and try again.")
hf_user = _hf_username(profile, request)
uid = f"hf-{hf_user}" if hf_user else code
saved["uid"] = uid
if uid != code:
store.save(uid, saved)
gr.Info(f"Hero imported into your HF account ({hf_user}) β it now follows your login.")
return _rehydrate(uid, saved, hf_user)
def _rehydrate(uid, b, hf_user=None):
"""Build the full page state tuple (shared by boot and restore_hero)."""
photo = b.get("photo")
quests = b.get("quests") or []
campaigns = b.get("campaigns") or []
if "stats" not in b: # migrate pre-stats records once: bank what's currently visible
b["stats"] = _seed_stats(quests)
adventure = b.get("adventure")
images = b.get("images") or {}
theme = b.get("theme") or "fantasy"
quest = _find(quests, b.get("selected_id")) or (quests[0] if quests else None)
selected = quest["id"] if quest else None
scene = None
if quest:
cache = images.get(quest["id"]) or {}
data = cache.get(quest.get("image_state", "initial")) or cache.get("initial")
if data:
scene = _dataurl_to_pil(data)
photo_pil = _dataurl_to_pil(photo) if photo else None
world = _world_for(quest, adventure, campaigns) or adventure
return (uid, _hero_code_html(uid, hf_user), b, photo_pil, photo, quests, campaigns, adventure,
selected, images, scene, _desc_html(quest, world), _stats_html(quests, b.get("stats")),
theme)
# ----------------------------- UI -----------------------------
_DIR = os.path.dirname(os.path.abspath(__file__))
with open(os.path.join(_DIR, "theme.css"), "r", encoding="utf-8") as _f:
THEME_CSS = _f.read()
with gr.Blocks(title="FrogQuest") as demo:
browser = gr.BrowserState(_default_state(), storage_key="frogquest")
photo_state = gr.State(None) # resized photo as base64 data URL
quests_state = gr.State([]) # drives the quest-log render
adventure_state = gr.State(None) # title / art_style / seed / theme
selected_id_state = gr.State(None) # currently selected quest id
images_state = gr.State({}) # {quest_id: {initial/success/failure: jpeg data-url}}
campaigns_state = gr.State([]) # long-term goals; each owns a chain of campaign quests
campaign_filter_state = gr.State(None) # campaign id to filter the quest log by (None = all)
uid_state = gr.State(None) # the "Hero Code" uid; generated by boot, lives in BrowserState
with gr.Row(elem_classes=["fq-topbar"]):
gr.HTML('<h1 class="fq-logo">FROG<b>QUEST</b></h1>')
gr.LoginButton(elem_classes=["fq-login"])
with gr.Row(elem_classes=["fq-app-grid"]):
# ---------- LEFT: hero ----------
with gr.Column(elem_classes=["fq-left"]):
gr.HTML('<h2 class="panel-title">HERO</h2>')
photo_image = gr.Image(
type="pil", sources=["upload"], show_label=False, height=190,
elem_classes=["fq-photo"],
)
gr.HTML('<p class="hint">Upload your photo β used only to draw you into your scenes.</p>')
stats_html = gr.HTML(_stats_html([]))
gr.HTML('<h3 class="panel-subtitle">WORLD</h3>')
theme_radio = gr.Radio(
choices=list(THEMES), value="fantasy", show_label=False,
elem_classes=["fq-theme"],
)
reset_btn = gr.Button("β² RESET", elem_classes=["pix-btn", "small"])
with gr.Accordion("βΏ HERO CODE", open=False, elem_classes=["fq-herocode"]):
herocode_html = gr.HTML("") # filled by boot
restore_box = gr.Textbox(show_label=False, lines=1, elem_classes=["compose"],
placeholder="paste a Hero Code...")
restore_btn = gr.Button("SUMMON HERO", elem_classes=["pix-btn", "small"])
# ---------- CENTER: selected scene + actions + Frog Master chat ----------
with gr.Column(elem_classes=["fq-center"]):
scene_image = gr.Image(
show_label=False, interactive=False, container=False, height=380,
elem_classes=["fq-scene"],
)
with gr.Row(elem_classes=["fq-detail"]):
with gr.Column(scale=3):
desc_html = gr.HTML(_desc_html(None, None))
with gr.Column(scale=1, min_width=136, elem_classes=["fq-actions"]):
done_btn = gr.Button("β DONE", elem_classes=["pix-btn", "btn-done"])
couldnt_btn = gr.Button("β COULDN'T", elem_classes=["pix-btn", "btn-couldnt"])
with gr.Row(elem_classes=["fq-chatbar"]):
chat_input = gr.Textbox(
show_label=False, lines=2, elem_classes=["compose", "fq-chat-input"],
placeholder="Tell the Frog Master your plans, what you finished, or what you couldn't do...",
)
send_btn = gr.Button("SEND βΆ", elem_classes=["pix-btn", "primary", "fq-chat-send"])
gr.HTML('<p class="fq-chat-hint">e.g. "Finish the report, reply to emails, book dentist" Β· '
'"I finished the report" Β· "Couldn\'t do the gym β too tired"</p>'
'<p class="fq-chat-hint">Where to Start, Where to Break and let Go,<br>'
'Where to change <br>Where to look and to grow </p>')
# ---------- RIGHT: campaigns + quest log ----------
with gr.Column(elem_classes=["fq-right"]):
gr.HTML('<h2 class="panel-title">CAMPAIGNS</h2>')
@gr.render(inputs=[campaigns_state, quests_state, campaign_filter_state])
def render_campaigns(campaigns, quests, cfilter):
if not campaigns:
gr.HTML('<p class="hint">No campaigns yet β forge a long-term goal below.</p>')
return
with gr.Column(elem_classes=["fq-tasklist"]):
for c in campaigns:
cid = c.get("id")
cq = [q for q in (quests or []) if q.get("campaign_id") == cid]
done = sum(1 for q in cq if q.get("status") == "success")
classes = ["fq-task-item"] + (["selected"] if cfilter == cid else [])
cb = gr.Button(f"β {c.get('title', '')} β {done}/{len(cq)}",
elem_classes=classes)
# Click filters the quest log to this campaign; click again to clear.
cb.click((lambda _cid: (lambda cur: None if cur == _cid else _cid))(cid),
inputs=[campaign_filter_state], outputs=[campaign_filter_state])
if cfilter == cid and c.get("sources"):
links = " Β· ".join(
f'<a href="{_esc(u)}" target="_blank" rel="noopener">[{i + 1}]</a>'
for i, u in enumerate(c["sources"][:6]))
gr.HTML(f'<p class="hint">researched: {links}</p>')
with gr.Accordion("β NEW CAMPAIGN", open=False):
campaign_goal_box = gr.Textbox(
show_label=False, lines=2, elem_classes=["compose"],
placeholder='A long-term goal, e.g. "score 95th percentile on the GRE"...',
)
research_check = gr.Checkbox(label="research the web first", value=False)
campaign_btn = gr.Button("FORGE CAMPAIGN", elem_classes=["pix-btn", "primary"])
gr.HTML('<h2 class="panel-title">QUEST LOG</h2>')
@gr.render(inputs=[quests_state, selected_id_state, campaigns_state, campaign_filter_state])
def render_tasklist(quests, selected, campaigns, cfilter):
quests = quests or []
if cfilter:
quests = [q for q in quests if q.get("campaign_id") == cfilter]
if not quests:
gr.HTML('<p class="hint">No quests yet.<br>Forge them with the Frog '
'Master chat below.</p>')
return
# Standalone day quests first, then each campaign's chain under its banner.
titles = {c.get("id"): c.get("title", "") for c in (campaigns or [])}
groups = [(None, [q for q in quests if not q.get("campaign_id")])]
groups += [(c.get("id"), [q for q in quests if q.get("campaign_id") == c.get("id")])
for c in (campaigns or [])]
with gr.Column(elem_classes=["fq-tasklist"]):
for gid, gquests in groups:
if not gquests:
continue
if gid:
gr.HTML(f'<p class="hint">β {_esc(titles.get(gid, ""))}</p>')
for q in gquests:
classes = ["fq-task-item"]
if q.get("id") == selected:
classes.append("selected")
if q.get("is_frog"):
classes.append("is-frog")
if q.get("status") == "success":
classes.append("done")
elif q.get("status") == "failure":
classes.append("failed")
if q.get("status") == "success":
mark = "β"
elif q.get("status") == "failure":
mark = "β"
elif q.get("is_frog"):
mark = "πΈ"
elif q.get("type") == "bonus":
mark = "β¦"
else:
mark = "β’"
finished = q.get("status") in ("success", "failure")
with gr.Row(elem_classes=["fq-task-row"]):
btn = gr.Button(f"{mark} {q.get('quest_title', '')}", elem_classes=classes)
btn.click(
(lambda qid: (lambda photo, adv, imgs, qs, cs, br:
select_quest(qid, photo, adv, imgs, qs, cs, br)))(q["id"]),
inputs=[photo_state, adventure_state, images_state, quests_state,
campaigns_state, browser],
outputs=[selected_id_state, scene_image, desc_html, images_state, browser],
) # NO .then here: render-internal chains 500 (see persist docstring)
# Clear button appears only once a quest is done/failed, to remove it.
if finished:
clr = gr.Button("β", elem_classes=["pix-btn", "small", "fq-task-clear"])
clr.click(
(lambda qid: (lambda qs, adv, imgs, sel, br:
remove_quest(qid, qs, adv, imgs, sel, br)))(q["id"]),
inputs=[quests_state, adventure_state, images_state, selected_id_state, browser],
outputs=[quests_state, images_state, selected_id_state, scene_image,
desc_html, stats_html, browser],
) # NO .then here: render-internal chains 500 (see persist docstring)
# ---------- wiring ----------
photo_image.upload(upload_photo, [photo_image, browser], [photo_state, browser]
).then(persist, [uid_state, browser])
theme_radio.change(
change_theme, [theme_radio, adventure_state, images_state, browser],
[adventure_state, images_state, scene_image, desc_html, browser],
).then(persist, [uid_state, browser])
reset_btn.click(
reset_all, [uid_state],
[browser, photo_image, photo_state, quests_state, campaigns_state, adventure_state,
selected_id_state, images_state, scene_image, desc_html, stats_html, theme_radio],
).then(persist, [uid_state, browser])
done_btn.click(
apply_done, [selected_id_state, quests_state, adventure_state, photo_state, images_state,
campaigns_state, browser],
[quests_state, images_state, scene_image, desc_html, stats_html, browser],
).then(persist, [uid_state, browser])
couldnt_btn.click(
apply_couldnt, [selected_id_state, quests_state, adventure_state, photo_state, images_state,
campaigns_state, browser],
[quests_state, images_state, scene_image, desc_html, stats_html, browser],
).then(persist, [uid_state, browser])
campaign_btn.click(
forge_campaign, [campaign_goal_box, research_check, theme_radio, photo_state, quests_state,
campaigns_state, images_state, browser],
[campaign_goal_box, quests_state, campaigns_state, stats_html, images_state,
selected_id_state, scene_image, desc_html, browser],
).then(persist, [uid_state, browser])
_chat_inputs = [chat_input, quests_state, adventure_state, theme_radio, photo_state,
selected_id_state, images_state, campaigns_state, browser]
_chat_outputs = [chat_input, quests_state, adventure_state, selected_id_state, images_state,
scene_image, desc_html, stats_html, browser]
send_btn.click(chat_send, _chat_inputs, _chat_outputs).then(persist, [uid_state, browser])
chat_input.submit(chat_send, _chat_inputs, _chat_outputs).then(persist, [uid_state, browser])
_hydrate_outputs = [uid_state, herocode_html, browser, photo_image, photo_state, quests_state,
campaigns_state, adventure_state, selected_id_state, images_state,
scene_image, desc_html, stats_html, theme_radio]
demo.load(boot, [browser], _hydrate_outputs)
restore_btn.click(restore_hero, [restore_box, browser], _hydrate_outputs)
if __name__ == "__main__":
demo.launch(
css=THEME_CSS,
theme=gr.themes.Base(font=[gr.themes.GoogleFont("Press Start 2P"), "monospace"]),
)
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