Feat : Music and Relations
Browse filescommit 30b115e35191d24a85c0cd89d30c2469306d959d
Author: SupPepper <99681586+LorenzoLepoivre@users.noreply.github.com>
Date: Tue Jun 9 17:43:14 2026 +0200
Update index.html
commit 8640b91fd31b1dc92eebc1db4586cc47803e1dc8
Author: SupPepper <99681586+LorenzoLepoivre@users.noreply.github.com>
Date: Tue Jun 9 17:30:59 2026 +0200
save
commit d09ba91ec6cdcf88e58fa9e423998fa32fc9e40e
Author: SupPepper <99681586+LorenzoLepoivre@users.noreply.github.com>
Date: Tue Jun 9 16:44:47 2026 +0200
Update index.html
commit b4fea552a0b39eed5fa74883cc5676f7052edac9
Author: SupPepper <99681586+LorenzoLepoivre@users.noreply.github.com>
Date: Tue Jun 9 16:41:42 2026 +0200
feat: BGM system, NPC bonds, save/load, progress bar, UI polish
- Background music: 6 mood tracks, set_music directive, crossfade transitions
- NPC-NPC relationship system: directed bonds, bond graph in Relations tab
- Save/load: file-based JSON save with journal history + audio settings
- Two-phase start: /start_text (LLM) then /start_images (painter) with real progress bar
- Relations tab: directed bond list (A->B and B->A shown separately)
- Settings panel: BGM + TTS volume sliders, save button
- Bond graph: semantic color (jealousy=red, camaraderie=green), no player node
- Fix: UnicodeEncodeError in ModalLLM print (cp1252 safe)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
- .gitignore +1 -0
- app.py +16 -0
- frontend/index.html +727 -43
- frontend/music/README.md +32 -0
- visualnovel/characters.py +11 -0
- visualnovel/engine.py +75 -4
- visualnovel/llm.py +8 -3
- visualnovel/memory.py +33 -2
- visualnovel/painter.py +29 -0
- visualnovel/prompts.py +35 -4
- visualnovel/schemas.py +27 -1
- visualnovel/state.py +19 -1
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@@ -32,3 +32,4 @@ memory/
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.python-version
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uv.lock
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.python-version
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uv.lock
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frontend/music/*.mp3
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@@ -163,6 +163,10 @@ def build_server():
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app = Server()
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# serve generated images (backdrops/sprites) as static files at /images/<name>
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app.mount("/images", StaticFiles(directory=str(config.CACHE_DIR)), name="images")
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@app.get("/", response_class=HTMLResponse)
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async def home() -> str:
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@@ -177,6 +181,18 @@ def build_server():
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def start(theme: str = "school", tone: str = "romantic", seed: int | None = None) -> dict:
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return ENGINE.start(SetupForm(theme=theme, tone=tone, seed=seed)).model_dump()
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@app.api(name="turn")
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@gpu
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def turn(player_input: str, action: str = "talk", target: str = "") -> dict:
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app = Server()
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# serve generated images (backdrops/sprites) as static files at /images/<name>
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app.mount("/images", StaticFiles(directory=str(config.CACHE_DIR)), name="images")
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# serve background music tracks at /music/<name>.mp3|ogg
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_music_dir = Path(__file__).parent / "frontend" / "music"
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_music_dir.mkdir(exist_ok=True)
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app.mount("/music", StaticFiles(directory=str(_music_dir)), name="music")
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@app.get("/", response_class=HTMLResponse)
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async def home() -> str:
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def start(theme: str = "school", tone: str = "romantic", seed: int | None = None) -> dict:
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return ENGINE.start(SetupForm(theme=theme, tone=tone, seed=seed)).model_dump()
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@app.api(name="start_text")
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@gpu
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def start_text(theme: str = "school", tone: str = "romantic", seed: int | None = None) -> dict:
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"""Phase 1 — LLM init only. Returns text-only ViewState (no images)."""
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return ENGINE.start_text(SetupForm(theme=theme, tone=tone, seed=seed)).model_dump()
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@app.api(name="start_images")
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@gpu
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def start_images() -> dict:
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"""Phase 2 — paint backdrop + sprite. Call after start_text."""
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return ENGINE.start_images().model_dump()
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@app.api(name="turn")
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@gpu
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def turn(player_input: str, action: str = "talk", target: str = "") -> dict:
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@@ -143,9 +143,144 @@
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@keyframes pulse-rec{0%,100%{opacity:1}50%{opacity:.6}}
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#mic.live{background:var(--rose); animation:pulse-rec 1.2s ease-in-out infinite}
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#mic.waiting{background:rgba(255,255,255,.12); color:var(--ink-dim); cursor:wait}
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-
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-
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-
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/* ---- book intro overlay ---- */
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#intro-book{
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position:fixed; inset:0; z-index:30; display:flex; align-items:center; justify-content:center;
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@@ -205,6 +340,16 @@
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border:1px solid rgba(255,255,255,.18); border-radius:10px; padding:10px 12px; font-family:var(--body)}
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select option{background:var(--dusk-2); color:var(--ink)}
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#enter{width:100%; margin-top:16px; padding:14px; font-size:1.05rem}
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.shimmer{color:var(--ink-dim); font-style:italic}
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.hidden{display:none !important}
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/* ---- journal button (top-right) ---- */
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@@ -333,6 +478,23 @@
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.rel-score.neg{color:var(--rose)}
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.rel-score.zero{color:var(--ink-dim)}
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.rel-offstage{font-size:.7rem; color:rgba(200,190,175,.75); font-style:italic}
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</style>
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</head>
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<body>
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<input id="say" placeholder="say something…" autocomplete="off" />
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<button id="send">✓</button>
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<button id="mic" class="ghost" title="hold to speak">🎙️</button>
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<button id="tts-toggle" title="toggle voice output">🔇</button>
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</div>
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</div>
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</div>
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<!-- Journal button — hidden until game starts -->
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<button id="journal-btn" class="hidden" title="Story journal">
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<span class="jb-icon">📖</span>
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<div id="journal-overlay">
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<div id="journal-header">
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<h3>📖 Journal</h3>
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<
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<button id="download-save-btn" title="Download save file" style="background:none;border:1px solid rgba(232,193,114,.3);
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border-radius:6px;color:var(--gold);padding:4px 10px;font-size:.82rem;cursor:pointer;
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transition:background .15s" class="hidden">💾</button>
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<button id="journal-close" title="Close">✕</button>
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</div>
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</div>
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<div id="journal-tabs">
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<button class="jtab active" data-tab="story">Story</button>
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</div>
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</div>
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<!-- Choice screen: new game or load file -->
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<div id="choice-screen" style="position:fixed;inset:0;z-index:10;display:grid;place-items:center;
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background:radial-gradient(80% 80% at 50% 30%, var(--dusk-2), var(--dusk-0))">
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<div class="field"><label>Theme</label><select id="theme"></select></div>
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<div class="field"><label>Tone</label><select id="tone"></select></div>
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<button id="enter">Enter the story</button>
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</div>
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</div>
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// --- journal ---
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let history = [];
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let journalTurn = 0;
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let knownChars = [];
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-
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const ACTION_ICONS = { talk:"💬", flirt:"🌸", touch:"🤝", ask:"🤔", silent:"😶", give:"🎁", move:"🚪" };
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panel.innerHTML = '<div class="je-empty">No characters met yet…</div>';
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return;
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}
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-
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const sorted = [...knownChars].sort((a, b) => b.relationship - a.relationship);
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const rel = ch.relationship ?? 0;
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const posW = rel > 0 ? rel.toFixed(1) : "0";
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const negW = rel < 0 ? Math.abs(rel).toFixed(1) : "0";
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@@ -515,11 +726,10 @@ function renderRelations() {
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? `<img src="${spriteUrl}" alt="${ch.name}" />`
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: `<span>👤</span>`;
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const isPresent = (window._presentIds || []).includes(ch.id);
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const statusText = isPresent ? "on stage" : "away";
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return `<div class="rel-entry">
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<div class="rel-avatar">${avatarHtml}</div>
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<div class="rel-info">
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<div class="rel-name">${ch.name} <span class="rel-offstage">${
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<div class="rel-mini-bar">
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<div class="rel-mini-neg" style="width:${negW}%"></div>
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<div class="rel-mini-pos" style="width:${posW}%"></div>
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<span class="rel-score ${scoreClass}">${label}</span>
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</div>`;
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}).join("");
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}
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// keep track of who's currently on stage for the relations panel
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@@ -596,15 +973,16 @@ let lastBg = null;
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function render(v){
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if (v.known_characters?.length) {
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knownChars = v.known_characters;
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// cache sprite URLs so they survive when chars go off-stage
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for (const ch of knownChars) {
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if (ch.sprite_url) spriteCache[ch.id] = ch.sprite_url;
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}
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}
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$("place").textContent = v.place || "";
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$("speaker").textContent = v.speaker || "";
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typeOut($("line"), v.dialogue || "");
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playTTS(v.audio_b64);
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if (v.backdrop_url && v.backdrop_url !== lastBg){
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const bg = $("backdrop");
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bg.classList.remove("on");
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@@ -671,6 +1049,44 @@ function render(v){
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// target chips — show only when multiple characters are on stage
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| 673 |
updateTargetRow(v.present);
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| 674 |
}
|
| 675 |
|
| 676 |
function showNotif(msg){
|
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@@ -763,17 +1179,11 @@ function busy(state){
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|
| 763 |
document.querySelectorAll(".target-chip").forEach(b => b.disabled = state);
|
| 764 |
}
|
| 765 |
|
| 766 |
-
// --- TTS toggle ---
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|
| 767 |
let ttsEnabled = true;
|
| 768 |
-
|
| 769 |
-
ttsBtn
|
| 770 |
-
ttsBtn.classList.add("active");
|
| 771 |
-
ttsBtn.addEventListener("click", () => {
|
| 772 |
-
ttsEnabled = !ttsEnabled;
|
| 773 |
-
ttsBtn.textContent = ttsEnabled ? "🔊" : "🔇";
|
| 774 |
-
ttsBtn.classList.toggle("active", ttsEnabled);
|
| 775 |
-
if (!ttsEnabled) { const a = $("vn-audio"); if (a) { a.pause(); a.src = ""; } }
|
| 776 |
-
});
|
| 777 |
|
| 778 |
function playTTS(audio_b64) {
|
| 779 |
if (!ttsEnabled || !audio_b64) return;
|
|
@@ -783,8 +1193,90 @@ function playTTS(audio_b64) {
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|
| 783 |
audio.id = "vn-audio";
|
| 784 |
document.body.appendChild(audio);
|
| 785 |
}
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|
| 786 |
audio.src = audio_b64;
|
| 787 |
-
audio.play().catch(() => {});
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|
| 788 |
}
|
| 789 |
|
| 790 |
// --- book overlay dismiss ---
|
|
@@ -793,6 +1285,24 @@ $("book-close").addEventListener("click", () => {
|
|
| 793 |
$("say").focus();
|
| 794 |
});
|
| 795 |
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|
| 796 |
// --- choice screen ---
|
| 797 |
$("btn-new").addEventListener("click", () => {
|
| 798 |
$("choice-screen").classList.add("hidden");
|
|
@@ -803,12 +1313,17 @@ $("load-file-input").addEventListener("change", async (e) => {
|
|
| 803 |
const file = e.target.files[0];
|
| 804 |
if (!file) return;
|
| 805 |
const text = await file.text();
|
|
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|
| 806 |
busy(true);
|
| 807 |
try {
|
| 808 |
// Extract client-side journal history before sending state to server
|
| 809 |
let parsed;
|
| 810 |
try { parsed = JSON.parse(text); } catch { parsed = {}; }
|
| 811 |
const savedHistory = Array.isArray(parsed.journal_history) ? parsed.journal_history : [];
|
|
|
|
| 812 |
|
| 813 |
const { data } = await client.predict("/load_file", { data: text });
|
| 814 |
$("choice-screen").classList.add("hidden");
|
|
@@ -818,49 +1333,218 @@ $("load-file-input").addEventListener("change", async (e) => {
|
|
| 818 |
history = savedHistory;
|
| 819 |
journalTurn = savedHistory.length > 0 ? savedHistory[savedHistory.length - 1].turn : 0;
|
| 820 |
|
| 821 |
-
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|
| 822 |
$("journal-btn").classList.remove("hidden");
|
| 823 |
-
$("
|
| 824 |
} catch(err) { alert("Could not load save: " + (err?.message || err)); }
|
| 825 |
busy(false);
|
| 826 |
});
|
| 827 |
|
| 828 |
-
// ---
|
| 829 |
-
$("
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|
|
| 830 |
try {
|
| 831 |
const { data } = await client.predict("/save_data", {});
|
| 832 |
-
// Embed the client-side journal history into the save file
|
| 833 |
const saveObj = JSON.parse(data[0].json);
|
| 834 |
saveObj.journal_history = history;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 835 |
const blob = new Blob([JSON.stringify(saveObj)], { type: "application/json" });
|
| 836 |
const a = document.createElement("a");
|
| 837 |
a.href = URL.createObjectURL(blob);
|
| 838 |
a.download = "ephemeral-hearts-save.json";
|
| 839 |
a.click();
|
| 840 |
URL.revokeObjectURL(a.href);
|
| 841 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 842 |
});
|
| 843 |
|
|
|
|
|
|
|
|
|
|
| 844 |
// --- start ---
|
| 845 |
$("enter").addEventListener("click", async () => {
|
| 846 |
const btn = $("enter");
|
| 847 |
btn.disabled = true;
|
| 848 |
const orig = btn.textContent;
|
| 849 |
btn.textContent = "✨ Creating your story…";
|
|
|
|
|
|
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|
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|
|
|
|
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|
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|
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|
|
|
|
| 850 |
try {
|
| 851 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 852 |
$("setup").classList.add("hidden");
|
| 853 |
-
render(data[0]);
|
| 854 |
-
addToHistory("", data[0]);
|
| 855 |
$("journal-btn").classList.remove("hidden");
|
| 856 |
-
$("
|
| 857 |
-
|
| 858 |
-
|
| 859 |
-
|
| 860 |
-
|
| 861 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
| 862 |
} catch(err) {
|
| 863 |
console.error("start failed", err);
|
|
|
|
|
|
|
|
|
|
| 864 |
btn.textContent = "⚠️ Failed — try again";
|
| 865 |
btn.disabled = false;
|
| 866 |
setTimeout(() => { btn.textContent = orig; }, 3000);
|
|
|
|
| 143 |
@keyframes pulse-rec{0%,100%{opacity:1}50%{opacity:.6}}
|
| 144 |
#mic.live{background:var(--rose); animation:pulse-rec 1.2s ease-in-out infinite}
|
| 145 |
#mic.waiting{background:rgba(255,255,255,.12); color:var(--ink-dim); cursor:wait}
|
| 146 |
+
/* ---- settings button ---- */
|
| 147 |
+
#settings-btn{
|
| 148 |
+
position:fixed; top:56px; left:16px; z-index:8;
|
| 149 |
+
display:flex; align-items:center; gap:7px;
|
| 150 |
+
background:rgba(10,13,24,.82); border:1px solid rgba(232,193,114,.30);
|
| 151 |
+
border-radius:10px; padding:9px 14px;
|
| 152 |
+
color:var(--ink-dim); font-family:var(--display); font-size:1rem;
|
| 153 |
+
backdrop-filter:blur(6px); cursor:pointer;
|
| 154 |
+
transition:background .15s, border-color .15s, color .15s, transform .15s;
|
| 155 |
+
}
|
| 156 |
+
#settings-btn:hover{
|
| 157 |
+
background:rgba(232,193,114,.10); border-color:rgba(232,193,114,.5);
|
| 158 |
+
color:var(--gold); transform:translateY(-1px);
|
| 159 |
+
}
|
| 160 |
+
/* ---- settings overlay ---- */
|
| 161 |
+
#settings-overlay{
|
| 162 |
+
display:none; position:fixed; inset:0; z-index:35;
|
| 163 |
+
background:rgba(0,0,0,.55); backdrop-filter:blur(4px);
|
| 164 |
+
align-items:center; justify-content:center;
|
| 165 |
+
}
|
| 166 |
+
#settings-overlay.open{display:flex}
|
| 167 |
+
#settings-panel{
|
| 168 |
+
width:min(380px,90vw); background:var(--dusk-1);
|
| 169 |
+
border:1px solid rgba(232,193,114,.25); border-radius:16px;
|
| 170 |
+
padding:28px 28px 24px; box-shadow:0 8px 40px rgba(0,0,0,.5);
|
| 171 |
+
}
|
| 172 |
+
#settings-header{
|
| 173 |
+
display:flex; align-items:center; justify-content:space-between; margin-bottom:24px;
|
| 174 |
+
}
|
| 175 |
+
#settings-header h3{
|
| 176 |
+
font-family:var(--display); font-size:1.2rem; color:var(--gold); font-weight:600;
|
| 177 |
+
}
|
| 178 |
+
#settings-close{
|
| 179 |
+
background:none; border:none; color:var(--ink-dim); font-size:1.1rem;
|
| 180 |
+
padding:4px 8px; cursor:pointer; border-radius:6px;
|
| 181 |
+
}
|
| 182 |
+
#settings-close:hover{color:var(--ink)}
|
| 183 |
+
.settings-row{
|
| 184 |
+
display:flex; align-items:center; gap:12px; margin-bottom:20px;
|
| 185 |
+
}
|
| 186 |
+
.settings-row label{
|
| 187 |
+
font-family:var(--display); font-size:.9rem; color:var(--ink); min-width:120px; flex-shrink:0;
|
| 188 |
+
}
|
| 189 |
+
.settings-row input[type=range]{
|
| 190 |
+
flex:1; -webkit-appearance:none; appearance:none;
|
| 191 |
+
height:4px; border-radius:2px; background:rgba(255,255,255,.15); outline:none; cursor:pointer;
|
| 192 |
+
}
|
| 193 |
+
.settings-row input[type=range]::-webkit-slider-thumb{
|
| 194 |
+
-webkit-appearance:none; appearance:none;
|
| 195 |
+
width:16px; height:16px; border-radius:50%;
|
| 196 |
+
background:var(--gold); cursor:pointer; box-shadow:0 0 4px rgba(232,193,114,.4);
|
| 197 |
+
}
|
| 198 |
+
.settings-row input[type=range]::-moz-range-thumb{
|
| 199 |
+
width:16px; height:16px; border-radius:50%; border:none;
|
| 200 |
+
background:var(--gold); cursor:pointer;
|
| 201 |
+
}
|
| 202 |
+
.settings-vol-val{
|
| 203 |
+
font-family:var(--body); font-size:.82rem; color:var(--ink-dim);
|
| 204 |
+
min-width:36px; text-align:right;
|
| 205 |
+
}
|
| 206 |
+
.settings-divider{
|
| 207 |
+
border:none; border-top:1px solid rgba(232,193,114,.1); margin:20px 0;
|
| 208 |
+
}
|
| 209 |
+
#settings-save-btn{
|
| 210 |
+
width:100%; padding:13px; font-size:1rem; font-family:var(--display);
|
| 211 |
+
background:rgba(232,193,114,.12); border:1px solid rgba(232,193,114,.4);
|
| 212 |
+
border-radius:10px; color:var(--gold); cursor:pointer; letter-spacing:.3px;
|
| 213 |
+
transition:background .15s;
|
| 214 |
+
}
|
| 215 |
+
#settings-save-btn:hover{background:rgba(232,193,114,.22)}
|
| 216 |
+
#settings-save-btn:disabled{opacity:.5; cursor:wait}
|
| 217 |
+
/* ---- ending overlays (victory / defeat) ---- */
|
| 218 |
+
#ending-overlay{
|
| 219 |
+
position:fixed; inset:0; z-index:50; display:none; flex-direction:column;
|
| 220 |
+
align-items:center; justify-content:center; padding:40px 24px;
|
| 221 |
+
text-align:center; overflow:hidden;
|
| 222 |
+
}
|
| 223 |
+
#ending-overlay.show{ display:flex }
|
| 224 |
+
#ending-overlay.victory{
|
| 225 |
+
background:radial-gradient(ellipse at 50% 0%, #2e1030 0%, #150920 50%, #08050f 100%);
|
| 226 |
+
}
|
| 227 |
+
#ending-overlay.defeat{
|
| 228 |
+
background:radial-gradient(ellipse at 50% 0%, #1a0808 0%, #0d0505 50%, #050305 100%);
|
| 229 |
+
}
|
| 230 |
+
/* Dark veil over the image so text stays readable */
|
| 231 |
+
#ending-overlay::before{
|
| 232 |
+
content:""; position:absolute; inset:0; pointer-events:none;
|
| 233 |
+
background:var(--ending-dim, rgba(10,6,18,.72));
|
| 234 |
+
z-index:0;
|
| 235 |
+
}
|
| 236 |
+
/* Particle shimmer layer */
|
| 237 |
+
#ending-overlay::after{
|
| 238 |
+
content:""; position:absolute; inset:0; pointer-events:none; z-index:0;
|
| 239 |
+
background-image:
|
| 240 |
+
radial-gradient(circle, rgba(255,255,255,.12) 1px, transparent 1px),
|
| 241 |
+
radial-gradient(circle, rgba(255,255,255,.06) 1px, transparent 1px);
|
| 242 |
+
background-size:120px 120px, 80px 80px;
|
| 243 |
+
background-position:0 0, 40px 40px;
|
| 244 |
+
animation:endingDrift 20s linear infinite;
|
| 245 |
+
opacity:.5;
|
| 246 |
+
}
|
| 247 |
+
#ending-overlay.defeat::after{ opacity:.18 }
|
| 248 |
+
/* All direct children must sit above the pseudo-elements */
|
| 249 |
+
#ending-overlay > *{ position:relative; z-index:1 }
|
| 250 |
+
@keyframes endingDrift{
|
| 251 |
+
from{ background-position:0 0, 40px 40px }
|
| 252 |
+
to { background-position:120px 120px, 160px 160px }
|
| 253 |
+
}
|
| 254 |
+
.ending-icon{ font-size:3.6rem; margin-bottom:16px; animation:endingPulse 2s ease-in-out infinite }
|
| 255 |
+
@keyframes endingPulse{ 0%,100%{transform:scale(1)} 50%{transform:scale(1.12)} }
|
| 256 |
+
.ending-title{
|
| 257 |
+
font-family:var(--display); font-size:2rem; letter-spacing:.15em;
|
| 258 |
+
margin-bottom:10px; position:relative;
|
| 259 |
+
}
|
| 260 |
+
.victory .ending-title{ color:#e8c172 }
|
| 261 |
+
.defeat .ending-title{ color:#c87e7e }
|
| 262 |
+
.ending-subtitle{
|
| 263 |
+
font-size:.78rem; letter-spacing:.3em; color:var(--ink-dim); margin-bottom:28px;
|
| 264 |
+
text-transform:uppercase;
|
| 265 |
+
}
|
| 266 |
+
.ending-divider{
|
| 267 |
+
font-size:.65rem; letter-spacing:.5em; margin-bottom:20px;
|
| 268 |
+
}
|
| 269 |
+
.victory .ending-divider{ color:#a07c3a }
|
| 270 |
+
.defeat .ending-divider{ color:#7c3a3a }
|
| 271 |
+
#ending-text{
|
| 272 |
+
font-family:var(--body); font-size:1.02rem; line-height:1.75;
|
| 273 |
+
max-width:520px; color:var(--ink); font-style:italic;
|
| 274 |
+
margin-bottom:36px; position:relative;
|
| 275 |
+
}
|
| 276 |
+
#ending-replay{
|
| 277 |
+
padding:12px 32px; border-radius:8px; cursor:pointer;
|
| 278 |
+
font-family:var(--display); font-size:.95rem; letter-spacing:.2px;
|
| 279 |
+
border:none; position:relative; transition:opacity .2s;
|
| 280 |
+
}
|
| 281 |
+
#ending-replay:hover{ opacity:.85 }
|
| 282 |
+
.victory #ending-replay{ background:rgba(232,193,114,.2); border:1px solid rgba(232,193,114,.5); color:var(--gold) }
|
| 283 |
+
.defeat #ending-replay{ background:rgba(200,126,126,.15); border:1px solid rgba(200,126,126,.4); color:#c87e7e }
|
| 284 |
/* ---- book intro overlay ---- */
|
| 285 |
#intro-book{
|
| 286 |
position:fixed; inset:0; z-index:30; display:flex; align-items:center; justify-content:center;
|
|
|
|
| 340 |
border:1px solid rgba(255,255,255,.18); border-radius:10px; padding:10px 12px; font-family:var(--body)}
|
| 341 |
select option{background:var(--dusk-2); color:var(--ink)}
|
| 342 |
#enter{width:100%; margin-top:16px; padding:14px; font-size:1.05rem}
|
| 343 |
+
#start-progress{margin-top:18px; display:none; text-align:left}
|
| 344 |
+
.sp-step{margin-bottom:12px}
|
| 345 |
+
.sp-step-header{display:flex; justify-content:space-between; align-items:baseline; margin-bottom:5px}
|
| 346 |
+
.sp-step-label{font-size:.78rem; font-family:var(--display); color:var(--gold); letter-spacing:.04em}
|
| 347 |
+
.sp-step-pct{font-size:.75rem; color:var(--ink-dim)}
|
| 348 |
+
.sp-track{height:5px; border-radius:3px; background:rgba(255,255,255,.08); overflow:hidden}
|
| 349 |
+
.sp-fill{height:100%; border-radius:3px; width:0%; transition:width .55s ease}
|
| 350 |
+
.sp-fill.phase-llm{background:linear-gradient(90deg,#b08a4a,var(--gold))}
|
| 351 |
+
.sp-fill.phase-img{background:linear-gradient(90deg,#6a9cc8,#a8d4f0)}
|
| 352 |
+
.sp-note{font-size:.78rem; color:var(--ink-dim); font-style:italic; margin-top:4px; min-height:1.1em; transition:opacity .35s}
|
| 353 |
.shimmer{color:var(--ink-dim); font-style:italic}
|
| 354 |
.hidden{display:none !important}
|
| 355 |
/* ---- journal button (top-right) ---- */
|
|
|
|
| 478 |
.rel-score.neg{color:var(--rose)}
|
| 479 |
.rel-score.zero{color:var(--ink-dim)}
|
| 480 |
.rel-offstage{font-size:.7rem; color:rgba(200,190,175,.75); font-style:italic}
|
| 481 |
+
.rel-section-title{
|
| 482 |
+
font-family:var(--display); font-size:.72rem; color:var(--gold); opacity:.65;
|
| 483 |
+
letter-spacing:1.2px; text-transform:uppercase;
|
| 484 |
+
padding:14px 0 6px; border-bottom:1px solid rgba(232,193,114,.12); margin-bottom:8px;
|
| 485 |
+
}
|
| 486 |
+
.bond-graph-wrap{
|
| 487 |
+
padding:8px 0 8px; display:flex; justify-content:center;
|
| 488 |
+
}
|
| 489 |
+
.bond-graph-wrap svg{ width:100%; max-height:280px; display:block; overflow:visible }
|
| 490 |
+
.bond-list{ padding:0 4px 12px }
|
| 491 |
+
.bond-pair{ margin-bottom:7px; padding:6px 9px; background:rgba(255,255,255,.04); border-radius:7px }
|
| 492 |
+
.bond-row{ display:flex; align-items:center; gap:5px; padding:4px 0; font-size:.78rem }
|
| 493 |
+
.bond-row + .bond-row{ border-top:1px solid rgba(255,255,255,.06); margin-top:2px }
|
| 494 |
+
.bond-name{ font-family:var(--display); min-width:56px; color:var(--ink); white-space:nowrap; overflow:hidden; text-overflow:ellipsis }
|
| 495 |
+
.bond-arrow{ color:var(--ink-dim); flex-shrink:0; font-size:.7rem }
|
| 496 |
+
.bond-note{ font-style:italic; flex:1; font-size:.73rem }
|
| 497 |
+
.bond-val{ font-family:var(--display); font-weight:600; min-width:30px; text-align:right; font-size:.78rem }
|
| 498 |
</style>
|
| 499 |
</head>
|
| 500 |
<body>
|
|
|
|
| 519 |
<input id="say" placeholder="say something…" autocomplete="off" />
|
| 520 |
<button id="send">✓</button>
|
| 521 |
<button id="mic" class="ghost" title="hold to speak">🎙️</button>
|
|
|
|
| 522 |
</div>
|
| 523 |
</div>
|
| 524 |
</div>
|
| 525 |
|
| 526 |
+
<!-- Settings button — hidden until game starts -->
|
| 527 |
+
<button id="settings-btn" class="hidden" title="Settings">⚙️</button>
|
| 528 |
+
|
| 529 |
+
<!-- Settings overlay -->
|
| 530 |
+
<div id="settings-overlay">
|
| 531 |
+
<div id="settings-panel">
|
| 532 |
+
<div id="settings-header">
|
| 533 |
+
<h3>⚙️ Settings</h3>
|
| 534 |
+
<button id="settings-close">✕</button>
|
| 535 |
+
</div>
|
| 536 |
+
<div class="settings-row">
|
| 537 |
+
<label>🎵 Music</label>
|
| 538 |
+
<input type="range" id="bgm-vol-slider" min="0" max="100" value="35" />
|
| 539 |
+
<span class="settings-vol-val" id="bgm-vol-val">35%</span>
|
| 540 |
+
</div>
|
| 541 |
+
<div class="settings-row">
|
| 542 |
+
<label>🔊 Voice</label>
|
| 543 |
+
<input type="range" id="tts-vol-slider" min="0" max="100" value="100" />
|
| 544 |
+
<span class="settings-vol-val" id="tts-vol-val">100%</span>
|
| 545 |
+
</div>
|
| 546 |
+
<hr class="settings-divider" />
|
| 547 |
+
<button id="settings-save-btn">💾 Save current game</button>
|
| 548 |
+
</div>
|
| 549 |
+
</div>
|
| 550 |
+
|
| 551 |
<!-- Journal button — hidden until game starts -->
|
| 552 |
<button id="journal-btn" class="hidden" title="Story journal">
|
| 553 |
<span class="jb-icon">📖</span>
|
|
|
|
| 559 |
<div id="journal-overlay">
|
| 560 |
<div id="journal-header">
|
| 561 |
<h3>📖 Journal</h3>
|
| 562 |
+
<button id="journal-close" title="Close">✕</button>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 563 |
</div>
|
| 564 |
<div id="journal-tabs">
|
| 565 |
<button class="jtab active" data-tab="story">Story</button>
|
|
|
|
| 585 |
</div>
|
| 586 |
</div>
|
| 587 |
|
| 588 |
+
<!-- Ending overlay (victory / defeat) -->
|
| 589 |
+
<div id="ending-overlay">
|
| 590 |
+
<div class="ending-icon" id="ending-icon">✦</div>
|
| 591 |
+
<div class="ending-title" id="ending-title">The End</div>
|
| 592 |
+
<div class="ending-subtitle" id="ending-subtitle"></div>
|
| 593 |
+
<div class="ending-divider">· · · · ·</div>
|
| 594 |
+
<p id="ending-text"></p>
|
| 595 |
+
<button id="ending-replay">Play again</button>
|
| 596 |
+
</div>
|
| 597 |
+
|
| 598 |
<!-- Choice screen: new game or load file -->
|
| 599 |
<div id="choice-screen" style="position:fixed;inset:0;z-index:10;display:grid;place-items:center;
|
| 600 |
background:radial-gradient(80% 80% at 50% 30%, var(--dusk-2), var(--dusk-0))">
|
|
|
|
| 621 |
<div class="field"><label>Theme</label><select id="theme"></select></div>
|
| 622 |
<div class="field"><label>Tone</label><select id="tone"></select></div>
|
| 623 |
<button id="enter">Enter the story</button>
|
| 624 |
+
<div id="start-progress">
|
| 625 |
+
<div class="sp-step" id="sp-step-llm">
|
| 626 |
+
<div class="sp-step-header">
|
| 627 |
+
<span class="sp-step-label">✦ Writing the story</span>
|
| 628 |
+
<span class="sp-step-pct" id="sp-pct-llm">0%</span>
|
| 629 |
+
</div>
|
| 630 |
+
<div class="sp-track"><div class="sp-fill phase-llm" id="sp-fill-llm"></div></div>
|
| 631 |
+
<div class="sp-note" id="sp-note-llm">Waiting for the AI…</div>
|
| 632 |
+
</div>
|
| 633 |
+
<div class="sp-step" id="sp-step-img" style="opacity:.35">
|
| 634 |
+
<div class="sp-step-header">
|
| 635 |
+
<span class="sp-step-label">🎨 Painting the scene</span>
|
| 636 |
+
<span class="sp-step-pct" id="sp-pct-img">—</span>
|
| 637 |
+
</div>
|
| 638 |
+
<div class="sp-track"><div class="sp-fill phase-img" id="sp-fill-img"></div></div>
|
| 639 |
+
<div class="sp-note" id="sp-note-img">Starts once the story is written</div>
|
| 640 |
+
</div>
|
| 641 |
+
</div>
|
| 642 |
</div>
|
| 643 |
</div>
|
| 644 |
|
|
|
|
| 664 |
// --- journal ---
|
| 665 |
let history = [];
|
| 666 |
let journalTurn = 0;
|
| 667 |
+
let knownChars = []; // updated each render with known_characters from ViewState
|
| 668 |
+
let npcBonds = []; // updated each render with npc_bonds from ViewState
|
| 669 |
+
const spriteCache = {}; // id -> last known sprite_url (persists when char goes off-stage)
|
| 670 |
|
| 671 |
const ACTION_ICONS = { talk:"💬", flirt:"🌸", touch:"🤝", ask:"🤔", silent:"😶", give:"🎁", move:"🚪" };
|
| 672 |
|
|
|
|
| 712 |
panel.innerHTML = '<div class="je-empty">No characters met yet…</div>';
|
| 713 |
return;
|
| 714 |
}
|
| 715 |
+
|
| 716 |
+
// --- section 1: player↔NPC bars ---
|
| 717 |
const sorted = [...knownChars].sort((a, b) => b.relationship - a.relationship);
|
| 718 |
+
const barsHtml = sorted.map(ch => {
|
| 719 |
const rel = ch.relationship ?? 0;
|
| 720 |
const posW = rel > 0 ? rel.toFixed(1) : "0";
|
| 721 |
const negW = rel < 0 ? Math.abs(rel).toFixed(1) : "0";
|
|
|
|
| 726 |
? `<img src="${spriteUrl}" alt="${ch.name}" />`
|
| 727 |
: `<span>👤</span>`;
|
| 728 |
const isPresent = (window._presentIds || []).includes(ch.id);
|
|
|
|
| 729 |
return `<div class="rel-entry">
|
| 730 |
<div class="rel-avatar">${avatarHtml}</div>
|
| 731 |
<div class="rel-info">
|
| 732 |
+
<div class="rel-name">${ch.name} <span class="rel-offstage">${isPresent ? "on stage" : "away"}</span></div>
|
| 733 |
<div class="rel-mini-bar">
|
| 734 |
<div class="rel-mini-neg" style="width:${negW}%"></div>
|
| 735 |
<div class="rel-mini-pos" style="width:${posW}%"></div>
|
|
|
|
| 738 |
<span class="rel-score ${scoreClass}">${label}</span>
|
| 739 |
</div>`;
|
| 740 |
}).join("");
|
| 741 |
+
|
| 742 |
+
// --- section 2: NPC↔NPC bond graph + directed list ---
|
| 743 |
+
let graphHtml = "";
|
| 744 |
+
if (knownChars.length >= 2) {
|
| 745 |
+
// Group bonds by unordered pair; always show BOTH directions (fill missing with neutral 0)
|
| 746 |
+
const bondIndex = {}; // "srcId|tgtId" -> bond object
|
| 747 |
+
for (const b of npcBonds) bondIndex[`${b.source_id}|${b.target_id}`] = b;
|
| 748 |
+
|
| 749 |
+
// Collect all unique unordered pairs from all known characters
|
| 750 |
+
const seenPairs = new Set();
|
| 751 |
+
const pairList = [];
|
| 752 |
+
for (let i = 0; i < knownChars.length; i++) {
|
| 753 |
+
for (let j = i + 1; j < knownChars.length; j++) {
|
| 754 |
+
const a = knownChars[i], b = knownChars[j];
|
| 755 |
+
const key = [a.id, b.id].sort().join("|");
|
| 756 |
+
if (seenPairs.has(key)) continue;
|
| 757 |
+
seenPairs.add(key);
|
| 758 |
+
// Only show pairs where at least one direction has a recorded bond
|
| 759 |
+
const ab = bondIndex[`${a.id}|${b.id}`];
|
| 760 |
+
const ba = bondIndex[`${b.id}|${a.id}`];
|
| 761 |
+
if (!ab && !ba) continue;
|
| 762 |
+
pairList.push({ a, b, ab, ba });
|
| 763 |
+
}
|
| 764 |
+
}
|
| 765 |
+
|
| 766 |
+
const _bondRow = (srcName, tgtName, bond) => {
|
| 767 |
+
const val = bond ? bond.value : 0;
|
| 768 |
+
const note = bond ? bond.note : "";
|
| 769 |
+
const col = _bondColor(note, val);
|
| 770 |
+
const sign = val > 0 ? "+" : "";
|
| 771 |
+
const noteStr = note || (val === 0 ? "neutral" : "");
|
| 772 |
+
return `<div class="bond-row">
|
| 773 |
+
<span class="bond-name">${srcName}</span>
|
| 774 |
+
<span class="bond-arrow">→</span>
|
| 775 |
+
<span class="bond-name">${tgtName}</span>
|
| 776 |
+
<span class="bond-note" style="color:${col}">${noteStr}</span>
|
| 777 |
+
<span class="bond-val" style="color:${col}">${sign}${val}</span>
|
| 778 |
+
</div>`;
|
| 779 |
+
};
|
| 780 |
+
|
| 781 |
+
const bondListHtml = pairList.map(({ a, b, ab, ba }) =>
|
| 782 |
+
`<div class="bond-pair">
|
| 783 |
+
${_bondRow(a.name, b.name, ab)}
|
| 784 |
+
${_bondRow(b.name, a.name, ba)}
|
| 785 |
+
</div>`
|
| 786 |
+
).join("") || `<div class="je-empty" style="font-size:.78rem">No bonds recorded yet</div>`;
|
| 787 |
+
|
| 788 |
+
graphHtml = `<div class="rel-section-title">Between them</div>
|
| 789 |
+
<div class="bond-graph-wrap">${_buildBondGraph(knownChars, npcBonds)}</div>
|
| 790 |
+
<div class="bond-list">${bondListHtml}</div>`;
|
| 791 |
+
}
|
| 792 |
+
|
| 793 |
+
panel.innerHTML =
|
| 794 |
+
`<div class="rel-section-title">With you</div>${barsHtml}${graphHtml}`;
|
| 795 |
+
}
|
| 796 |
+
|
| 797 |
+
// Semantic coloring: note keywords override the numeric value
|
| 798 |
+
const _NEG_NOTE = /jealou|rival|resent|env[iy]|bitter|hostil|scorn|distrust|spite|hate|anger/i;
|
| 799 |
+
const _POS_NOTE = /fond|loyal|protect|admire|camaraderie|trust|warm|friend|love|cherish/i;
|
| 800 |
+
function _bondColor(note, value) {
|
| 801 |
+
if (note && _NEG_NOTE.test(note)) return "#c87e7e";
|
| 802 |
+
if (note && _POS_NOTE.test(note)) return "#7ec8a0";
|
| 803 |
+
return value >= 0 ? "#7ec8a0" : "#c87e7e";
|
| 804 |
+
}
|
| 805 |
+
|
| 806 |
+
function _buildBondGraph(chars, bonds) {
|
| 807 |
+
const W = 340, H = 280, cx = W / 2, cy = H / 2;
|
| 808 |
+
// Use a larger radius now that there's no center player node to avoid
|
| 809 |
+
const R = Math.min(cx, cy) - 44;
|
| 810 |
+
|
| 811 |
+
// Position NPCs in a circle
|
| 812 |
+
const nodes = chars.map((ch, i) => {
|
| 813 |
+
const angle = (2 * Math.PI * i / chars.length) - Math.PI / 2;
|
| 814 |
+
return {
|
| 815 |
+
id: ch.id, name: ch.name,
|
| 816 |
+
x: cx + R * Math.cos(angle),
|
| 817 |
+
y: cy + R * Math.sin(angle),
|
| 818 |
+
rel: ch.relationship ?? 0,
|
| 819 |
+
sprite: ch.sprite_url || spriteCache[ch.id] || null,
|
| 820 |
+
};
|
| 821 |
+
});
|
| 822 |
+
const nodeMap = Object.fromEntries(nodes.map(n => [n.id, n]));
|
| 823 |
+
|
| 824 |
+
// Curved NPC↔NPC bond arcs
|
| 825 |
+
let arcs = "";
|
| 826 |
+
// group bonds by pair to detect bidirectional
|
| 827 |
+
const pairOffset = {};
|
| 828 |
+
for (const b of bonds) {
|
| 829 |
+
const key = [b.source_id, b.target_id].sort().join("|");
|
| 830 |
+
pairOffset[key] = (pairOffset[key] || 0) + 1;
|
| 831 |
+
}
|
| 832 |
+
const pairUsed = {};
|
| 833 |
+
for (const b of bonds) {
|
| 834 |
+
const src = nodeMap[b.source_id], tgt = nodeMap[b.target_id];
|
| 835 |
+
if (!src || !tgt) continue;
|
| 836 |
+
const pairKey = [b.source_id, b.target_id].sort().join("|");
|
| 837 |
+
const side = (pairOffset[pairKey] > 1 && (pairUsed[pairKey] || 0) === 0) ? 1 : -1;
|
| 838 |
+
pairUsed[pairKey] = (pairUsed[pairKey] || 0) + 1;
|
| 839 |
+
|
| 840 |
+
// Perpendicular offset — use a CANONICAL direction (sorted by id) so that both
|
| 841 |
+
// A→B and B→A get the same perpendicular axis; side then reliably puts them
|
| 842 |
+
// on opposite sides instead of accidentally cancelling out.
|
| 843 |
+
const [canonSrc, canonTgt] = b.source_id < b.target_id ? [src, tgt] : [tgt, src];
|
| 844 |
+
const cdx = canonTgt.x - canonSrc.x, cdy = canonTgt.y - canonSrc.y;
|
| 845 |
+
const clen = Math.sqrt(cdx * cdx + cdy * cdy) || 1;
|
| 846 |
+
const perpX = -cdy / clen, perpY = cdx / clen; // canonical perpendicular unit vector
|
| 847 |
+
|
| 848 |
+
const curveStrength = pairOffset[pairKey] > 1 ? 48 : 18;
|
| 849 |
+
const cpx = (src.x + tgt.x) / 2 + perpX * curveStrength * side;
|
| 850 |
+
const cpy = (src.y + tgt.y) / 2 + perpY * curveStrength * side;
|
| 851 |
+
|
| 852 |
+
const col = _bondColor(b.note, b.value);
|
| 853 |
+
const op = (0.35 + Math.abs(b.value) / 100 * 0.65).toFixed(2);
|
| 854 |
+
const sw = (1 + Math.abs(b.value) / 100 * 3.5).toFixed(1);
|
| 855 |
+
|
| 856 |
+
// Arrowhead at 85% along bezier curve (near target)
|
| 857 |
+
const markerId = `arr-${b.source_id}-${b.target_id}`.replace(/[^a-z0-9-]/gi,"_");
|
| 858 |
+
arcs += `<defs><marker id="${markerId}" markerWidth="5" markerHeight="5"
|
| 859 |
+
refX="4" refY="2.5" orient="auto">
|
| 860 |
+
<polygon points="0,0 5,2.5 0,5" fill="${col}" fill-opacity="${op}"/>
|
| 861 |
+
</marker></defs>
|
| 862 |
+
<path d="M${src.x},${src.y} Q${cpx},${cpy} ${tgt.x},${tgt.y}"
|
| 863 |
+
fill="none" stroke="${col}" stroke-width="${sw}" stroke-opacity="${op}"
|
| 864 |
+
stroke-linecap="round" marker-end="url(#${markerId})"/>`;
|
| 865 |
+
|
| 866 |
+
if (b.note) {
|
| 867 |
+
// For bidirectional pairs, push each label further in its own canonical perpendicular
|
| 868 |
+
// direction so the two notes don't stack on top of each other.
|
| 869 |
+
const bidir = pairOffset[pairKey] > 1;
|
| 870 |
+
const baseLx = 0.25 * src.x + 0.5 * cpx + 0.25 * tgt.x;
|
| 871 |
+
const baseLy = 0.25 * src.y + 0.5 * cpy + 0.25 * tgt.y;
|
| 872 |
+
const labelOffsetX = bidir ? perpX * 10 * side : 0;
|
| 873 |
+
const labelOffsetY = bidir ? perpY * 10 * side : -4;
|
| 874 |
+
const lx = baseLx + labelOffsetX;
|
| 875 |
+
const ly = baseLy + labelOffsetY;
|
| 876 |
+
arcs += `<text x="${lx}" y="${ly}" text-anchor="middle"
|
| 877 |
+
font-size="9" fill="${col}"
|
| 878 |
+
paint-order="stroke" stroke="rgba(10,8,18,.85)" stroke-width="3" stroke-linejoin="round"
|
| 879 |
+
font-family="Georgia,serif" font-style="italic">${b.note}</text>`;
|
| 880 |
+
}
|
| 881 |
+
}
|
| 882 |
+
|
| 883 |
+
// NPC circle nodes (sprite or emoji) + name coloured by player relation
|
| 884 |
+
let nodesSvg = "";
|
| 885 |
+
for (const n of nodes) {
|
| 886 |
+
const clipId = `cl_${n.id}`.replace(/[^a-z0-9_]/gi,"_");
|
| 887 |
+
// Border colour by relation to player
|
| 888 |
+
const borderCol = n.rel > 20 ? "#7ec8a0" : n.rel < -20 ? "#c87e7e" : "rgba(232,193,114,.55)";
|
| 889 |
+
const nameCol = n.rel > 20 ? "#9ddcba" : n.rel < -20 ? "#dba0a0" : "rgba(232,193,114,.92)";
|
| 890 |
+
nodesSvg += `<circle cx="${n.x}" cy="${n.y}" r="22"
|
| 891 |
+
fill="rgba(255,255,255,.05)" stroke="${borderCol}" stroke-width="1.8"/>`;
|
| 892 |
+
if (n.sprite) {
|
| 893 |
+
nodesSvg += `<clipPath id="${clipId}"><circle cx="${n.x}" cy="${n.y}" r="20"/></clipPath>
|
| 894 |
+
<image href="${n.sprite}" x="${n.x-20}" y="${n.y-20}" width="40" height="40"
|
| 895 |
+
clip-path="url(#${clipId})" preserveAspectRatio="xMidYMid slice"/>`;
|
| 896 |
+
} else {
|
| 897 |
+
nodesSvg += `<text x="${n.x}" y="${n.y+5}" text-anchor="middle" font-size="16">👤</text>`;
|
| 898 |
+
}
|
| 899 |
+
// Name label with dark stroke outline for readability
|
| 900 |
+
nodesSvg += `<text x="${n.x}" y="${n.y+38}" text-anchor="middle"
|
| 901 |
+
font-size="10.5" fill="${nameCol}" font-family="Georgia,serif"
|
| 902 |
+
paint-order="stroke" stroke="rgba(10,8,18,.9)" stroke-width="3.5" stroke-linejoin="round">${n.name}</text>`;
|
| 903 |
+
}
|
| 904 |
+
|
| 905 |
+
return `<svg viewBox="0 0 ${W} ${H}" xmlns="http://www.w3.org/2000/svg">
|
| 906 |
+
${arcs}${nodesSvg}
|
| 907 |
+
</svg>`;
|
| 908 |
}
|
| 909 |
|
| 910 |
// keep track of who's currently on stage for the relations panel
|
|
|
|
| 973 |
function render(v){
|
| 974 |
if (v.known_characters?.length) {
|
| 975 |
knownChars = v.known_characters;
|
|
|
|
| 976 |
for (const ch of knownChars) {
|
| 977 |
if (ch.sprite_url) spriteCache[ch.id] = ch.sprite_url;
|
| 978 |
}
|
| 979 |
}
|
| 980 |
+
if (v.npc_bonds !== undefined) npcBonds = v.npc_bonds || [];
|
| 981 |
$("place").textContent = v.place || "";
|
| 982 |
$("speaker").textContent = v.speaker || "";
|
| 983 |
typeOut($("line"), v.dialogue || "");
|
| 984 |
playTTS(v.audio_b64);
|
| 985 |
+
if (v.current_music) switchMusic(v.current_music);
|
| 986 |
if (v.backdrop_url && v.backdrop_url !== lastBg){
|
| 987 |
const bg = $("backdrop");
|
| 988 |
bg.classList.remove("on");
|
|
|
|
| 1049 |
|
| 1050 |
// target chips — show only when multiple characters are on stage
|
| 1051 |
updateTargetRow(v.present);
|
| 1052 |
+
|
| 1053 |
+
// ── Ending screen ──────────────────────────────────────────────────────────
|
| 1054 |
+
if (v.ended && v.ending_text) {
|
| 1055 |
+
setTimeout(() => showEnding(v.ending_kind, v.ending_text, v.backdrop_url), 1800);
|
| 1056 |
+
}
|
| 1057 |
+
}
|
| 1058 |
+
|
| 1059 |
+
function showEnding(kind, text, backdropUrl) {
|
| 1060 |
+
const overlay = $("ending-overlay");
|
| 1061 |
+
const isDefeat = kind === "defeat";
|
| 1062 |
+
overlay.className = "show " + (isDefeat ? "defeat" : "victory");
|
| 1063 |
+
// Use the generated ending illustration as the overlay background
|
| 1064 |
+
if (backdropUrl) {
|
| 1065 |
+
overlay.style.backgroundImage = `url(${backdropUrl})`;
|
| 1066 |
+
overlay.style.backgroundSize = "cover";
|
| 1067 |
+
overlay.style.backgroundPosition = "center";
|
| 1068 |
+
// Darken overlay content area so text stays readable over the image
|
| 1069 |
+
overlay.style.setProperty("--ending-dim", isDefeat
|
| 1070 |
+
? "rgba(5,3,5,.78)" : "rgba(10,6,18,.65)");
|
| 1071 |
+
}
|
| 1072 |
+
$("ending-icon").textContent = isDefeat ? "💀" : "💕";
|
| 1073 |
+
$("ending-title").textContent = isDefeat ? "Game Over" : "✦ Fin ✦";
|
| 1074 |
+
$("ending-subtitle").textContent = isDefeat
|
| 1075 |
+
? "The wanderer walks alone…"
|
| 1076 |
+
: "A warm ending";
|
| 1077 |
+
// Typewrite the epilogue text
|
| 1078 |
+
const el = $("ending-text");
|
| 1079 |
+
el.textContent = "";
|
| 1080 |
+
let i = 0;
|
| 1081 |
+
const iv = setInterval(() => {
|
| 1082 |
+
if (i >= text.length) { clearInterval(iv); return; }
|
| 1083 |
+
el.textContent += text[i++];
|
| 1084 |
+
}, 28);
|
| 1085 |
+
// Replay button label
|
| 1086 |
+
$("ending-replay").textContent = isDefeat ? "Try again" : "Play again";
|
| 1087 |
+
// Music: overlay already triggered set_music via render, but be safe
|
| 1088 |
+
if (isDefeat && !bgmTrackName?.includes("sad")) switchMusic("sad");
|
| 1089 |
+
if (!isDefeat && !bgmTrackName?.includes("romantic")) switchMusic("romantic");
|
| 1090 |
}
|
| 1091 |
|
| 1092 |
function showNotif(msg){
|
|
|
|
| 1179 |
document.querySelectorAll(".target-chip").forEach(b => b.disabled = state);
|
| 1180 |
}
|
| 1181 |
|
| 1182 |
+
// --- TTS toggle + volume ---
|
| 1183 |
+
let ttsVol = 1.0; // 0–1, controlled by settings slider
|
| 1184 |
let ttsEnabled = true;
|
| 1185 |
+
// ttsBtn removed from DOM — state managed solely via settings sliders
|
| 1186 |
+
const ttsBtn = { textContent: "", classList: { add:()=>{}, toggle:()=>{}, remove:()=>{} } };
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1187 |
|
| 1188 |
function playTTS(audio_b64) {
|
| 1189 |
if (!ttsEnabled || !audio_b64) return;
|
|
|
|
| 1193 |
audio.id = "vn-audio";
|
| 1194 |
document.body.appendChild(audio);
|
| 1195 |
}
|
| 1196 |
+
audio.volume = ttsVol;
|
| 1197 |
audio.src = audio_b64;
|
| 1198 |
+
audio.play().catch(() => {});
|
| 1199 |
+
}
|
| 1200 |
+
|
| 1201 |
+
// --- BGM (background music) ---
|
| 1202 |
+
const BGM_TRACKS = {
|
| 1203 |
+
calm: "/music/calm.mp3",
|
| 1204 |
+
romantic: "/music/romantic.mp3",
|
| 1205 |
+
dramatic: "/music/dramatic.mp3",
|
| 1206 |
+
mystery: "/music/mystery.mp3",
|
| 1207 |
+
sad: "/music/sad.mp3",
|
| 1208 |
+
joyful: "/music/joyful.mp3",
|
| 1209 |
+
};
|
| 1210 |
+
let bgmMasterVolume = 0.35; // master volume (0–1) — controlled by settings slider
|
| 1211 |
+
const BGM_FADE_OUT_MS = 2800; // old track fades out over this long
|
| 1212 |
+
const BGM_FADE_IN_MS = 3200; // new track fades in over this long
|
| 1213 |
+
const BGM_OVERLAP_MS = 1200; // new track starts this many ms before old finishes
|
| 1214 |
+
|
| 1215 |
+
let bgmEnabled = true;
|
| 1216 |
+
let bgmCurrent = null; // currently playing Audio object
|
| 1217 |
+
let bgmTrackName = null; // track key of bgmCurrent
|
| 1218 |
+
|
| 1219 |
+
// bgmBtn removed from DOM — state managed solely via settings sliders
|
| 1220 |
+
const bgmBtn = { textContent: "", classList: { add:()=>{}, toggle:()=>{}, remove:()=>{} } };
|
| 1221 |
+
|
| 1222 |
+
function switchMusic(name) {
|
| 1223 |
+
if (!name || !BGM_TRACKS[name]) return;
|
| 1224 |
+
if (name === bgmTrackName) return;
|
| 1225 |
+
if (!bgmEnabled) { bgmTrackName = name; return; }
|
| 1226 |
+
_bgmPlay(name);
|
| 1227 |
+
}
|
| 1228 |
+
|
| 1229 |
+
function _bgmPlay(name) {
|
| 1230 |
+
const old = bgmCurrent;
|
| 1231 |
+
bgmTrackName = name;
|
| 1232 |
+
|
| 1233 |
+
const a = new Audio(BGM_TRACKS[name]);
|
| 1234 |
+
a.loop = true;
|
| 1235 |
+
a.volume = 0;
|
| 1236 |
+
bgmCurrent = a;
|
| 1237 |
+
|
| 1238 |
+
// Helper: actually start the audio and fade it in
|
| 1239 |
+
const startFadeIn = () => {
|
| 1240 |
+
const p = a.play();
|
| 1241 |
+
if (p !== undefined) {
|
| 1242 |
+
p.catch(() => {
|
| 1243 |
+
// Autoplay still blocked — retry on the very next user interaction
|
| 1244 |
+
const retry = () => {
|
| 1245 |
+
if (bgmCurrent === a && bgmEnabled) {
|
| 1246 |
+
a.play().then(() => _bgmFade(a, 0, bgmMasterVolume, BGM_FADE_IN_MS)).catch(() => {});
|
| 1247 |
+
}
|
| 1248 |
+
};
|
| 1249 |
+
document.addEventListener("click", retry, { once: true });
|
| 1250 |
+
document.addEventListener("keydown", retry, { once: true });
|
| 1251 |
+
});
|
| 1252 |
+
}
|
| 1253 |
+
_bgmFade(a, 0, bgmMasterVolume, BGM_FADE_IN_MS);
|
| 1254 |
+
};
|
| 1255 |
+
|
| 1256 |
+
if (old) {
|
| 1257 |
+
_bgmFade(old, old.volume, 0, BGM_FADE_OUT_MS, () => { old.pause(); old.src = ""; });
|
| 1258 |
+
setTimeout(startFadeIn, BGM_FADE_OUT_MS - BGM_OVERLAP_MS);
|
| 1259 |
+
} else {
|
| 1260 |
+
startFadeIn();
|
| 1261 |
+
}
|
| 1262 |
+
}
|
| 1263 |
+
|
| 1264 |
+
// Smooth volume ramp using requestAnimationFrame + ease-in-out curve
|
| 1265 |
+
function _bgmFade(audio, fromVol, toVol, ms, onDone) {
|
| 1266 |
+
const start = performance.now();
|
| 1267 |
+
function tick(now) {
|
| 1268 |
+
const raw = Math.min(1, (now - start) / ms);
|
| 1269 |
+
// ease-in-out: smoothstep
|
| 1270 |
+
const t = raw * raw * (3 - 2 * raw);
|
| 1271 |
+
audio.volume = fromVol + (toVol - fromVol) * t;
|
| 1272 |
+
if (raw < 1) {
|
| 1273 |
+
requestAnimationFrame(tick);
|
| 1274 |
+
} else {
|
| 1275 |
+
audio.volume = toVol;
|
| 1276 |
+
if (onDone) onDone();
|
| 1277 |
+
}
|
| 1278 |
+
}
|
| 1279 |
+
requestAnimationFrame(tick);
|
| 1280 |
}
|
| 1281 |
|
| 1282 |
// --- book overlay dismiss ---
|
|
|
|
| 1285 |
$("say").focus();
|
| 1286 |
});
|
| 1287 |
|
| 1288 |
+
// --- ending replay ---
|
| 1289 |
+
$("ending-replay").addEventListener("click", () => {
|
| 1290 |
+
// Stop music, reset ending overlay, go back to choice screen
|
| 1291 |
+
if (bgmCurrent) { _bgmFade(bgmCurrent, bgmCurrent.volume, 0, 800, () => { bgmCurrent.pause(); bgmCurrent.src = ""; }); bgmCurrent = null; }
|
| 1292 |
+
bgmTrackName = null;
|
| 1293 |
+
$("ending-overlay").className = ""; // hide
|
| 1294 |
+
// Reset game UI state
|
| 1295 |
+
history = []; journalTurn = 0; knownChars = []; npcBonds = [];
|
| 1296 |
+
$("place").textContent = ""; $("speaker").textContent = ""; $("line").textContent = "";
|
| 1297 |
+
$("sprites").innerHTML = ""; lastBg = null;
|
| 1298 |
+
$("backdrop").style.backgroundImage = "none"; $("backdrop").classList.remove("on");
|
| 1299 |
+
$("journal-btn").classList.add("hidden");
|
| 1300 |
+
$("settings-btn").classList.add("hidden");
|
| 1301 |
+
$("enter").disabled = false;
|
| 1302 |
+
$("enter").textContent = "Enter the story";
|
| 1303 |
+
$("choice-screen").classList.remove("hidden");
|
| 1304 |
+
});
|
| 1305 |
+
|
| 1306 |
// --- choice screen ---
|
| 1307 |
$("btn-new").addEventListener("click", () => {
|
| 1308 |
$("choice-screen").classList.add("hidden");
|
|
|
|
| 1313 |
const file = e.target.files[0];
|
| 1314 |
if (!file) return;
|
| 1315 |
const text = await file.text();
|
| 1316 |
+
|
| 1317 |
+
// Start a neutral track NOW (user gesture from the file picker is still active)
|
| 1318 |
+
if (bgmEnabled) switchMusic("calm");
|
| 1319 |
+
|
| 1320 |
busy(true);
|
| 1321 |
try {
|
| 1322 |
// Extract client-side journal history before sending state to server
|
| 1323 |
let parsed;
|
| 1324 |
try { parsed = JSON.parse(text); } catch { parsed = {}; }
|
| 1325 |
const savedHistory = Array.isArray(parsed.journal_history) ? parsed.journal_history : [];
|
| 1326 |
+
const savedAudio = parsed.audio_settings || null;
|
| 1327 |
|
| 1328 |
const { data } = await client.predict("/load_file", { data: text });
|
| 1329 |
$("choice-screen").classList.add("hidden");
|
|
|
|
| 1333 |
history = savedHistory;
|
| 1334 |
journalTurn = savedHistory.length > 0 ? savedHistory[savedHistory.length - 1].turn : 0;
|
| 1335 |
|
| 1336 |
+
// Restore audio settings if present
|
| 1337 |
+
if (savedAudio) {
|
| 1338 |
+
const bgmPct = Math.max(0, Math.min(100, savedAudio.bgm_vol ?? 35));
|
| 1339 |
+
const ttsPct = Math.max(0, Math.min(100, savedAudio.tts_vol ?? 100));
|
| 1340 |
+
bgmMasterVolume = bgmPct / 100;
|
| 1341 |
+
ttsVol = ttsPct / 100;
|
| 1342 |
+
bgmEnabled = bgmPct > 0;
|
| 1343 |
+
ttsEnabled = ttsPct > 0;
|
| 1344 |
+
bgmVolSlider.value = bgmPct;
|
| 1345 |
+
bgmVolVal.textContent = bgmPct + "%";
|
| 1346 |
+
ttsVolSlider.value = ttsPct;
|
| 1347 |
+
ttsVolVal.textContent = ttsPct + "%";
|
| 1348 |
+
if (bgmCurrent) bgmCurrent.volume = bgmMasterVolume;
|
| 1349 |
+
// If there's an explicit saved track and music is enabled, pre-seed the track name
|
| 1350 |
+
// so render()'s switchMusic call (via current_music in ViewState) resumes it.
|
| 1351 |
+
if (savedAudio.bgm_track && bgmEnabled) bgmTrackName = null; // force switchMusic to not skip
|
| 1352 |
+
}
|
| 1353 |
+
|
| 1354 |
+
render(data[0]); // will call switchMusic with current_music from saved GameState flags
|
| 1355 |
+
// Fallback: if ViewState had no current_music but we saved a track, start it now
|
| 1356 |
+
if (savedAudio?.bgm_track && bgmEnabled && !bgmTrackName) {
|
| 1357 |
+
switchMusic(savedAudio.bgm_track);
|
| 1358 |
+
}
|
| 1359 |
$("journal-btn").classList.remove("hidden");
|
| 1360 |
+
$("settings-btn").classList.remove("hidden");
|
| 1361 |
} catch(err) { alert("Could not load save: " + (err?.message || err)); }
|
| 1362 |
busy(false);
|
| 1363 |
});
|
| 1364 |
|
| 1365 |
+
// --- settings panel ---
|
| 1366 |
+
$("settings-btn").addEventListener("click", () => $("settings-overlay").classList.add("open"));
|
| 1367 |
+
$("settings-close").addEventListener("click", () => $("settings-overlay").classList.remove("open"));
|
| 1368 |
+
$("settings-overlay").addEventListener("click", e => {
|
| 1369 |
+
if (e.target === $("settings-overlay")) $("settings-overlay").classList.remove("open");
|
| 1370 |
+
});
|
| 1371 |
+
|
| 1372 |
+
// --- BGM volume slider ---
|
| 1373 |
+
// Moving slider: adjusts master volume live; going to 0 mutes, above 0 unmutes.
|
| 1374 |
+
const bgmVolSlider = $("bgm-vol-slider");
|
| 1375 |
+
const bgmVolVal = $("bgm-vol-val");
|
| 1376 |
+
bgmVolSlider.addEventListener("input", () => {
|
| 1377 |
+
const pct = parseInt(bgmVolSlider.value, 10);
|
| 1378 |
+
bgmVolVal.textContent = pct + "%";
|
| 1379 |
+
bgmMasterVolume = pct / 100;
|
| 1380 |
+
if (pct === 0) {
|
| 1381 |
+
if (bgmEnabled) { // mute: fade out & disable
|
| 1382 |
+
bgmEnabled = false;
|
| 1383 |
+
if (bgmCurrent) {
|
| 1384 |
+
_bgmFade(bgmCurrent, bgmCurrent.volume, 0, 500, () => { bgmCurrent.pause(); bgmCurrent.src = ""; });
|
| 1385 |
+
bgmCurrent = null;
|
| 1386 |
+
}
|
| 1387 |
+
}
|
| 1388 |
+
} else {
|
| 1389 |
+
if (!bgmEnabled) { // unmute: re-enable and restart remembered track
|
| 1390 |
+
bgmEnabled = true;
|
| 1391 |
+
if (bgmTrackName) _bgmPlay(bgmTrackName);
|
| 1392 |
+
} else if (bgmCurrent) { // just change live volume
|
| 1393 |
+
bgmCurrent.volume = bgmMasterVolume;
|
| 1394 |
+
}
|
| 1395 |
+
}
|
| 1396 |
+
bgmBtn.classList.toggle("active", bgmEnabled);
|
| 1397 |
+
bgmBtn.textContent = bgmEnabled ? "🎵" : "🔇";
|
| 1398 |
+
});
|
| 1399 |
+
|
| 1400 |
+
// --- TTS volume slider ---
|
| 1401 |
+
const ttsVolSlider = $("tts-vol-slider");
|
| 1402 |
+
const ttsVolVal = $("tts-vol-val");
|
| 1403 |
+
ttsVolSlider.addEventListener("input", () => {
|
| 1404 |
+
const pct = parseInt(ttsVolSlider.value, 10);
|
| 1405 |
+
ttsVolVal.textContent = pct + "%";
|
| 1406 |
+
ttsVol = pct / 100;
|
| 1407 |
+
ttsEnabled = pct > 0;
|
| 1408 |
+
const a = $("vn-audio"); if (a) a.volume = ttsVol;
|
| 1409 |
+
ttsBtn.classList.toggle("active", ttsEnabled);
|
| 1410 |
+
ttsBtn.textContent = ttsEnabled ? "🔊" : "🔇";
|
| 1411 |
+
});
|
| 1412 |
+
|
| 1413 |
+
// Save button
|
| 1414 |
+
$("settings-save-btn").addEventListener("click", async () => {
|
| 1415 |
+
const btn = $("settings-save-btn");
|
| 1416 |
+
btn.disabled = true;
|
| 1417 |
+
btn.textContent = "Saving…";
|
| 1418 |
try {
|
| 1419 |
const { data } = await client.predict("/save_data", {});
|
|
|
|
| 1420 |
const saveObj = JSON.parse(data[0].json);
|
| 1421 |
saveObj.journal_history = history;
|
| 1422 |
+
saveObj.audio_settings = {
|
| 1423 |
+
bgm_vol: Math.round(bgmMasterVolume * 100),
|
| 1424 |
+
tts_vol: Math.round(ttsVol * 100),
|
| 1425 |
+
bgm_track: bgmTrackName || null,
|
| 1426 |
+
};
|
| 1427 |
const blob = new Blob([JSON.stringify(saveObj)], { type: "application/json" });
|
| 1428 |
const a = document.createElement("a");
|
| 1429 |
a.href = URL.createObjectURL(blob);
|
| 1430 |
a.download = "ephemeral-hearts-save.json";
|
| 1431 |
a.click();
|
| 1432 |
URL.revokeObjectURL(a.href);
|
| 1433 |
+
btn.textContent = "✓ Saved!";
|
| 1434 |
+
setTimeout(() => { btn.textContent = "💾 Save current game"; btn.disabled = false; }, 2000);
|
| 1435 |
+
} catch(err) {
|
| 1436 |
+
console.error("save failed", err);
|
| 1437 |
+
btn.textContent = "⚠️ Failed";
|
| 1438 |
+
setTimeout(() => { btn.textContent = "💾 Save current game"; btn.disabled = false; }, 2000);
|
| 1439 |
+
}
|
| 1440 |
});
|
| 1441 |
|
| 1442 |
+
// tone -> initial BGM track (mirrors engine.py start() logic)
|
| 1443 |
+
const TONE_MUSIC = { romantic:"romantic", flirty:"romantic", dramatic:"dramatic", bittersweet:"sad", comedic:"joyful" };
|
| 1444 |
+
|
| 1445 |
// --- start ---
|
| 1446 |
$("enter").addEventListener("click", async () => {
|
| 1447 |
const btn = $("enter");
|
| 1448 |
btn.disabled = true;
|
| 1449 |
const orig = btn.textContent;
|
| 1450 |
btn.textContent = "✨ Creating your story…";
|
| 1451 |
+
|
| 1452 |
+
// Kick off music NOW while the user gesture is still fresh.
|
| 1453 |
+
if (bgmEnabled) switchMusic(TONE_MUSIC[$("tone").value] || "calm");
|
| 1454 |
+
|
| 1455 |
+
// --- two-phase segmented progress ---
|
| 1456 |
+
const spEl = $("start-progress");
|
| 1457 |
+
spEl.style.display = "block";
|
| 1458 |
+
|
| 1459 |
+
// Per-phase helpers
|
| 1460 |
+
let _spTick = null;
|
| 1461 |
+
const _spNote = (id, msg) => {
|
| 1462 |
+
const el = $(id);
|
| 1463 |
+
el.style.opacity = "0";
|
| 1464 |
+
setTimeout(() => { el.textContent = msg; el.style.opacity = "1"; }, 200);
|
| 1465 |
+
};
|
| 1466 |
+
// Animate fill toward `target` (0-100) at `stepMs` per tick; resolves when target hit
|
| 1467 |
+
const _spCrawl = (fillId, pctId, target, stepMs) => new Promise(resolve => {
|
| 1468 |
+
if (_spTick) { clearInterval(_spTick); _spTick = null; }
|
| 1469 |
+
const fill = $(fillId), pctEl = $(pctId);
|
| 1470 |
+
let cur = parseFloat(fill.style.width) || 0;
|
| 1471 |
+
_spTick = setInterval(() => {
|
| 1472 |
+
cur = Math.min(target, cur + 0.7);
|
| 1473 |
+
fill.style.width = cur + "%";
|
| 1474 |
+
pctEl.textContent = Math.round(cur) + "%";
|
| 1475 |
+
if (cur >= target) { clearInterval(_spTick); _spTick = null; resolve(); }
|
| 1476 |
+
}, stepMs);
|
| 1477 |
+
});
|
| 1478 |
+
const _spFinish = (fillId, pctId, label) => {
|
| 1479 |
+
if (_spTick) { clearInterval(_spTick); _spTick = null; }
|
| 1480 |
+
$(fillId).style.width = "100%";
|
| 1481 |
+
$(pctId).textContent = label || "100%";
|
| 1482 |
+
};
|
| 1483 |
+
const spHide = () => {
|
| 1484 |
+
spEl.style.display = "none";
|
| 1485 |
+
["sp-fill-llm","sp-fill-img"].forEach(id => { $(id).style.width = "0%"; });
|
| 1486 |
+
};
|
| 1487 |
+
|
| 1488 |
+
// LLM notes cycling (reassuring messages while waiting for the model)
|
| 1489 |
+
const LLM_NOTES = [
|
| 1490 |
+
"The AI is generating your opening scene…",
|
| 1491 |
+
"First load can take 30–60 s while the model warms up…",
|
| 1492 |
+
"Inventing characters, secrets, and a first line just for you…",
|
| 1493 |
+
"Almost done writing — hang on…",
|
| 1494 |
+
];
|
| 1495 |
+
let _llmNoteIdx = 0;
|
| 1496 |
+
const _llmNoteTick = setInterval(() => {
|
| 1497 |
+
_llmNoteIdx = (_llmNoteIdx + 1) % LLM_NOTES.length;
|
| 1498 |
+
_spNote("sp-note-llm", LLM_NOTES[_llmNoteIdx]);
|
| 1499 |
+
}, 9000);
|
| 1500 |
+
|
| 1501 |
try {
|
| 1502 |
+
// ── Phase 1 : LLM world init ──────────────────────────────────────────
|
| 1503 |
+
_spNote("sp-note-llm", LLM_NOTES[0]);
|
| 1504 |
+
// Crawl 0→88% slowly — will stop there until the real call returns
|
| 1505 |
+
_spCrawl("sp-fill-llm", "sp-pct-llm", 88, 800);
|
| 1506 |
+
|
| 1507 |
+
const { data: d1 } = await client.predict("/start_text", {
|
| 1508 |
+
theme: $("theme").value,
|
| 1509 |
+
tone: $("tone").value,
|
| 1510 |
+
});
|
| 1511 |
+
|
| 1512 |
+
// LLM done — complete bar 1, unlock bar 2 (stay on setup screen)
|
| 1513 |
+
clearInterval(_llmNoteTick);
|
| 1514 |
+
_spFinish("sp-fill-llm", "sp-pct-llm", "100%");
|
| 1515 |
+
_spNote("sp-note-llm", "Story written ✓");
|
| 1516 |
+
$("sp-step-img").style.opacity = "1";
|
| 1517 |
+
_spNote("sp-note-img", "Generating backdrop and character illustration…");
|
| 1518 |
+
$("sp-pct-img").textContent = "0%";
|
| 1519 |
+
|
| 1520 |
+
// ── Phase 2 : image generation ────────────────────────────────────────
|
| 1521 |
+
// Crawl 0→85% while painter works
|
| 1522 |
+
_spCrawl("sp-fill-img", "sp-pct-img", 85, 350);
|
| 1523 |
+
|
| 1524 |
+
const { data: d2 } = await client.predict("/start_images", {});
|
| 1525 |
+
|
| 1526 |
+
// Everything ready — complete bar 2, then reveal the game
|
| 1527 |
+
_spFinish("sp-fill-img", "sp-pct-img", "100%");
|
| 1528 |
+
_spNote("sp-note-img", "Scene ready ✓");
|
| 1529 |
+
render(d2[0]);
|
| 1530 |
+
addToHistory("", d2[0]);
|
| 1531 |
$("setup").classList.add("hidden");
|
|
|
|
|
|
|
| 1532 |
$("journal-btn").classList.remove("hidden");
|
| 1533 |
+
$("settings-btn").classList.remove("hidden");
|
| 1534 |
+
|
| 1535 |
+
setTimeout(() => {
|
| 1536 |
+
spHide();
|
| 1537 |
+
if (d2[0]?.intro_text) {
|
| 1538 |
+
$("book-text").textContent = d2[0].intro_text;
|
| 1539 |
+
$("intro-book").classList.remove("hidden");
|
| 1540 |
+
}
|
| 1541 |
+
}, 700);
|
| 1542 |
+
|
| 1543 |
} catch(err) {
|
| 1544 |
console.error("start failed", err);
|
| 1545 |
+
clearInterval(_llmNoteTick);
|
| 1546 |
+
if (_spTick) { clearInterval(_spTick); _spTick = null; }
|
| 1547 |
+
spHide();
|
| 1548 |
btn.textContent = "⚠️ Failed — try again";
|
| 1549 |
btn.disabled = false;
|
| 1550 |
setTimeout(() => { btn.textContent = orig; }, 3000);
|
|
@@ -0,0 +1,32 @@
|
|
|
|
|
|
|
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|
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|
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|
|
|
| 1 |
+
# Background Music Tracks
|
| 2 |
+
|
| 3 |
+
Place looping MP3 (or OGG) files here. The game expects these exact filenames:
|
| 4 |
+
|
| 5 |
+
| File | When it plays |
|
| 6 |
+
|---|---|
|
| 7 |
+
| `calm.mp3` | Peaceful moments, exploration, default opening |
|
| 8 |
+
| `romantic.mp3` | Soft intimate scenes, growing closeness |
|
| 9 |
+
| `dramatic.mp3` | Tense confrontations, high stakes |
|
| 10 |
+
| `mystery.mp3` | Uncanny atmosphere, secrets revealed |
|
| 11 |
+
| `sad.mp3` | Melancholic, bittersweet, loss |
|
| 12 |
+
| `joyful.mp3` | Playful, comedic, happy scenes |
|
| 13 |
+
|
| 14 |
+
## Free sources (royalty-free, loop-friendly)
|
| 15 |
+
|
| 16 |
+
- **Kevin MacLeod** — https://incompetech.filmmusic.io (CC BY 4.0)
|
| 17 |
+
- **Pixabay Music** — https://pixabay.com/music/ (free, no attribution needed)
|
| 18 |
+
- **FreeMusicArchive** — https://freemusicarchive.org
|
| 19 |
+
|
| 20 |
+
## Recommended Kevin MacLeod tracks
|
| 21 |
+
|
| 22 |
+
| Mood | Track name |
|
| 23 |
+
|---|---|
|
| 24 |
+
| calm | "Comfortable Mystery" or "Floating Cities" |
|
| 25 |
+
| romantic | "Sneaky Snitch" or "Heartwarming" |
|
| 26 |
+
| dramatic | "Darkest Child" or "Cipher" |
|
| 27 |
+
| mystery | "Ossuary 5 - Rest" or "Scheming Weasel" |
|
| 28 |
+
| sad | "Sonatina in C Minor" or "Parting of the Ways" |
|
| 29 |
+
| joyful | "Carefree" or "Fluffing a Duck" |
|
| 30 |
+
|
| 31 |
+
Files must be served from this folder — the app mounts `/music` → `frontend/music/`.
|
| 32 |
+
If a file is missing the browser simply plays nothing for that mood (no crash).
|
|
@@ -36,6 +36,16 @@ def present_sheets_block(state: GameState) -> str:
|
|
| 36 |
rel_note = " — barely acquainted; unsolicited touch or flirt feels uncomfortable (negative delta)"
|
| 37 |
else:
|
| 38 |
rel_note = ""
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 39 |
blocks.append(
|
| 40 |
f"### {c.name} (id: {c.id})\n"
|
| 41 |
f"- one_line: {c.one_line}\n"
|
|
@@ -43,6 +53,7 @@ def present_sheets_block(state: GameState) -> str:
|
|
| 43 |
f"- voice: {c.voice or '—'}\n"
|
| 44 |
f"- goal: {c.goals or '—'}\n"
|
| 45 |
f"- mood: {c.mood} | feeling toward wanderer: {rel}/100{rel_note}\n"
|
|
|
|
| 46 |
f"- knows: {facts}"
|
| 47 |
)
|
| 48 |
return "\n\n".join(blocks) if blocks else "(no spirits on stage — the narrator may speak)"
|
|
|
|
| 36 |
rel_note = " — barely acquainted; unsolicited touch or flirt feels uncomfortable (negative delta)"
|
| 37 |
else:
|
| 38 |
rel_note = ""
|
| 39 |
+
# NPC↔NPC bonds — only mention others who are in the cast
|
| 40 |
+
npc_bond_lines: list[str] = []
|
| 41 |
+
for other_id, bond_val in c.npc_relations.items():
|
| 42 |
+
if other_id in state.characters:
|
| 43 |
+
other = state.characters[other_id]
|
| 44 |
+
note = c.npc_relation_notes.get(other_id, "")
|
| 45 |
+
label = f" ({note})" if note else ""
|
| 46 |
+
npc_bond_lines.append(f"{other.name}: {bond_val:+d}{label}")
|
| 47 |
+
npc_bonds_str = "; ".join(npc_bond_lines) if npc_bond_lines else "—"
|
| 48 |
+
|
| 49 |
blocks.append(
|
| 50 |
f"### {c.name} (id: {c.id})\n"
|
| 51 |
f"- one_line: {c.one_line}\n"
|
|
|
|
| 53 |
f"- voice: {c.voice or '—'}\n"
|
| 54 |
f"- goal: {c.goals or '—'}\n"
|
| 55 |
f"- mood: {c.mood} | feeling toward wanderer: {rel}/100{rel_note}\n"
|
| 56 |
+
f"- bonds with others: {npc_bonds_str}\n"
|
| 57 |
f"- knows: {facts}"
|
| 58 |
)
|
| 59 |
return "\n\n".join(blocks) if blocks else "(no spirits on stage — the narrator may speak)"
|
|
@@ -23,7 +23,7 @@ from . import config, memory, orchestrator, state
|
|
| 23 |
from .llm import get_llm
|
| 24 |
from .metrics import collector
|
| 25 |
from .painter import get_painter
|
| 26 |
-
from .schemas import DirectorOutput, GameState, SetupForm, SpritePresence, Turn, ViewState
|
| 27 |
from .stt import get_stt
|
| 28 |
from .trace import Tracer
|
| 29 |
from .tts import get_tts
|
|
@@ -37,10 +37,24 @@ class Engine:
|
|
| 37 |
self.tts = get_tts()
|
| 38 |
self.tracer = Tracer(config.TRACE_PATH)
|
| 39 |
self.state: GameState | None = None
|
|
|
|
|
|
|
| 40 |
|
| 41 |
# -- lifecycle --
|
| 42 |
def start(self, setup: SetupForm) -> ViewState:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 43 |
self.state, opening = orchestrator.init_world(self.llm, setup)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 44 |
self.state.recent_turns.append(
|
| 45 |
Turn(
|
| 46 |
player="(arrives)",
|
|
@@ -49,11 +63,47 @@ class Engine:
|
|
| 49 |
emotion=opening.emotion,
|
| 50 |
)
|
| 51 |
)
|
| 52 |
-
state.apply_directives(self.state, opening)
|
| 53 |
state.save_memory(self.state)
|
| 54 |
self.tracer.log(event="start", setup=setup.model_dump(), opening=opening.model_dump())
|
| 55 |
intro = self.state.flags.get("situation_intro", "")
|
| 56 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 57 |
|
| 58 |
def transcribe(self, audio_path: str) -> str:
|
| 59 |
return self.stt.transcribe(audio_path)
|
|
@@ -152,7 +202,12 @@ class Engine:
|
|
| 152 |
s = self.state
|
| 153 |
assert s is not None
|
| 154 |
with collector.measure("painter_backdrop", turn=turn):
|
| 155 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 156 |
present = []
|
| 157 |
for cid in s.scene.present:
|
| 158 |
ch = s.characters.get(cid)
|
|
@@ -195,6 +250,19 @@ class Engine:
|
|
| 195 |
)
|
| 196 |
)
|
| 197 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 198 |
speaker_ch = s.characters.get(out.speaker)
|
| 199 |
speaker_name = speaker_ch.name if speaker_ch else "The wood"
|
| 200 |
|
|
@@ -218,10 +286,13 @@ class Engine:
|
|
| 218 |
beat=s.beat,
|
| 219 |
ended=s.beat == "ended",
|
| 220 |
ending_text=s.flags.get("ending_text"),
|
|
|
|
| 221 |
turn_index=s.turn_index,
|
| 222 |
notifications=notifications or [],
|
| 223 |
intro_text=intro_text,
|
| 224 |
audio_b64=audio_b64,
|
|
|
|
|
|
|
| 225 |
)
|
| 226 |
|
| 227 |
|
|
|
|
| 23 |
from .llm import get_llm
|
| 24 |
from .metrics import collector
|
| 25 |
from .painter import get_painter
|
| 26 |
+
from .schemas import DirectorOutput, GameState, NPCBond, SetupForm, SpritePresence, Turn, ViewState
|
| 27 |
from .stt import get_stt
|
| 28 |
from .trace import Tracer
|
| 29 |
from .tts import get_tts
|
|
|
|
| 37 |
self.tts = get_tts()
|
| 38 |
self.tracer = Tracer(config.TRACE_PATH)
|
| 39 |
self.state: GameState | None = None
|
| 40 |
+
self._pending_out: DirectorOutput | None = None
|
| 41 |
+
self._pending_intro: str = ""
|
| 42 |
|
| 43 |
# -- lifecycle --
|
| 44 |
def start(self, setup: SetupForm) -> ViewState:
|
| 45 |
+
"""Full start (used by smoke test / MVP UI). Calls both phases."""
|
| 46 |
+
self.start_text(setup)
|
| 47 |
+
return self.start_images()
|
| 48 |
+
|
| 49 |
+
def start_text(self, setup: SetupForm) -> ViewState:
|
| 50 |
+
"""Phase 1 — LLM world-init only. Fast. Returns a text-only ViewState (no images/TTS).
|
| 51 |
+
Sets self.state and stores the opening DirectorOutput for start_images()."""
|
| 52 |
self.state, opening = orchestrator.init_world(self.llm, setup)
|
| 53 |
+
_tone_music: dict[str, str] = {
|
| 54 |
+
"romantic": "romantic", "flirty": "romantic",
|
| 55 |
+
"dramatic": "dramatic", "bittersweet": "sad", "comedic": "joyful",
|
| 56 |
+
}
|
| 57 |
+
self.state.flags["current_music"] = _tone_music.get(setup.tone, "calm")
|
| 58 |
self.state.recent_turns.append(
|
| 59 |
Turn(
|
| 60 |
player="(arrives)",
|
|
|
|
| 63 |
emotion=opening.emotion,
|
| 64 |
)
|
| 65 |
)
|
| 66 |
+
state.apply_directives(self.state, opening)
|
| 67 |
state.save_memory(self.state)
|
| 68 |
self.tracer.log(event="start", setup=setup.model_dump(), opening=opening.model_dump())
|
| 69 |
intro = self.state.flags.get("situation_intro", "")
|
| 70 |
+
# Stash for start_images()
|
| 71 |
+
self._pending_out: DirectorOutput | None = opening
|
| 72 |
+
self._pending_intro: str = intro
|
| 73 |
+
# Build a text-only ViewState so the frontend can show dialogue immediately
|
| 74 |
+
s = self.state
|
| 75 |
+
speaker_ch = s.characters.get(opening.speaker)
|
| 76 |
+
speaker_name = speaker_ch.name if speaker_ch else "The wood"
|
| 77 |
+
known: list[SpritePresence] = []
|
| 78 |
+
for cid, ch in s.characters.items():
|
| 79 |
+
disc = [ch.traits[i] for i in ch.discovered_traits if i < len(ch.traits)]
|
| 80 |
+
known.append(SpritePresence(
|
| 81 |
+
id=ch.id, name=ch.name, mood=ch.mood, sprite_url=None,
|
| 82 |
+
relationship=ch.relationship, public_bio=ch.one_line,
|
| 83 |
+
discovered_traits=disc, total_traits=len(ch.traits),
|
| 84 |
+
secret_goal=ch.goals if ch.goal_unlocked else None,
|
| 85 |
+
))
|
| 86 |
+
return ViewState(
|
| 87 |
+
speaker=speaker_name,
|
| 88 |
+
dialogue=opening.dialogue,
|
| 89 |
+
emotion=opening.emotion,
|
| 90 |
+
place=s.scene.place,
|
| 91 |
+
backdrop_url=None,
|
| 92 |
+
present=[],
|
| 93 |
+
known_characters=known,
|
| 94 |
+
beat=s.beat,
|
| 95 |
+
turn_index=s.turn_index,
|
| 96 |
+
intro_text=intro,
|
| 97 |
+
current_music=s.flags.get("current_music"),
|
| 98 |
+
npc_bonds=[],
|
| 99 |
+
)
|
| 100 |
+
|
| 101 |
+
def start_images(self) -> ViewState:
|
| 102 |
+
"""Phase 2 — paint backdrop + sprite, TTS. Call after start_text().
|
| 103 |
+
Returns the full ViewState."""
|
| 104 |
+
assert self.state is not None and self._pending_out is not None, \
|
| 105 |
+
"call start_text() first"
|
| 106 |
+
return self._view(self._pending_out, intro_text=self._pending_intro)
|
| 107 |
|
| 108 |
def transcribe(self, audio_path: str) -> str:
|
| 109 |
return self.stt.transcribe(audio_path)
|
|
|
|
| 202 |
s = self.state
|
| 203 |
assert s is not None
|
| 204 |
with collector.measure("painter_backdrop", turn=turn):
|
| 205 |
+
if s.beat == "ended":
|
| 206 |
+
# Generate a dedicated ending illustration instead of the regular backdrop
|
| 207 |
+
ending_kind = s.flags.get("ending_kind", "warm")
|
| 208 |
+
backdrop = self.painter.ending_backdrop(s, ending_kind)
|
| 209 |
+
else:
|
| 210 |
+
backdrop = self.painter.backdrop(s) # cached -> cheap even when unchanged
|
| 211 |
present = []
|
| 212 |
for cid in s.scene.present:
|
| 213 |
ch = s.characters.get(cid)
|
|
|
|
| 250 |
)
|
| 251 |
)
|
| 252 |
|
| 253 |
+
# Collect all directed NPC↔NPC bonds for the frontend graph
|
| 254 |
+
npc_bonds: list[NPCBond] = []
|
| 255 |
+
for cid, ch in s.characters.items():
|
| 256 |
+
for other_id, val in ch.npc_relations.items():
|
| 257 |
+
if other_id in s.characters:
|
| 258 |
+
other = s.characters[other_id]
|
| 259 |
+
npc_bonds.append(NPCBond(
|
| 260 |
+
source_id=cid, source_name=ch.name,
|
| 261 |
+
target_id=other_id, target_name=other.name,
|
| 262 |
+
value=val,
|
| 263 |
+
note=ch.npc_relation_notes.get(other_id, ""),
|
| 264 |
+
))
|
| 265 |
+
|
| 266 |
speaker_ch = s.characters.get(out.speaker)
|
| 267 |
speaker_name = speaker_ch.name if speaker_ch else "The wood"
|
| 268 |
|
|
|
|
| 286 |
beat=s.beat,
|
| 287 |
ended=s.beat == "ended",
|
| 288 |
ending_text=s.flags.get("ending_text"),
|
| 289 |
+
ending_kind=s.flags.get("ending_kind"),
|
| 290 |
turn_index=s.turn_index,
|
| 291 |
notifications=notifications or [],
|
| 292 |
intro_text=intro_text,
|
| 293 |
audio_b64=audio_b64,
|
| 294 |
+
current_music=s.flags.get("current_music"),
|
| 295 |
+
npc_bonds=npc_bonds,
|
| 296 |
)
|
| 297 |
|
| 298 |
|
|
@@ -20,6 +20,11 @@ import sys
|
|
| 20 |
from collections.abc import Generator
|
| 21 |
from typing import Any, Protocol
|
| 22 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 23 |
from . import config
|
| 24 |
|
| 25 |
|
|
@@ -143,13 +148,13 @@ class ModalLLM:
|
|
| 143 |
|
| 144 |
def complete(self, messages: list[dict[str, str]], **kw: Any) -> str:
|
| 145 |
result = self._backend.complete.remote(messages, **kw)
|
| 146 |
-
|
| 147 |
return result
|
| 148 |
|
| 149 |
def complete_json(self, messages: list[dict[str, str]], schema: dict, **kw: Any) -> dict:
|
| 150 |
-
|
| 151 |
result = self._backend.complete_json.remote(messages, schema, **kw)
|
| 152 |
-
|
| 153 |
return result
|
| 154 |
|
| 155 |
|
|
|
|
| 20 |
from collections.abc import Generator
|
| 21 |
from typing import Any, Protocol
|
| 22 |
|
| 23 |
+
|
| 24 |
+
def _safe_print(msg: str) -> None:
|
| 25 |
+
"""Print to stdout, replacing unencodable chars (cp1252 on Windows terminals)."""
|
| 26 |
+
print(msg.encode(sys.stdout.encoding or "utf-8", errors="replace").decode(sys.stdout.encoding or "utf-8", errors="replace"))
|
| 27 |
+
|
| 28 |
from . import config
|
| 29 |
|
| 30 |
|
|
|
|
| 148 |
|
| 149 |
def complete(self, messages: list[dict[str, str]], **kw: Any) -> str:
|
| 150 |
result = self._backend.complete.remote(messages, **kw)
|
| 151 |
+
_safe_print(f"[ModalLLM] complete -> {result[:120]!r}")
|
| 152 |
return result
|
| 153 |
|
| 154 |
def complete_json(self, messages: list[dict[str, str]], schema: dict, **kw: Any) -> dict:
|
| 155 |
+
_safe_print(f"[ModalLLM] complete_json input messages:\n{messages}\n")
|
| 156 |
result = self._backend.complete_json.remote(messages, schema, **kw)
|
| 157 |
+
_safe_print(f"[ModalLLM] complete_json -> {result}")
|
| 158 |
return result
|
| 159 |
|
| 160 |
|
|
@@ -34,8 +34,39 @@ def assemble_context(state: GameState, player_input: str) -> str:
|
|
| 34 |
if off_stage:
|
| 35 |
parts.append("KNOWN BUT OFF STAGE (can return — use their existing id):\n" + "\n".join(off_stage))
|
| 36 |
|
| 37 |
-
|
| 38 |
-
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 39 |
|
| 40 |
recent = state.recent_turns[-config.RECENT_TURNS_K :]
|
| 41 |
if recent:
|
|
|
|
| 34 |
if off_stage:
|
| 35 |
parts.append("KNOWN BUT OFF STAGE (can return — use their existing id):\n" + "\n".join(off_stage))
|
| 36 |
|
| 37 |
+
# ── Ending milestone hints — injected when a character hits ±100 ──────────
|
| 38 |
+
for ch in state.characters.values():
|
| 39 |
+
if ch.relationship >= 100 and ch.id in state.scene.present:
|
| 40 |
+
parts.append(
|
| 41 |
+
f"*** ROMANCE PEAK: {ch.name}'s affection is at MAX (100/100). ***\n"
|
| 42 |
+
f"This turn MUST be their heartfelt confession. Emit ending(kind=\"warm\") "
|
| 43 |
+
f"with a poetic 2-4 sentence epilogue. Also emit set_music=\"romantic\"."
|
| 44 |
+
)
|
| 45 |
+
elif ch.relationship <= -100 and ch.id in state.scene.present:
|
| 46 |
+
parts.append(
|
| 47 |
+
f"*** RELATIONSHIP BROKEN: {ch.name} is at MIN (-100/100). ***\n"
|
| 48 |
+
f"They storm off with a final cutting line. MUST emit exit_character=\"{ch.id}\". "
|
| 49 |
+
f"If the stage becomes empty after this, also emit ending(kind=\"defeat\") "
|
| 50 |
+
f"with a dark 2-4 sentence epilogue. Emit set_music=\"sad\"."
|
| 51 |
+
)
|
| 52 |
+
# If scene already empty and not yet ended — nudge for defeat
|
| 53 |
+
if not state.scene.present and state.beat != "ended" and state.characters:
|
| 54 |
+
parts.append(
|
| 55 |
+
"*** THE STAGE IS EMPTY — the wanderer is completely alone. ***\n"
|
| 56 |
+
"Emit ending(kind=\"defeat\") with a melancholic epilogue. Emit set_music=\"sad\"."
|
| 57 |
+
)
|
| 58 |
+
|
| 59 |
+
# Surface the current music track prominently so the LLM doesn't switch it needlessly.
|
| 60 |
+
current_music = state.flags.get("current_music")
|
| 61 |
+
if current_music:
|
| 62 |
+
parts.append(
|
| 63 |
+
f"CURRENT BGM: \"{current_music}\" — leave set_music null unless a MAJOR tonal "
|
| 64 |
+
f"shift justifies a change (max once every 6-8 turns)."
|
| 65 |
+
)
|
| 66 |
+
|
| 67 |
+
other_flags = {k: v for k, v in state.flags.items() if k != "current_music"}
|
| 68 |
+
if other_flags:
|
| 69 |
+
parts.append("FACTS: " + ", ".join(f"{k}={v}" for k, v in other_flags.items()))
|
| 70 |
|
| 71 |
recent = state.recent_turns[-config.RECENT_TURNS_K :]
|
| 72 |
if recent:
|
|
@@ -134,6 +134,35 @@ class PainterBase:
|
|
| 134 |
negative_prompt=_SPRITE_NEGATIVE,
|
| 135 |
)
|
| 136 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 137 |
# -- internals --
|
| 138 |
def _cached(self, *, kind: str, key: str, prompt: str, seed: int,
|
| 139 |
negative_prompt: str = "", guidance_scale: float = 0.0,
|
|
|
|
| 134 |
negative_prompt=_SPRITE_NEGATIVE,
|
| 135 |
)
|
| 136 |
|
| 137 |
+
def ending_backdrop(self, state: GameState, kind: str) -> Path:
|
| 138 |
+
"""Generate (and cache) a special ending illustration based on the ending kind."""
|
| 139 |
+
style = _backdrop_style(state.style_guide)
|
| 140 |
+
_ENDING_DESCS: dict[str, tuple[str, str]] = {
|
| 141 |
+
"warm": ("cherry blossom park at golden sunset, petals falling softly, "
|
| 142 |
+
"empty bench under blooming trees, warm amber light filtering through branches",
|
| 143 |
+
"romantic warm"),
|
| 144 |
+
"bittersweet": ("misty autumn street at twilight, fallen leaves on cobblestones, "
|
| 145 |
+
"distant lamplight, empty path fading into soft fog",
|
| 146 |
+
"melancholic gentle"),
|
| 147 |
+
"strange": ("surreal moonlit garden, glowing silver motes drifting upward, "
|
| 148 |
+
"impossible geometry, dreamlike luminous plants",
|
| 149 |
+
"mysterious ethereal"),
|
| 150 |
+
"defeat": ("rain-soaked empty park bench at night, fallen leaves in puddles, "
|
| 151 |
+
"single dim lamppost, deserted street receding into darkness",
|
| 152 |
+
"desolate cold"),
|
| 153 |
+
}
|
| 154 |
+
desc, mood = _ENDING_DESCS.get(kind, _ENDING_DESCS["warm"])
|
| 155 |
+
prompt = (
|
| 156 |
+
f"background art, empty scenic environment, wide establishing shot, no humans, "
|
| 157 |
+
f"uninhabited location, {desc}, {mood} atmosphere, {style}, no text"
|
| 158 |
+
)
|
| 159 |
+
seed = (state.seed * 1234567 + sum(ord(c) for c in kind)) % (2 ** 31)
|
| 160 |
+
return self._cached(
|
| 161 |
+
kind="ending", key=kind, prompt=prompt, seed=seed,
|
| 162 |
+
negative_prompt=_BACKDROP_NEGATIVE,
|
| 163 |
+
guidance_scale=config.BACKDROP_GUIDANCE,
|
| 164 |
+
)
|
| 165 |
+
|
| 166 |
# -- internals --
|
| 167 |
def _cached(self, *, kind: str, key: str, prompt: str, seed: int,
|
| 168 |
negative_prompt: str = "", guidance_scale: float = 0.0,
|
|
@@ -43,11 +43,29 @@ Rules:
|
|
| 43 |
- Relationship_delta ranges from -100 to +100. Romantic warmth builds it up; coldness,
|
| 44 |
insults, or rejection bring it down. React authentically to negative moments — hurt, cold,
|
| 45 |
quietly withdrawing. Do NOT loop the same response — escalate or shift the dynamic.
|
| 46 |
-
- If a character's relationship reaches
|
|
|
|
|
|
|
|
|
|
|
|
|
| 47 |
say something final and cutting, and MUST emit exit_character. They will NOT return
|
| 48 |
unless the story calls for a dramatic reconciliation arc.
|
|
|
|
|
|
|
|
|
|
| 49 |
- If a character explicitly says goodbye, storms off, or leaves for good -> emit
|
| 50 |
exit_character with their exact id to remove them from the stage.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 51 |
- With multiple characters on stage, they may react to each other (banter, jealousy, a
|
| 52 |
knowing glance) — but never more than 2 NPC-to-NPC exchanges in a row. After that the
|
| 53 |
next line MUST address the player directly.
|
|
@@ -55,6 +73,19 @@ Rules:
|
|
| 55 |
established fact.
|
| 56 |
- NEVER repeat a line of dialogue verbatim from the recent exchanges. Every response must
|
| 57 |
move the scene forward — emotionally, narratively, or tonally.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 58 |
- Output MUST be a single JSON object matching the schema. Nothing else.
|
| 59 |
"""
|
| 60 |
|
|
@@ -105,10 +136,10 @@ _ACTION_HINTS: dict[str, str] = {
|
|
| 105 |
"touch": (
|
| 106 |
"*The wanderer gently touches the character. "
|
| 107 |
"Check their current relationship value in the character sheet: "
|
| 108 |
-
"below 20
|
| 109 |
"(negative relationship_delta); "
|
| 110 |
-
"20-50
|
| 111 |
-
"above 50
|
| 112 |
),
|
| 113 |
"give": (
|
| 114 |
"*The wanderer offers something to the character — "
|
|
|
|
| 43 |
- Relationship_delta ranges from -100 to +100. Romantic warmth builds it up; coldness,
|
| 44 |
insults, or rejection bring it down. React authentically to negative moments — hurt, cold,
|
| 45 |
quietly withdrawing. Do NOT loop the same response — escalate or shift the dynamic.
|
| 46 |
+
- If a character's relationship reaches +100 -> this is the romance climax. They
|
| 47 |
+
confess their feelings; the moment is beautiful and emotional. MUST emit
|
| 48 |
+
ending(kind="warm") with 2-4 sentences of poetic epilogue narration (what happens
|
| 49 |
+
next, the future they share, the feeling in the air). Also emit set_music="romantic".
|
| 50 |
+
- If a character's relationship reaches -100 -> they have had enough. They storm off,
|
| 51 |
say something final and cutting, and MUST emit exit_character. They will NOT return
|
| 52 |
unless the story calls for a dramatic reconciliation arc.
|
| 53 |
+
- If ALL characters have left the stage after a -100 exit and the scene is now empty ->
|
| 54 |
+
emit ending(kind="defeat") with 2-4 sentences of dark epilogue: the wanderer is left
|
| 55 |
+
alone, their failures echo, the world feels cold. Also emit set_music="sad".
|
| 56 |
- If a character explicitly says goodbye, storms off, or leaves for good -> emit
|
| 57 |
exit_character with their exact id to remove them from the stage.
|
| 58 |
+
- NPCs have their own bonds with each other (shown in "bonds with others" on each sheet).
|
| 59 |
+
These bonds drive their behaviour: rivals bicker and compete for the player's attention;
|
| 60 |
+
friends cover for each other and share knowing glances; a jealous NPC makes cutting
|
| 61 |
+
remarks when another gets too close to the player.
|
| 62 |
+
Update bonds via npc_relation_deltas when a meaningful interaction shifts the dynamic —
|
| 63 |
+
e.g. player flirts with A while B watches (B gains jealousy toward A: delta -10 to -20);
|
| 64 |
+
two NPCs have a warm exchange (delta +10 to +20, note "camaraderie");
|
| 65 |
+
an NPC defends another from the player's rudeness (delta +15, note "protects").
|
| 66 |
+
Keep notes short (one word or phrase): "jealousy", "rivalry", "camaraderie",
|
| 67 |
+
"fondness", "protects", "admires", "resents", "envies", "loyal to".
|
| 68 |
+
Only update bonds when something actually happens — not every turn.
|
| 69 |
- With multiple characters on stage, they may react to each other (banter, jealousy, a
|
| 70 |
knowing glance) — but never more than 2 NPC-to-NPC exchanges in a row. After that the
|
| 71 |
next line MUST address the player directly.
|
|
|
|
| 73 |
established fact.
|
| 74 |
- NEVER repeat a line of dialogue verbatim from the recent exchanges. Every response must
|
| 75 |
move the scene forward — emotionally, narratively, or tonally.
|
| 76 |
+
- Music: think of it like a film score — one track covers an entire scene or arc.
|
| 77 |
+
Use set_music ONLY for major tonal ruptures (a sudden revelation, a scene that flips
|
| 78 |
+
from lighthearted to tense, a heartbreak, a triumphant moment). As a rule:
|
| 79 |
+
never switch more than once every 6-8 turns, never two switches in a row,
|
| 80 |
+
and NEVER switch just because the dialogue shifted slightly in mood.
|
| 81 |
+
Leave set_music as null on the vast majority of turns.
|
| 82 |
+
Available tracks (use the exact key string):
|
| 83 |
+
"calm" — peaceful ambiance, everyday moments, unhurried exploration
|
| 84 |
+
"romantic" — soft and intimate, growing closeness, tender confessions
|
| 85 |
+
"dramatic" — tense confrontations, high stakes, arguments, shock, revelations
|
| 86 |
+
"mystery" — uncanny atmosphere, secrets surfacing, strange occurrences
|
| 87 |
+
"sad" — melancholy, loss, a bittersweet farewell
|
| 88 |
+
"joyful" — playful, comedic, carefree, warm laughter
|
| 89 |
- Output MUST be a single JSON object matching the schema. Nothing else.
|
| 90 |
"""
|
| 91 |
|
|
|
|
| 136 |
"touch": (
|
| 137 |
"*The wanderer gently touches the character. "
|
| 138 |
"Check their current relationship value in the character sheet: "
|
| 139 |
+
"below 20 -> touch is UNWANTED, they pull back or react with discomfort/anger "
|
| 140 |
"(negative relationship_delta); "
|
| 141 |
+
"20-50 -> shy or surprised mixed reaction (small delta either way); "
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+
"above 50 -> welcomed warmly or with flustering (positive relationship_delta).*"
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),
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"give": (
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"*The wanderer offers something to the character — "
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@@ -18,7 +18,7 @@ from pydantic import BaseModel, Field
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# --- small enums (kept as Literals so they show up cleanly in the JSON schema) ---
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Emotion = Literal["neutral", "joy", "fear", "anger", "sad", "surprise", "tender"]
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Beat = Literal["opening", "rising", "turn", "resolution", "ended"]
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-
EndingKind = Literal["warm", "bittersweet", "strange"]
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# --------------------------------------------------------------------------- #
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@@ -41,6 +41,9 @@ class Character(BaseModel):
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discovered_traits: list[int] = Field(default_factory=list) # indices of unlocked traits
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goal_unlocked: bool = False
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tts_voice_description: str = "" # frozen at first introduction; never updated by directives
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class Scene(BaseModel):
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@@ -83,6 +86,24 @@ class Ending(BaseModel):
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text: str
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class Directives(BaseModel):
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scene_change: SceneChange | None = None
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new_character: NewCharacter | None = None
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@@ -91,6 +112,8 @@ class Directives(BaseModel):
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set_flags: dict[str, str] = Field(default_factory=dict)
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advance_beat: bool = False
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ending: Ending | None = None
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class DirectorOutput(BaseModel):
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@@ -164,7 +187,10 @@ class ViewState(BaseModel):
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| 164 |
beat: Beat = "opening"
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| 165 |
ended: bool = False
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ending_text: str | None = None
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turn_index: int = 0
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| 168 |
notifications: list[str] = Field(default_factory=list) # popup messages this turn
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intro_text: str = "" # shown once in the book overlay at game start; empty on subsequent turns
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audio_b64: str | None = None # data:audio/wav;base64,... — absent when TTS is mocked
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| 18 |
# --- small enums (kept as Literals so they show up cleanly in the JSON schema) ---
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| 19 |
Emotion = Literal["neutral", "joy", "fear", "anger", "sad", "surprise", "tender"]
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| 20 |
Beat = Literal["opening", "rising", "turn", "resolution", "ended"]
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| 21 |
+
EndingKind = Literal["warm", "bittersweet", "strange", "defeat"]
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| 22 |
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| 23 |
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| 24 |
# --------------------------------------------------------------------------- #
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| 41 |
discovered_traits: list[int] = Field(default_factory=list) # indices of unlocked traits
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| 42 |
goal_unlocked: bool = False
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| 43 |
tts_voice_description: str = "" # frozen at first introduction; never updated by directives
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| 44 |
+
# NPC↔NPC bonds — keyed by other character id, value -100..100
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| 45 |
+
npc_relations: dict[str, int] = Field(default_factory=dict)
|
| 46 |
+
npc_relation_notes: dict[str, str] = Field(default_factory=dict) # other_id -> latest label
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| 47 |
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| 48 |
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| 49 |
class Scene(BaseModel):
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| 86 |
text: str
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| 87 |
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| 88 |
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| 89 |
+
class NPCRelDelta(BaseModel):
|
| 90 |
+
"""One directed bond update between two NPCs."""
|
| 91 |
+
source: str # character id who holds the feeling
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| 92 |
+
target: str # character id the feeling is directed at
|
| 93 |
+
delta: int # change to apply (-100..100)
|
| 94 |
+
note: str = "" # human label: "jealousy", "camaraderie", "rivalry", "fondness", "protects", …
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| 95 |
+
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+
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+
class NPCBond(BaseModel):
|
| 98 |
+
"""A directed NPC↔NPC bond for the frontend graph."""
|
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+
source_id: str
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+
source_name: str
|
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+
target_id: str
|
| 102 |
+
target_name: str
|
| 103 |
+
value: int # current -100..100
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| 104 |
+
note: str = ""
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| 105 |
+
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| 106 |
+
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| 107 |
class Directives(BaseModel):
|
| 108 |
scene_change: SceneChange | None = None
|
| 109 |
new_character: NewCharacter | None = None
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| 112 |
set_flags: dict[str, str] = Field(default_factory=dict)
|
| 113 |
advance_beat: bool = False
|
| 114 |
ending: Ending | None = None
|
| 115 |
+
set_music: str | None = None # one of: calm | romantic | dramatic | mystery | sad | joyful
|
| 116 |
+
npc_relation_deltas: list[NPCRelDelta] = Field(default_factory=list)
|
| 117 |
|
| 118 |
|
| 119 |
class DirectorOutput(BaseModel):
|
|
|
|
| 187 |
beat: Beat = "opening"
|
| 188 |
ended: bool = False
|
| 189 |
ending_text: str | None = None
|
| 190 |
+
ending_kind: str | None = None # "warm"|"bittersweet"|"strange"|"defeat"
|
| 191 |
turn_index: int = 0
|
| 192 |
notifications: list[str] = Field(default_factory=list) # popup messages this turn
|
| 193 |
intro_text: str = "" # shown once in the book overlay at game start; empty on subsequent turns
|
| 194 |
audio_b64: str | None = None # data:audio/wav;base64,... — absent when TTS is mocked
|
| 195 |
+
current_music: str | None = None # active BGM track name (calm|romantic|dramatic|mystery|sad|joyful)
|
| 196 |
+
npc_bonds: list[NPCBond] = Field(default_factory=list) # all directed NPC↔NPC bonds
|
|
@@ -14,7 +14,7 @@ import re
|
|
| 14 |
from pathlib import Path
|
| 15 |
|
| 16 |
from . import config
|
| 17 |
-
from .schemas import Character, DirectorOutput, GameState, Scene
|
| 18 |
|
| 19 |
_CLAMP = (-100, 100)
|
| 20 |
|
|
@@ -77,6 +77,24 @@ def apply_directives(state: GameState, out: DirectorOutput) -> list[str]:
|
|
| 77 |
state.scene.present.remove(d.exit_character)
|
| 78 |
effects.append(f"exit_character:{d.exit_character}")
|
| 79 |
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|
| 80 |
# arbitrary world flags
|
| 81 |
if d.set_flags:
|
| 82 |
state.flags.update(d.set_flags)
|
|
|
|
| 14 |
from pathlib import Path
|
| 15 |
|
| 16 |
from . import config
|
| 17 |
+
from .schemas import Character, DirectorOutput, GameState, NPCRelDelta, Scene
|
| 18 |
|
| 19 |
_CLAMP = (-100, 100)
|
| 20 |
|
|
|
|
| 77 |
state.scene.present.remove(d.exit_character)
|
| 78 |
effects.append(f"exit_character:{d.exit_character}")
|
| 79 |
|
| 80 |
+
# NPC↔NPC bond updates
|
| 81 |
+
for bond in d.npc_relation_deltas:
|
| 82 |
+
src, tgt = bond.source, bond.target
|
| 83 |
+
if src in state.characters and tgt in state.characters:
|
| 84 |
+
ch = state.characters[src]
|
| 85 |
+
old_val = ch.npc_relations.get(tgt, 0)
|
| 86 |
+
new_val = max(_CLAMP[0], min(_CLAMP[1], old_val + bond.delta))
|
| 87 |
+
ch.npc_relations[tgt] = new_val
|
| 88 |
+
if bond.note:
|
| 89 |
+
ch.npc_relation_notes[tgt] = bond.note
|
| 90 |
+
effects.append(f"npc_bond:{src}:{tgt}:{new_val}")
|
| 91 |
+
|
| 92 |
+
# music track switch
|
| 93 |
+
_VALID_TRACKS = {"calm", "romantic", "dramatic", "mystery", "sad", "joyful"}
|
| 94 |
+
if d.set_music and d.set_music in _VALID_TRACKS:
|
| 95 |
+
state.flags["current_music"] = d.set_music
|
| 96 |
+
effects.append(f"music:{d.set_music}")
|
| 97 |
+
|
| 98 |
# arbitrary world flags
|
| 99 |
if d.set_flags:
|
| 100 |
state.flags.update(d.set_flags)
|