Spaces:
Running
Running
File size: 22,957 Bytes
414dc55 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 | """The Gradio Blocks UI: a scene-based, animated pixel detective game.
Single-player: one GameController lives in gr.State per session. The interrogation
stage (animated suspect sprite in a room), the notebook, and the scenery are
deterministic CSS-animated graphics. Suspect dialogue streams into a visual-novel box;
hidden state never reaches the browser. SFX/music play client-side from data URIs.
"""
from __future__ import annotations
import random
from concurrent.futures import ThreadPoolExecutor
from pathlib import Path
import gradio as gr
from ..config import get_settings
from ..schemas.enums import MotiveCategory
from ..suspects.scrub import scrub_spoken
from .app_state import (
_TTS_DIR,
GameController,
_load_audio,
_obtain_shared_backend,
_obtain_shared_tts,
note_interaction,
start_case_buffer,
)
from .formatters import (
briefing_html,
dialogue_html,
evidence_html,
how_to_play_html,
notebook_html,
stage_html,
verdict_html,
)
from .theme import build_css
_WEAPON_DECOYS = ("Poison", "Strangulation", "A fall")
_FLAVOR_LINES = (
"Opening the precinct", "Dusting for fingerprints", "Rounding up the usual suspects",
"Brewing the detective's coffee", "Reviewing the case files", "Polishing the interrogation lamp",
"Chasing a lead down the alley", "Cataloguing the evidence", "Tuning the suspects' alibis",
)
def _audio_setup_js(sfx: dict[str, str], music: str) -> str:
"""Load-event JS: create the audio elements, define the audio/animation helpers,
cycle the loading-screen flavor text, and try to start the music. Gradio strips
<script> from gr.HTML, so this load-event JS is how audio/animation actually work."""
makers = [f"mk('cz-bgm',{music!r},true);"]
for event, uri in sfx.items():
makers.append(f"mk('cz-sfx-{event}',{uri!r},false);")
flavor = list(_FLAVOR_LINES)
return (
"() => {"
"if(window.czAudioReady)return; window.czAudioReady=true;"
"const mk=(id,src,loop)=>{const a=document.createElement('audio');a.id=id;a.src=src;"
"a.preload='auto';if(loop)a.loop=true;document.body.appendChild(a);};"
+ "".join(makers)
+ "window.czSfx=function(n){var a=document.getElementById('cz-sfx-'+n);"
"if(a){try{a.currentTime=0;a.volume=(n==='page')?0.22:0.45;a.play();}catch(e){}}};"
"window.czMusicOn=function(){var m=document.getElementById('cz-bgm');"
"if(m){m.volume=0.3;m.play().catch(function(){});}};"
"window.czMusicOff=function(){var m=document.getElementById('cz-bgm');if(m)m.pause();};"
"window.czTalk=function(){var s=document.getElementById('cz-sprite');"
"if(s){s.classList.add('talking');setTimeout(function(){s.classList.remove('talking');},3000);}};"
f"var fl={flavor!r}; var i=0;"
"var tick=function(){var e=document.getElementById('cz-flavor');"
"if(e){e.textContent=fl[i%fl.length]+'...'; i++;}};tick();setInterval(tick,2800);"
"try{czMusicOn();var b=document.getElementById('czmusicbtn');"
"if(b)b.classList.add('cz-on');}catch(e){}"
"}"
)
def _next_sentence(text: str, start: int) -> tuple[str, int] | None:
"""Return (sentence, new_cursor) for the next COMPLETE sentence after ``start`` - a
terminator (.!?) followed by whitespace - or None while it is still being streamed.
Lets us synth a suspect's reply sentence-by-sentence as the tokens arrive."""
n = len(text)
i = start
while i < n and text[i].isspace():
i += 1
j = i
while j < n:
if text[j] in ".!?":
k = j + 1
while k < n and text[k] in ".!?":
k += 1
if k < n and text[k].isspace():
return text[i:k].strip(), k
j = k
else:
j += 1
return None
def _stage(controller: GameController, sus_id: str) -> str:
# The suspect is always questioned in a neutral interrogation room - the stage never
# implies where they "were", so searching a room can no longer contradict their alibi.
return stage_html(controller.interrogation_uri(), controller.portrait_sheet_uri(sus_id),
controller.case.suspect(sus_id).name, "Interrogation Room")
def _evidence_items(controller: GameController) -> list[tuple[str, str, str]]:
return [(c.name, c.reveal_text, controller.prop_uri(c)) for c in controller.session.evidence()]
def _full_state(controller: GameController):
case = controller.case
first = case.suspects[0]
motives = [m.value for m in MotiveCategory]
return (
controller,
briefing_html(controller.session.player_view),
gr.update(value=controller.roster()),
_stage(controller, first.sus_id),
dialogue_html(first.name, "I suppose you have questions. Get on with it."),
gr.update(choices=controller.location_choices(), value=None),
gr.update(choices=[], value=None),
evidence_html([]),
notebook_html(controller.session.state, case),
gr.update(choices=[s.name for s in case.suspects], value=None),
gr.update(choices=[case.weapon.name,
*(d for d in _WEAPON_DECOYS if d != case.weapon.name)], value=None),
gr.update(choices=motives, value=None),
gr.update(choices=[], value=[]),
gr.update(value="", visible=False), # verdict: hidden until an accusation is made
)
def _new_case(controller: GameController | None):
controller = controller or GameController()
# Fast path: a freshly-generated case is already waiting in the background buffer -
# reveal it instantly, no overlay. (The worker immediately starts the next one.)
if controller.start_buffered(wait_secs=0.0):
yield (gr.update(visible=False), *_full_state(controller))
return
# Otherwise generate live behind the overlay (buffer not ready yet).
yield (gr.update(value=_overlay_html("generate"), visible=True), controller, *([gr.update()] * 13))
controller.start("generate", seed=random.randint(1, 999_999))
yield (gr.update(visible=False), *_full_state(controller))
def _select_suspect(controller: GameController | None, evt: gr.SelectData):
if controller is None or controller.session is None:
return gr.update(), gr.update()
controller.select_by_index(evt.index)
sus_id = controller.current_sus
transcript = controller.session.state.state_for(sus_id).transcript
last = transcript[-1].answer if transcript else "Well? Ask your questions."
return _stage(controller, sus_id), dialogue_html(controller.current_name(), last)
def _ask(controller: GameController | None, question: str, evidence_name: str | None):
if controller is None or controller.session is None:
yield dialogue_html("", ""), gr.update(), gr.update(), gr.update(), gr.update()
return
name = controller.current_name()
if not question.strip():
yield (dialogue_html(name, "Ask me something, Detective."),
gr.update(), gr.update(), gr.update(), gr.update())
return
sus_id = controller.current_sus
clue_id = controller.clue_id_for_name(evidence_name)
breaking = controller.relevance_breaking(clue_id)
note_interaction() # tell the background case generator to yield CPU to this reply
# Voice is synthesized sentence-by-sentence in a background worker WHILE the LLM keeps
# streaming (both release the GIL), so the first words are spoken almost immediately
# instead of after the whole reply. Chunks play in order via a JS queue.
voice_on = bool(getattr(controller.tts, "available", False)) and bool(sus_id)
pool = ThreadPoolExecutor(max_workers=1) if voice_on else None
futures: list = []
fptr = 0
raw = "" # full raw stream (kept only for the cursor; never shown directly)
shown = "" # scrubbed, sentence-complete text the player actually sees + hears
cursor = 0
final = None
try:
for event in controller.session.interrogate(sus_id, question, clue_id):
if event.spoken_delta:
raw += event.spoken_delta
note_interaction() # keep the generator backed off for the whole reply
# Reveal (and voice) only COMPLETE, scrubbed sentences. A confession can
# never flash on screen or be spoken, and the text appears in step with
# the voice rather than racing ahead of it.
while (nxt := _next_sentence(raw, cursor)) is not None:
sentence, cursor = nxt
clean = scrub_spoken(sentence, breaking=breaking)
if not clean:
continue
shown = f"{shown} {clean}".strip()
if pool is not None:
futures.append(pool.submit(controller.speak, clean))
uri = gr.update() # emit at most one ready audio chunk per streamed tick
if fptr < len(futures) and futures[fptr].done():
got = futures[fptr].result()
fptr += 1
if got:
uri = got
yield (dialogue_html(name, shown, streaming=True),
gr.update(), gr.update(), uri, gr.update())
if event.final is not None:
final = event.final
# Flush the trailing partial sentence (the last line rarely ends with whitespace).
tail = scrub_spoken(raw[cursor:].strip(), breaking=breaking)
if tail:
shown = f"{shown} {tail}".strip()
if pool is not None:
futures.append(pool.submit(controller.speak, tail))
# The engine's final spoken line is the authoritative (already-scrubbed) text.
line = final.turn.spoken if final else (shown or "...")
note = notebook_html(controller.session.state, controller.case)
# Clear the evidence selection so it is presented ONLY on the turn it was chosen
# (otherwise it would silently re-present every subsequent question).
clear_ev = gr.update(value=None)
# Drain any remaining audio chunks in order, one yield each so every chunk plays.
while fptr < len(futures):
got = futures[fptr].result()
fptr += 1
yield (dialogue_html(name, line), clear_ev, note, (got or gr.update()), gr.update())
yield (dialogue_html(name, line), clear_ev, note, gr.update(), gr.update())
finally:
if pool is not None:
pool.shutdown(wait=False)
def _search(controller: GameController | None, loc_name: str | None):
# Searching reveals a room's evidence; it does NOT move the suspect (the stage stays in
# the interrogation room), so it can never imply a false whereabouts for them.
if controller is None or controller.session is None or not loc_name:
return gr.update(), gr.update(), gr.update(), gr.update()
controller.search(loc_name)
items = _evidence_items(controller)
return (
evidence_html(items),
gr.update(choices=controller.evidence_choices()),
notebook_html(controller.session.state, controller.case),
gr.update(choices=controller.evidence_choices()),
)
def _add_note(controller: GameController | None, text: str):
if controller is None or controller.session is None or not text.strip():
return gr.update(), ""
controller.add_note(text)
return notebook_html(controller.session.state, controller.case), ""
def _accuse(controller: GameController | None, accused: str | None, weapon: str | None,
motive: str | None, cited: list[str] | None):
if controller is None or controller.session is None or not accused:
return gr.update(value="<div class='cz-verdict'>Name who you are accusing first.</div>",
visible=True)
weapon_ok = weapon == controller.case.weapon.name
motive_ok = motive == controller.case.culprit.true_motive.category.value
verdict = controller.accuse(accused, weapon_ok, motive_ok, cited or [])
# The verdict panel is hidden until now (no empty box before the player accuses).
return gr.update(value=verdict_html(controller.case, verdict), visible=True)
# Music toggle is driven entirely by the actual <audio> element state (no race with a
# Python state flip). A 'cz-on' class lights the button when the track is playing.
_MUSIC_BTN_FIND = "var b=document.getElementById('czmusicbtn');"
_MUSIC_TOGGLE_JS = (
"() => { var m=document.getElementById('cz-bgm'); if(!m)return;"
"if(m.paused){m.volume=0.3;m.play().catch(function(){});}else{m.pause();}"
+ _MUSIC_BTN_FIND + "if(b)b.classList.toggle('cz-on', !m.paused); }"
)
_MUSIC_ON_JS = (
"() => { if(window.czMusicOn) czMusicOn();" + _MUSIC_BTN_FIND + "if(b)b.classList.add('cz-on'); }"
)
def _overlay_html(mode: str) -> str:
"""Full-screen loading overlay, shared by model warmup and case generation."""
if mode == "generate":
head = "A NEW CASE LANDS ON YOUR DESK"
sub = ("Give it a minute or two, detective - the case file is being assembled: the "
"victim, the suspects, their alibis, and the evidence.")
extra = ""
else:
head = "" # no fixed header on warmup; "Opening the precinct" cycles as a flavor line
sub = ("Hang tight for a minute or two, detective - first boot warms up the case room, "
"the suspects, and the interrogation lamp.")
extra = how_to_play_html()
head_html = f"<div class='cz-overlay-head'>{head}</div>" if head else ""
return (
"<div class='cz-overlay'><div class='cz-overlay-inner'>"
"<div class='cz-bigtitle'>CASE ZERO</div>"
f"{head_html}"
"<div id='cz-flavor' class='cz-flavor'>Opening the precinct...</div>"
"<div class='cz-loadbar'><span></span></div>"
f"<div class='cz-muted' style='text-align:center;margin-bottom:12px'>{sub}</div>"
f"{extra}</div></div>"
)
def _warmup(controller: GameController | None):
"""Behind the full-screen overlay: warm the models (cold-start) and serve the first
case from the background buffer (it has been generating since startup). Every case is
live-generated and unique; the buffer just lets us start without a second wait."""
settings = get_settings()
start_case_buffer(settings) # ensure background generation is running
tts = _obtain_shared_tts(settings)
# Warm the interrogation backend + TTS in the background so the briefing reveals as
# soon as the first case is ready (and the first question/voice are responsive).
def _warm() -> None:
try:
from ..llm.backend import GenParams
_obtain_shared_backend(settings).generate("ok", GenParams(max_tokens=1, temperature=0.0))
except Exception:
pass
try:
from ..schemas.suspect import VoiceAssignment
warm = tts.synth_to_file("Ready.", VoiceAssignment(engine="supertonic", speaker_id=0),
_TTS_DIR / "warm.wav")
if warm:
Path(warm).unlink(missing_ok=True)
except Exception:
pass
import threading
threading.Thread(target=_warm, daemon=True).start()
controller = controller or GameController()
# Wait for the first background-generated case; fall back to live generation if needed.
if not controller.start_buffered(wait_secs=600.0):
controller.start("generate", seed=random.randint(1, 999_999))
yield (gr.update(visible=False), gr.update(visible=True), *_full_state(controller))
# Sentence-chunked playback: each synthesized chunk is queued and played in order, and
# the suspect's mouth moves while the queue is draining (stops when it empties).
_TTS_PLAY_JS = (
"(u)=>{ if(!u) return; try{"
"window.czQ = window.czQ || [];"
"var s=document.getElementById('cz-sprite');"
"window.czQ.push(u);"
"if(window.czPlaying) return;"
"var play=function(){"
" if(!window.czQ.length){ window.czPlaying=false; if(s)s.classList.remove('talking'); return; }"
" window.czPlaying=true; if(s)s.classList.add('talking');"
" var a=new Audio(window.czQ.shift()); a.volume=0.95; window.czCur=a;"
" var nx=function(){ play(); };"
" a.addEventListener('ended',nx); a.addEventListener('error',nx);"
" a.play().catch(nx);"
"}; play();"
"}catch(e){} }"
)
def build_app() -> gr.Blocks:
sfx, music = _load_audio()
with gr.Blocks(css=build_css(), title="Case Zero", theme=gr.themes.Base(),
analytics_enabled=False) as demo:
state = gr.State(None)
demo.load(None, None, None, js=_audio_setup_js(sfx, music))
# Music toggle floats above everything (reachable on the loading overlay too).
# A compact note icon - small and elegant on phones (lights amber when playing).
music_btn = gr.Button("♪", elem_id="czmusicbtn", elem_classes=["cz-music"])
# Full-screen overlay (warmup + live generation). Its content is position:fixed, so
# its Gradio wrapper is collapsed (cz-overlay-host) to avoid an empty box in flow.
overlay = gr.HTML(value=_overlay_html("warmup"), visible=True,
elem_classes=["cz-overlay-host"])
# Title + credit live INSIDE the game column so the loading screen shows only the
# overlay (no stray header/footer boxes during warmup).
with gr.Column(visible=False) as game:
gr.HTML("<div id='cz-title'>CASE ZERO</div>"
"<div id='cz-subtitle'>interrogate · investigate · accuse</div>")
with gr.Row():
new_btn = gr.Button("New Case")
briefing = gr.HTML(value=how_to_play_html())
with gr.Row(equal_height=False):
with gr.Column(scale=3):
gr.HTML("<h3>Suspects</h3>")
roster = gr.Gallery(columns=2, height=330, show_label=False, allow_preview=False,
object_fit="contain", elem_classes="cz-panel")
gr.HTML("<h3>Investigate</h3>")
loc_dd = gr.Dropdown(label="Search a room", choices=[])
search_btn = gr.Button("Search Room")
with gr.Column(scale=6):
stage = gr.HTML()
dialogue = gr.HTML()
evidence_dd = gr.Dropdown(label="Present evidence (search rooms first)",
choices=[])
question = gr.Textbox(label="Ask the suspect",
placeholder="Where were you that night?", lines=1)
ask_btn = gr.Button("Ask")
tts_audio = gr.Textbox(visible=False, elem_id="cz-tts")
with gr.Column(scale=3):
gr.HTML("<h3>Evidence</h3>")
evidence_box = gr.HTML()
gr.HTML("<h3>Notebook</h3>")
notebook = gr.HTML()
note_in = gr.Textbox(placeholder="Jot a note to yourself...", lines=1,
show_label=False, elem_classes="cz-note-in")
note_btn = gr.Button("Add Note")
gr.HTML("<h3>Make Your Accusation</h3>")
with gr.Row():
accused_dd = gr.Dropdown(label="The killer is", choices=[])
weapon_dd = gr.Dropdown(label="With the", choices=[])
motive_dd = gr.Dropdown(label="Because of", choices=[])
cited_cg = gr.CheckboxGroup(label="Citing this evidence", choices=[])
accuse_btn = gr.Button("Accuse", elem_classes="cz-accuse")
verdict = gr.HTML(visible=False) # appears only after an accusation is made
gr.HTML(
"<div class='cz-credit'>Case Zero · Story & suspects: Qwen2.5-1.5B "
"(local, via llama.cpp) · Voices: Supertonic (local on-device TTS) "
"· Music: \"Backbay Lounge\" by Kevin MacLeod (incompetech.com), licensed "
"under Creative Commons Attribution 4.0 (CC BY 4.0 - free to use with credit)</div>"
)
# Warm the models AND serve the first case from the buffer behind the overlay.
warm_outputs = [overlay, game, state, briefing, roster, stage, dialogue, loc_dd,
evidence_dd, evidence_box, notebook, accused_dd, weapon_dd, motive_dd,
cited_cg, verdict]
demo.load(_warmup, [state], warm_outputs)
new_outputs = [overlay, state, briefing, roster, stage, dialogue, loc_dd, evidence_dd,
evidence_box, notebook, accused_dd, weapon_dd, motive_dd, cited_cg, verdict]
new_btn.click(_new_case, [state], new_outputs)
new_btn.click(None, None, None, js=_MUSIC_ON_JS)
music_btn.click(None, None, None, js=_MUSIC_TOGGLE_JS)
roster.select(_select_suspect, [state], [stage, dialogue])
roster.select(None, None, None, js="() => { if(window.czSfx) czSfx('select'); }")
ask_outputs = [dialogue, evidence_dd, notebook, tts_audio, evidence_box]
# Stop any leftover voice and clear the queue before a new reply starts streaming.
ask_js = ("() => { try{ if(window.czCur){window.czCur.pause();} window.czQ=[];"
" window.czPlaying=false; var s=document.getElementById('cz-sprite');"
" if(s)s.classList.remove('talking'); }catch(e){}"
" if(window.czSfx) czSfx('select'); }")
ask_btn.click(_ask, [state, question, evidence_dd], ask_outputs)
ask_btn.click(None, None, None, js=ask_js)
ask_btn.click(lambda: "", None, question) # clear the question box after asking
question.submit(_ask, [state, question, evidence_dd], ask_outputs)
question.submit(None, None, None, js=ask_js)
question.submit(lambda: "", None, question)
# Speak the line and sync the mouth to the actual audio playback.
tts_audio.change(None, [tts_audio], None, js=_TTS_PLAY_JS)
search_outputs = [evidence_box, evidence_dd, notebook, cited_cg]
search_btn.click(_search, [state, loc_dd], search_outputs)
search_btn.click(None, None, None, js="() => { if(window.czSfx) czSfx('page'); }")
# Let the player add their own notebook entries.
note_btn.click(_add_note, [state, note_in], [notebook, note_in])
note_in.submit(_add_note, [state, note_in], [notebook, note_in])
accuse_btn.click(_accuse, [state, accused_dd, weapon_dd, motive_dd, cited_cg], [verdict])
accuse_btn.click(None, None, None, js="() => { if(window.czSfx) czSfx('accuse'); }")
return demo
|