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"""Per-session game state for The Wizard's Oracles.

Shared dataclasses used by every module. Subagents may extend with optional
fields but must not change existing names/types — this is the contract.
"""

from __future__ import annotations

import random
from dataclasses import dataclass, field
from typing import Optional


NUM_ORACLES = 5
NUM_TRIALS = 5
DRAGON_TRIAL = 5     # always the last; uses the fixed dragon template


@dataclass
class Oracle:
    index: int                       # 1-based, 1..NUM_ORACLES
    text: str                        # raw user input — could be anything
    opened: bool = False
    opened_at_trial: Optional[int] = None


@dataclass
class Obstacle:
    index: int                       # 1..NUM_TRIALS
    setup: str                       # vivid 2-3 sentence description
    is_dragon: bool = False


@dataclass
class Resolution:
    trial_index: int                 # 1..NUM_TRIALS
    obstacle: Obstacle
    oracle: Oracle
    narration: str                   # 2-paragraph passage from the LLM
    tactic: str                      # 1-line summary for the chronicle
    image_path: str = ""             # filesystem path to a PNG/SVG (or "")
    image_caption: str = ""          # always-available text fallback


# Supported languages. The keys are passed into LLM prompts via a
# "{language}" placeholder so the model produces narrative in the chosen
# language. The mock fallback templates remain English-only (translating
# them all is its own project); a banner explains this in the UI when the
# user picks a non-English language but the live LLM is unavailable.
LANG_LABELS = {
    "en": "English",
    "zh": "中文 (Simplified Chinese)",
}


# Narration length presets — player picks one on grimoire spread 0.
# Maps a short key to (display label dict, min words, max words, max_tokens).
# The display label is a `{"en": str, "zh": str}` dict so the dropdown
# can show the same key in the player's chosen language.
# The resolution prompt template's "{narration_min}" / "{narration_max}"
# placeholders are filled from these; max_tokens caps the LLM call so
# longer narrations get enough headroom.
NARRATION_LENGTHS = {
    "short":   (
        {"en": "Short — sharp & punchy (~120 words)",
         "zh": "短——简洁有力(约 120 字)"},
        90,  140,  500,
    ),
    "medium":  (
        {"en": "Medium — vivid scene (~200 words)",
         "zh": "中——情景生动(约 200 字)"},
        180,  240,  900,
    ),
    "long":    (
        {"en": "Long — full vignette (~320 words)",
         "zh": "长——完整小品(约 320 字)"},
        280,  360, 1300,
    ),
    "epic":    (
        {"en": "Epic — sprawling tale (~480 words)",
         "zh": "史诗——汪洋大篇(约 480 字)"},
        420,  540, 1800,
    ),
}
LANG_PROMPT_NAME = {
    "en": "English",
    "zh": "Simplified Chinese (use 简体中文 throughout; do not write in English)",
}


@dataclass
class GameState:
    mode: str = "inscribe"           # inscribe | send_off | trial | epilogue | done
    current_trial: int = 0           # 0 before any; 1..5 during; 6 after
    oracles: list[Oracle] = field(default_factory=list)
    obstacles: list[Obstacle] = field(default_factory=list)
    resolutions: list[Resolution] = field(default_factory=list)
    hero_name: str = "Tobin"
    village_name: str = "the Hollow"
    epilogue: str = ""
    lang: str = "en"                 # language code, see LANG_LABELS
    theme: str = "fantasy"           # theme key, see oracles.themes.THEMES
    # Per-session visual mode override. "lean" skips heavy decorative PNGs
    # (parallax banner, parchment, phase backdrops, scene landscapes, etc.)
    # for fast loading. "full" enables them. Empty string ⇒ fall back to
    # the ORACLES_VISUAL_MODE env var. The session picks the initial value
    # at fresh_state() time and the player can flip it from the inscribe
    # step-0 dropdown next to the language picker.
    visual_mode: str = ""

    # Precomputed resolution cache: (oracle_index, obstacle_index) -> Resolution.
    # Populated by a background thread kicked off in send_off so that clicking
    # "open oracle" is instant. Skipped in mock mode (mock is already instant).
    resolution_cache: dict = field(default_factory=dict)
    precompute_in_flight: bool = False    # true while the background thread is running
    precompute_total: int = 0             # total cells we plan to compute
    precompute_done: int = 0              # cells already completed

    # Interludes: short narrative passages bridging consecutive trials.
    # interludes[i] is the passage shown ABOVE the trial (i+1)'s setup —
    # i.e. interludes[0] bridges trial 1's resolution to trial 2's setup,
    # interludes[3] is the special "approach to the dragon" lead-in.
    # Generated lazily on "Continue" (handle_continue), not precomputed.
    interludes: list[str] = field(default_factory=lambda: ["", "", "", ""])

    # Set by generator handlers right before they do slow LLM work — the
    # UI yields once with a walking-hero overlay matching this caption,
    # then yields again with the caption cleared when the work finishes.
    # Empty string = no overlay shown.
    processing_msg: str = ""

    # Player-controlled narration length per trial. One of the keys in
    # NARRATION_LENGTHS below — drives the word-range injected into the
    # resolution prompt. Default "medium" matches the prior 180-240 range.
    narration_length: str = "medium"

    # The grimoire (inscribe phase) advances spread-by-spread through the
    # wizard's soliloquy. inscribe_step ∈ [0, 8]:
    #   0 = pick language
    #   1 = name the hero
    #   2 = name the village
    #   3..7 = inscribe oracle I..V
    #   8 = closing spread; "Let the journey begin"
    inscribe_step: int = 0
    # Surfaced through the bundle so per-spread textareas can show an error.
    grimoire_error: str = ""

    # Branching story graph (fantasy theme only). Populated by
    # ``generate_obstacles`` when the player chooses fantasy: walks the
    # graph from root to a leaf, records the 5 node ids visited. Empty
    # for other themes (those still use the old random-obstacles flow).
    # The leaf node's ``ending_id`` selects which epilogue plays.
    story_path: list = field(default_factory=list)

    # The epilogue mode shows two cards: first the cinematic ENDING card
    # (title + banner + image + LLM narrative), then a Continue button
    # flips to the SUMMARY card (chronicle list + story-tree viz).
    # Substate ∈ {"ending", "summary"}.
    epilogue_substate: str = "ending"

    def unopened(self) -> list[Oracle]:
        return [o for o in self.oracles if not o.opened]

    def draw_random_oracle(self, rng: Optional[random.Random] = None) -> Oracle:
        rng = rng or random
        pool = self.unopened()
        if not pool:
            raise RuntimeError("no oracles left to draw")
        return rng.choice(pool)

    def current_obstacle(self) -> Optional[Obstacle]:
        """Return the obstacle for ``self.current_trial``, or None.

        Returns None when current_trial is 0 (before trials start) or
        > NUM_TRIALS (after the epilogue starts) — callers must
        always guard against the None return.
        """
        if 1 <= self.current_trial <= NUM_TRIALS and self.obstacles:
            for ob in self.obstacles:
                if ob.index == self.current_trial:
                    return ob
        return None


def fresh_state(
    hero_name: str = "Tobin",
    village_name: str = "the Hollow",
    theme: str = "fantasy",
) -> GameState:
    return GameState(
        hero_name=hero_name,
        village_name=village_name,
        theme=theme,
        oracles=[Oracle(index=i, text="") for i in range(1, NUM_ORACLES + 1)],
    )