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5afb7b3 744bc9b 5afb7b3 | 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 | """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)],
)
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