File size: 74,041 Bytes
9e03a34
 
 
 
 
 
 
 
 
 
 
 
 
 
 
4998893
2a61445
4998893
 
 
 
 
 
 
 
3e9fe30
4998893
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
2a61445
 
 
 
 
 
 
 
4998893
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9e03a34
 
 
 
 
 
 
 
 
4998893
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9e03a34
 
 
 
 
 
 
9942d7a
4998893
 
 
 
 
 
 
 
 
 
 
9e03a34
 
 
 
 
 
 
9942d7a
9e03a34
9942d7a
9e03a34
9942d7a
9e03a34
 
 
 
 
 
 
 
9942d7a
 
4998893
9942d7a
 
9e03a34
4998893
 
 
 
 
 
 
 
 
 
9e03a34
9942d7a
4998893
 
9942d7a
 
 
 
 
 
4998893
 
 
 
 
 
 
 
 
 
9942d7a
4998893
 
 
9942d7a
 
 
 
 
 
 
9e03a34
9942d7a
4998893
9e03a34
9942d7a
4998893
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9e03a34
 
9942d7a
9e03a34
9942d7a
9e03a34
 
 
9942d7a
 
9e03a34
4998893
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9e03a34
 
4998893
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9e03a34
7f27d18
 
 
4998893
 
 
7f27d18
 
4998893
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
7f27d18
4998893
 
 
 
 
 
 
 
 
 
 
7f27d18
9942d7a
9e03a34
9942d7a
9e03a34
9942d7a
4998893
 
 
 
 
 
 
 
 
 
 
 
9e03a34
9942d7a
4998893
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9942d7a
 
 
 
4998893
 
9942d7a
 
 
 
 
 
 
 
 
 
 
 
 
4998893
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9942d7a
 
 
 
4998893
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9e03a34
4998893
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9e03a34
2a61445
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9e03a34
 
9942d7a
 
 
 
4998893
 
 
 
 
 
 
 
 
 
 
 
 
 
9942d7a
 
 
 
 
 
 
 
4998893
 
 
 
 
 
 
 
 
9942d7a
 
 
 
 
 
 
 
 
 
 
4998893
 
 
9942d7a
 
 
 
 
4998893
 
 
 
 
 
 
 
 
 
9e03a34
 
 
 
4998893
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9e03a34
9942d7a
9e03a34
9942d7a
9e03a34
9942d7a
4998893
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9942d7a
 
2a61445
 
 
 
 
4998893
9942d7a
 
 
 
 
 
 
4998893
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9942d7a
 
2a61445
 
 
 
 
 
4998893
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9942d7a
 
9e03a34
4998893
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9942d7a
 
9e03a34
9942d7a
9e03a34
 
 
9942d7a
 
 
 
 
 
 
 
9e03a34
 
 
 
2a61445
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
4998893
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9e03a34
 
 
 
 
 
 
4998893
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9e03a34
 
 
 
 
 
 
 
 
 
 
 
4998893
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9e03a34
7f27d18
9e03a34
 
7f27d18
9e03a34
 
 
7f27d18
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
4998893
 
7f27d18
4998893
7f27d18
 
 
 
9e03a34
 
 
 
 
 
 
 
 
 
 
 
 
4998893
 
 
 
 
 
 
 
9e03a34
 
4998893
9e03a34
4998893
 
 
 
 
 
 
 
 
 
 
 
9e03a34
 
 
 
 
 
 
 
 
 
 
4998893
9e03a34
4998893
 
9e03a34
 
 
 
4998893
9e03a34
4998893
 
 
 
 
 
 
 
 
 
9e03a34
4998893
 
 
 
 
 
 
 
 
 
 
 
9e03a34
 
 
 
 
4998893
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9e03a34
15d68d1
9e03a34
 
 
 
15d68d1
 
 
 
 
9e03a34
 
 
 
 
 
 
4998893
 
 
 
 
673d037
 
 
 
 
4998893
9e03a34
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9942d7a
9e03a34
 
 
 
 
 
 
 
 
 
 
9942d7a
9e03a34
 
 
 
9942d7a
9e03a34
 
4998893
 
 
 
9e03a34
 
 
 
673d037
9e03a34
 
4998893
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9e03a34
 
 
 
 
 
9942d7a
9e03a34
 
2a61445
 
 
 
 
 
 
9e03a34
4998893
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9e03a34
 
 
 
 
 
4998893
 
 
 
 
 
 
 
 
9e03a34
 
4998893
 
 
 
 
 
 
 
 
9e03a34
 
4998893
 
 
 
 
 
 
 
 
9e03a34
 
 
 
2a61445
 
 
 
 
 
 
 
 
 
 
9e03a34
4998893
 
 
 
 
 
 
 
 
9e03a34
 
 
 
9942d7a
 
4998893
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
9e03a34
 
 
 
 
 
 
 
2adb9de
 
9e03a34
 
2adb9de
9e03a34
 
ad94935
9e03a34
3e9fe30
4998893
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
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
"""

app.py - StoryWeaver Gradio 交互界面



职责:

1. 构建游戏的 Web 前端界面 (Gradio)

2. 串联 NLU 引擎、叙事引擎、状态管理器

3. 管理用户交互流程(文本输入 + 选项点击)

4. 展示游戏状态(HP、背包、任务等)



数据流转:

  用户输入 → NLU 引擎(意图识别) → 叙事引擎(两阶段生成)

      ↕                                    ↕

  Gradio UI  ←  状态管理器(校验 + 更新)  ←  叙事引擎(文本 + 选项)

"""

import copy
from collections import Counter
import html
import json
import logging
from time import perf_counter
import gradio as gr

from state_manager import GameState
from nlu_engine import NLUEngine
from scene_assets import get_scene_image_path, IMAGE_DIR
from story_engine import StoryEngine
from telemetry import append_turn_log, create_session_metadata
from utils import logger

APP_UI_CSS = """

.story-chat {min-height: 500px;}

.status-panel {

    font-family: "Microsoft YaHei UI", "Noto Sans SC", sans-serif;

    font-size: 0.9em;

    line-height: 1.5;

    background: transparent !important;

    border: none !important;

    border-radius: 0 !important;

    padding: 10px 12px !important;

    box-shadow: none !important;

    overflow: visible !important;

}

.status-panel > div,

.status-panel [class*="prose"],

.status-panel .markdown-body,

.status-panel [class*="wrap"] {

    background: transparent !important;

    border: none !important;

    box-shadow: none !important;

    padding: 0 !important;

    overflow: visible !important;

}

.status-panel * {

    word-break: break-word;

    overflow-wrap: anywhere;

}

.option-btn {min-height: 50px !important;}

.side-action-btn,

.side-action-btn button {min-height: 50px !important;}

.backpack-btn button {

    min-height: 50px !important;

    background: #ffffff !important;

    color: #0f172a !important;

    border: 1px solid #d1d5db !important;

}

.scene-sidebar {gap: 12px;}

.scene-card {

    border: 1px solid #e5e7eb !important;

    border-radius: 12px !important;

    background: #fcfcfd !important;

    box-shadow: 0 4px 14px rgba(15, 23, 42, 0.04) !important;

}

.scene-image {

    min-height: 260px;

    padding: 10px !important;

}

.scene-image > div,

.scene-image img,

.scene-image button,

.scene-image [class*="image"],

.scene-image [class*="wrap"],

.scene-image [class*="frame"],

.scene-image [class*="preview"] {

    border: none !important;

    box-shadow: none !important;

    background: transparent !important;

}

.scene-image img {

    width: 100%;

    height: 100%;

    object-fit: contain !important;

    border-radius: 10px;

    padding: 4px;

    background: #ffffff !important;

}

"""

# ============================================================
# 全局游戏实例(每个会话独立)
# ============================================================

# 使用 Gradio State 管理每个用户的游戏状态
# 这里先定义工厂函数


def create_new_game(player_name: str = "旅人") -> dict:
    """创建新游戏实例,返回包含所有引擎的字典"""
    game_state = GameState(player_name=player_name)
    nlu = NLUEngine(game_state)
    story = StoryEngine(game_state, enable_rule_text_polish=True)
    return {
        "game_state": game_state,
        "nlu": nlu,
        "story": story,
        "current_options": [],
        "started": False,
        **create_session_metadata(),
    }


def _json_safe(value):
    """Convert nested values into JSON-serializable data for logs."""
    if value is None or isinstance(value, (str, int, float, bool)):
        return value
    if isinstance(value, dict):
        return {str(key): _json_safe(val) for key, val in value.items()}
    if isinstance(value, (list, tuple, set)):
        return [_json_safe(item) for item in value]
    if hasattr(value, "model_dump"):
        return _json_safe(value.model_dump())
    return str(value)


def _build_state_snapshot(gs: GameState) -> dict:
    """Build a compact state snapshot for reproducible evaluation logs."""
    active_quests = []
    effective_stats = gs.get_effective_player_stats()
    equipment_bonuses = gs.get_equipment_stat_bonuses()
    environment_snapshot = gs.get_environment_snapshot(limit=3)
    for quest in gs.world.quests.values():
        if quest.status == "active":
            active_quests.append(
                {
                    "quest_id": quest.quest_id,
                    "title": quest.title,
                    "status": quest.status,
                    "objectives": _json_safe(quest.objectives),
                }
            )

    return {
        "turn": gs.turn,
        "game_mode": gs.game_mode,
        "location": gs.player.location,
        "scene": gs.world.current_scene,
        "day": gs.world.day_count,
        "time_of_day": gs.world.time_of_day,
        "weather": gs.world.weather,
        "light_level": gs.world.light_level,
        "environment": _json_safe(environment_snapshot),
        "player": {
            "name": gs.player.name,
            "level": gs.player.level,
            "hp": gs.player.hp,
            "max_hp": gs.player.max_hp,
            "mp": gs.player.mp,
            "max_mp": gs.player.max_mp,
            "attack": gs.player.attack,
            "defense": gs.player.defense,
            "speed": gs.player.speed,
            "luck": gs.player.luck,
            "perception": gs.player.perception,
            "gold": gs.player.gold,
            "morale": gs.player.morale,
            "sanity": gs.player.sanity,
            "hunger": gs.player.hunger,
            "karma": gs.player.karma,
            "effective_stats": _json_safe(effective_stats),
            "equipment_bonuses": _json_safe(equipment_bonuses),
            "inventory": list(gs.player.inventory),
            "equipment": copy.deepcopy(gs.player.equipment),
            "skills": list(gs.player.skills),
            "status_effects": [effect.name for effect in gs.player.status_effects],
        },
        "active_quests": active_quests,
        "event_log_size": len(gs.event_log),
    }


def _record_interaction_log(

    game_session: dict,

    *,

    input_source: str,

    user_input: str,

    intent_result: dict | None,

    output_text: str,

    latency_ms: float,

    nlu_latency_ms: float | None = None,

    generation_latency_ms: float | None = None,

    final_result: dict | None = None,

    selected_option: dict | None = None,

):
    """Append a structured interaction log without affecting gameplay."""
    if not game_session or "game_state" not in game_session:
        return

    final_result = final_result or {}
    telemetry = _json_safe(final_result.get("telemetry", {})) or {}
    record = {
        "input_source": input_source,
        "user_input": user_input,
        "selected_option": _json_safe(selected_option),
        "nlu_result": _json_safe(intent_result),
        "latency_ms": round(latency_ms, 2),
        "nlu_latency_ms": None if nlu_latency_ms is None else round(nlu_latency_ms, 2),
        "generation_latency_ms": None if generation_latency_ms is None else round(generation_latency_ms, 2),
        "used_fallback": bool(telemetry.get("used_fallback", False)),
        "fallback_reason": telemetry.get("fallback_reason"),
        "engine_mode": telemetry.get("engine_mode"),
        "state_changes": _json_safe(final_result.get("state_changes", {})),
        "change_log": _json_safe(final_result.get("change_log", [])),
        "consistency_issues": _json_safe(final_result.get("consistency_issues", [])),
        "output_text": output_text,
        "story_text": final_result.get("story_text"),
        "options": _json_safe(final_result.get("options", game_session.get("current_options", []))),
        "post_turn_snapshot": _build_state_snapshot(game_session["game_state"]),
    }

    try:
        append_turn_log(game_session, record)
    except Exception as exc:
        logger.warning(f"Failed to append interaction log: {exc}")


def _build_option_intent(selected_option: dict) -> dict:
    """Represent button clicks in the same schema as free-text NLU output."""
    option_text = selected_option.get("text", "")
    return {
        "intent": selected_option.get("action_type", "EXPLORE"),
        "target": selected_option.get("target"),
        "details": option_text,
        "raw_input": option_text,
        "parser_source": "option_click",
    }


def _get_scene_image_value(gs: GameState) -> str | None:
    focus_npc = getattr(gs, "last_interacted_npc", None)
    return get_scene_image_path(gs, focus_npc=focus_npc)


def _get_scene_image_update(gs: GameState):
    image_value = _get_scene_image_value(gs)
    return gr.update(value=image_value, visible=bool(image_value))


def _build_map_graph_data(gs: GameState) -> dict:
    """基于已发现地点与连接关系构建地图拓扑数据。"""
    world_locations = getattr(getattr(gs, "world", None), "locations", {}) or {}
    discovered = list(getattr(getattr(gs, "world", None), "discovered_locations", []) or [])
    history = list(getattr(gs, "location_history", []) or [])

    current_location = str(getattr(gs, "current_location", None) or "").strip()
    if not current_location:
        current_location = str(getattr(getattr(gs, "player", None), "location", None) or "未知之地")

    visible_set: set[str] = set(discovered) | set(history)
    if current_location:
        visible_set.add(current_location)

    # 使用世界注册顺序保证地图输出稳定,便于玩家快速扫描。
    ordered_nodes: list[str] = [name for name in world_locations.keys() if name in visible_set]
    for name in discovered + history + [current_location]:
        if name and name in visible_set and name not in ordered_nodes:
            ordered_nodes.append(name)

    visited_set = set(history)
    if current_location:
        visited_set.add(current_location)

    adjacency: dict[str, list[str]] = {}
    for node in ordered_nodes:
        loc_info = world_locations.get(node)
        if not loc_info:
            adjacency[node] = []
            continue
        neighbors = []
        for neighbor in list(getattr(loc_info, "connected_to", []) or []):
            if neighbor in visible_set and neighbor != node:
                neighbors.append(neighbor)
        adjacency[node] = neighbors

    node_state: dict[str, str] = {}
    for node in ordered_nodes:
        if node == current_location:
            node_state[node] = "current"
        elif node in visited_set:
            node_state[node] = "visited"
        else:
            node_state[node] = "known"

    return {
        "current_location": current_location,
        "nodes": ordered_nodes,
        "adjacency": adjacency,
        "node_state": node_state,
    }


def _build_location_hover_text(gs: GameState, location_name: str) -> str:
    """构造地点 hover 提示:展示 NPC 与怪物。"""
    world = getattr(gs, "world", None)
    locations = getattr(world, "locations", {}) or {}
    npcs = getattr(world, "npcs", {}) or {}
    loc = locations.get(location_name)
    if not loc:
        return f"{location_name}\nNPC: 无\n怪物: 无"

    npc_names: set[str] = set(getattr(loc, "npcs_present", []) or [])
    for npc in npcs.values():
        if getattr(npc, "location", None) == location_name and getattr(npc, "is_alive", True):
            npc_names.add(getattr(npc, "name", ""))
    npc_names = {name for name in npc_names if name}

    enemy_names = [str(name) for name in list(getattr(loc, "enemies", []) or []) if str(name)]
    npc_text = "、".join(sorted(npc_names)) if npc_names else "无"
    enemy_text = "、".join(enemy_names) if enemy_names else "无"
    return f"{location_name}\nNPC: {npc_text}\n怪物: {enemy_text}"


def _truncate_map_label(name: str, max_len: int = 8) -> str:
    text = str(name or "")
    return text if len(text) <= max_len else f"{text[:max_len]}..."


def _build_fixed_branch_layout(nodes: list[str], adjacency: dict[str, list[str]]) -> dict[str, tuple[int, int]]:
    """固定起点的分层布局:保持总体顺序稳定,同时展示分支。"""
    if not nodes:
        return {}

    node_set = set(nodes)
    layers: dict[str, int] = {}

    def _bfs(seed: str, base_layer: int) -> None:
        if seed not in node_set or seed in layers:
            return
        queue: list[str] = [seed]
        layers[seed] = base_layer
        cursor = 0
        while cursor < len(queue):
            node = queue[cursor]
            cursor += 1
            next_layer = layers[node] + 1
            for nxt in adjacency.get(node, []):
                if nxt in node_set and nxt not in layers:
                    layers[nxt] = next_layer
                    queue.append(nxt)

    # 第一出现地点作为固定起点,避免因当前位置变化而重排。
    _bfs(nodes[0], 0)
    for name in nodes:
        if name not in layers:
            base = (max(layers.values()) + 1) if layers else 0
            _bfs(name, base)

    level_nodes: dict[int, list[str]] = {}
    for name in nodes:
        level = layers.get(name, 0)
        level_nodes.setdefault(level, []).append(name)

    positions: dict[str, tuple[int, int]] = {}
    for col_idx, level in enumerate(sorted(level_nodes.keys())):
        for row_idx, name in enumerate(level_nodes[level]):
            positions[name] = (col_idx, row_idx)
    return positions


def _render_text_map(gs: GameState | None) -> str:
    """拓扑地图:从左到右显示地点关系图。"""
    if gs is None:
        return "地图关系图\n(未开始)"

    graph = _build_map_graph_data(gs)
    nodes = graph["nodes"]
    adjacency = graph["adjacency"]
    node_state = graph["node_state"]
    current_location = graph["current_location"]

    if not nodes:
        current = current_location or "未知之地"
        return f"地图关系图\n当前位置:{current}"

    positions = _build_fixed_branch_layout(nodes, adjacency)
    if not positions:
        return "地图关系图\n(暂无可显示节点)"

    node_width = 110
    node_height = 34
    col_gap = 140
    row_gap = 50
    x_margin = 16
    y_margin = 16

    max_col = max(col for col, _ in positions.values())
    max_row = max(row for _, row in positions.values())
    canvas_width = x_margin * 2 + max_col * col_gap + node_width
    canvas_height = y_margin * 2 + max_row * row_gap + node_height
    canvas_height = max(canvas_height, 74)

    node_boxes: dict[str, tuple[int, int, int, int]] = {}
    centers: dict[str, tuple[int, int]] = {}
    for name, (col, row) in positions.items():
        x = x_margin + col * col_gap
        y = y_margin + row * row_gap
        node_boxes[name] = (x, y, node_width, node_height)
        centers[name] = (x + node_width // 2, y + node_height // 2)

    edge_pairs: set[tuple[str, str]] = set()
    for source, neighbors in adjacency.items():
        for target in neighbors:
            if source in positions and target in positions and source != target:
                edge_pairs.add(tuple(sorted((source, target))))

    edge_svg: list[str] = []

    def _segment_hits_box_horizontal(y: float, x_start: float, x_end: float, box: tuple[int, int, int, int]) -> bool:
        bx, by, bw, bh = box
        left = min(x_start, x_end)
        right = max(x_start, x_end)
        return (by + 1) <= y <= (by + bh - 1) and not (right <= bx + 1 or left >= bx + bw - 1)

    def _segment_hits_box_vertical(x: float, y_start: float, y_end: float, box: tuple[int, int, int, int]) -> bool:
        bx, by, bw, bh = box
        top = min(y_start, y_end)
        bottom = max(y_start, y_end)
        return (bx + 1) <= x <= (bx + bw - 1) and not (bottom <= by + 1 or top >= by + bh - 1)

    for source, target in sorted(edge_pairs):
        sx, sy, sw, sh = node_boxes[source]
        tx, ty, tw, th = node_boxes[target]
        source_exit_x = sx + sw
        source_exit_y = sy + sh / 2
        target_entry_x = tx
        target_entry_y = ty + th / 2

        mid_x = (source_exit_x + target_entry_x) / 2
        needs_detour = False
        for name, box in node_boxes.items():
            if name in {source, target}:
                continue
            if (
                _segment_hits_box_horizontal(source_exit_y, source_exit_x, mid_x, box)
                or _segment_hits_box_vertical(mid_x, source_exit_y, target_entry_y, box)
                or _segment_hits_box_horizontal(target_entry_y, mid_x, target_entry_x, box)
            ):
                needs_detour = True
                break

        if not needs_detour:
            points = (
                f"{source_exit_x},{source_exit_y} "
                f"{mid_x},{source_exit_y} "
                f"{mid_x},{target_entry_y} "
                f"{target_entry_x},{target_entry_y}"
            )
        else:
            # 局部上绕:仅在必要时走上方,减少杂乱感同时避免压到节点。
            route_y = max(4, min(source_exit_y, target_entry_y) - node_height / 2 - 10)
            route_left_x = source_exit_x + 6
            route_right_x = target_entry_x - 6
            points = (
                f"{source_exit_x},{source_exit_y} "
                f"{route_left_x},{source_exit_y} "
                f"{route_left_x},{route_y} "
                f"{route_right_x},{route_y} "
                f"{route_right_x},{target_entry_y} "
                f"{target_entry_x},{target_entry_y}"
            )

        edge_svg.append(
            f"<polyline points='{points}' "
            "fill='none' stroke='#94a3b8' stroke-width='1.7' "
            "stroke-linecap='round' stroke-linejoin='round' />"
        )

    node_svg: list[str] = []
    for name in nodes:
        col, row = positions[name]
        x = x_margin + col * col_gap
        y = y_margin + row * row_gap
        state = node_state.get(name, "known")
        escaped_name = html.escape(_truncate_map_label(name))
        hover_text = html.escape(_build_location_hover_text(gs, name))

        if state == "current":
            fill = "#fff7ed"
            stroke = "#f97316"
            text_color = "#9a3412"
            stroke_width = 1.8
            display_name = escaped_name
        elif state == "visited":
            fill = "#f1f5f9"
            stroke = "#64748b"
            text_color = "#334155"
            stroke_width = 1.4
            display_name = escaped_name
        else:
            fill = "#ffffff"
            stroke = "#cbd5e1"
            text_color = "#334155"
            stroke_width = 1.2
            display_name = escaped_name

        rect_class_attr = " class='map-current-node'" if state == "current" else ""
        node_svg.append(
            "<g cursor='help'>"
            f"<title>{hover_text}</title>"
            f"<rect x='{x}' y='{y}' width='{node_width}' height='{node_height}' "
            f"rx='8' ry='8' fill='{fill}' stroke='{stroke}' stroke-width='{stroke_width}'{rect_class_attr} />"
            f"<text x='{x + node_width / 2}' y='{y + node_height / 2 + 5}' "
            "text-anchor='middle' font-size='11.5' font-family='Microsoft YaHei UI, Noto Sans SC, sans-serif' "
            f"fill='{text_color}'>{display_name}</text>"
            "</g>"
        )

    svg = (
        f"<svg width='{canvas_width}' height='{canvas_height}' viewBox='0 0 {canvas_width} {canvas_height}' "
        "xmlns='http://www.w3.org/2000/svg'>"
        "<style>"
        "@keyframes mapNodePulse{"
        "0%{fill:#fff7ed;stroke:#f97316;stroke-width:1.8;opacity:0.9;}"
        "50%{fill:#fdba74;stroke:#c2410c;stroke-width:1.8;opacity:1;}"
        "100%{fill:#fff7ed;stroke:#f97316;stroke-width:1.8;opacity:0.9;}"
        "}"
        ".map-current-node{animation:mapNodePulse 1.2s ease-in-out infinite;}"
        "</style>"
        + "".join(edge_svg)
        + "".join(node_svg)
        + "</svg>"
    )

    return (
        "<div style='font-size:0.9em;'>"
        "<details>"
        "<summary style='cursor:pointer;font-weight:700;'>展开地图关系图</summary>"
        "<div style='font-size:0.8em;color:#475569;margin:8px 0 6px 0;'>"
        "鼠标悬停于地点格可查看NPC与怪物。"
        "</div>"
        "<div style='overflow-x:auto;padding-bottom:2px;'>"
        + svg
        + "</div>"
        "</details>"
        "</div>"
    )


def restart_game() -> tuple:
    """

    重启冒险:清空所有数据,回到初始输入名称阶段。



    Returns:

        (空聊天历史, 初始状态面板, 隐藏选项按钮×3, 空游戏会话,

         禁用文本输入框, 重置角色名称)

    """
    loading = _get_loading_button_updates()
    return (
        [],                                                          # 清空聊天历史
        _format_world_info_panel(None),                              # 重置世界信息
        "## 等待开始...\n\n请输入角色名称并点击「开始冒险」",         # 重置状态面板
        "地图关系图\n(未开始)",                                      # 清空地图
        gr.update(value=None, visible=False),                        # 清空场景图片
        *loading,                                                    # 占位选项按钮
        {},                                                          # 清空游戏会话
        gr.update(value="", interactive=False),                       # 禁用并清空文本输入
        gr.update(value="旅人"),                                      # 重置角色名称
    )


# ============================================================
# 核心交互函数
# ============================================================


def start_game(player_name: str, game_session: dict):
    """

    开始新游戏:流式生成开场叙事。



    使用生成器 yield 实现流式输出,让用户看到文字逐步出现。

    """
    if not player_name.strip():
        player_name = "旅人"

    # 创建新游戏
    game_session = create_new_game(player_name)
    game_session["started"] = True

    # 初始 yield:显示加载状态,按钮保持可见但禁用
    chat_history = [{"role": "assistant", "content": "⏳ 正在生成开场..."}]
    world_info_text = _format_world_info_panel(game_session["game_state"])
    status_text = _format_status_panel(game_session["game_state"])
    loading = _get_loading_button_updates()

    yield (
        chat_history,
        world_info_text,
        status_text,
        _render_text_map(game_session["game_state"]),
        _get_scene_image_update(game_session["game_state"]),
        *loading,
        game_session,
        gr.update(interactive=False),
    )

    # 流式生成开场(选项仅在流结束后从 final 事件中提取,流式期间不解析选项)
    turn_started = perf_counter()
    story_text = ""
    final_result = None

    for update in game_session["story"].generate_opening_stream():
        if update["type"] == "story_chunk":
            story_text = update["text"]
            chat_history[-1]["content"] = story_text
            yield (
                chat_history,
                world_info_text,
                status_text,
                _render_text_map(game_session["game_state"]),
                _get_scene_image_update(game_session["game_state"]),
                *loading,
                game_session,
                gr.update(interactive=False),
            )
        elif update["type"] == "final":
            final_result = update

    generation_latency_ms = (perf_counter() - turn_started) * 1000

    # ★ 只在数据流完全结束后,从 final_result 中提取选项
    if final_result:
        story_text = final_result.get("story_text", story_text)
        options = final_result.get("options", [])
    else:
        options = []

    # ★ 安全兜底:强制确保恰好 3 个选项
    options = _finalize_session_options(options)

    # 最终 yield:显示完整文本 + 选项 + 启用按钮
    game_session["current_options"] = options
    full_message = story_text
    if not final_result:
        final_result = {
            "story_text": story_text,
            "options": options,
            "state_changes": {},
            "change_log": [],
            "consistency_issues": [],
            "telemetry": {
                "engine_mode": "opening_app",
                "used_fallback": True,
                "fallback_reason": "missing_final_event",
            },
        }

    chat_history[-1]["content"] = full_message
    world_info_text = _format_world_info_panel(game_session["game_state"])
    status_text = _format_status_panel(game_session["game_state"])
    btn_updates = _get_button_updates(options)
    _record_interaction_log(
        game_session,
        input_source="system_opening",
        user_input="",
        intent_result=None,
        output_text=full_message,
        latency_ms=generation_latency_ms,
        generation_latency_ms=generation_latency_ms,
        final_result=final_result,
    )

    yield (
        chat_history,
        world_info_text,
        status_text,
        _render_text_map(game_session["game_state"]),
        _get_scene_image_update(game_session["game_state"]),
        *btn_updates,
        game_session,
        gr.update(interactive=True),
    )


def process_user_input(user_input: str, chat_history: list, game_session: dict):
    """

    处理用户文本输入(流式版本)。



    流程:

    1. NLU 引擎解析意图

    2. 叙事引擎流式生成故事

    3. 逐步更新 UI

    """
    if not game_session or not game_session.get("started"):
        chat_history = chat_history or []
        chat_history.append({"role": "assistant", "content": "请先点击「开始冒险」按钮!"})
        loading = _get_loading_button_updates()
        yield (
            chat_history,
            _format_world_info_panel(None),
            "",
            "",
            gr.update(value=None, visible=False),
            *loading,
            game_session,
        )
        return

    if not user_input.strip():
        btn_updates = _get_button_updates(game_session.get("current_options", []))
        yield (
            chat_history,
            _format_world_info_panel(game_session["game_state"]),
            _format_status_panel(game_session["game_state"]),
            _render_text_map(game_session["game_state"]),
            _get_scene_image_update(game_session["game_state"]),
            *btn_updates,
            game_session,
        )
        return

    gs: GameState = game_session["game_state"]
    nlu: NLUEngine = game_session["nlu"]
    story: StoryEngine = game_session["story"]
    turn_started = perf_counter()

    # 检查游戏是否已结束
    if gs.is_game_over():
        chat_history.append({"role": "user", "content": user_input})
        chat_history.append({"role": "assistant", "content": "游戏已结束。请点击「重新开始」按钮开始新的冒险。"})
        restart_buttons = _get_button_updates(
            [
                {"id": 1, "text": "重新开始", "action_type": "RESTART"},
            ]
        )
        yield (
            chat_history,
            _format_world_info_panel(gs),
            _format_status_panel(gs),
            _render_text_map(gs),
            _get_scene_image_update(gs),
            *restart_buttons,
            game_session,
        )
        return

    # 1. NLU 解析
    nlu_started = perf_counter()
    intent = nlu.parse_intent(user_input)
    nlu_latency_ms = (perf_counter() - nlu_started) * 1000

    # 1.5 预校验:立即驳回违反一致性的操作(不调用 LLM,不消耗回合)
    is_valid, rejection_msg = gs.pre_validate_action(intent)
    if not is_valid:
        chat_history.append({"role": "user", "content": user_input})
        options = game_session.get("current_options", [])
        options = _finalize_session_options(options)
        rejection_content = (
            f"⚠️ **行动被驳回**:{rejection_msg}\n\n"
            f"请重新选择行动,或输入其他指令。"
        )
        chat_history.append({"role": "assistant", "content": rejection_content})
        rejection_result = {
            "story_text": rejection_content,
            "options": options,
            "state_changes": {},
            "change_log": [],
            "consistency_issues": [],
            "telemetry": {
                "engine_mode": "pre_validation",
                "used_fallback": False,
                "fallback_reason": None,
            },
        }
        _record_interaction_log(
            game_session,
            input_source="text_input",
            user_input=user_input,
            intent_result=intent,
            output_text=rejection_content,
            latency_ms=(perf_counter() - turn_started) * 1000,
            nlu_latency_ms=nlu_latency_ms,
            generation_latency_ms=0.0,
            final_result=rejection_result,
        )
        btn_updates = _get_button_updates(options)
        yield (
            chat_history,
            _format_world_info_panel(gs),
            _format_status_panel(gs),
            _render_text_map(gs),
            _get_scene_image_update(gs),
            *btn_updates,
            game_session,
        )
        return

    # 2. 添加用户消息 + 空的 assistant 消息(用于流式填充)
    chat_history.append({"role": "user", "content": user_input})
    chat_history.append({"role": "assistant", "content": "⏳ 正在生成..."})

    # 按钮保持可见但禁用,防止流式期间点击
    loading = _get_loading_button_updates(
        max(len(game_session.get("current_options", [])), MIN_OPTION_BUTTONS)
    )
    yield (
        chat_history,
        _format_world_info_panel(gs),
        _format_status_panel(gs),
        _render_text_map(gs),
        _get_scene_image_update(gs),
        *loading,
        game_session,
    )

    # 3. 流式生成故事
    generation_started = perf_counter()
    final_result = None
    for update in story.generate_story_stream(intent):
        if update["type"] == "story_chunk":
            chat_history[-1]["content"] = update["text"]
            yield (
                chat_history,
                _format_world_info_panel(gs),
                _format_status_panel(gs),
                _render_text_map(gs),
                _get_scene_image_update(gs),
                *loading,
                game_session,
            )
        elif update["type"] == "final":
            final_result = update

    generation_latency_ms = (perf_counter() - generation_started) * 1000

    # 4. 最终更新:完整文本 + 状态变化 + 选项 + 按钮
    if final_result:
        # ★ 安全兜底:强制确保恰好 3 个选项
        options = _finalize_session_options(final_result.get("options", []))
        game_session["current_options"] = options

        change_log = final_result.get("change_log", [])
        log_text = ""
        if change_log:
            log_text = "\n".join(f"  {c}" for c in change_log)
            log_text = f"\n\n**状态变化:**\n{log_text}"

        issues = final_result.get("consistency_issues", [])
        issues_text = ""
        if issues:
            issues_text = "\n".join(f"  {i}" for i in issues)
            issues_text = f"\n\n**一致性提示:**\n{issues_text}"

        full_message = f"{final_result['story_text']}{log_text}{issues_text}"
        chat_history[-1]["content"] = full_message

        status_text = _format_status_panel(gs)
        btn_updates = _get_button_updates(options)
        _record_interaction_log(
            game_session,
            input_source="text_input",
            user_input=user_input,
            intent_result=intent,
            output_text=full_message,
            latency_ms=(perf_counter() - turn_started) * 1000,
            nlu_latency_ms=nlu_latency_ms,
            generation_latency_ms=generation_latency_ms,
            final_result=final_result,
        )

        yield (
            chat_history,
            _format_world_info_panel(gs),
            status_text,
            _render_text_map(gs),
            _get_scene_image_update(gs),
            *btn_updates,
            game_session,
        )
    else:
        # ★ 兜底:final_result 为空,说明流式生成未产生 final 事件
        logger.warning("流式生成未产生 final 事件,使用兜底文本")
        fallback_text = "你环顾四周,思考着接下来该做什么..."
        fallback_options = _finalize_session_options([])
        game_session["current_options"] = fallback_options

        full_message = fallback_text
        fallback_result = {
            "story_text": fallback_text,
            "options": fallback_options,
            "state_changes": {},
            "change_log": [],
            "consistency_issues": [],
            "telemetry": {
                "engine_mode": "app_fallback",
                "used_fallback": True,
                "fallback_reason": "missing_final_event",
            },
        }
        chat_history[-1]["content"] = full_message

        status_text = _format_status_panel(gs)
        btn_updates = _get_button_updates(fallback_options)
        _record_interaction_log(
            game_session,
            input_source="text_input",
            user_input=user_input,
            intent_result=intent,
            output_text=full_message,
            latency_ms=(perf_counter() - turn_started) * 1000,
            nlu_latency_ms=nlu_latency_ms,
            generation_latency_ms=generation_latency_ms,
            final_result=fallback_result,
        )

        yield (
            chat_history,
            _format_world_info_panel(gs),
            status_text,
            _render_text_map(gs),
            _get_scene_image_update(gs),
            *btn_updates,
            game_session,
        )
        return


def process_option_click(option_idx: int, chat_history: list, game_session: dict):
    """

    处理玩家点击选项按钮(流式版本)。



    Args:

        option_idx: 选项索引 (0-5)

    """
    if not game_session or not game_session.get("started"):
        chat_history = chat_history or []
        chat_history.append({"role": "assistant", "content": "请先点击「开始冒险」按钮!"})
        loading = _get_loading_button_updates()
        yield (
            chat_history,
            _format_world_info_panel(None),
            "",
            "",
            gr.update(value=None, visible=False),
            *loading,
            game_session,
        )
        return

    options = game_session.get("current_options", [])
    if option_idx >= len(options):
        btn_updates = _get_button_updates(options)
        yield (
            chat_history,
            _format_world_info_panel(game_session["game_state"]),
            _format_status_panel(game_session["game_state"]),
            _render_text_map(game_session["game_state"]),
            _get_scene_image_update(game_session["game_state"]),
            *btn_updates,
            game_session,
        )
        return

    selected_option = options[option_idx]
    gs: GameState = game_session["game_state"]
    story: StoryEngine = game_session["story"]
    option_intent = _build_option_intent(selected_option)
    turn_started = perf_counter()

    # 检查特殊选项:退出背包(不消耗回合)
    if selected_option.get("action_type") == "BACKPACK_EXIT":
        chat_history.append({"role": "user", "content": f"选择: {selected_option['text']}"})
        chat_history.append({"role": "assistant", "content": "你合上背包,把注意力重新放回当前局势。"})
        restored_options = game_session.pop("backpack_return_options", None)
        if not isinstance(restored_options, list):
            restored_options = _finalize_session_options([])
        game_session["current_options"] = restored_options
        btn_updates = _get_button_updates(restored_options)
        yield (
            chat_history,
            _format_world_info_panel(gs),
            _format_status_panel(gs),
            _render_text_map(gs),
            _get_scene_image_update(gs),
            *btn_updates,
            game_session,
        )
        return

    from_backpack_menu = str(selected_option.get("menu", "")) == "backpack"

    # 检查特殊选项:重新开始
    if selected_option.get("action_type") == "RESTART":
        # 重新开始时使用流式开场
        game_session = create_new_game(gs.player.name)
        game_session["started"] = True

        chat_history = [{"role": "assistant", "content": "⏳ 正在重新生成开场..."}]
        world_info_text = _format_world_info_panel(game_session["game_state"])
        status_text = _format_status_panel(game_session["game_state"])
        loading = _get_loading_button_updates()

        yield (
            chat_history,
            world_info_text,
            status_text,
            _render_text_map(game_session["game_state"]),
            _get_scene_image_update(game_session["game_state"]),
            *loading,
            game_session,
        )

        story_text = ""
        restart_final = None

        for update in game_session["story"].generate_opening_stream():
            if update["type"] == "story_chunk":
                story_text = update["text"]
                chat_history[-1]["content"] = story_text
                yield (
                    chat_history,
                    world_info_text,
                    status_text,
                    _render_text_map(game_session["game_state"]),
                    _get_scene_image_update(game_session["game_state"]),
                    *loading,
                    game_session,
                )
            elif update["type"] == "final":
                restart_final = update

        # ★ 只在流完全结束后提取选项
        if restart_final:
            story_text = restart_final.get("story_text", story_text)
            restart_options = restart_final.get("options", [])
        else:
            restart_options = []

        # ★ 安全兜底:强制确保恰好 3 个选项
        restart_options = _finalize_session_options(restart_options)
        game_session["current_options"] = restart_options
        full_message = story_text
        chat_history[-1]["content"] = full_message

        status_text = _format_status_panel(game_session["game_state"])
        btn_updates = _get_button_updates(restart_options)

        yield (
            chat_history,
            _format_world_info_panel(game_session["game_state"]),
            status_text,
            _render_text_map(game_session["game_state"]),
            _get_scene_image_update(game_session["game_state"]),
            *btn_updates,
            game_session,
        )
        return

    # 检查特殊选项:退出
    if selected_option.get("action_type") == "QUIT":
        chat_history.append({"role": "user", "content": f"选择: {selected_option['text']}"})
        chat_history.append({"role": "assistant", "content": "感谢游玩 StoryWeaver!\n你的冒险到此结束,但故事永远不会真正终结...\n\n点击「开始冒险」可以重新开始。"})
        quit_buttons = _get_button_updates(
            [
                {"id": 1, "text": "重新开始", "action_type": "RESTART"},
            ]
        )
        yield (
            chat_history,
            _format_world_info_panel(gs),
            _format_status_panel(gs),
            _render_text_map(gs),
            _get_scene_image_update(gs),
            *quit_buttons,
            game_session,
        )
        return

    # 正常选项处理:流式生成
    chat_history.append({"role": "user", "content": f"选择: {selected_option['text']}"})
    chat_history.append({"role": "assistant", "content": "⏳ 正在生成..."})

    # 按钮保持可见但禁用
    loading = _get_loading_button_updates(max(len(options), MIN_OPTION_BUTTONS))
    yield (
        chat_history,
        _format_world_info_panel(gs),
        _format_status_panel(gs),
        _render_text_map(gs),
        _get_scene_image_update(gs),
        *loading,
        game_session,
    )

    generation_started = perf_counter()
    final_result = None
    for update in story.process_option_selection_stream(selected_option):
        if update["type"] == "story_chunk":
            chat_history[-1]["content"] = update["text"]
            yield (
                chat_history,
                _format_world_info_panel(gs),
                _format_status_panel(gs),
                _render_text_map(gs),
                _get_scene_image_update(gs),
                *loading,
                game_session,
            )
        elif update["type"] == "final":
            final_result = update

    generation_latency_ms = (perf_counter() - generation_started) * 1000

    if final_result:
        # 背包菜单内执行使用/装备后,继续停留在背包菜单
        if from_backpack_menu:
            options = _build_backpack_options(gs)
        else:
            options = _finalize_session_options(final_result.get("options", []))
        game_session["current_options"] = options

        change_log = final_result.get("change_log", [])
        log_text = ""
        if change_log:
            log_text = "\n".join(f"  {c}" for c in change_log)
            log_text = f"\n\n**状态变化:**\n{log_text}"

        full_message = f"{final_result['story_text']}{log_text}"
        chat_history[-1]["content"] = full_message

        status_text = _format_status_panel(gs)
        btn_updates = _get_button_updates(options)
        _record_interaction_log(
            game_session,
            input_source="option_click",
            user_input=selected_option.get("text", ""),
            intent_result=option_intent,
            output_text=full_message,
            latency_ms=(perf_counter() - turn_started) * 1000,
            generation_latency_ms=generation_latency_ms,
            final_result=final_result,
            selected_option=selected_option,
        )

        yield (
            chat_history,
            _format_world_info_panel(gs),
            status_text,
            _render_text_map(gs),
            _get_scene_image_update(gs),
            *btn_updates,
            game_session,
        )
    else:
        # ★ 兜底:final_result 为空,说明流式生成未产生 final 事件
        logger.warning("[选项点击] 流式生成未产生 final 事件,使用兜底文本")
        if from_backpack_menu:
            fallback_text = "你整理了一下背包,却一时没想好先使用哪件物品。"
            fallback_options = _build_backpack_options(gs)
        else:
            fallback_text = "你环顾四周,思考着接下来该做什么..."
            fallback_options = _finalize_session_options([])
        game_session["current_options"] = fallback_options

        full_message = fallback_text
        fallback_result = {
            "story_text": fallback_text,
            "options": fallback_options,
            "state_changes": {},
            "change_log": [],
            "consistency_issues": [],
            "telemetry": {
                "engine_mode": "app_fallback",
                "used_fallback": True,
                "fallback_reason": "missing_final_event",
            },
        }
        chat_history[-1]["content"] = full_message

        status_text = _format_status_panel(gs)
        btn_updates = _get_button_updates(fallback_options)
        _record_interaction_log(
            game_session,
            input_source="option_click",
            user_input=selected_option.get("text", ""),
            intent_result=option_intent,
            output_text=full_message,
            latency_ms=(perf_counter() - turn_started) * 1000,
            generation_latency_ms=generation_latency_ms,
            final_result=fallback_result,
            selected_option=selected_option,
        )

        yield (
            chat_history,
            _format_world_info_panel(gs),
            status_text,
            _render_text_map(gs),
            _get_scene_image_update(gs),
            *btn_updates,
            game_session,
        )
        return


# ============================================================
# UI 辅助函数
# ============================================================


MIN_OPTION_BUTTONS = 3
MAX_OPTION_BUTTONS = 6

# 兜底默认选项(当解析出的选项为空时使用)
_FALLBACK_BUTTON_OPTIONS = [
    {"id": 1, "text": "查看周围", "action_type": "EXPLORE"},
    {"id": 2, "text": "等待一会", "action_type": "REST"},
    {"id": 3, "text": "检查状态", "action_type": "EXPLORE"},
]


def _normalize_options(

    options: list[dict],

    *,

    minimum: int = 0,

    maximum: int = MAX_OPTION_BUTTONS,

) -> list[dict]:
    """

    规范化选项列表:

    - 至多保留 maximum 个选项

    - 仅当 minimum > 0 时补充兜底项

    - 始终重新编号

    """
    if not isinstance(options, list):
        options = []

    normalized = [opt for opt in options if isinstance(opt, dict)][:maximum]

    for fb in _FALLBACK_BUTTON_OPTIONS:
        if len(normalized) >= minimum:
            break
        if not any(o.get("text") == fb["text"] for o in normalized):
            normalized.append(fb.copy())

    while len(normalized) < minimum:
        normalized.append({
            "id": len(normalized) + 1,
            "text": "继续探索",
            "action_type": "EXPLORE",
        })

    for i, opt in enumerate(normalized[:maximum], 1):
        if isinstance(opt, dict):
            opt["id"] = i

    return normalized[:maximum]


def _finalize_session_options(options: list[dict]) -> list[dict]:
    minimum = MIN_OPTION_BUTTONS if not options else 0
    return _normalize_options(options, minimum=minimum)


def _format_options(options: list[dict]) -> str:
    """将选项列表格式化为可读的文本(纯文字,绝不显示 JSON)"""
    if not options:
        return ""
    lines = ["---", "**你的选择:**"]
    for i, opt in enumerate(options):
        # 安全提取:兼容 dict 和异常情况
        if isinstance(opt, dict):
            idx = opt.get("id", i + 1)
            text = opt.get("text", "未知选项")
        else:
            idx = i + 1
            text = str(opt)
        lines.append(f"  **[{idx}]** {text}")
    return "\n".join(lines)


def _is_backpack_menu_active(options: list[dict]) -> bool:
    return any(
        isinstance(opt, dict)
        and str(opt.get("action_type", "")).upper() == "BACKPACK_EXIT"
        and str(opt.get("menu", "")) == "backpack"
        for opt in (options or [])
    )


def _format_item_function(item_info) -> str:
    if item_info is None:
        return "功能未知"
    if item_info.use_effect:
        return f"效果:{item_info.use_effect}"
    if item_info.stat_bonus:
        bonus_text = ",".join(
            f"{stat}{'+' if int(value) >= 0 else ''}{int(value)}"
            for stat, value in item_info.stat_bonus.items()
        )
        return f"装备加成:{bonus_text}"
    if item_info.lore_text:
        return f"线索:{item_info.lore_text}"
    return "暂无可用效果"


def _build_backpack_options(gs: GameState) -> list[dict]:
    inventory = list(gs.player.inventory)
    if not inventory:
        return [
            {"id": 1, "text": "退出背包", "action_type": "BACKPACK_EXIT", "menu": "backpack"},
        ]

    inventory_order = list(dict.fromkeys(inventory))
    equip_types = {"weapon", "armor", "accessory", "helmet", "boots"}

    consumable_options: list[dict] = []
    equip_options: list[dict] = []
    for item_name in inventory_order:
        item_info = gs.world.item_registry.get(item_name)

        if item_info and gs.is_item_consumable(item_name):
            consumable_options.append(
                {
                    "text": f"使用{item_name}",
                    "action_type": "USE_ITEM",
                    "target": item_name,
                    "menu": "backpack",
                }
            )
            continue

        if item_info and item_info.item_type in equip_types:
            equip_options.append(
                {
                    "text": f"装备{item_name}",
                    "action_type": "EQUIP",
                    "target": item_name,
                    "menu": "backpack",
                }
            )

    max_action_slots = MAX_OPTION_BUTTONS - 1
    merged_actions = (consumable_options + equip_options)[:max_action_slots]
    merged_actions.append(
        {"text": "退出背包", "action_type": "BACKPACK_EXIT", "menu": "backpack"}
    )
    return _normalize_options(merged_actions, minimum=0, maximum=MAX_OPTION_BUTTONS)


def _format_backpack_story(gs: GameState) -> str:
    inventory = list(gs.player.inventory)
    if not inventory:
        return "你打开背包,里面空空如也。"

    inventory_counter = Counter(inventory)
    inventory_order = list(dict.fromkeys(inventory))
    lines = ["你打开背包,快速检查随身物资:"]
    for item_name in inventory_order:
        item_info = gs.world.item_registry.get(item_name)
        quantity = inventory_counter.get(item_name, 1)
        quantity_text = f"x{quantity} " if quantity > 1 else ""
        description = item_info.description if item_info else "暂无描述"
        function_text = _format_item_function(item_info)
        lines.append(f"- {quantity_text}**{item_name}**:{description}{function_text})")
    lines.append("\n你可以直接在下方选择“使用/装备”对应物品,或退出背包。")
    return "\n".join(lines)


def open_backpack(chat_history: list, game_session: dict):
    chat_history = chat_history or []
    if not game_session or not game_session.get("started"):
        chat_history.append({"role": "assistant", "content": "请先点击「开始冒险」按钮!"})
        loading = _get_loading_button_updates()
        return (
            chat_history,
            _format_world_info_panel(None),
            "",
            "",
            gr.update(value=None, visible=False),
            *loading,
            game_session,
        )

    gs: GameState = game_session["game_state"]
    current_options = game_session.get("current_options", [])
    if not _is_backpack_menu_active(current_options):
        game_session["backpack_return_options"] = copy.deepcopy(current_options)

    backpack_story = _format_backpack_story(gs)
    backpack_options = _build_backpack_options(gs)
    game_session["current_options"] = backpack_options

    chat_history.append({"role": "user", "content": "打开背包"})
    chat_history.append({"role": "assistant", "content": backpack_story})

    _record_interaction_log(
        game_session,
        input_source="backpack_button",
        user_input="打开背包",
        intent_result={"intent": "OPEN_BACKPACK", "target": None},
        output_text=backpack_story,
        latency_ms=0.0,
        generation_latency_ms=0.0,
        final_result={
            "story_text": backpack_story,
            "options": backpack_options,
            "state_changes": {},
            "change_log": [],
            "consistency_issues": [],
            "telemetry": {
                "engine_mode": "backpack_menu",
                "used_fallback": False,
                "fallback_reason": None,
            },
        },
    )

    btn_updates = _get_button_updates(backpack_options)
    return (
        chat_history,
        _format_world_info_panel(gs),
        _format_status_panel(gs),
        _render_text_map(gs),
        _get_scene_image_update(gs),
        *btn_updates,
        game_session,
    )


def _get_loading_button_updates(visible_count: int = MIN_OPTION_BUTTONS) -> list:
    """返回加载中占位按钮更新,支持最多 6 个选项槽位。"""
    visible_count = max(0, min(int(visible_count or 0), MAX_OPTION_BUTTONS))
    updates = []
    for index in range(MAX_OPTION_BUTTONS):
        updates.append(
            gr.update(
                value="...",
                visible=index < visible_count,
                interactive=False,
            )
        )
    return updates


def _get_button_updates(options: list[dict]) -> list:
    """从选项列表生成按钮更新,始终返回 6 个槽位。"""
    options = _normalize_options(options, minimum=0)

    updates = []
    for i in range(MAX_OPTION_BUTTONS):
        opt = options[i] if i < len(options) else None
        if isinstance(opt, dict):
            text = opt.get("text", "...")
            visible = True
        else:
            text = "..."
            visible = False
        updates.append(gr.update(value=text, visible=visible, interactive=visible))
    return updates


def _format_status_panel(gs: GameState) -> str:
    """格式化状态面板文本(双列 HTML 布局,减少滚动)"""
    p = gs.player
    w = gs.world
    effective_stats = gs.get_effective_player_stats()
    equipment_bonuses = gs.get_equipment_stat_bonuses()
    env_snapshot = gs.get_environment_snapshot(limit=3)
    survival_snapshot = gs.get_survival_state_snapshot()
    scene_summary = gs.get_scene_summary().replace("\n", "<br>")
    clock_display = gs.get_clock_display()

    # 属性进度条
    hp_bar = _progress_bar(p.hp, p.max_hp, "HP")
    mp_bar = _progress_bar(p.mp, p.max_mp, "MP")
    stamina_bar = _progress_bar(p.stamina, p.max_stamina, "体力")
    hunger_bar = _progress_bar(p.hunger, 100, "饱食")
    sanity_bar = _progress_bar(p.sanity, 100, "理智")
    morale_bar = _progress_bar(p.morale, 100, "士气")

    # 装备
    slot_names = {
        "weapon": "武器", "armor": "护甲", "accessory": "饰品",
        "helmet": "头盔", "boots": "靴子",
    }
    equip_lines = []
    for slot, item in p.equipment.items():
        equip_lines.append(f"{slot_names.get(slot, slot)}: {item or '无'}")
    equip_text = "<br>".join(equip_lines)

    def render_stat(stat_key: str, label: str) -> str:
        base_value = int(getattr(p, stat_key))
        bonus_value = int(equipment_bonuses.get(stat_key, 0))
        effective_value = int(effective_stats.get(stat_key, base_value))
        if bonus_value > 0:
            return f"{label}: {effective_value} <span style='color:#4a6;'>(+{bonus_value} 装备)</span>"
        if bonus_value < 0:
            return f"{label}: {effective_value} <span style='color:#b44;'>({bonus_value} 装备)</span>"
        return f"{label}: {base_value}"

    def badge(text: str, bg: str, fg: str = "#1f2937") -> str:
        return (
            f"<span style='display:inline-block;margin:0 6px 6px 0;padding:3px 10px;"
            f"border-radius:999px;background:{bg};color:{fg};font-size:0.8em;"
            f"font-weight:600;'>{text}</span>"
        )

    # 状态效果
    if p.status_effects:
        effect_lines = "<br>".join(
            f"{e.name}{e.duration}回合)" for e in p.status_effects
        )
    else:
        effect_lines = "无"

    # 背包
    if p.inventory:
        inventory_text = "<br>".join(p.inventory)
    else:
        inventory_text = "空"

    weather_colors = {
        "晴朗": "#fef3c7",
        "多云": "#e5e7eb",
        "小雨": "#dbeafe",
        "浓雾": "#e0e7ff",
        "暴风雨": "#c7d2fe",
        "大雪": "#f3f4f6",
    }
    light_colors = {
        "明亮": "#fde68a",
        "柔和": "#fcd34d",
        "昏暗": "#cbd5e1",
        "幽暗": "#94a3b8",
        "漆黑": "#334155",
    }
    danger_level = int(env_snapshot.get("danger_level", 0))
    if danger_level >= 7:
        danger_badge = badge(f"危险 {danger_level}/10", "#fecaca", "#7f1d1d")
    elif danger_level >= 4:
        danger_badge = badge(f"危险 {danger_level}/10", "#fed7aa", "#9a3412")
    else:
        danger_badge = badge(f"危险 {danger_level}/10", "#dcfce7", "#166534")

    env_badges = "".join(
        [
            badge(f"天气 {w.weather}", weather_colors.get(w.weather, "#e5e7eb")),
            badge(
                f"光照 {w.light_level}",
                light_colors.get(w.light_level, "#e5e7eb"),
                "#0f172a" if w.light_level not in {"幽暗", "漆黑"} else "#f8fafc",
            ),
            danger_badge,
            badge(f"场景 {env_snapshot.get('location_type', 'unknown')}", "#ede9fe", "#4c1d95"),
        ]
    )

    recent_env_events = env_snapshot.get("recent_events", [])
    if recent_env_events:
        latest_event = recent_env_events[-1]
        latest_event_html = (
            f"<div style='padding:8px 10px;border-radius:10px;background:#f8fafc;"
            f"border:1px solid #dbeafe;margin-bottom:6px;'>"
            f"<b>{latest_event.get('title', '环境事件')}</b>"
            f"<br><span style='font-size:0.82em;color:#475569;'>{latest_event.get('description', '')}</span>"
            f"</div>"
        )
        recent_event_lines = "<br>".join(
            f"- {event.get('title', '环境事件')}"
            for event in reversed(recent_env_events[-3:])
        )
    else:
        latest_event_html = (
            "<div style='padding:8px 10px;border-radius:10px;background:#f8fafc;"
            "border:1px dashed #cbd5e1;color:#64748b;'>本回合暂无显式环境事件</div>"
        )
        recent_event_lines = "无"

    # 活跃任务(完整展示:描述、子目标、奖励、来源)
    active_quests = [q for q in w.quests.values() if q.status == "active"]
    if active_quests:
        quest_blocks = []
        for q in active_quests:
            done = sum(1 for v in q.objectives.values() if v)
            total = len(q.objectives)
            tag = "主线" if q.quest_type == "main" else "支线" if q.quest_type == "side" else "🟡 " + q.quest_type
            # 子目标列表
            obj_lines = "".join(
                f"<br>&nbsp;&nbsp;{'✅' if v else '⬜'} {k}"
                for k, v in q.objectives.items()
            )
            # 奖励摘要
            reward_parts = []
            if q.rewards.gold:
                reward_parts.append(f"{q.rewards.gold}💰")
            if q.rewards.experience:
                reward_parts.append(f"{q.rewards.experience}经验")
            if q.rewards.items:
                reward_parts.append("、".join(q.rewards.items))
            if q.rewards.unlock_skill:
                reward_parts.append(f"技能:{q.rewards.unlock_skill}")
            if q.rewards.title:
                reward_parts.append(f"称号:{q.rewards.title}")
            reward_str = " | ".join(reward_parts) if reward_parts else "无"

            block = (
                f"<details open><summary><b>{tag} {q.title}</b>({done}/{total})</summary>"
                f"<span style='font-size:0.9em;color:#666;'>来源: {q.giver_npc or '未知'}</span><br>"
                f"<span style='font-size:0.9em;'>{q.description}</span>"
                f"{obj_lines}"
                f"<br><span style='font-size:0.9em;color:#2f7a4a;'>奖励: {reward_str}</span>"
                f"</details>"
            )
            quest_blocks.append(block)
        quest_text = "".join(quest_blocks)
    else:
        quest_text = "无活跃任务"

    # 使用 HTML 双列布局
    status = f"""<div style="font-size:0.9em;">

<h3 style="margin:0 0 4px 0;text-align:center;">{p.name}{p.title}</h3>

<p style="text-align:center;margin:2px 0 6px 0;">等级 {p.level} | 经验 {p.experience}/{p.exp_to_next_level}</p>



<div style="display:grid;grid-template-columns:1fr 1fr;gap:6px 12px;">



<div>

<h4 style="margin:4px 0 2px 0;">🩸 生命与状态</h4>

<span style="font-size:0.85em;">

{hp_bar}<br>

{mp_bar}<br>

{stamina_bar}<br>

{hunger_bar}<br>

{sanity_bar}<br>

{morale_bar}

</span>

</div>



<div>

<h4 style="margin:4px 0 2px 0;">🎒 背包</h4>

<span style="font-size:0.85em;">

{inventory_text}

</span>

</div>



<div>

<h4 style="margin:4px 0 2px 0;">⚔️ 战斗属性</h4>

<span style="font-size:0.85em;">

{render_stat("attack", "攻击")}<br>

{render_stat("defense", "防御")}<br>

{render_stat("speed", "速度")}<br>

{render_stat("luck", "幸运")}<br>

{render_stat("perception", "感知")}

</span>

</div>



<div>

<h4 style="margin:4px 0 2px 0;">🛡️ 装备</h4>

<span style="font-size:0.85em;">

{equip_text}

</span>

</div>



<div>

<h4 style="margin:4px 0 2px 0;">💰 资源</h4>

<span style="font-size:0.85em;">

金币: {p.gold}<br>

善恶值: {p.karma}

</span>

</div>



<div>

<h4 style="margin:4px 0 2px 0;">✨ 状态效果</h4>

<span style="font-size:0.85em;">

{effect_lines}

</span>

</div>



<div style="grid-column: 1 / -1;">

<h4 style="margin:4px 0 2px 0;">📜 任务</h4>

<span style="font-size:0.9em;line-height:1.55;">

{quest_text}

</span>

</div>



<div style="grid-column: 1 / -1;">

<h4 style="margin:4px 0 2px 0;">🧭 当前场景信息</h4>

<div style="font-size:0.85em;line-height:1.5;padding:8px 10px;border-radius:12px;background:#fff7ed;border:1px solid #fed7aa;">

{env_badges}

<div style="margin:6px 0 8px 0;color:#475569;">

时间 {clock_display} | 场景 {w.current_scene} | 状态系数 {survival_snapshot.get('combined_multiplier', 1.0)}

</div>

{latest_event_html}

<div style="margin-top:8px;">{scene_summary}</div>

<div style="margin-top:6px;color:#475569;">最近环境事件: {recent_event_lines}</div>

</div>

</div>

</div>

</div>"""
    return status


def _format_world_info_panel(gs: GameState | None) -> str:
    """格式化世界信息面板(放在故事框上方)。"""
    if gs is None:
        return "🌍 **世界信息**:未开始冒险"

    w = gs.world
    if hasattr(gs, "get_clock_display"):
        clock_display = gs.get_clock_display()
    else:
        minute_of_day = int(getattr(w, "time_progress_units", 0)) * 10 % (24 * 60)
        clock_display = f"{minute_of_day // 60:02d}:{minute_of_day % 60:02d}"

    current_scene = getattr(w, "current_scene", "未知地点")
    day_count = getattr(w, "day_count", 1)
    time_of_day = getattr(w, "time_of_day", "未知时段")
    weather = getattr(w, "weather", "未知")
    light_level = getattr(w, "light_level", "未知")
    season = getattr(w, "season", "未知")

    return (
        "🌍 **世界信息**:"
        f"位置 {current_scene} | "
        f"第{day_count}{time_of_day}{clock_display}) | "
        f"天气 {weather} | 光照 {light_level} | "
        f"季节 {season} | 回合 {getattr(gs, 'turn', 0)}"
    )


def _progress_bar(current: int, maximum: int, label: str, length: int = 10) -> str:
    """生成 HTML 进度条(数值单独一行,低于 40% 高亮红色)"""
    ratio = current / maximum if maximum > 0 else 0
    filled = int(ratio * length)
    empty = length - filled
    bar = "█" * filled + "░" * empty
    value_color = "#b91c1c" if ratio < 0.4 else "#0f172a"
    return (
        f"{label}: <span style='font-family:monospace;'>{bar}</span>"
        f"<br><span style='color:{value_color};font-weight:600;'>{current}/{maximum}</span>"
    )


# ============================================================
# Gradio 界面构建
# ============================================================


def build_app() -> gr.Blocks:
    """构建 Gradio 界面"""

    with gr.Blocks(
        title="StoryWeaver - 交互式叙事系统",
        theme=gr.themes.Soft(
            primary_hue="emerald",
            secondary_hue="blue",
        ),
        css=APP_UI_CSS,
    ) as app:

        gr.Markdown(
            """

            # StoryWeaver — 交互式叙事系统

            *基于 AI 的动态分支剧情 RPG 体验*

            """
        )

        # 游戏会话状态(Gradio State)
        game_session = gr.State(value={})

        with gr.Row():
            # ==================
            # 左侧:聊天区域
            # ==================
            with gr.Column(scale=10):
                # 玩家姓名输入 + 开始按钮
                with gr.Row():
                    player_name_input = gr.Textbox(
                        label="角色名称",
                        placeholder="输入你的角色名称(默认: 旅人)",
                        value="旅人",
                        scale=3,
                    )
                    start_btn = gr.Button(
                        "开始冒险",
                        variant="primary",
                        scale=2,
                    )
                    restart_btn = gr.Button(
                        "重启冒险",
                        variant="stop",
                        scale=2,
                    )

                world_info_panel = gr.Markdown(
                    value=_format_world_info_panel(None),
                )

                # 聊天窗口
                chatbot = gr.Chatbot(
                    label="故事",
                    height=480,
                    type="messages",
                )

                location_map_panel = gr.Markdown(
                    elem_classes=["scene-card", "status-panel"],
                    value="地图关系图\n(未开始)",
                    label="地图",
                )

                # 选项按钮(最多 6 个,分两行显示)
                with gr.Column():
                    with gr.Row():
                        option_btn_1 = gr.Button(
                            "...",
                            visible=True,
                            interactive=False,
                            elem_classes=["option-btn"],
                        )
                        option_btn_2 = gr.Button(
                            "...",
                            visible=True,
                            interactive=False,
                            elem_classes=["option-btn"],
                        )
                        option_btn_3 = gr.Button(
                            "...",
                            visible=True,
                            interactive=False,
                            elem_classes=["option-btn"],
                        )
                    with gr.Row():
                        option_btn_4 = gr.Button(
                            "...",
                            visible=False,
                            interactive=False,
                            elem_classes=["option-btn"],
                        )
                        option_btn_5 = gr.Button(
                            "...",
                            visible=False,
                            interactive=False,
                            elem_classes=["option-btn"],
                        )
                        option_btn_6 = gr.Button(
                            "...",
                            visible=False,
                            interactive=False,
                            elem_classes=["option-btn"],
                        )
                option_buttons = [
                    option_btn_1,
                    option_btn_2,
                    option_btn_3,
                    option_btn_4,
                    option_btn_5,
                    option_btn_6,
                ]

                # 自由输入
                with gr.Row():
                    user_input = gr.Textbox(
                        label="自由输入(也可以直接点击上方选项)",
                        placeholder="输入你想做的事情,例如:和村长说话、攻击哥布林、搜索这个区域...",
                        scale=5,
                        interactive=False,
                    )
                    with gr.Column(scale=1):
                        send_btn = gr.Button("发送", variant="primary", elem_classes=["side-action-btn"])
                        open_backpack_btn = gr.Button(
                            "打开背包",
                            variant="secondary",
                            elem_classes=["side-action-btn", "backpack-btn"],
                        )

            # ==================
            # 右侧:状态面板
            # ==================
            with gr.Column(scale=2, min_width=320, elem_classes=["scene-sidebar"]):
                scene_image = gr.Image(
                    value=None,
                    type="filepath",
                    label="场景画面",
                    show_label=False,
                    container=False,
                    interactive=False,
                    height=260,
                    visible=False,
                    elem_classes=["scene-card", "scene-image"],
                )
                status_panel = gr.Markdown(
                    elem_classes=["scene-card", "status-panel"],
                    value="## 等待开始...\n\n请输入角色名称并点击「开始冒险」",
                    label="角色状态",
                )

        # ============================================================
        # 事件绑定
        # ============================================================

        # 开始游戏
        start_btn.click(
            fn=start_game,
            inputs=[player_name_input, game_session],
            outputs=[
                chatbot, world_info_panel, status_panel, location_map_panel, scene_image,
                *option_buttons,
                game_session, user_input,
            ],
        )

        # 重启冒险
        restart_btn.click(
            fn=restart_game,
            inputs=[],
            outputs=[
                chatbot, world_info_panel, status_panel, location_map_panel, scene_image,
                *option_buttons,
                game_session, user_input, player_name_input,
            ],
        )

        # 文本输入发送
        send_btn.click(
            fn=process_user_input,
            inputs=[user_input, chatbot, game_session],
            outputs=[
                chatbot, world_info_panel, status_panel, location_map_panel, scene_image,
                *option_buttons,
                game_session,
            ],
        ).then(
            fn=lambda: "",
            outputs=[user_input],
        )

        # 打开背包(常驻按钮)
        open_backpack_btn.click(
            fn=open_backpack,
            inputs=[chatbot, game_session],
            outputs=[
                chatbot, world_info_panel, status_panel, location_map_panel, scene_image,
                *option_buttons,
                game_session,
            ],
        )

        # 回车发送
        user_input.submit(
            fn=process_user_input,
            inputs=[user_input, chatbot, game_session],
            outputs=[
                chatbot, world_info_panel, status_panel, location_map_panel, scene_image,
                *option_buttons,
                game_session,
            ],
        ).then(
            fn=lambda: "",
            outputs=[user_input],
        )

        # 选项按钮点击(需要使用 yield from 的生成器包装函数,
        # 使 Gradio 能正确识别为流式输出)
        def _make_option_click_handler(index: int):
            def _handler(ch, gs):
                yield from process_option_click(index, ch, gs)

            return _handler

        for index, option_button in enumerate(option_buttons):
            option_button.click(
                fn=_make_option_click_handler(index),
                inputs=[chatbot, game_session],
                outputs=[
                        chatbot, world_info_panel, status_panel, location_map_panel, scene_image,
                    *option_buttons,
                    game_session,
                ],
            )

    return app


# ============================================================
# 启动入口
# ============================================================

demo = build_app()

if __name__ == "__main__":
    logger.info("启动 StoryWeaver 交互式叙事系统...")
    demo.launch(
        server_name="0.0.0.0",
        server_port=7860,
        share=False,
        show_error=True,
        allowed_paths=[str(IMAGE_DIR)],
    )