File size: 57,625 Bytes
3d34345
 
 
35d9400
3d34345
 
 
 
 
 
 
995a7e7
3d34345
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
cd92569
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3d34345
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
d839eeb
 
 
 
3d34345
 
 
 
d839eeb
 
 
3d34345
 
 
 
fd10988
 
3d34345
fd10988
 
3d34345
 
 
 
 
 
 
 
 
 
 
 
 
 
fd10988
 
 
995a7e7
cd92569
 
 
 
 
995a7e7
cd92569
 
 
 
 
 
995a7e7
cd92569
 
 
 
 
 
 
 
 
 
 
995a7e7
cd92569
995a7e7
cd92569
 
995a7e7
cd92569
 
 
 
 
995a7e7
cd92569
 
 
 
 
 
 
3d34345
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
d839eeb
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3d34345
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
d839eeb
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3d34345
 
 
d839eeb
 
3d34345
 
 
d839eeb
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3d34345
 
 
 
d839eeb
 
 
 
 
 
 
 
 
 
 
 
 
 
3d34345
 
d839eeb
 
 
 
 
 
 
 
 
 
 
 
3d34345
 
d839eeb
 
 
 
 
 
 
 
 
 
3d34345
 
d839eeb
 
 
 
3d34345
 
 
 
 
 
 
 
 
fd10988
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3d34345
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
d1ce83c
 
 
 
3d34345
d1ce83c
3d34345
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
d1ce83c
 
3d34345
 
d1ce83c
 
3d34345
 
 
 
 
 
 
d1ce83c
3d34345
d1ce83c
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3d34345
d1ce83c
 
 
 
 
 
 
 
 
 
 
 
 
3d34345
 
 
 
 
 
 
 
 
35d9400
3d34345
 
 
 
 
 
 
 
 
 
 
 
 
 
 
d51240a
 
3d34345
 
 
 
 
 
35d9400
3d34345
 
 
35d9400
3d34345
 
 
 
 
35d9400
 
 
d1ce83c
35d9400
 
d1ce83c
35d9400
 
d1ce83c
35d9400
 
3d34345
 
 
 
35d9400
3d34345
 
 
d1ce83c
 
 
3d34345
 
 
d1ce83c
 
35d9400
 
3d34345
 
35d9400
3d34345
d1ce83c
 
 
 
 
 
 
 
 
 
 
 
 
 
35d9400
d1ce83c
 
 
 
 
 
 
 
3d34345
35d9400
3d34345
 
 
 
35d9400
 
 
d1ce83c
35d9400
 
d1ce83c
35d9400
 
d1ce83c
35d9400
 
3d34345
 
35d9400
3d34345
d1ce83c
3d34345
 
 
 
35d9400
 
3d34345
 
 
 
 
35d9400
d51240a
 
 
533a8cc
d51240a
 
 
533a8cc
d51240a
 
 
533a8cc
d51240a
 
 
 
 
 
fb3f82e
533a8cc
 
 
 
 
d51240a
fb3f82e
533a8cc
d51240a
 
fb3f82e
d51240a
 
 
 
 
 
 
 
533a8cc
 
d51240a
 
 
533a8cc
d51240a
 
 
fb3f82e
d51240a
 
 
 
 
 
3d34345
35d9400
d51240a
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3d34345
 
4beca76
d839eeb
4beca76
d839eeb
3d34345
 
 
d839eeb
3d34345
 
 
 
 
 
d839eeb
3d34345
 
 
 
d839eeb
 
3d34345
4beca76
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3d34345
4beca76
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
d839eeb
 
3d34345
d839eeb
3d34345
 
 
d839eeb
4beca76
d839eeb
 
 
 
 
 
 
 
3d34345
 
d839eeb
3d34345
d839eeb
3d34345
 
 
 
 
 
d839eeb
 
 
 
 
3d34345
 
 
d839eeb
3d34345
4beca76
 
 
35d9400
3d34345
 
 
35d9400
3d34345
 
 
35d9400
3d34345
 
 
35d9400
3d34345
 
 
 
 
 
35d9400
3d34345
35d9400
3d34345
 
 
35d9400
3d34345
 
35d9400
3d34345
 
 
35d9400
3d34345
 
 
35d9400
3d34345
 
 
 
 
35d9400
3d34345
 
 
 
 
 
 
 
 
 
35d9400
3d34345
35d9400
3d34345
 
 
35d9400
3d34345
 
 
35d9400
3d34345
 
 
35d9400
3d34345
 
35d9400
3d34345
 
 
 
 
 
 
 
 
 
 
 
 
 
 
35d9400
533a8cc
35d9400
 
d51240a
533a8cc
4beca76
 
 
 
 
 
 
3d34345
 
533a8cc
35d9400
 
d51240a
533a8cc
4beca76
 
 
 
 
 
 
3d34345
 
 
35d9400
3d34345
4beca76
 
 
 
3d34345
 
 
35d9400
3d34345
35d9400
3d34345
35d9400
3d34345
4beca76
 
 
 
3d34345
 
 
35d9400
3d34345
35d9400
3d34345
35d9400
3d34345
4beca76
 
 
 
3d34345
 
 
35d9400
3d34345
35d9400
3d34345
35d9400
3d34345
4beca76
 
 
 
3d34345
 
 
35d9400
3d34345
35d9400
3d34345
35d9400
3d34345
4beca76
 
 
 
3d34345
 
 
35d9400
3d34345
35d9400
3d34345
35d9400
3d34345
4beca76
 
 
 
3d34345
 
 
35d9400
3d34345
 
 
d1ce83c
35d9400
3d34345
 
 
 
 
 
 
 
 
d1ce83c
35d9400
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
"""
Life Frontier: Partner's Concerto
Single-app turn-based game with SQLite state management
Upgraded for Gradio 5.49
"""

import gradio as gr
import sqlite3
import json
import random
import time
from datetime import datetime, timedelta
from typing import Dict, List, Optional, Tuple
from dataclasses import dataclass, asdict
from enum import Enum
import threading

# ===== CONSTANTS =====
INITIAL_TIME = 24
INITIAL_HP = 10
INITIAL_CP = 5
INITIAL_MONEY = 10
STRESS_THRESHOLD = 20
DB_PATH = "game.db"

# ===== DATA MODELS =====
class CardType(str, Enum):
    WORK = "W"
    DOMESTIC = "D"
    HEALTH = "H"
    RELATIONSHIP = "R"
    SOCIAL = "S"
    QOL = "Q"

@dataclass
class PlayerState:
    player_id: str
    name: str
    character_id: str
    time: int = INITIAL_TIME
    hp: int = INITIAL_HP
    cp: int = INITIAL_CP
    money: int = INITIAL_MONEY
    stress: int = 0
    qol: int = 0
    reputation: int = 0
    hp_max: int = INITIAL_HP
    cp_max: int = INITIAL_CP
    is_eliminated: bool = False
    has_ended_turn: bool = False
    completed_tasks: str = ""  # JSON array
    
    def to_dict(self):
        return asdict(self)
    
    def calculate_final_qol(self) -> int:
        if self.is_eliminated:
            return 0
        hp_bonus = (self.hp_max - INITIAL_HP) * 2
        cp_bonus = (self.cp_max - INITIAL_CP) * 3
        return self.qol + hp_bonus + cp_bonus + self.reputation - self.stress

@dataclass
class GameState:
    room_id: str
    current_round: int = 1
    total_rounds: int = 8
    current_turn: int = 0  # 0=player1, 1=player2
    status: str = "waiting"  # waiting, playing, finished
    available_tasks: str = ""  # JSON array of task IDs
    active_negotiation: str = ""  # JSON negotiation data
    created_at: str = ""
    
# ===== DATABASE MANAGEMENT =====
class GameDatabase:
    def __init__(self, db_path: str = DB_PATH):
        self.db_path = db_path
        self.lock = threading.Lock()
        self.init_db()
    
    def get_connection(self):
        conn = sqlite3.connect(self.db_path, check_same_thread=False)
        conn.row_factory = sqlite3.Row
        return conn
    
    def init_db(self):
        with self.lock, self.get_connection() as conn:
            # Rooms table
            conn.execute("""
                CREATE TABLE IF NOT EXISTS rooms (
                    room_id TEXT PRIMARY KEY,
                    current_round INTEGER DEFAULT 1,
                    total_rounds INTEGER DEFAULT 8,
                    current_turn INTEGER DEFAULT 0,
                    status TEXT DEFAULT 'waiting',
                    available_tasks TEXT DEFAULT '[]',
                    active_negotiation TEXT DEFAULT '',
                    created_at TEXT,
                    winner_id TEXT
                )
            """)
            
            # Players table
            conn.execute("""
                CREATE TABLE IF NOT EXISTS players (
                    id INTEGER PRIMARY KEY AUTOINCREMENT,
                    room_id TEXT,
                    player_id TEXT,
                    name TEXT,
                    character_id TEXT,
                    player_slot INTEGER,
                    time INTEGER DEFAULT 24,
                    hp INTEGER DEFAULT 10,
                    cp INTEGER DEFAULT 5,
                    money INTEGER DEFAULT 10,
                    stress INTEGER DEFAULT 0,
                    qol INTEGER DEFAULT 0,
                    reputation INTEGER DEFAULT 0,
                    hp_max INTEGER DEFAULT 10,
                    cp_max INTEGER DEFAULT 5,
                    is_eliminated INTEGER DEFAULT 0,
                    has_ended_turn INTEGER DEFAULT 0,
                    completed_tasks TEXT DEFAULT '[]',
                    UNIQUE(room_id, player_slot)
                )
            """)
            
            # Spectators table
            conn.execute("""
                CREATE TABLE IF NOT EXISTS spectators (
                    id INTEGER PRIMARY KEY AUTOINCREMENT,
                    room_id TEXT,
                    spectator_id TEXT,
                    name TEXT,
                    joined_at TEXT
                )
            """)
            
            # Rankings table
            conn.execute("""
                CREATE TABLE IF NOT EXISTS rankings (
                    player_name TEXT PRIMARY KEY,
                    total_games INTEGER DEFAULT 0,
                    total_wins INTEGER DEFAULT 0,
                    highest_qol INTEGER DEFAULT 0,
                    average_qol REAL DEFAULT 0.0,
                    last_played TEXT
                )
            """)
            
            # Game history
            conn.execute("""
                CREATE TABLE IF NOT EXISTS game_history (
                    id INTEGER PRIMARY KEY AUTOINCREMENT,
                    room_id TEXT,
                    player1_name TEXT,
                    player2_name TEXT,
                    winner_name TEXT,
                    player1_qol INTEGER,
                    player2_qol INTEGER,
                    total_rounds INTEGER,
                    completed_at TEXT
                )
            """)
            
            conn.commit()
    
    def create_room(self, room_id: str, total_rounds: int = 8) -> bool:
        try:
            with self.lock, self.get_connection() as conn:
                # Cleanup old rooms before creating new one (inline to avoid nested locks)
                stale_cutoff = (datetime.now() - timedelta(hours=24)).isoformat()
                conn.execute("DELETE FROM rooms WHERE status = 'waiting' AND created_at < ?", (stale_cutoff,))
                
                try:
                    conn.execute("""
                        INSERT INTO rooms (room_id, total_rounds, created_at, status)
                        VALUES (?, ?, ?, 'waiting')
                    """, (room_id, total_rounds, datetime.now().isoformat()))
                    conn.commit()
                    print(f"โœจ Created room {room_id}")
                    return True
                except sqlite3.IntegrityError as e:
                    print(f"IntegrityError creating room: {e}")
                    return False
        except Exception as e:
            print(f"Exception in create_room: {e}")
            import traceback
            traceback.print_exc()
            return False
    
    def join_room(self, room_id: str, player_id: str, name: str, 
                  character_id: str) -> Tuple[bool, Optional[int], str]:
        """Returns (success, player_slot, message)"""
        with self.lock, self.get_connection() as conn:
            # Check room exists
            room = conn.execute(
                "SELECT status FROM rooms WHERE room_id = ?", (room_id,)
            ).fetchone()
            
            if not room:
                return False, None, "Room not found"
            
            if room['status'] != 'waiting':
                # Game already started, join as spectator
                conn.execute("""
                    INSERT INTO spectators (room_id, spectator_id, name, joined_at)
                    VALUES (?, ?, ?, ?)
                """, (room_id, player_id, name, datetime.now().isoformat()))
                conn.commit()
                return True, None, f"Joined as spectator. Game in progress."
            
            # Try to join as player
            players = conn.execute(
                "SELECT player_slot FROM players WHERE room_id = ?", (room_id,)
            ).fetchall()
            
            if len(players) >= 2:
                # Room full, join as spectator
                conn.execute("""
                    INSERT INTO spectators (room_id, spectator_id, name, joined_at)
                    VALUES (?, ?, ?, ?)
                """, (room_id, player_id, name, datetime.now().isoformat()))
                conn.commit()
                return True, None, f"Room full. Joined as spectator."
            
            # Apply character starting bonuses
            character = next((c for c in CHARACTERS if c['id'] == character_id), {})
            hp_max = INITIAL_HP + character.get('hp_max_bonus', 0)
            
            # Join as player
            slot = 0 if len(players) == 0 else 1
            conn.execute("""
                INSERT INTO players (
                    room_id, player_id, name, character_id, player_slot, hp_max
                ) VALUES (?, ?, ?, ?, ?, ?)
            """, (room_id, player_id, name, character_id, slot, hp_max))
            
            # If 2 players, start game
            if slot == 1:
                self._start_game(room_id, conn)
                conn.commit()
                return True, slot, f"โœ… Joined as Player {slot + 1}! Game starting..."
            
            conn.commit()
            return True, slot, f"Joined as Player {slot + 1}. Waiting for Player 2..."
    
    def _start_game(self, room_id: str, conn):
        """Internal: Start game when 2 players joined"""
        # Update room status
        conn.execute("""
            UPDATE rooms SET status = 'playing' WHERE room_id = ?
        """, (room_id,))
        
        # Draw initial tasks (3 random)
        task_ids = random.sample([t['id'] for t in TASKS], 3)
        conn.execute("""
            UPDATE rooms SET available_tasks = ? WHERE room_id = ?
        """, (json.dumps(task_ids), room_id))
        
        print(f"๐ŸŽฎ Game started in room {room_id}!")
    
    def cleanup_old_rooms(self):
        """Remove empty or stale rooms."""
        try:
            with self.lock, self.get_connection() as conn:
                # Using ISO 8601 format for comparisons
                stale_cutoff = (datetime.now() - timedelta(hours=24)).isoformat()
                empty_cutoff = (datetime.now() - timedelta(hours=1)).isoformat()

                # Find rooms waiting for more than 24 hours
                stale_rooms_q = conn.execute(
                    "SELECT room_id FROM rooms WHERE status = 'waiting' AND created_at < ?",
                    (stale_cutoff,)
                )
                stale_ids = {row['room_id'] for row in stale_rooms_q.fetchall()}

                # Find rooms waiting for more than 1 hour with no players
                empty_rooms_q = conn.execute(
                    """
                    SELECT room_id FROM rooms
                    WHERE status = 'waiting'
                    AND created_at < ?
                    AND room_id NOT IN (SELECT DISTINCT room_id FROM players WHERE room_id IS NOT NULL)
                    """,
                    (empty_cutoff,)
                )
                empty_ids = {row['room_id'] for row in empty_rooms_q.fetchall()}

                rooms_to_delete = stale_ids.union(empty_ids)

                if not rooms_to_delete:
                    return 0

                for room_id in rooms_to_delete:
                    conn.execute("DELETE FROM rooms WHERE room_id = ?", (room_id,))
                    conn.execute("DELETE FROM players WHERE room_id = ?", (room_id,))
                    conn.execute("DELETE FROM spectators WHERE room_id = ?", (room_id,))
                    print(f"๐Ÿงน Cleaned up stale/empty room: {room_id}")

                conn.commit()
                return len(rooms_to_delete)
        except Exception as e:
            print(f"Exception in cleanup_old_rooms: {e}")
            import traceback
            traceback.print_exc()
            return 0
    
    def get_room_state(self, room_id: str) -> Optional[Dict]:
        """Get complete room state including players"""
        with self.lock, self.get_connection() as conn:
            room = conn.execute(
                "SELECT * FROM rooms WHERE room_id = ?", (room_id,)
            ).fetchone()
            
            if not room:
                return None
            
            players = conn.execute("""
                SELECT * FROM players WHERE room_id = ? ORDER BY player_slot
            """, (room_id,)).fetchall()
            
            spectators = conn.execute("""
                SELECT name FROM spectators WHERE room_id = ?
            """, (room_id,)).fetchall()
            
            return {
                'room': dict(room),
                'players': [dict(p) for p in players],
                'spectators': [s['name'] for s in spectators],
                'task_ids': json.loads(room['available_tasks'] or '[]')
            }
    
    def update_player(self, room_id: str, player_slot: int, updates: Dict):
        """Update player state"""
        with self.lock, self.get_connection() as conn:
            set_clause = ", ".join([f"{k} = ?" for k in updates.keys()])
            values = list(updates.values()) + [room_id, player_slot]
            
            conn.execute(f"""
                UPDATE players SET {set_clause}
                WHERE room_id = ? AND player_slot = ?
            """, values)
            conn.commit()
    
    def end_turn(self, room_id: str, player_slot: int):
        """End player's turn and check for round end"""
        with self.lock, self.get_connection() as conn:
            # Mark turn ended
            conn.execute("""
                UPDATE players SET has_ended_turn = 1
                WHERE room_id = ? AND player_slot = ?
            """, (room_id, player_slot))
            
            # Check if both ended turn
            count = conn.execute("""
                SELECT COUNT(*) as cnt FROM players
                WHERE room_id = ? AND has_ended_turn = 1
            """, (room_id,)).fetchone()['cnt']
            
            if count == 2:
                # Both ended, advance round
                self._advance_round(room_id, conn)
            else:
                # Switch turn
                room = conn.execute(
                    "SELECT current_turn FROM rooms WHERE room_id = ?", (room_id,)
                ).fetchone()
                next_turn = 1 - room['current_turn']
                conn.execute("""
                    UPDATE rooms SET current_turn = ? WHERE room_id = ?
                """, (next_turn, room_id))
            
            conn.commit()
    
    def _advance_round(self, room_id: str, conn):
        """Internal: Advance to next round"""
        room = conn.execute(
            "SELECT current_round, total_rounds FROM rooms WHERE room_id = ?",
            (room_id,)
        ).fetchone()
        
        next_round = room['current_round'] + 1
        
        if next_round > room['total_rounds']:
            # Game over
            self._end_game(room_id, conn)
        else:
            # Get players for character effects
            players = conn.execute("""
                SELECT * FROM players WHERE room_id = ?
            """, (room_id,)).fetchall()
            
            # Reset for next round and apply turn-start character effects
            for player in players:
                character = next((c for c in CHARACTERS if c['id'] == player['character_id']), {})
                
                new_stress = player['stress']
                # Workaholic: +1 stress per turn
                if character.get('turn_stress'):
                    new_stress += character['turn_stress']
                
                # Neat Freak: Check if did any domestic task
                if character.get('no_domestic_stress'):
                    completed = json.loads(player.get('completed_tasks', '[]'))
                    did_domestic = any(t.startswith('D') for t in completed)
                    if not did_domestic:
                        new_stress += character['no_domestic_stress']
                
                conn.execute("""
                    UPDATE players SET 
                        time = ?, 
                        has_ended_turn = 0, 
                        completed_tasks = '[]',
                        stress = ?
                    WHERE room_id = ? AND player_slot = ?
                """, (INITIAL_TIME, new_stress, room_id, player['player_slot']))
            
            # Draw new tasks
            task_ids = random.sample([t['id'] for t in TASKS], 3)
            conn.execute("""
                UPDATE rooms SET 
                    current_round = ?, 
                    current_turn = 0,
                    available_tasks = ?
                WHERE room_id = ?
            """, (next_round, json.dumps(task_ids), room_id))
    
    def _end_game(self, room_id: str, conn):
        """Internal: End game and calculate winner"""
        players = conn.execute("""
            SELECT * FROM players WHERE room_id = ? ORDER BY player_slot
        """, (room_id,)).fetchall()
        
        # Calculate final QoL
        p1 = PlayerState(**{k: players[0][k] for k in players[0].keys() 
                            if k in PlayerState.__annotations__})
        p2 = PlayerState(**{k: players[1][k] for k in players[1].keys() 
                            if k in PlayerState.__annotations__})
        
        qol1 = p1.calculate_final_qol()
        qol2 = p2.calculate_final_qol()
        
        winner_id = p1.player_id if qol1 > qol2 else p2.player_id
        winner_name = p1.name if qol1 > qol2 else p2.name
        
        # Update room
        conn.execute("""
            UPDATE rooms SET status = 'finished', winner_id = ?
            WHERE room_id = ?
        """, (winner_id, room_id))
        
        # Save to history
        conn.execute("""
            INSERT INTO game_history (
                room_id, player1_name, player2_name, winner_name,
                player1_qol, player2_qol, total_rounds, completed_at
            ) VALUES (?, ?, ?, ?, ?, ?, ?, ?)
        """, (room_id, p1.name, p2.name, winner_name, qol1, qol2,
              players[0]['completed_tasks'], datetime.now().isoformat()))
        
        # Update rankings
        self._update_rankings(p1.name, qol1, winner_name == p1.name, conn)
        self._update_rankings(p2.name, qol2, winner_name == p2.name, conn)
    
    def _update_rankings(self, player_name: str, qol: int, won: bool, conn):
        """Internal: Update player rankings"""
        existing = conn.execute("""
            SELECT * FROM rankings WHERE player_name = ?
        """, (player_name,)).fetchone()
        
        if existing:
            new_games = existing['total_games'] + 1
            new_wins = existing['total_wins'] + (1 if won else 0)
            new_avg = ((existing['average_qol'] * existing['total_games']) + qol) / new_games
            new_high = max(existing['highest_qol'], qol)
            
            conn.execute("""
                UPDATE rankings SET
                    total_games = ?, total_wins = ?,
                    average_qol = ?, highest_qol = ?,
                    last_played = ?
                WHERE player_name = ?
            """, (new_games, new_wins, new_avg, new_high,
                  datetime.now().isoformat(), player_name))
        else:
            conn.execute("""
                INSERT INTO rankings (
                    player_name, total_games, total_wins,
                    average_qol, highest_qol, last_played
                ) VALUES (?, 1, ?, ?, ?, ?)
            """, (player_name, 1 if won else 0, qol, qol,
                  datetime.now().isoformat()))
    
    def get_rankings(self, limit: int = 10) -> List[Dict]:
        """Get top rankings"""
        with self.get_connection() as conn:
            rows = conn.execute("""
                SELECT 
                    player_name, total_games, total_wins,
                    ROUND(average_qol, 1) as avg_qol,
                    highest_qol,
                    ROUND(CAST(total_wins AS REAL) / total_games * 100, 1) as win_rate
                FROM rankings
                WHERE total_games > 0
                ORDER BY average_qol DESC
                LIMIT ?
            """, (limit,)).fetchall()
            return [dict(r) for r in rows]

# ===== GAME DATA =====
CHARACTERS = [
    {"id": "P1", "name": "Workaholic", "desc": "Work +2 VP, but +1 stress/turn", 
     "work_bonus": 2, "turn_stress": 1},
    {"id": "P2", "name": "Freelancer", "desc": "Work time -2, but coop +1 CP cost",
     "work_time_reduction": 2, "coop_cp_penalty": 1},
    {"id": "P3", "name": "Frugal", "desc": "QoL tasks -2 VP cost", 
     "qol_cost_reduction": 2},
    {"id": "P4", "name": "Hedonist", "desc": "QoL +1, but domestic +2 time",
     "qol_bonus": 1, "domestic_time_penalty": 2},
    {"id": "H1", "name": "Neat Freak", "desc": "Domestic success +2 CP, no domestic +2 stress",
     "domestic_cp_bonus": 2, "no_domestic_stress": 2},
    {"id": "H2", "name": "Night Owl", "desc": "Rest HP halved, late work -1 CP",
     "rest_halved": True},
    {"id": "H3", "name": "Fitness Buff", "desc": "Rest +1 HP, HP max +2",
     "rest_hp_bonus": 1, "hp_max_bonus": 2},
    {"id": "H4", "name": "Procrastinator", "desc": "Long tasks +1 time, failure +1 stress",
     "long_task_penalty": 1, "failure_stress": 1},
    {"id": "R1", "name": "Anxious", "desc": "Coop min 3 CP, success -1 stress, failure +2 stress",
     "coop_min_cp": 3, "coop_success_stress": -1, "coop_failure_stress": 2},
    {"id": "R2", "name": "Supporter", "desc": "Partner +1 HP/CP on coop success",
     "support_bonus": True},
    {"id": "R3", "name": "Planner", "desc": "Can force round-up in negotiation",
     "force_roundup": True},
    {"id": "R4", "name": "Social Butterfly", "desc": "Social -1 time, +1 reputation",
     "social_time_reduction": 1, "social_rep_bonus": 1},
]

TASKS = [
    # Work Tasks (W1-W10)
    {"id": "W1", "name": "Core Project", "type": "W", "time": 8,
     "solo": {"CP": 7, "HP": 3}, "coop": {"CP": 10}, "reward": 12},
    {"id": "W2", "name": "Annual Report", "type": "W", "time": 6,
     "solo": {"CP": 6}, "coop": {"CP": 8}, "reward": 8},
    {"id": "W3", "name": "Client Dispute", "type": "W", "time": 5,
     "solo": {"CP": 5}, "coop": {"CP": 7}, "reward": 6},
    {"id": "W4", "name": "Promotion Prep", "type": "W", "time": 7,
     "solo": {"CP": 5, "HP": 4}, "coop": {"CP": 9}, "reward": 10},
    {"id": "W5", "name": "Side Gig", "type": "W", "time": 4,
     "solo": {"CP": 4}, "coop": {"CP": 6}, "reward": 5},
    {"id": "W6", "name": "Learn New Skill", "type": "W", "time": 5,
     "solo": {"CP": 5}, "coop": {"CP": 7}, "reward": 3, "effect": "cp_max:+1"},
    {"id": "W7", "name": "Emergency Emails", "type": "W", "time": 3,
     "solo": {"CP": 3}, "coop": {"CP": 4}, "reward": 4},
    {"id": "W8", "name": "Industry Conference", "type": "W", "time": 6,
     "solo": {"CP": 5, "HP": 3}, "coop": {"CP": 8}, "reward": 7},
    {"id": "W9", "name": "Business Plan", "type": "W", "time": 9,
     "solo": {"CP": 8}, "coop": {"CP": 11}, "reward": 15},
    {"id": "W10", "name": "Expense Reports", "type": "W", "time": 2,
     "solo": {"CP": 2}, "coop": {"CP": 3}, "reward": 2},
    
    # Domestic Tasks (D1-D8)
    {"id": "D1", "name": "Deep Clean Kitchen", "type": "D", "time": 5,
     "solo": {"HP": 5}, "coop": {"HP": 7}, "reward": 0, "effect": "stress:-2"},
    {"id": "D2", "name": "Laundry & Organize", "type": "D", "time": 3,
     "solo": {"HP": 3}, "coop": {"HP": 4}, "reward": 0, "effect": "hp:+2"},
    {"id": "D3", "name": "Pay Bills", "type": "D", "time": 2,
     "solo": {"CP": 2}, "coop": {"CP": 3}, "reward": 0, "effect": "cp:+1"},
    {"id": "D4", "name": "Grocery Shopping", "type": "D", "time": 4,
     "solo": {"HP": 3}, "coop": {"HP": 5}, "reward": 0, "effect": "hp:+1"},
    {"id": "D5", "name": "Take Out Trash", "type": "D", "time": 3,
     "solo": {"HP": 3}, "coop": {"HP": 4}, "reward": 0, "effect": "stress:-1"},
    {"id": "D6", "name": "Fix Appliance", "type": "D", "time": 5,
     "solo": {"HP": 4}, "coop": {"HP": 6}, "reward": 1},
    {"id": "D7", "name": "Tidy Common Area", "type": "D", "time": 4,
     "solo": {"HP": 4}, "coop": {"HP": 5}, "reward": 0, "effect": "stress:-1"},
    {"id": "D8", "name": "Cook Healthy Meal", "type": "D", "time": 3,
     "solo": {"HP": 3}, "coop": {"HP": 4}, "reward": 0, "effect": "hp:+1"},
    
    # Health Tasks (H1-H6)
    {"id": "H1", "name": "Fitness Training", "type": "H", "time": 5,
     "solo": {"HP": 6}, "coop": {"HP": 8}, "reward": 1, "effect": "hp_max:+1"},
    {"id": "H2", "name": "Deep Meditation", "type": "H", "time": 4,
     "solo": {"CP": 4}, "coop": {"CP": 5}, "reward": 0, "effect": "cp:+3"},
    {"id": "H3", "name": "Annual Checkup", "type": "H", "time": 6,
     "solo": {"HP": 5}, "coop": {"HP": 7}, "reward": 2, "effect": "stress:-2"},
    {"id": "H4", "name": "Emotion Regulation Class", "type": "H", "time": 5,
     "solo": {"CP": 4}, "coop": {"CP": 6}, "reward": 1, "effect": "cp_max:+1"},
    {"id": "H5", "name": "Sleep Schedule Reset", "type": "H", "time": 3,
     "solo": {"HP": 3}, "coop": {"HP": 4}, "reward": 0, "effect": "hp:+4"},
    {"id": "H6", "name": "Personal Alone Time", "type": "H", "time": 2,
     "solo": {"CP": 2}, "coop": {"CP": 3}, "reward": 0, "effect": "stress:-2"},
    
    # Relationship & Social Tasks (R1-R2, S1-S2)
    {"id": "R1", "name": "Romantic Date", "type": "R", "time": 5,
     "solo": {"CP": 5}, "coop": {"CP": 7}, "cost": 5, "qol": 3, "effect": "stress:-3"},
    {"id": "R2", "name": "Future Planning", "type": "R", "time": 6,
     "solo": {"CP": 6}, "coop": {"CP": 8}, "cost": 3, "qol": 2, "effect": "cp:+1"},
    {"id": "S1", "name": "Host Friends", "type": "S", "time": 4,
     "solo": {"CP": 4}, "coop": {"CP": 6}, "cost": 4, "qol": 1},
    {"id": "S2", "name": "Community Event", "type": "S", "time": 3,
     "solo": {"HP": 3}, "coop": {"HP": 4}, "reward": 0},
    
    # QoL Investment Tasks (Q1-Q4)
    {"id": "Q1", "name": "Buy Furniture", "type": "Q", "time": 2,
     "solo": {"HP": 2}, "coop": {"HP": 3}, "cost": 10, "qol": 5},
    {"id": "Q2", "name": "Weekend Trip", "type": "Q", "time": 7,
     "solo": {"HP": 5, "CP": 4}, "coop": {"HP": 9}, "cost": 15, "qol": 7, "effect": "recover_all"},
    {"id": "Q3", "name": "Home Upgrade", "type": "Q", "time": 4,
     "solo": {"HP": 3}, "coop": {"HP": 5}, "cost": 8, "qol": 4},
    {"id": "Q4", "name": "Spa Day", "type": "Q", "time": 5,
     "solo": {"HP": 4}, "coop": {"HP": 6}, "cost": 12, "qol": 6, "effect": "stress:-3"},
]

# ===== GLOBAL STATE =====
db = GameDatabase()

# ===== GAME LOGIC =====
def roll_dice() -> int:
    return random.randint(1, 6)

def can_afford_task(player: Dict, task: Dict, is_solo: bool = True) -> Tuple[bool, str]:
    """Check if player can afford task"""
    req = task['solo'] if is_solo else task['coop']
    
    if player['time'] < task['time']:
        return False, f"Not enough time (need {task['time']}h)"
    
    for res, amount in req.items():
        if res == "HP" and player['hp'] < amount:
            return False, f"Not enough HP (need {amount})"
        if res == "CP" and player['cp'] < amount:
            return False, f"Not enough CP (need {amount})"
    
    if 'cost' in task and player['money'] < task['cost']:
        return False, f"Not enough money (need ${task['cost']})"
    
    return True, "OK"

def execute_rest(player: Dict, rest_type: str) -> Tuple[bool, str, Dict]:
    """Execute rest action"""
    if rest_type == "quick_nap":
        if player['time'] < 3:
            return False, "Not enough time (need 3h)", {}
        dice = roll_dice()
        hp_recovered = 2 * dice
        new_hp = min(player['hp'] + hp_recovered, player['hp_max'])
        return True, f"Rolled {dice}! Recovered {hp_recovered} HP", {
            'time': player['time'] - 3,
            'hp': new_hp
        }
    
    elif rest_type == "full_sleep":
        if player['time'] < 9:
            return False, "Not enough time (need 9h)", {}
        return True, "Recovered to base levels and reduced stress", {
            'time': player['time'] - 9,
            'hp': min(8, player['hp_max']),
            'cp': min(4, player['cp_max']),
            'stress': max(0, player['stress'] - 1)
        }
    
    elif rest_type == "deep_rest":
        if player['time'] < 12:
            return False, "Not enough time (need 12h)", {}
        return True, "Full recovery!", {
            'time': player['time'] - 12,
            'hp': player['hp_max'],
            'cp': player['cp_max'],
            'stress': max(0, player['stress'] - 2)
        }
    
    return False, "Invalid rest type", {}

def execute_solo_task(player: Dict, task: Dict) -> Tuple[bool, str, Dict]:
    """Execute task solo"""
    # Check affordability
    can_afford, msg = can_afford_task(player, task, is_solo=True)
    if not can_afford:
        return False, msg, {}
    
    solo_req = task['solo']
    
    # Execute
    updates = {
        'time': player['time'] - task['time'],
        'stress': player['stress'] + 1  # Fatigue
    }
    
    # Spend resources
    if 'HP' in solo_req:
        updates['hp'] = player['hp'] - solo_req['HP']
    if 'CP' in solo_req:
        updates['cp'] = player['cp'] - solo_req['CP']
    if 'cost' in task:
        updates['money'] = player['money'] - task['cost']
    
    # Apply rewards
    if 'reward' in task:
        updates['money'] = updates.get('money', player['money']) + task['reward']
    if 'qol' in task:
        updates['qol'] = player['qol'] + task['qol']
    
    # Apply effects
    if 'effect' in task:
        for effect in task['effect'].split(','):
            if ':' in effect:
                eff_type, value = effect.split(':')
                value = int(value)
                if eff_type == 'stress':
                    updates['stress'] = max(0, updates.get('stress', player['stress']) + value)
                elif eff_type == 'hp':
                    updates['hp'] = min(updates.get('hp', player['hp']) + value, player['hp_max'])
                elif eff_type == 'cp':
                    updates['cp'] = min(updates.get('cp', player['cp']) + value, player['cp_max'])
                elif eff_type == 'hp_max':
                    updates['hp_max'] = player['hp_max'] + value
                elif eff_type == 'cp_max':
                    updates['cp_max'] = player['cp_max'] + value
            elif effect == 'recover_all':
                updates['hp'] = player['hp_max']
                updates['cp'] = player['cp_max']
    
    # Check elimination
    if updates.get('stress', player['stress']) >= STRESS_THRESHOLD:
        updates['is_eliminated'] = 1
        return True, f"โš ๏ธ Task completed but ELIMINATED (stress reached {updates['stress']})", updates
    
    # Build success message
    msg_parts = [f"โœ“ {task['name']} completed!"]
    if 'reward' in task and task['reward'] > 0:
        msg_parts.append(f"+${task['reward']}")
    if 'qol' in task and task['qol'] > 0:
        msg_parts.append(f"+{task['qol']} QoL")
    if 'effect' in task and 'stress:-' in task['effect']:
        msg_parts.append(f"Stress reduced!")
    
    return True, " ".join(msg_parts), updates

def initiate_negotiation(initiator: Dict, partner: Dict, task: Dict, 
                        initiator_contrib: int) -> Tuple[bool, str, Dict]:
    """Initiate cooperation negotiation"""
    # Check initiator can afford their contribution
    if initiator['cp'] < initiator_contrib:
        return False, "Not enough CP to contribute", {}
    
    if initiator['time'] < task['time']:
        return False, f"Not enough time (need {task['time']}h)", {}
    
    # Check task has coop requirements
    if 'coop' not in task:
        return False, "This task doesn't support cooperation", {}
    
    # Calculate target for partner
    coop_req = task['coop']
    total_needed = list(coop_req.values())[0]  # Get first requirement value
    partner_target = total_needed - initiator_contrib
    
    if partner_target <= 0:
        return False, "You're already contributing enough! Just do it solo.", {}
    
    # Save negotiation state
    negotiation_data = {
        'task_id': task['id'],
        'initiator_contrib': initiator_contrib,
        'partner_target': partner_target,
        'total_needed': total_needed,
        'pending': True
    }
    
    return True, f"Negotiation started! Partner needs to contribute {partner_target} points.", negotiation_data

def respond_negotiation(partner: Dict, negotiation: Dict, 
                       cp_invest: int, hp_invest: int) -> Tuple[bool, str, int]:
    """Partner responds to negotiation"""
    if cp_invest < 1:
        return False, "Must invest at least 1 CP", 0
    
    if partner['cp'] < cp_invest:
        return False, f"Not enough CP (need {cp_invest})", 0
    
    if partner['hp'] < hp_invest:
        return False, f"Not enough HP (need {hp_invest})", 0
    
    # Calculate result using formula
    target = negotiation['partner_target']
    investment = cp_invest + hp_invest
    
    # Simple formula: (target ร— investment) / investment = target
    # But if investment < target, get proportional result
    actual_contrib = min(target, investment)
    
    # Round up if close
    if actual_contrib >= target * 0.9:
        actual_contrib = target
    
    return True, f"Contributed {actual_contrib} points", actual_contrib

# ===== GRADIO UI =====
def create_ui():
    with gr.Blocks(title="Life Frontier: Partner's Concerto", theme=gr.themes.Soft()) as app:
        gr.Markdown("""
        # ๐Ÿ  Life Frontier: Partner's Concerto
        *A turn-based strategy game for couples*
        """)
        
        # Session state - Gradio 5 style
        session_state = gr.State({
            'room_id': None,
            'player_id': None,
            'player_slot': None,
            'is_spectator': False
        })
        
        with gr.Tab("๐ŸŽฎ Join/Create Game"):
            with gr.Row():
                room_id_input = gr.Textbox(label="Room ID", placeholder="Leave empty to create new")
                your_name_input = gr.Textbox(label="Your Name", value="Player")
            
            character_select = gr.Dropdown(
                choices=[(c['name'], c['id']) for c in CHARACTERS],
                label="Select Character",
                value=CHARACTERS[0]['id'],
                interactive=True
            )
            
            with gr.Row():
                create_btn = gr.Button("๐Ÿ†• Create Room", variant="primary")
                join_btn = gr.Button("๐Ÿšช Join Room", variant="secondary")
            
            join_result = gr.Markdown(value="")
        
        with gr.Tab("๐ŸŽฏ Game Board"):
            gr.Markdown("### Game Status")
            status_display = gr.Markdown(value="*No game joined*")
            
            with gr.Row():
                # Player 1 Panel
                with gr.Column():
                    gr.Markdown("### Player 1")
                    p1_name = gr.Textbox(label="Name", interactive=False, value="")
                    p1_character = gr.Textbox(label="Character", interactive=False, value="")
                    p1_display = gr.JSON(label="Status", value={})
                    with gr.Row():
                        p1_time = gr.Number(label="โฐ Time", interactive=False, value=0)
                        p1_money = gr.Number(label="๐Ÿ’ฐ Money", interactive=False, value=0)
                    with gr.Row():
                        p1_hp = gr.Number(label="โค๏ธ HP", interactive=False, value=0)
                        p1_cp = gr.Number(label="๐Ÿง  CP", interactive=False, value=0)
                    with gr.Row():
                        p1_stress = gr.Number(label="๐Ÿ˜ฐ Stress", interactive=False, value=0)
                        p1_qol = gr.Number(label="โœจ QoL", interactive=False, value=0)
                
                # Center - Actions
                with gr.Column():
                    gr.Markdown("### Your Actions")
                    your_turn_msg = gr.Markdown(value="*Waiting for your turn...*")
                    
                    gr.Markdown("**Rest Actions**")
                    with gr.Row():
                        quick_nap_btn = gr.Button("๐Ÿ›Œ Quick Nap (3h)", size="sm")
                        full_sleep_btn = gr.Button("๐Ÿ˜ด Full Sleep (9h)", size="sm")
                        deep_rest_btn = gr.Button("๐Ÿ’ค Deep Rest (12h)", size="sm")
                    
                    gr.Markdown("**Available Tasks**")
                    tasks_display = gr.Dataframe(
                        headers=["ID", "Name", "Type", "Time", "Req (Solo)", "Req (Coop)", "Reward"],
                        label="Public Tasks",
                        wrap=True,
                        value=[]
                    )
                    
                    task_select = gr.Dropdown(label="Select Task", choices=[], value=None)
                    
                    with gr.Row():
                        solo_task_btn = gr.Button("โ–ถ๏ธ Execute Solo", variant="primary")
                        coop_task_btn = gr.Button("๐Ÿค Propose Cooperation", variant="secondary")
                    
                    # Cooperation panel (initially hidden)
                    with gr.Group(visible=False) as coop_panel:
                        gr.Markdown("### ๐Ÿค Cooperation Proposal")
                        coop_contrib_slider = gr.Slider(1, 10, value=3, step=1, 
                                                        label="Your CP Contribution")
                        send_proposal_btn = gr.Button("๐Ÿ“ค Send Proposal to Partner")
                    
                    # Negotiation response (for partner)
                    with gr.Group(visible=False) as negotiation_panel:
                        gr.Markdown("### ๐Ÿค Partner's Cooperation Request")
                        negotiation_info = gr.Markdown(value="")
                        with gr.Row():
                            response_cp = gr.Slider(1, 10, value=1, step=1, label="Your CP Investment")
                            response_hp = gr.Slider(0, 5, value=0, step=1, label="Your HP Investment")
                        with gr.Row():
                            accept_coop_btn = gr.Button("โœ… Accept", variant="primary")
                            reject_coop_btn = gr.Button("โŒ Reject", variant="stop")
                    
                    end_turn_btn = gr.Button("โญ๏ธ End Turn", variant="secondary", size="lg")
                    
                    action_result = gr.Markdown(value="")
                
                # Player 2 Panel
                with gr.Column():
                    gr.Markdown("### Player 2")
                    p2_name = gr.Textbox(label="Name", interactive=False, value="")
                    p2_character = gr.Textbox(label="Character", interactive=False, value="")
                    p2_display = gr.JSON(label="Status", value={})
                    with gr.Row():
                        p2_time = gr.Number(label="โฐ Time", interactive=False, value=0)
                        p2_money = gr.Number(label="๐Ÿ’ฐ Money", interactive=False, value=0)
                    with gr.Row():
                        p2_hp = gr.Number(label="โค๏ธ HP", interactive=False, value=0)
                        p2_cp = gr.Number(label="๐Ÿง  CP", interactive=False, value=0)
                    with gr.Row():
                        p2_stress = gr.Number(label="๐Ÿ˜ฐ Stress", interactive=False, value=0)
                        p2_qol = gr.Number(label="โœจ QoL", interactive=False, value=0)
            
            gr.Markdown("### Spectators")
            spectators_display = gr.Markdown(value="*No spectators*")
            
            refresh_btn = gr.Button("๐Ÿ”„ Refresh Game State", variant="secondary")
        
        with gr.Tab("๐Ÿ† Rankings"):
            rankings_table = gr.Dataframe(
                headers=["Rank", "Player", "Avg QoL", "Games", "Wins", "Win %"],
                label="Top Players",
                value=[]
            )
            refresh_rankings_btn = gr.Button("๐Ÿ”„ Refresh Rankings")
        
        # ===== EVENT HANDLERS =====
        
        def create_room_handler(your_name, character_id, session):
            try:
                import uuid
                print(f"DEBUG: create_room_handler called with name={your_name}, char={character_id}")
                print(f"DEBUG: Current session: {session}")
                
                # Validate inputs
                if not your_name or not your_name.strip():
                    print("DEBUG: Name validation failed")
                    return session, "โŒ Please enter your name"
                
                if not character_id:
                    print("DEBUG: Character validation failed")
                    return session, "โŒ Please select a character"
                
                room_id = str(uuid.uuid4())[:8].upper()
                player_id = str(uuid.uuid4())[:8]
                
                print(f"DEBUG: Creating room {room_id} for player {player_id}")

                create_result = db.create_room(room_id)
                print(f"DEBUG: create_room result: {create_result}")
                
                if not create_result:
                    print("DEBUG: Failed to create room in DB")
                    return session, "โŒ Failed to create room. Please try again."

                print(f"DEBUG: About to join room with name={your_name}, char={character_id}")
                success, slot, msg = db.join_room(room_id, player_id, your_name, character_id)
                print(f"DEBUG: Join result - success={success}, slot={slot}, msg={msg}")

                if success:
                    new_session = {
                        'room_id': room_id,
                        'player_id': player_id,
                        'player_slot': slot,
                        'is_spectator': slot is None
                    }
                    result_msg = f"โœ… Room created: **{room_id}**\n\n{msg}\n\nShare this Room ID with your partner!"
                    print(f"DEBUG: About to return - session={new_session}")
                    print(f"DEBUG: About to return - msg={result_msg}")
                    return new_session, result_msg
                
                # If join fails, clean up the created room
                print(f"DEBUG: Join failed, cleaning up room {room_id}")
                with db.get_connection() as conn:
                    conn.execute("DELETE FROM rooms WHERE room_id = ?", (room_id,))
                    conn.commit()

                return session, f"โŒ Failed to join room after creation: {msg}"
            except Exception as e:
                print(f"ERROR in create_room_handler: {e}")
                import traceback
                traceback.print_exc()
                return session, f"โŒ Error: {str(e)}"
        
        def join_room_handler(room_id, your_name, character_id, session):
            try:
                import uuid
                print(f"DEBUG: join_room_handler called - room={room_id}, name={your_name}, char={character_id}")
                
                # Validate inputs
                if not room_id or not room_id.strip():
                    return session, "โŒ Please enter a Room ID"
                
                if not your_name or not your_name.strip():
                    return session, "โŒ Please enter your name"
                
                if not character_id:
                    return session, "โŒ Please select a character"
                
                player_id = str(uuid.uuid4())[:8]
                
                success, slot, msg = db.join_room(room_id.strip().upper(), player_id, your_name, character_id)
                print(f"DEBUG: Join result - success={success}, slot={slot}, msg={msg}")
                
                if success:
                    new_session = {
                        'room_id': room_id.strip().upper(),
                        'player_id': player_id,
                        'player_slot': slot,
                        'is_spectator': slot is None
                    }
                    return new_session, f"โœ… {msg}"
                return session, f"โŒ {msg}"
            except Exception as e:
                print(f"ERROR in join_room_handler: {e}")
                import traceback
                traceback.print_exc()
                return session, f"โŒ Error: {str(e)}"
        
        def refresh_game_state(session):
            empty_return = ("*No game joined*", "", "", {}, 0, 0, 0, 0, 0, 0, "", "", {}, 0, 0, 0, 0, 0, 0, [], [], "*No spectators*", "")
            
            if not session or not session.get('room_id'):
                return empty_return
            
            state = db.get_room_state(session['room_id'])
            if not state:
                return empty_return
            
            room = state['room']
            players = state['players']
            
            # Status
            status_md = f"""
            **Room:** {session['room_id']} | **Round:** {room['current_round']}/{room['total_rounds']}  
            **Status:** {room['status'].upper()} | **Current Turn:** Player {room['current_turn'] + 1}
            """
            
            if room['status'] == 'finished':
                winner_name = next((p['name'] for p in players if p['player_id'] == room['winner_id']), "Unknown")
                status_md += f"\n\n๐Ÿ† **GAME OVER!** Winner: **{winner_name}**"
            
            # Player data with defaults
            if len(players) > 0:
                p1_data = players[0]
                p1_name_val = p1_data.get('name', '')
                p1_char = p1_data.get('character_id', '')
                p1_time_val = p1_data.get('time', 0)
                p1_money_val = p1_data.get('money', 0)
                p1_hp_val = p1_data.get('hp', 0)
                p1_cp_val = p1_data.get('cp', 0)
                p1_stress_val = p1_data.get('stress', 0)
                p1_qol_val = p1_data.get('qol', 0)
            else:
                p1_data = {}
                p1_name_val = ""
                p1_char = ""
                p1_time_val = 0
                p1_money_val = 0
                p1_hp_val = 0
                p1_cp_val = 0
                p1_stress_val = 0
                p1_qol_val = 0
            
            if len(players) > 1:
                p2_data = players[1]
                p2_name_val = p2_data.get('name', '')
                p2_char = p2_data.get('character_id', '')
                p2_time_val = p2_data.get('time', 0)
                p2_money_val = p2_data.get('money', 0)
                p2_hp_val = p2_data.get('hp', 0)
                p2_cp_val = p2_data.get('cp', 0)
                p2_stress_val = p2_data.get('stress', 0)
                p2_qol_val = p2_data.get('qol', 0)
            else:
                p2_data = {}
                p2_name_val = ""
                p2_char = ""
                p2_time_val = 0
                p2_money_val = 0
                p2_hp_val = 0
                p2_cp_val = 0
                p2_stress_val = 0
                p2_qol_val = 0
            
            # Tasks with better formatting
            task_rows = []
            task_options = []
            for task_id in state['task_ids']:
                task = next((t for t in TASKS if t['id'] == task_id), None)
                if task:
                    solo_req = ', '.join([f"{k}:{v}" for k, v in task['solo'].items()])
                    coop_req = ', '.join([f"{k}:{v}" for k, v in task['coop'].items()]) if 'coop' in task else "N/A"
                    
                    if 'reward' in task and task['reward'] > 0:
                        reward_str = f"${task['reward']}"
                    elif 'qol' in task:
                        reward_str = f"{task['qol']} QoL"
                    else:
                        reward_str = "Utility"
                    
                    task_rows.append([
                        task['id'], task['name'], task['type'],
                        f"{task['time']}h", solo_req, coop_req, reward_str
                    ])
                    task_options.append((f"{task['id']} - {task['name']}", task['id']))
            
            # Spectators
            spec_md = f"๐Ÿ‘ฅ {len(state['spectators'])} watching: {', '.join(state['spectators'])}" if state['spectators'] else "*No spectators*"
            
            # Turn indicator
            if session.get('is_spectator'):
                turn_msg = "๐Ÿ‘๏ธ **You are spectating** - Refresh to see updates"
            elif room['status'] == 'waiting':
                turn_msg = "โณ **Waiting for Player 2 to join...**"
            elif room['status'] == 'finished':
                turn_msg = "๐Ÿ **Game Finished!** Check Rankings tab."
            elif session.get('player_slot') == room['current_turn']:
                turn_msg = "โœ… **YOUR TURN!** Take an action below."
            else:
                turn_msg = "โณ **Partner's turn...** Click Refresh to see updates."
            
            return (status_md, 
                   p1_name_val, p1_char, p1_data, p1_time_val, p1_money_val, p1_hp_val, p1_cp_val, p1_stress_val, p1_qol_val,
                   p2_name_val, p2_char, p2_data, p2_time_val, p2_money_val, p2_hp_val, p2_cp_val, p2_stress_val, p2_qol_val,
                   task_rows, task_options, spec_md, turn_msg)
        
        def execute_rest_handler(session, rest_type):
            if not session.get('room_id') or session.get('is_spectator'):
                return "โŒ Not in game as player"
            
            state = db.get_room_state(session['room_id'])
            if not state:
                return "โŒ Room not found"
            
            room = state['room']
            if room['current_turn'] != session['player_slot']:
                return "โŒ Not your turn!"
            
            player = state['players'][session['player_slot']]
            success, msg, updates = execute_rest(player, rest_type)
            
            if success:
                db.update_player(session['room_id'], session['player_slot'], updates)
                return f"โœ… {msg}"
            
            return f"โŒ {msg}"
        
        def execute_solo_task_handler(session, task_id):
            if not session.get('room_id') or session.get('is_spectator'):
                return "โŒ Not in game as player"
            
            if not task_id:
                return "โŒ Select a task first"
            
            state = db.get_room_state(session['room_id'])
            if not state:
                return "โŒ Room not found"
            
            room = state['room']
            if room['current_turn'] != session['player_slot']:
                return "โŒ Not your turn!"
            
            player = state['players'][session['player_slot']]
            task = next((t for t in TASKS if t['id'] == task_id), None)
            
            if not task:
                return "โŒ Task not found"
            
            success, msg, updates = execute_solo_task(player, task)
            
            if success:
                # Add task to completed list
                completed = json.loads(player.get('completed_tasks', '[]'))
                completed.append(task_id)
                updates['completed_tasks'] = json.dumps(completed)
                
                db.update_player(session['room_id'], session['player_slot'], updates)
                return f"โœ… {msg}"
            
            return f"โŒ {msg}"
        
        def end_turn_handler(session):
            if not session.get('room_id') or session.get('is_spectator'):
                return "โŒ Not in game as player"
            
            state = db.get_room_state(session['room_id'])
            if not state:
                return "โŒ Room not found"
            
            room = state['room']
            if room['current_turn'] != session['player_slot']:
                return "โŒ Not your turn!"
            
            db.end_turn(session['room_id'], session['player_slot'])
            return "โœ… Turn ended. Waiting for partner..."
        
        def load_rankings():
            rankings = db.get_rankings(20)
            rows = []
            for i, r in enumerate(rankings, 1):
                rows.append([
                    i,
                    r['player_name'],
                    f"{r['avg_qol']:.1f}",
                    r['total_games'],
                    r['total_wins'],
                    f"{r['win_rate']:.1f}%"
                ])
            return rows
        
        # Wire up events - Gradio 5 style with proper outputs
        create_click = create_btn.click(
            fn=create_room_handler,
            inputs=[your_name_input, character_select, session_state],
            outputs=[session_state, join_result],
            show_progress="full"
        ).then(
            fn=refresh_game_state,
            inputs=[session_state],
            outputs=[status_display, 
                    p1_name, p1_character, p1_display, p1_time, p1_money, p1_hp, p1_cp, p1_stress, p1_qol,
                    p2_name, p2_character, p2_display, p2_time, p2_money, p2_hp, p2_cp, p2_stress, p2_qol,
                    tasks_display, task_select, spectators_display, your_turn_msg]
        )
        
        join_click = join_btn.click(
            fn=join_room_handler,
            inputs=[room_id_input, your_name_input, character_select, session_state],
            outputs=[session_state, join_result],
            show_progress="full"
        ).then(
            fn=refresh_game_state,
            inputs=[session_state],
            outputs=[status_display, 
                    p1_name, p1_character, p1_display, p1_time, p1_money, p1_hp, p1_cp, p1_stress, p1_qol,
                    p2_name, p2_character, p2_display, p2_time, p2_money, p2_hp, p2_cp, p2_stress, p2_qol,
                    tasks_display, task_select, spectators_display, your_turn_msg]
        )
        
        refresh_btn.click(
            fn=refresh_game_state,
            inputs=[session_state],
            outputs=[status_display, 
                    p1_name, p1_character, p1_display, p1_time, p1_money, p1_hp, p1_cp, p1_stress, p1_qol,
                    p2_name, p2_character, p2_display, p2_time, p2_money, p2_hp, p2_cp, p2_stress, p2_qol,
                    tasks_display, task_select, spectators_display, your_turn_msg]
        )
        
        quick_nap_btn.click(
            fn=lambda s: execute_rest_handler(s, "quick_nap"),
            inputs=[session_state],
            outputs=[action_result]
        ).then(
            fn=refresh_game_state,
            inputs=[session_state],
            outputs=[status_display, 
                    p1_name, p1_character, p1_display, p1_time, p1_money, p1_hp, p1_cp, p1_stress, p1_qol,
                    p2_name, p2_character, p2_display, p2_time, p2_money, p2_hp, p2_cp, p2_stress, p2_qol,
                    tasks_display, task_select, spectators_display, your_turn_msg]
        )
        
        full_sleep_btn.click(
            fn=lambda s: execute_rest_handler(s, "full_sleep"),
            inputs=[session_state],
            outputs=[action_result]
        ).then(
            fn=refresh_game_state,
            inputs=[session_state],
            outputs=[status_display, 
                    p1_name, p1_character, p1_display, p1_time, p1_money, p1_hp, p1_cp, p1_stress, p1_qol,
                    p2_name, p2_character, p2_display, p2_time, p2_money, p2_hp, p2_cp, p2_stress, p2_qol,
                    tasks_display, task_select, spectators_display, your_turn_msg]
        )
        
        deep_rest_btn.click(
            fn=lambda s: execute_rest_handler(s, "deep_rest"),
            inputs=[session_state],
            outputs=[action_result]
        ).then(
            fn=refresh_game_state,
            inputs=[session_state],
            outputs=[status_display, 
                    p1_name, p1_character, p1_display, p1_time, p1_money, p1_hp, p1_cp, p1_stress, p1_qol,
                    p2_name, p2_character, p2_display, p2_time, p2_money, p2_hp, p2_cp, p2_stress, p2_qol,
                    tasks_display, task_select, spectators_display, your_turn_msg]
        )
        
        solo_task_btn.click(
            fn=execute_solo_task_handler,
            inputs=[session_state, task_select],
            outputs=[action_result]
        ).then(
            fn=refresh_game_state,
            inputs=[session_state],
            outputs=[status_display, 
                    p1_name, p1_character, p1_display, p1_time, p1_money, p1_hp, p1_cp, p1_stress, p1_qol,
                    p2_name, p2_character, p2_display, p2_time, p2_money, p2_hp, p2_cp, p2_stress, p2_qol,
                    tasks_display, task_select, spectators_display, your_turn_msg]
        )
        
        end_turn_btn.click(
            fn=end_turn_handler,
            inputs=[session_state],
            outputs=[action_result]
        ).then(
            fn=refresh_game_state,
            inputs=[session_state],
            outputs=[status_display, 
                    p1_name, p1_character, p1_display, p1_time, p1_money, p1_hp, p1_cp, p1_stress, p1_qol,
                    p2_name, p2_character, p2_display, p2_time, p2_money, p2_hp, p2_cp, p2_stress, p2_qol,
                    tasks_display, task_select, spectators_display, your_turn_msg]
        )
        
        refresh_rankings_btn.click(
            fn=load_rankings,
            outputs=[rankings_table]
        )
        
        # Auto-refresh on tab switch
        app.load(fn=load_rankings, outputs=[rankings_table])
    
    return app

# ===== MAIN =====
if __name__ == "__main__":
    app = create_ui()
    app.launch(
        server_name="0.0.0.0",
        server_port=7860,
        share=False
    )