LifeFrontier / app.py
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Update app.py
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"""
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"✨ 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"✅ 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"🎮 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"🧹 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"⚠️ Task completed but ELIMINATED (stress reached {updates['stress']})", updates
# Build success message
msg_parts = [f"✓ {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 × 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("""
# 🏠 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("🎮 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("🆕 Create Room", variant="primary")
join_btn = gr.Button("🚪 Join Room", variant="secondary")
join_result = gr.Markdown(value="")
with gr.Tab("🎯 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="⏰ Time", interactive=False, value=0)
p1_money = gr.Number(label="💰 Money", interactive=False, value=0)
with gr.Row():
p1_hp = gr.Number(label="❤️ HP", interactive=False, value=0)
p1_cp = gr.Number(label="🧠 CP", interactive=False, value=0)
with gr.Row():
p1_stress = gr.Number(label="😰 Stress", interactive=False, value=0)
p1_qol = gr.Number(label="✨ 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("🛌 Quick Nap (3h)", size="sm")
full_sleep_btn = gr.Button("😴 Full Sleep (9h)", size="sm")
deep_rest_btn = gr.Button("💤 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("▶️ Execute Solo", variant="primary")
coop_task_btn = gr.Button("🤝 Propose Cooperation", variant="secondary")
# Cooperation panel (initially hidden)
with gr.Group(visible=False) as coop_panel:
gr.Markdown("### 🤝 Cooperation Proposal")
coop_contrib_slider = gr.Slider(1, 10, value=3, step=1,
label="Your CP Contribution")
send_proposal_btn = gr.Button("📤 Send Proposal to Partner")
# Negotiation response (for partner)
with gr.Group(visible=False) as negotiation_panel:
gr.Markdown("### 🤝 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("✅ Accept", variant="primary")
reject_coop_btn = gr.Button("❌ Reject", variant="stop")
end_turn_btn = gr.Button("⏭️ 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="⏰ Time", interactive=False, value=0)
p2_money = gr.Number(label="💰 Money", interactive=False, value=0)
with gr.Row():
p2_hp = gr.Number(label="❤️ HP", interactive=False, value=0)
p2_cp = gr.Number(label="🧠 CP", interactive=False, value=0)
with gr.Row():
p2_stress = gr.Number(label="😰 Stress", interactive=False, value=0)
p2_qol = gr.Number(label="✨ QoL", interactive=False, value=0)
gr.Markdown("### Spectators")
spectators_display = gr.Markdown(value="*No spectators*")
refresh_btn = gr.Button("🔄 Refresh Game State", variant="secondary")
with gr.Tab("🏆 Rankings"):
rankings_table = gr.Dataframe(
headers=["Rank", "Player", "Avg QoL", "Games", "Wins", "Win %"],
label="Top Players",
value=[]
)
refresh_rankings_btn = gr.Button("🔄 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, "❌ Please enter your name"
if not character_id:
print("DEBUG: Character validation failed")
return session, "❌ 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, "❌ 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"✅ 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"❌ 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"❌ 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, "❌ Please enter a Room ID"
if not your_name or not your_name.strip():
return session, "❌ Please enter your name"
if not character_id:
return session, "❌ 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"✅ {msg}"
return session, f"❌ {msg}"
except Exception as e:
print(f"ERROR in join_room_handler: {e}")
import traceback
traceback.print_exc()
return session, f"❌ 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\n🏆 **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"👥 {len(state['spectators'])} watching: {', '.join(state['spectators'])}" if state['spectators'] else "*No spectators*"
# Turn indicator
if session.get('is_spectator'):
turn_msg = "👁️ **You are spectating** - Refresh to see updates"
elif room['status'] == 'waiting':
turn_msg = "⏳ **Waiting for Player 2 to join...**"
elif room['status'] == 'finished':
turn_msg = "🏁 **Game Finished!** Check Rankings tab."
elif session.get('player_slot') == room['current_turn']:
turn_msg = "✅ **YOUR TURN!** Take an action below."
else:
turn_msg = "⏳ **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 "❌ Not in game as player"
state = db.get_room_state(session['room_id'])
if not state:
return "❌ Room not found"
room = state['room']
if room['current_turn'] != session['player_slot']:
return "❌ 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"✅ {msg}"
return f"❌ {msg}"
def execute_solo_task_handler(session, task_id):
if not session.get('room_id') or session.get('is_spectator'):
return "❌ Not in game as player"
if not task_id:
return "❌ Select a task first"
state = db.get_room_state(session['room_id'])
if not state:
return "❌ Room not found"
room = state['room']
if room['current_turn'] != session['player_slot']:
return "❌ 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 "❌ 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"✅ {msg}"
return f"❌ {msg}"
def end_turn_handler(session):
if not session.get('room_id') or session.get('is_spectator'):
return "❌ Not in game as player"
state = db.get_room_state(session['room_id'])
if not state:
return "❌ Room not found"
room = state['room']
if room['current_turn'] != session['player_slot']:
return "❌ Not your turn!"
db.end_turn(session['room_id'], session['player_slot'])
return "✅ 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
)