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"""DSPy engine: a room of characters the player talks through.

Each turn: the player speaks; one or two characters react in their own voice (acting on
their current disposition, then refreshing it); the referee β€” sole arbiter β€” rules the turn
won, lost, or ongoing. If the game continues, the situation driver advances the scene; if
it resolved, the finale narrates the ending the referee settled. Characters are pure
reactors; only the driver writes the shared scene state.
"""

import copy
import os
import random
import re
from dataclasses import dataclass, field

import dspy

from dotenv import load_dotenv

from dispositions import (
    disposition_model,
    merge_row,
    render_room,
    render_row,
    row_keys,
)
from signatures import CharacterTurn, Finale, Referee, SituationDriver

# Any OpenAI-compatible server works: local vLLM/llama.cpp, or a hosted endpoint β€”
# the HF Space sets these as secrets pointing at the Modal deployment. All required;
# locally they come from .env, on the Space from its secrets (no .env there).
load_dotenv()
API_BASE = os.getenv("RTR_API_BASE")
API_KEY = os.getenv("RTR_API_KEY")
# Qwen3.6 is a reasoning model; this toggle stops it burning the budget on hidden
# thinking and returning empty content.
NO_THINK = {"chat_template_kwargs": {"enable_thinking": False}}


def make_lm(temperature, max_tokens=1500, cache=True):
    return dspy.LM(
        "openai/",  # just litellm's provider prefix β€” the server decides the model
        api_base=API_BASE,
        api_key=API_KEY,
        temperature=temperature,
        max_tokens=max_tokens,
        extra_body=NO_THINK,
        cache=cache,
    )


PLAY_TEMP = 0.7  # creative enough for twists, low enough to obey the concede rule
# Cache OFF for live play: each turn's prompt is unique (the transcript grows), so caching never
# helps going forward β€” but it WOULD make a rewind/regenerate echo the cached original instead of
# reacting anew. Off, a replayed line genuinely regenerates. (evaluate.py sets its own LM + cache.)
dspy.configure(lm=make_lm(PLAY_TEMP, cache=False))


# each character not already speaking interjects independently with this chance, so a
# bigger cast yields more voices per turn (expected speakers, none named: 1 + 0.4Β·(n-1))
INTERJECT_CHANCE = 0.4
# bound on voices per turn: each speaker is a full streamed model call, so an uncapped big
# cast would drag the turn. Characters the player named are exempt β€” they were asked for.
MAX_SPEAKERS_TO_SAMPLE = 3


# ----- runtime state -----


@dataclass
class Event:
    """One beat of the transcript, in order."""

    kind: str  # "beat" (scene/driver) | "player" | "line" (a character)
    who: str  # character name for "line"; "" otherwise
    text: str
    reasoning: str = ""  # private read, for "line" events only


@dataclass
class CharState:
    disposition: dict  # the live disposition ROW: "Player"/own-name(self)/each other name -> clause
    last_spoke_at: (
        int  # index in the log of this character's last "line" (or the intro)
    )


@dataclass
class Game:
    scenario: object
    scene: str  # objective scene state (driver-owned)
    chars: dict  # character id -> CharState
    log: list = field(default_factory=list)
    trace: list = field(
        default_factory=list
    )  # raw LM input+output per call, for debug export
    snapshots: list = field(
        default_factory=list
    )  # frozen turn-start state, one per turn played, for rewind
    turn: int = 0
    concluded: bool = False
    outcome: str = "ongoing"  # set by the driver: "ongoing" | "won" | "lost"

    @property
    def active(self):
        return not self.concluded and self.turn < self.scenario.max_turns


# Beats (the intro and every driver/finale narration) address the player as "you" so the story
# reads in second person β€” and that "you" crosses into the model channel VERBATIM. There used to
# be a lexical you->they rewrite here; it could not mark case ("poke you" became "poke they")
# and it overloaded "they" three ways (the player, the cast, anyone offstage). Instead the
# transcript labels every beat as narration aimed at the player, and the signatures declare the
# convention: a narrated 'you' is always the player, never the character being voiced.
NARRATOR = "NARRATOR (to the player):"

# what the referee reads for `player_so_far` before any prior turn is banked; the eval
# fixtures stage the same placeholder so they exercise the real prompt
FIRST_MOVE = "(first move β€” nothing said yet)"


def norm_label(text):
    """Normalize a model-emitted label for comparison: lowercased, trailing period stripped."""
    return text.strip().lower().rstrip(".")


def new_game(scen):
    log = [Event("beat", "", scen.intro)]
    keys = row_keys(scen)
    chars = {
        c.name: CharState(merge_row({}, c.disposition, keys), last_spoke_at=0)
        for c in scen.characters
    }
    return Game(scenario=scen, scene=scen.intro, chars=chars, log=log)


# everything a turn mutates, save the constant scenario β€” what a snapshot must carry to restore
_RESTORABLE = ("scene", "chars", "log", "trace", "turn", "outcome", "concluded")


def _snapshot(game):
    """A deep, independent copy of the game's restorable state at this instant."""
    return {f: copy.deepcopy(getattr(game, f)) for f in _RESTORABLE}


def rewind_to(game, turn_no):
    """Restore `game` to the start of player turn `turn_no`, discarding that turn and everything
    after it, so the player can replay it with a different answer. Returns the directive they'd
    originally entered for that turn, for the UI to pre-fill."""
    snap = game.snapshots[turn_no]
    directive = game.log[
        len(snap["log"])
    ].text  # the player event recorded just after the snap
    for f in _RESTORABLE:
        setattr(game, f, copy.deepcopy(snap[f]))
    game.snapshots = game.snapshots[
        :turn_no
    ]  # the next play re-appends this turn's snapshot
    return directive


def model_transcript(events):
    """Render a slice of the log as plain transcript text for a model prompt. Beats address the
    player as 'you'; they cross verbatim under the NARRATOR label, which binds that 'you' to the
    player for whichever character reads it."""
    out = []
    for e in events:
        if e.kind == "player":
            out.append(f"PLAYER: {e.text}")
        elif e.kind == "line":
            out.append(f"{e.who}: {e.text}")
        else:  # beat
            out.append(f"{NARRATOR} {e.text}")
    return "\n".join(out)


def trace_last_call(game, label):
    """Snapshot the most recent LM call's full input and output onto game.trace, for the
    debug export. Reads dspy's per-LM history, so it captures the real prompt and completion
    of whatever Predict/stream just ran β€” characters, driver, and finale alike."""
    history = getattr(dspy.settings.lm, "history", None) or []
    if not history:
        return
    e = history[-1]
    msgs = e.get("messages") or []
    inp = "\n\n".join(
        f"[{m.get('role', '?')}]\n{m.get('content', '')}" for m in msgs
    ) or str(e.get("prompt", ""))
    out = "\n".join(str(o) for o in (e.get("outputs") or []))
    game.trace.append(
        f"===== {label} =====\n--- INPUT ---\n{inp}\n\n--- OUTPUT ---\n{out}\n"
    )


def _staleness(game, char):
    """Log-distance since this character last spoke: the longer silent, the larger."""
    return len(game.log) - game.chars[char.name].last_spoke_at


def pick_speakers(game, directive):
    """Turn-taking: characters named in the directive always speak; every other character
    rolls an independent interjection, with at least one voice guaranteed. The dice favor
    the longest-silent β€” the guaranteed pick is staleness-weighted and the cap drops the
    freshest voices first β€” so nobody starves as the cast grows."""
    chars = game.scenario.characters
    if len(chars) == 1:
        return list(chars)
    named = [
        c
        for c in chars
        if re.search(rf"\b{re.escape(c.name)}\b", directive, re.IGNORECASE)
    ]
    others = [c for c in chars if c not in named]
    rolled = [c for c in others if random.random() < INTERJECT_CHANCE]
    if not named and not rolled:
        rolled = random.choices(others, weights=[_staleness(game, c) for c in others])
    quota = max(0, MAX_SPEAKERS_TO_SAMPLE - len(named))
    kept = sorted(rolled, key=lambda c: _staleness(game, c), reverse=True)[:quota]
    return named + [c for c in others if c in kept]


def _streamed(module, *fields):
    """A streamified Predict that surfaces the named output fields token-by-token as it writes.
    allow_reuse, because the actor is called once per speaker in a turn: without it a listener
    goes silent after its first stream, so only the first speaker would stream live."""
    return dspy.streamify(
        module,
        stream_listeners=[
            dspy.streaming.StreamListener(signature_field_name=f, allow_reuse=True)
            for f in fields
        ],
    )


def character_signature(scen):
    """CharacterTurn bound to one scenario: stage rules as instructions, and the
    updated_dispositions output retyped to the cast's closed row schema β€” the model fills
    exactly the declared keys instead of reproducing names from persona prose."""
    return CharacterTurn.with_updated_fields(
        "updated_dispositions", type_=disposition_model(row_keys(scen))
    ).with_instructions(scen.stage_rules)


async def _stream_beat(stream, field):
    """Drive a streamified single-field call, yielding the field's partial text as it grows.
    Each yield is (text, prediction): prediction is None while streaming and the final
    Prediction on the last yield."""
    text = ""
    async for chunk in stream:
        if (
            isinstance(chunk, dspy.streaming.StreamResponse)
            and chunk.signature_field_name == field
        ):
            text += chunk.chunk
            yield text, None
        elif isinstance(chunk, dspy.Prediction):
            yield text, chunk


async def _judge(stream):
    """Drive a streamified call that produces no live output, returning its final Prediction.
    For the referee: its verdict is internal, so nothing streams to the player."""
    result = None
    async for chunk in stream:
        if isinstance(chunk, dspy.Prediction):
            result = chunk
    return result


def _refresh_silent(game, moved, keys, label):
    """Every character that did NOT speak this turn (a dice roll, not a choice) reflects on
    events since it last spoke, refreshing its row without saying a line β€” so no stance the
    referee or finale reads is stale. Reuses CharacterTurn minus its `line` output: same
    field strings, one source. Skips anyone already in `moved`; safe to call twice a turn."""
    scen = game.scenario
    refresher = dspy.Predict(character_signature(scen).delete("line"))
    for char in scen.characters:
        if char.name in moved:
            continue
        cs = game.chars[char.name]
        pred = refresher(
            persona=char.persona,
            disposition=render_row(char.name, cs.disposition, keys),
            scene=game.scene,
            since_you_spoke=model_transcript(game.log[cs.last_spoke_at + 1 :]),
        )
        moved[char.name] = cs.disposition  # A: stance before this reflection
        cs.disposition = merge_row(cs.disposition, pred.updated_dispositions, keys)
        trace_last_call(game, f"Disposition refresh Β· {char.name}  ({label})")


async def play_turn_stream(game, directive):
    """Mutates `game` in place; yields (current, concluded) as the cast speaks.
    `current` is the in-progress speaker's partial dict, or None between speakers β€”
    finished speakers are already committed to game.log, so the caller renders log +
    current. The final yield (after the driver runs) carries the updated scene/beat."""
    scen = game.scenario
    # freeze the turn-start state so the player can rewind here and try a different answer.
    # a prior rewind set game.turn back, so drop any snapshots it left from the abandoned future.
    game.snapshots = game.snapshots[: game.turn]
    game.snapshots.append(_snapshot(game))
    game.log.append(Event("player", "", directive))
    turn_start = len(game.log) - 1

    keys = row_keys(scen)
    actor = _streamed(dspy.Predict(character_signature(scen)), "reasoning", "line")
    moved = {}  # name -> prior disposition ROW (A), for characters that spoke this turn
    for char in pick_speakers(game, directive):
        cs = game.chars[char.name]
        window = model_transcript(game.log[cs.last_spoke_at + 1 :])
        cur = {"name": char.name, "reasoning": "", "line": ""}
        updated = {}
        async for chunk in actor(
            persona=char.persona,
            disposition=render_row(char.name, cs.disposition, keys),
            scene=game.scene,
            since_you_spoke=window,
        ):
            if isinstance(chunk, dspy.streaming.StreamResponse):
                if chunk.signature_field_name == "reasoning":
                    cur["reasoning"] += chunk.chunk
                else:
                    cur["line"] += chunk.chunk
                yield cur, False
            elif isinstance(chunk, dspy.Prediction):
                cur["reasoning"], cur["line"] = chunk.reasoning, chunk.line
                updated = chunk.updated_dispositions
        game.log.append(Event("line", char.name, cur["line"], cur["reasoning"]))
        moved[char.name] = cs.disposition  # A: stance before this turn's refresh
        cs.disposition = merge_row(cs.disposition, updated, keys)
        cs.last_spoke_at = len(game.log) - 1
        trace_last_call(game, f"CharacterTurn Β· {char.name}  (turn {game.turn + 1})")
        yield None, False

    final_turn = game.turn + 1 >= scen.max_turns
    label = f"turn {game.turn + 1}"
    if final_turn:
        # the verdict is forced this turn: let the silent minds catch up first, so the
        # referee rules on no stale row
        _refresh_silent(game, moved, keys, label)

    this_turn = model_transcript(game.log[turn_start:])
    room = render_room(scen, moved, game.chars)
    prior = [e.text for e in game.log[:turn_start] if e.kind == "player"]
    player_so_far = "\n".join(f"- {t}" for t in prior) or FIRST_MOVE

    # the referee is the SOLE judge: it rules before anyone narrates, so a later beat can never
    # second-guess the verdict. On the final turn it must commit β€” no 'ongoing' past the clock.
    verdict = await _judge(
        dspy.streamify(dspy.Predict(Referee.with_instructions(scen.director_rules)))(
            goal=scen.goal,
            situation=game.scene,
            this_turn=this_turn,
            room=room,
            player_so_far=player_so_far,
            final_turn=final_turn,
        )
    )
    trace_last_call(game, f"Referee  ({label})")
    game.outcome = norm_label(verdict.outcome)
    if final_turn and game.outcome not in ("won", "lost"):
        game.outcome = "lost"  # the clock is spent and the referee did not commit
    game.concluded = game.outcome in ("won", "lost")
    game.turn += 1

    if not game.concluded:
        # the game continues: the driver advances the scene and writes the next beat
        driver = _streamed(
            dspy.Predict(SituationDriver.with_instructions(scen.director_rules)),
            "next_scene",
        )(goal=scen.goal, scene=game.scene, this_turn=this_turn, room=room)
        d = None
        async for text, pred in _stream_beat(driver, "next_scene"):
            if pred is not None:
                d = pred
            else:
                yield {"beat": text}, False
        trace_last_call(game, f"SituationDriver  ({label})")
        # current_scene is prompted third-person ("the player"); if next_scene's 'you' voice
        # bleeds across output fields, the convention declared in the signatures still binds
        # that 'you' to the player, so it seeds the next turn's prompts as-is
        game.scene = d.current_scene
        if d.next_scene.strip():
            game.log.append(Event("beat", "", d.next_scene))
    else:
        # resolved early (the final-turn path already refreshed before the referee). Before the
        # finale renders "how every mind finally read you", the silent characters reflect on the
        # closing events, so no stance is stale.
        _refresh_silent(game, moved, keys, label)
        room = render_room(scen, moved, game.chars)

        # the finale NARRATES the verdict the referee settled; it no longer judges, so it can't
        # turn an earned win into a death.
        finale = _streamed(
            dspy.Predict(Finale.with_instructions(scen.director_rules)), "closing"
        )(
            goal=scen.goal,
            transcript=model_transcript(game.log),
            room=room,
            outcome=game.outcome,
        )
        f = None
        async for text, pred in _stream_beat(finale, "closing"):
            if pred is not None:
                f = pred
            else:
                yield {"beat": text}, False
        trace_last_call(game, f"Finale  ({label})")
        game.log.append(Event("beat", "", f.closing))
    yield None, game.concluded


def final_verdict(game):
    """Reads the outcome the referee already settled β€” early, or forced to won/lost when
    the clock runs out."""
    labels = game.scenario.verdict_labels
    return labels[0] if game.outcome == "won" else labels[-1]