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"""Nemotron-4B Game Master.

At each round boundary the engine hands us a `round_summary`. We ask
NVIDIA's Nemotron-Mini-4B-Instruct to return a JSON decision covering:

  - rewards:    {player_id: gold}
  - next_round: {boss_hp, boss_damage, minion_hp, minion_count, spawn_interval}
  - message:    short flavor line shown to players
  - reasoning:  why (kept in the trace)

This is *burst* GPU work that fits ZeroGPU's `@spaces.GPU` model perfectly: we
grab the GPU for one short inference per round, then release it. If the model
or GPU is unavailable (e.g. local dev / CI) we fall back to deterministic logic
so the game always keeps running.

Every decision is written to `traces/` as a self-contained agent trace.
"""
from __future__ import annotations

import json
import os
import re
import time
import uuid

from game.engine import ALL_CARD_IDS, ALL_PATTERN_IDS, BLESSINGS, MINION_TYPES
from game import skills as skillmod
from game import trace_store

MODEL_ID = "nvidia/Nemotron-Mini-4B-Instruct"
TRACE_DIR = os.path.join(os.path.dirname(os.path.dirname(__file__)), "traces")
os.makedirs(TRACE_DIR, exist_ok=True)
# Background sync of every trace file to a HF dataset repo (no-op if not configured).
trace_store.start(TRACE_DIR)

# Lazily-initialised globals (loaded once, on first GPU call).
_tokenizer = None
_model = None
_load_failed = False

# In-memory ring of recent traces for the dashboard.
RECENT_TRACES: list[dict] = []
_MAX_RECENT = 25

# True when running inside a Hugging Face Space (ZeroGPU or otherwise).
_ON_SPACES = bool(os.environ.get("SPACE_ID"))

try:  # `spaces` only exists on HF infra; degrade gracefully elsewhere.
    import spaces  # type: ignore

    def _gpu(fn):
        return spaces.GPU(duration=60)(fn)
except Exception:  # pragma: no cover - local dev path
    def _gpu(fn):
        return fn


SYSTEM_PROMPT = (
    "You are the Game Master / Director AI for HuggingWizards, a co-op pixel "
    "survivors-arena where wizards fight waves of enemies and a boss. After each "
    "wave you direct: rewards, the next wave's difficulty, the enemy mix, and the "
    "pool of level-up cards players may be offered. Reply with ONE JSON object and "
    "nothing else. Schema:\n"
    '{"message": str (<=120 chars, in-character narration),'
    ' "reasoning": str (one sentence),'
    ' "rewards": {player_id: int gold 0-300},'
    ' "blessings": {player_id: blessing_id} (optional, bless 0-3 wizards),'
    ' "next_round": {"boss_hp": int, "boss_damage": int, "minion_hp": int,'
    ' "minion_count": int, "spawn_interval": float, "boss_aggro": float 0.7-3,'
    ' "boss_attack_speed": float 0.5-2.0, "boss_pattern": pattern_id,'
    ' "wave": {"grunt": float, "fast": float, "tank": float}},'
    ' "card_pool": [card_id, ...]}\n'
    f"Enemy archetypes (wave weights, must sum > 0): {list(MINION_TYPES)}.\n"
    f"Boss attack patterns: {ALL_PATTERN_IDS}. Switch the pattern between rounds "
    "to keep fights fresh — sniper punishes kiting, artillery punishes camping, "
    "swarm floods the arena, berserker charges relentlessly.\n"
    f"Blessings: {BLESSINGS}. Bless wizards who earned it — surviving a brutal "
    "wave, clutch plays, or to help a struggling wizard back on their feet "
    "(extra_life / full_heal). Auras last one wave.\n"
    f"Valid card_pool ids (offer 4-8): {ALL_CARD_IDS}.\n"
    "boss_attack_speed sets how fast the boss attacks next wave (1.0 = normal). "
    "Check every player's hp_pct and lives_left: if the party is badly hurt, "
    "slow the boss (<1.0) so they can recover; if they are healthy, speed it up "
    "(>1.0). MERCY DECAYS: each round the user prompt states the minimum you may "
    "set — in later waves you can no longer slow the boss to protect them. "
    "Values outside the allowed range are clamped.\n"
    "Reward players for damage dealt, kills, and surviving. Scale difficulty up "
    "after a victory and ease it slightly after a defeat. Introduce tougher enemy "
    "archetypes as rounds progress. Curate cards to keep the run fun and winnable "
    "for the number of players."
)


def _build_user_prompt(summary: dict, prev_cfg: dict) -> str:
    rnd = summary.get("round") or 0
    return (
        "Current next-round config (you may adjust): "
        + json.dumps(prev_cfg)
        + "\nRound that just ended:\n"
        + json.dumps(summary, indent=2)
        + f"\nMercy floor this round: boss_attack_speed must be between "
        + f"{_mercy_floor(rnd)} and {MERCY_MAX}."
        + "\nReturn the JSON decision now."
    )


def _load_model():
    """Load tokenizer + model, optionally quantized.

    HUGGINGWIZARDS_QUANT = none | 4bit | 8bit | auto (default).
    `auto` picks 4-bit on small local GPUs (<12 GB VRAM) and bf16 everywhere
    else — ZeroGPU's H200 runs the 4B model comfortably in bf16, where it is
    also faster per token than bitsandbytes 4-bit.
    """
    import torch
    from transformers import AutoModelForCausalLM, AutoTokenizer

    tokenizer = AutoTokenizer.from_pretrained(MODEL_ID)
    has_cuda = torch.cuda.is_available()
    quant = os.environ.get("HUGGINGWIZARDS_QUANT", "auto").lower()
    if quant == "auto":
        if has_cuda and not _ON_SPACES:
            vram = torch.cuda.get_device_properties(0).total_memory
            quant = "4bit" if vram < 12 * 1024**3 else "none"
        else:
            quant = "none"

    if quant in ("4bit", "8bit") and has_cuda:
        from transformers import BitsAndBytesConfig

        qcfg = (
            BitsAndBytesConfig(load_in_4bit=True, bnb_4bit_quant_type="nf4",
                               bnb_4bit_compute_dtype=torch.bfloat16)
            if quant == "4bit"
            else BitsAndBytesConfig(load_in_8bit=True)
        )
        model = AutoModelForCausalLM.from_pretrained(
            MODEL_ID, quantization_config=qcfg, device_map={"": 0}
        )
    else:
        model = AutoModelForCausalLM.from_pretrained(
            MODEL_ID, dtype=torch.bfloat16 if has_cuda else torch.float32
        )
        if has_cuda:
            model = model.to("cuda")  # ZeroGPU-safe (device_map="auto" is not)
    model.eval()
    print(f"[gamemaster] loaded {MODEL_ID} (quant={quant}, cuda={has_cuda})")
    return tokenizer, model


def _ensure_model():
    global _tokenizer, _model, _load_failed
    if _model is not None or _load_failed:
        return _model is not None
    if os.environ.get("HUGGINGWIZARDS_NO_LLM"):
        _load_failed = True  # force deterministic fallback (local dev / CI)
        return False
    try:
        _tokenizer, _model = _load_model()
        return True
    except Exception as e:  # pragma: no cover
        print(f"[gamemaster] model load failed, using fallback: {e}")
        _load_failed = True
        return False


# ---- mercy guardrail -------------------------------------------------------
# The GM may slow the boss's attack speed to help wounded parties, but its
# willingness to help decays as waves progress: the allowed floor rises from
# 0.5 toward 1.0 (no mercy) by ~wave 13. The ceiling is always 2.0.
MERCY_MAX = 2.0


def _mercy_floor(rnd: int) -> float:
    return round(min(1.0, 0.5 + 0.04 * max(0, int(rnd or 0))), 2)


def _clamp_attack_speed(value, rnd: int) -> float:
    try:
        v = float(value)
    except Exception:
        v = 1.0
    return round(max(_mercy_floor(rnd), min(MERCY_MAX, v)), 2)


@_gpu
def _run_model(system: str, user: str) -> str:
    """Single short generation on the GPU. Returns raw text."""
    if not _ensure_model():
        raise RuntimeError("model unavailable")
    import torch

    messages = [{"role": "system", "content": system},
                {"role": "user", "content": user}]
    # return_dict=True gives a BatchEncoding (input_ids + attention_mask) on
    # every transformers version — newer releases return it by default, and
    # passing it positionally to generate() crashes on `.shape`.
    enc = _tokenizer.apply_chat_template(
        messages, add_generation_prompt=True, return_tensors="pt", return_dict=True
    ).to(_model.device)
    with torch.no_grad():
        out = _model.generate(
            **enc, max_new_tokens=400, do_sample=True, temperature=0.7, top_p=0.9,
            pad_token_id=_tokenizer.eos_token_id,
        )
    n_in = enc["input_ids"].shape[1]
    text = _tokenizer.decode(out[0][n_in:], skip_special_tokens=True)
    return text


# On Spaces, load the model at startup (ZeroGPU replays the .to("cuda") once a
# real GPU is attached) so the @spaces.GPU window is spent on inference only —
# lazy-loading inside the first GPU call would blow the 60 s duration on the
# weight download. This MUST come after the @spaces.GPU function above is
# defined: ZeroGPU's startup probe needs to see a registered GPU function, and
# the multi-minute weight download would otherwise delay that registration
# ("No @spaces.GPU function detected during startup"). Locally we stay lazy so
# dev/CI never downloads weights.
if _ON_SPACES and not os.environ.get("HUGGINGWIZARDS_NO_LLM"):
    _ensure_model()


def _extract_json(text: str) -> dict | None:
    m = re.search(r"\{.*\}", text, re.DOTALL)
    if not m:
        return None
    try:
        return json.loads(m.group(0))
    except Exception:
        return None


def _deterministic(summary: dict, prev_cfg: dict) -> dict:
    """Fallback Game Master logic — also a sane validation target."""
    won = summary.get("result") == "victory"
    rewards = {}
    for p in summary.get("players", []):
        gold = 20 + int(p.get("damage_dealt", 0) / 25) + p.get("kills", 0) * 5
        if p.get("survived"):
            gold += 25
        rewards[p["id"]] = min(300, gold)
    cfg = dict(prev_cfg)
    n_players = max(1, len(summary.get("players", [])))
    rnd = int(summary.get("round") or 1)
    if won:
        cfg["boss_hp"] = int(prev_cfg["boss_hp"] * 1.35) + 200 * n_players
        cfg["boss_damage"] = min(80, prev_cfg["boss_damage"] + 2)
        cfg["minion_count"] = min(40, prev_cfg["minion_count"] + 2)
        cfg["minion_hp"] = int(prev_cfg["minion_hp"] * 1.15)
        cfg["spawn_interval"] = max(1.5, prev_cfg["spawn_interval"] - 0.3)
        cfg["boss_aggro"] = min(3.0, round(prev_cfg.get("boss_aggro", 1.0) + 0.2, 2))
        msg = "Impressive. The next horde will not fall so easily."
    else:
        cfg["boss_hp"] = max(300, int(prev_cfg["boss_hp"] * 0.85))
        cfg["boss_damage"] = max(4, prev_cfg["boss_damage"] - 1)
        cfg["minion_count"] = max(0, prev_cfg["minion_count"] - 1)
        cfg["spawn_interval"] = min(8.0, prev_cfg["spawn_interval"] + 0.5)
        cfg["boss_aggro"] = max(0.7, round(prev_cfg.get("boss_aggro", 1.0) - 0.1, 2))
        msg = "Rest, wizards. The arena bends slightly in your favor."
    # Enemy mix escalates with the round: grunts always, fast from r2, tanks r4+.
    cfg["wave"] = {
        "grunt": 1.0,
        "fast": round(min(0.8, max(0.0, (rnd - 1) * 0.25)), 2),
        "tank": round(min(0.6, max(0.0, (rnd - 3) * 0.2)), 2),
    }
    # Rotate the boss's attack pattern so consecutive waves feel different.
    cfg["boss_pattern"] = ALL_PATTERN_IDS[rnd % len(ALL_PATTERN_IDS)]
    # Health-responsive attack speed: slow the boss for a wounded party, speed
    # it up for a healthy one — always within the wave's mercy floor.
    hps = [p.get("hp_pct", 100) for p in summary.get("players", []) if p.get("survived")]
    avg_hp = sum(hps) / len(hps) if hps else 0
    desired = 0.7 if avg_hp < 35 else 0.85 if avg_hp < 60 else (1.2 if won else 1.0)
    cfg["boss_attack_speed"] = _clamp_attack_speed(desired, rnd)
    # Blessings: after a defeat, shield the survivors; after a hard-won victory
    # (someone died), give the most wounded survivor a warding aura.
    blessings = {}
    survivors = [p for p in summary.get("players", []) if p.get("survived")]
    if not won:
        for p in survivors[:3]:
            blessings[p["id"]] = "warding"
    elif survivors and any(not p.get("survived") for p in summary.get("players", [])):
        weakest = min(survivors, key=lambda p: p.get("hp_pct", 100))
        blessings[weakest["id"]] = "full_heal"
    # Offer the full card set by default (the model may narrow it).
    card_pool = list(ALL_CARD_IDS)
    return {"message": msg, "reasoning": "deterministic fallback policy",
            "rewards": rewards, "blessings": blessings,
            "next_round": cfg, "card_pool": card_pool}


def _validate(decision: dict, summary: dict, prev_cfg: dict) -> dict:
    """Coerce a (possibly model-authored) decision into a safe shape."""
    safe = _deterministic(summary, prev_cfg)  # defaults
    if not isinstance(decision, dict):
        return safe
    valid_ids = {p["id"] for p in summary.get("players", [])}
    if isinstance(decision.get("rewards"), dict):
        rewards = {}
        for k, v in decision["rewards"].items():
            if k in valid_ids:
                try:
                    rewards[k] = max(0, min(300, int(v)))
                except Exception:
                    pass
        if rewards:
            safe["rewards"] = rewards
    nxt = decision.get("next_round")
    if isinstance(nxt, dict):
        merged = dict(safe["next_round"])
        for key in ("boss_hp", "boss_damage", "minion_hp", "minion_count"):
            if key in nxt:
                try:
                    merged[key] = int(nxt[key])
                except Exception:
                    pass
        for key in ("spawn_interval", "boss_aggro"):
            if key in nxt:
                try:
                    merged[key] = float(nxt[key])
                except Exception:
                    pass
        # mercy guardrail: attack speed is clamped into the wave's allowed band
        if "boss_attack_speed" in nxt:
            merged["boss_attack_speed"] = _clamp_attack_speed(
                nxt.get("boss_attack_speed"), summary.get("round") or 0)
        # boss attack pattern (also accepted at the top level)
        pattern = nxt.get("boss_pattern", decision.get("boss_pattern"))
        if pattern in ALL_PATTERN_IDS:
            merged["boss_pattern"] = pattern
        # enemy mix
        wave = nxt.get("wave")
        if isinstance(wave, dict):
            clean = {}
            for k in MINION_TYPES:
                try:
                    clean[k] = max(0.0, float(wave.get(k, 0.0)))
                except Exception:
                    clean[k] = 0.0
            if sum(clean.values()) > 0:
                merged["wave"] = clean
        safe["next_round"] = merged
    # per-player blessings (cap at 3, roster + id checked)
    if isinstance(decision.get("blessings"), dict):
        blessings = {k: v for k, v in decision["blessings"].items()
                     if k in valid_ids and v in BLESSINGS}
        safe["blessings"] = dict(list(blessings.items())[:3])
    # level-up card pool
    pool = decision.get("card_pool")
    if isinstance(pool, list):
        valid = [c for c in pool if c in ALL_CARD_IDS]
        if valid:
            safe["card_pool"] = valid
    if isinstance(decision.get("message"), str):
        safe["message"] = decision["message"][:120]
    if isinstance(decision.get("reasoning"), str):
        safe["reasoning"] = decision["reasoning"][:300]
    return safe


def decide(summary: dict, prev_cfg: dict) -> dict:
    """Produce a validated decision and persist an agent trace for the round."""
    trace_id = uuid.uuid4().hex[:8]
    system, user = SYSTEM_PROMPT, _build_user_prompt(summary, prev_cfg)
    raw, source, error = "", "fallback", None
    requested_speed = None
    t0 = time.time()
    try:
        raw = _run_model(system, user)
        parsed = _extract_json(raw)
        if isinstance(parsed, dict) and isinstance(parsed.get("next_round"), dict):
            requested_speed = parsed["next_round"].get("boss_attack_speed")
        decision = _validate(parsed, summary, prev_cfg) if parsed else _deterministic(summary, prev_cfg)
        source = "nemotron" if parsed else "fallback(parse_failed)"
    except Exception as e:
        error = str(e)
        decision = _deterministic(summary, prev_cfg)
    latency = round(time.time() - t0, 2)

    rnd = summary.get("round") or 0
    applied_speed = decision.get("next_round", {}).get("boss_attack_speed")
    mercy = {
        "floor": _mercy_floor(rnd), "max": MERCY_MAX,
        "requested": requested_speed, "applied": applied_speed,
        "clamped": requested_speed is not None and requested_speed != applied_speed,
        "note": "mercy floor rises with the wave — by ~wave 13 the GM can no "
                "longer slow the boss to protect the party",
    }

    trace = {
        "trace_id": trace_id,
        "round": summary.get("round"),
        "mercy": mercy,
        "ts": time.strftime("%Y-%m-%d %H:%M:%S"),
        "model": MODEL_ID,
        "source": source,
        "latency_sec": latency,
        "error": error,
        "input": {"system": system, "user": user, "round_summary": summary},
        "raw_output": raw,
        "decision": decision,
    }
    _persist(trace)
    return decision


SKILL_SYSTEM_PROMPT = (
    "You are the Game Master AI for HuggingWizards. A wizard asks you to grant a "
    "new power-up. Invent ONE balanced skill and reply with ONE JSON object only. "
    "Schema (data only — never code):\n"
    '{"name": str, "trigger": one of '
    + str(sorted(skillmod.TRIGGERS))
    + ', "n": int (for every_n_attacks), "interval": float (for periodic),'
    ' "effect": one of '
    + str(sorted(skillmod.EFFECTS))
    + ', "radius": float, "damage": float, "count": int, "amount": float,'
    ' "slow": float 0-1, "color": "#rrggbb"}\n'
    "Pick fields that match the chosen effect. Keep it fun but not overpowered."
)


def _deterministic_skill(prompt: str) -> dict:
    """Keyword-based fallback skill generator (local dev / model unavailable)."""
    t = (prompt or "").lower()
    frost = any(w in t for w in ("frost", "ice", "freeze", "slow", "cold"))
    if any(w in t for w in ("summon", "spirit", "minion", "ally", "pet", "wolf")):
        spec = {"name": "Summoned Spirit", "trigger": "every_n_attacks", "n": 7,
                "effect": "summon_ally", "count": 1, "color": "#a6ff8c"}
    elif any(w in t for w in ("heal", "regen", "life", "restore", "vamp", "mend")):
        spec = {"name": "Mending Light", "trigger": "periodic", "interval": 6,
                "effect": "heal", "amount": 30, "color": "#6effd0"}
    elif any(w in t for w in ("shield", "barrier", "ward", "protect", "absorb", "armor")):
        spec = {"name": "Arcane Bulwark", "trigger": "periodic", "interval": 8,
                "effect": "shield", "amount": 30, "color": "#9db4c9"}
    elif frost or any(w in t for w in ("explos", "blast", "aoe", "area", "detonat", "fire")):
        spec = {"name": "Frost Nova" if frost else "Arcane Detonation",
                "trigger": "every_n_attacks", "n": 6, "effect": "aoe_damage",
                "radius": 140, "damage": 45, "slow": 0.4 if frost else 0.0,
                "color": "#7ee0ff" if frost else "#ff7a4a"}
    elif any(w in t for w in ("nova", "spread", "shotgun", "burst", "ring", "radial")):
        spec = {"name": "Star Burst", "trigger": "every_n_attacks", "n": 5,
                "effect": "projectile_nova", "count": 10, "damage": 24, "color": "#ffd45e"}
    else:  # default: an AoE explosion
        spec = {"name": "Arcane Detonation", "trigger": "every_n_attacks", "n": 6,
                "effect": "aoe_damage", "radius": 140, "damage": 45, "slow": 0.0,
                "color": "#ff7a4a"}
    return spec


def generate_skill(prompt: str, context: dict | None = None) -> dict:
    """Turn a player's free-text wish into a validated, safe skill spec.

    Tries Nemotron; always falls back to deterministic keywords; the result is
    run through skills.validate_skill so it is bounded and code-free.
    """
    trace_id = uuid.uuid4().hex[:8]
    user = f"Wizard's request: {prompt!r}\nContext: {json.dumps(context or {})}\nReturn the skill JSON."
    raw, source, error = "", "fallback", None
    t0 = time.time()
    spec = None
    try:
        raw = _run_model(SKILL_SYSTEM_PROMPT, user)
        parsed = _extract_json(raw)
        spec = skillmod.validate_skill(parsed) if parsed else None
        source = "nemotron" if spec else "fallback(parse_failed)"
    except Exception as e:
        error = str(e)
    if spec is None:
        spec = skillmod.validate_skill(_deterministic_skill(prompt))
    latency = round(time.time() - t0, 2)
    _persist({
        "trace_id": trace_id, "round": (context or {}).get("round"),
        "ts": time.strftime("%Y-%m-%d %H:%M:%S"), "model": MODEL_ID,
        "source": source, "latency_sec": latency, "error": error,
        "kind": "skill_request",
        "input": {"system": SKILL_SYSTEM_PROMPT, "user": user, "prompt": prompt},
        "raw_output": raw, "decision": spec,
    })
    return spec


def _persist(trace: dict):
    RECENT_TRACES.insert(0, trace)
    del RECENT_TRACES[_MAX_RECENT:]
    try:
        rnd = trace.get("round")
        prefix = f"round_{rnd:03d}" if isinstance(rnd, int) else "skill"
        path = os.path.join(TRACE_DIR, f"{prefix}_{trace['trace_id']}.json")
        with trace_store.lock():
            with open(path, "w", encoding="utf-8") as f:
                json.dump(trace, f, indent=2)
    except Exception as e:  # pragma: no cover
        print(f"[gamemaster] failed to write trace: {e}")