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import gradio as gr
import random
import json
import base64
import io
import os
from PIL import Image, ImageDraw, ImageFont
from google import genai
from google.genai import types
API_KEY = os.environ.get("GOOGLE_API_KEY")
client = genai.Client(api_key=API_KEY)
class AIAdventureGame:
def __init__(self):
"""初始化遊戲系統"""
self.player = None
self.backpack = []
self.game_history = []
self.current_scene = ""
self.current_riddle = None # 新增:當前謎語
self.current_answer = None # 新增:當前謎語答案
def create_character(self, name):
"""創建玩家角色"""
if not name.strip():
name = "冒險者"
self.player = {
"name": name,
"HP": 100,
"max_HP": 100,
"Attack": 15,
"Defense": 10,
"Gold": 50,
"level": 1,
"exp": 0
}
self.backpack = ["治療藥水"]
self.game_history = [f"歡迎,勇敢的{name}!你的冒險即將開始!"]
return self.get_status_text(), self.get_history_text()
def get_status_text(self):
"""獲取玩家狀態文字"""
if not self.player:
return "請先創建角色"
status = f"""
【角色狀態】
姓名: {self.player['name']} (等級 {self.player['level']})
生命值: {self.player['HP']}/{self.player['max_HP']}
攻擊力: {self.player['Attack']}
防禦力: {self.player['Defense']}
金幣: {self.player['Gold']}
經驗值: {self.player['exp']}/100
【背包物品】
{', '.join(self.backpack) if self.backpack else '空的'}
"""
return status.strip()
def get_history_text(self):
"""獲取遊戲歷史文字"""
return "\n".join(self.game_history[-10:]) # 只顯示最近 10 筆記錄
def generate_ai_scene(self, scene_type="explore"):
"""使用AI生成場景描述"""
try:
prompts = {
"explore": f"你是一個RPG遊戲的敘述者。{self.player['name']}正在進行冒險探索。請生成一個有趣的探索場景描述(50-100字),包含環境、氛圍和可能的發現。場景應該適合等級{self.player['level']}的冒險者。",
"battle": f"生成一個戰鬥場景的開場描述(30-50字),{self.player['name']}遭遇了危險。",
"treasure": f"生成一個發現寶藏的場景描述(30-50字),{self.player['name']}找到了好東西。",
"trap": f"生成一個陷阱場景描述(30-50字),{self.player['name']}遇到了危險。"
}
response = client.models.generate_content(
model="gemini-2.0-flash-001",
contents=prompts.get(scene_type, prompts["explore"]),
config=types.GenerateContentConfig(
safety_settings=[
types.SafetySetting(
category=types.HarmCategory.HARM_CATEGORY_HATE_SPEECH,
threshold=types.HarmBlockThreshold.BLOCK_LOW_AND_ABOVE,
),
types.SafetySetting(
category=types.HarmCategory.HARM_CATEGORY_HARASSMENT,
threshold=types.HarmBlockThreshold.BLOCK_LOW_AND_ABOVE,
),
types.SafetySetting(
category=types.HarmCategory.HARM_CATEGORY_SEXUALLY_EXPLICIT,
threshold=types.HarmBlockThreshold.BLOCK_LOW_AND_ABOVE,
),
]
)
)
return response.text.strip()
except Exception as e:
# 如果AI生成失敗,使用預設文字
default_scenes = {
"explore": "你走在一條蜿蜒的小徑上,陽光透過樹葉灑下斑駁的光影。",
"battle": "突然,一個敵人從陰影中跳出來!",
"treasure": "你在角落發現了一個閃閃發光的寶箱!",
"trap": "糟糕!你踩到了一個隱藏的陷阱!"
}
return default_scenes.get(scene_type, default_scenes["explore"])
def generate_ai_monster(self):
"""使用AI生成怪物"""
try:
level = self.player['level']
prompt = f"""生成一個適合等級{level}冒險者的RPG怪物,以JSON格式回應:
{{
"name": "怪物名稱",
"description": "30字以內的描述",
"HP": 基礎生命值,
"Attack": 攻擊力,
"Defense": 防禦力,
"weakness": "弱點或特殊說明"
}}
怪物強度應該與玩家等級匹配。"""
response = client.models.generate_content(
model="gemini-2.0-flash-001",
contents=prompt
)
monster_data = json.loads(response.text.strip())
# 根據等級調整數值
level_multiplier = 1 + (level - 1) * 0.3
monster_data["HP"] = int(monster_data["HP"] * level_multiplier)
monster_data["Attack"] = int(monster_data["Attack"] * level_multiplier)
monster_data["Defense"] = int(monster_data["Defense"] * level_multiplier)
return monster_data
except Exception as e:
# 預設怪物
monsters = [
{"name": "哥布林", "description": "綠色的小惡魔", "HP": 40, "Attack": 8, "Defense": 3, "weakness": "害怕光亮"},
{"name": "骷髏戰士", "description": "不死的戰士", "HP": 60, "Attack": 12, "Defense": 8, "weakness": "神聖攻擊有效"},
{"name": "野狼", "description": "兇猛的野獸", "HP": 45, "Attack": 15, "Defense": 5, "weakness": "火焰傷害加倍"}
]
return random.choice(monsters)
def generate_scene_image(self, scene_description):
"""使用Gemini 2.0 Flash生成場景插畫"""
try:
# 根據場景描述構建詳細的圖像生成提示詞
scene_keywords = self.extract_scene_keywords(scene_description)
image_prompt = f"""
請生成一幅精美的奇幻角色扮演遊戲插畫,場景描述:{scene_description}
畫風與規格:
- 奇幻冒險遊戲美術風格
- 色彩鮮豔、充滿魔幻氛圍
- 動漫/漫畫啟發的插畫手法
- 專業級數位繪畫品質
- 電影級光影與構圖
- 16:9 橫向畫面比例
- 具備景深與大氣透視效果
場景元素(**必須包含**):
{scene_keywords}
情緒設定:充滿冒險與魔法感
品質要求:專業遊戲美術插畫
**嚴格禁止出現**:
- 任何文字、字母、單詞、字型
- 任何符號、標誌、圖示
- 浮水印、簽名、商標、Logo
- 標題、橫幅、介面元素及任何文字相關內容
"""
# 使用 Gemini 2.0 Flash 生成圖像
print("🎨 正在生成AI插畫...")
response = client.models.generate_content(
model="gemini-2.0-flash-preview-image-generation",
contents=image_prompt,
config=types.GenerateContentConfig(
response_modalities=['TEXT', 'IMAGE']
)
)
# 處理生成的圖像
if self.extract_image_from_response(response):
print("✅ AI插畫生成成功!")
return self.extract_image_from_response(response)
else:
print("⚠️ 無法從AI回應中提取圖像,使用備用圖像")
return self.create_fallback_image(scene_description)
except Exception as e:
print(f"🚫 AI圖像生成失敗: {str(e)}")
print("📝 使用手繪風格備用圖像")
return self.create_fallback_image(scene_description)
def extract_scene_keywords(self, scene_description):
"""從場景描述中提取關鍵詞來優化圖像生成"""
keywords = []
prompt = f"""你是一位一名遊戲美術設計助理。請根據以下的場景描述,提取所有關鍵的視覺與氛圍特徵,讓它們既具體又豐富,符合奇幻冒險遊戲插畫的需求。
- 請至少列出 5~8 個要素,每個要素都要簡潔地點出畫面中可被強化或突出的細節。
- 請用「- 要素: 描述」的格式輸出,不要有其他多餘文字或說明。
場景描述:
{scene_description}"""
response = client.models.generate_content(
model="gemini-2.0-flash-001",
contents=prompt
)
keywords = response.text
return keywords
def extract_image_from_response(self, response):
"""從Gemini回應中提取圖像"""
try:
# 檢查回應是否包含圖像數據
if hasattr(response, 'parts') and response.parts:
for part in response.parts:
if hasattr(part, 'inline_data') and part.inline_data:
# 解碼base64圖像數據
if hasattr(part.inline_data, 'data'):
image_data = part.inline_data.data
img = Image.open(io.BytesIO(image_data))
# 調整圖像大小以適合界面
img = img.resize((512, 384), Image.Resampling.LANCZOS)
return img
# 嘗試其他可能的圖像數據格式
if hasattr(response, 'candidates') and response.candidates:
for candidate in response.candidates:
if hasattr(candidate, 'content') and candidate.content:
for part in candidate.content.parts:
if hasattr(part, 'inline_data') and part.inline_data:
image_data = part.inline_data.data
img = Image.open(io.BytesIO(image_data))
img = img.resize((512, 384), Image.Resampling.LANCZOS)
return img
return None
except Exception as e:
print(f"圖像提取錯誤: {str(e)}")
return None
def create_fallback_image(self, scene_description):
"""創建備用場景圖片(當AI圖像生成失敗時使用)"""
try:
# 創建一個更精美的手繪風格場景圖片
img = Image.new('RGB', (512, 384), color=(135, 206, 250)) # 天空藍背景
draw = ImageDraw.Draw(img)
# 根據場景描述選擇不同的繪製風格
if any(word in scene_description for word in ["森林", "樹", "叢林", "樹木"]):
# 森林場景
self.draw_forest_scene(draw, img.size)
elif any(word in scene_description for word in ["山", "岩石", "峭壁", "高原"]):
# 山地場景
self.draw_mountain_scene(draw, img.size)
elif any(word in scene_description for word in ["洞穴", "地下", "洞窟", "岩洞"]):
# 洞穴場景
self.draw_cave_scene(draw, img.size)
elif any(word in scene_description for word in ["城堡", "建築", "廢墟", "遺跡"]):
# 建築場景
self.draw_castle_scene(draw, img.size)
else:
# 默認草原場景
self.draw_default_scene(draw, img.size)
# 添加裝飾性文字
try:
font = ImageFont.load_default()
# 在圖片底部添加半透明背景
draw.rectangle([0, 340, 512, 384], fill=(0, 0, 0, 128))
draw.text((10, 350), f"🎨 冒險場景: {scene_description[:30]}...",
fill=(255, 255, 255), font=font)
except:
pass
return img
except Exception as e:
# 最終備用方案:純色背景
img = Image.new('RGB', (512, 384), color=(100, 149, 237))
draw = ImageDraw.Draw(img)
draw.text((10, 10), "場景生成中...", fill=(255, 255, 255))
return img
def draw_forest_scene(self, draw, size):
"""繪製森林場景"""
width, height = size
# 繪製多層樹木
tree_positions = [(80, 250), (200, 230), (320, 270), (450, 240)]
tree_colors = [(34, 139, 34), (0, 128, 0), (46, 125, 50), (27, 94, 32)]
for i, (x, y) in enumerate(tree_positions):
color = tree_colors[i % len(tree_colors)]
# 樹冠
draw.ellipse([x-30, y-50, x+30, y], fill=color)
# 樹幹
draw.rectangle([x-8, y, x+8, y+50], fill=(101, 67, 33))
# 繪製草地
draw.rectangle([0, height-80, width, height], fill=(76, 175, 80))
# 添加小草效果
for i in range(20):
x = random.randint(0, width)
y = random.randint(height-50, height-10)
draw.line([(x, y), (x+2, y-8)], fill=(27, 94, 32), width=2)
def draw_mountain_scene(self, draw, size):
"""繪製山地場景"""
width, height = size
# 繪製遠山
draw.polygon([(0, height//2), (width//4, height//4), (width//2, height//3),
(3*width//4, height//5), (width, height//3), (width, height), (0, height)],
fill=(105, 105, 105))
# 繪製近山
draw.polygon([(0, 2*height//3), (width//3, height//2), (2*width//3, 3*height//5),
(width, 2*height//3), (width, height), (0, height)],
fill=(69, 90, 100))
# 山頂積雪
draw.polygon([(width//4, height//4), (width//4-20, height//4+20),
(width//4+20, height//4+20)], fill=(255, 255, 255))
def draw_cave_scene(self, draw, size):
"""繪製洞穴場景"""
width, height = size
# 黑暗背景
draw.rectangle([0, 0, width, height], fill=(30, 30, 30))
# 洞穴入口
draw.ellipse([width//4, height//3, 3*width//4, 2*height//3], fill=(60, 60, 60))
draw.ellipse([width//3, height//2-20, 2*width//3, height//2+60], fill=(20, 20, 20))
# 岩石
for i in range(5):
x = random.randint(0, width-50)
y = random.randint(height-100, height-20)
draw.ellipse([x, y, x+40, y+30], fill=(80, 80, 80))
def draw_castle_scene(self, draw, size):
"""繪製城堡場景"""
width, height = size
# 城堡主體
castle_x = width//3
castle_width = width//3
castle_height = height//2
draw.rectangle([castle_x, height-castle_height, castle_x+castle_width, height],
fill=(139, 69, 19))
# 城堡塔樓
for i in range(3):
tower_x = castle_x + i * castle_width//3
draw.rectangle([tower_x, height-castle_height-40, tower_x+30, height-castle_height],
fill=(160, 82, 45))
# 塔頂
draw.polygon([(tower_x, height-castle_height-40),
(tower_x+15, height-castle_height-60),
(tower_x+30, height-castle_height-40)], fill=(139, 0, 0))
def draw_default_scene(self, draw, size):
"""繪製默認草原場景"""
width, height = size
# 草地
draw.rectangle([0, 2*height//3, width, height], fill=(76, 175, 80))
# 遠處的丘陵
draw.ellipse([-50, height//2, width//3, 2*height//3], fill=(46, 125, 50))
draw.ellipse([2*width//3, height//2+20, width+50, 2*height//3+30], fill=(46, 125, 50))
# 雲朵
cloud_positions = [(100, 50), (300, 80), (450, 40)]
for x, y in cloud_positions:
for i in range(3):
draw.ellipse([x+i*15-10, y-5, x+i*15+25, y+15], fill=(255, 255, 255))
def explore(self):
"""探索功能"""
if not self.player or self.player['HP'] <= 0:
return "請先創建角色或角色已死亡", "", None
# 生成隨機事件
event = random.choice(["battle", "treasure", "trap", "peaceful"])
scene_description = self.generate_ai_scene("explore")
result_text = f"📍 {scene_description}\n\n"
if event == "battle":
monster = self.generate_ai_monster()
battle_scene = self.generate_ai_scene("battle")
scene_description += f"\n\n{battle_scene}"
result_text += f"⚔️ {battle_scene}\n"
result_text += f"你遇到了: {monster['name']}\n"
result_text += f"描述: {monster['description']}\n"
result_text += f"弱點: {monster['weakness']}\n"
result_text += f"生命值: {monster['HP']}, 攻擊: {monster['Attack']}, 防禦: {monster['Defense']}\n\n"
# 執行戰鬥
battle_result = self.battle(monster)
result_text += f"戰鬥結果: {battle_result}"
elif event == "treasure":
treasure_scene = self.generate_ai_scene("treasure")
scene_description += f"\n\n{treasure_scene}"
result_text += f"💰 {treasure_scene}\n"
treasure_type = random.choice(["gold", "healing_potion", "equipment"]) # Use healing_potion key
if treasure_type == "gold":
gold_amount = random.randint(20, 50)
self.player["Gold"] += gold_amount
result_text += f"你獲得了 {gold_amount} 金幣!"
elif treasure_type == "healing_potion": # Use healing_potion key
self.backpack.append("治療藥水") # Keep Chinese name in backpack
result_text += "你獲得了一瓶治療藥水!"
else:
if random.choice([True, False]):
self.player["Attack"] += random.randint(1, 3)
result_text += f"你找到了一把武器!攻擊力增加!"
else:
self.player["Defense"] += random.randint(1, 2)
result_text += f"你找到了一件防具!防禦力增加!"
elif event == "trap":
trap_scene = self.generate_ai_scene("trap")
scene_description += f"\n\n{trap_scene}"
result_text += f"💀 {trap_scene}\n"
damage = random.randint(10, 25)
self.player["HP"] = max(0, self.player["HP"] - damage)
result_text += f"你受到了 {damage} 點傷害!"
else: # peaceful
result_text += "🌸 這裡很寧靜,你恢復了一些體力。"
self.player["HP"] = min(self.player["max_HP"], self.player["HP"] + 5)
# 獲得經驗值
exp_gain = random.randint(5, 15)
self.player["exp"] += exp_gain
result_text += f"\n\n✨ 獲得 {exp_gain} 經驗值!"
# 檢查升級
if self.player["exp"] >= 100:
self.level_up()
result_text += f"\n🎉 恭喜升級!現在是等級 {self.player['level']}!"
self.game_history.append(result_text)
# 生成場景圖片
scene_image = self.generate_scene_image(scene_description)
return result_text, self.get_status_text(), scene_image
def battle(self, monster):
"""戰鬥系統"""
monster_hp = monster["HP"]
result = ""
while self.player["HP"] > 0 and monster_hp > 0:
# 玩家攻擊
player_damage = max(self.player["Attack"] - monster["Defense"], 1)
monster_hp -= player_damage
result += f"你對{monster['name']}造成了{player_damage}點傷害!\n"
if monster_hp <= 0:
gold_reward = random.randint(15, 30)
exp_reward = random.randint(20, 40)
self.player["Gold"] += gold_reward
self.player["exp"] += exp_reward
result += f"🎉 你擊敗了{monster['name']}!\n"
result += f"獲得 {gold_reward} 金幣和 {exp_reward} 經驗值!"
return result
# 怪物攻擊
monster_damage = max(monster["Attack"] - self.player["Defense"], 1)
self.player["HP"] -= monster_damage
result += f"{monster['name']}對你造成了{monster_damage}點傷害!\n"
if self.player["HP"] <= 0:
result += "💀 你被打敗了!遊戲結束。"
return result
# 簡化戰鬥,避免無限循環
if random.random() < 0.3: # 30%機率快速結束戰鬥
if random.choice([True, False]):
result += "你找到機會逃脫了!"
return result
return result
def level_up(self):
"""升級系統"""
self.player["level"] += 1
self.player["exp"] = 0
self.player["max_HP"] += 20
self.player["HP"] = self.player["max_HP"] # 升級時回滿血
self.player["Attack"] += random.randint(2, 5)
self.player["Defense"] += random.randint(1, 3)
def use_potion(self):
"""使用藥水 (僅處理治療藥水)"""
if not self.player:
return "請先創建角色", ""
potion_name_in_backpack = "治療藥水" # 背包中藥水的中文名稱
if potion_name_in_backpack in self.backpack:
heal_amount = 40
self.player["HP"] = min(self.player["max_HP"], self.player["HP"] + heal_amount)
self.backpack.remove(potion_name_in_backpack)
result = f"使用治療藥水,恢復了{heal_amount}點生命值!"
self.game_history.append(result)
return result, self.get_status_text()
else:
return "背包中沒有治療藥水!", self.get_status_text()
def shop(self, item_type):
"""商店系統"""
if not self.player:
return "請先創建角色", ""
shop_items = {
"healing_potion": {"name": "治療藥水", "price": 15, "effect": "恢復40點生命值"},
"max_hp_potion": {"name": "生命藥水", "price": 30, "effect": "最大生命值+20"}, # 新增
"bomb": {"name": "炸彈", "price": 60, "effect": "攻擊力+5"}, # 新增
"shield": {"name": "盾牌", "price": 50, "effect": "防禦力+3"} # 新增
}
if item_type not in shop_items:
return "無效的物品選擇", self.get_status_text()
item = shop_items[item_type]
if self.player["Gold"] >= item["price"]:
self.player["Gold"] -= item["price"]
result = f"成功購買{item['name']}!花費{item['price']}金幣。"
if item_type == "healing_potion":
self.backpack.append("治療藥水") # 背包中存中文名稱
elif item_type == "max_hp_potion":
self.player["max_HP"] += 20
self.player["HP"] = self.player["max_HP"] # 購買時回滿血到新的最大值
result += " 最大生命值提升!"
elif item_type == "bomb":
self.backpack.append("炸彈")
self.player["Attack"] += 5
result += " 攻擊力提升!"
elif item_type == "shield":
self.backpack.append("盾牌")
self.player["Defense"] += 3
result += " 防禦力提升!"
self.game_history.append(result)
return result, self.get_status_text()
else:
return f"金幣不足!需要{item['price']}金幣。", self.get_status_text()
def generate_riddle(self):
"""使用AI生成一個謎語及其答案"""
if not self.player:
# Return Chinese message for game history/result consistency
return "請先創建角色"
try:
prompt = """請生成一個適合國小中年級學生、具有奇幻冒險遊戲風格的簡單謎語,並提供其答案。以JSON格式回應:
{{
"riddle": "謎語內容",
"answer": "謎語答案"
}}
謎語應該有趣、簡單易懂,答案是單詞或短語。"""
response = client.models.generate_content(
model="gemini-2.0-flash-001",
contents=prompt
)
raw_text = response.text.strip()
# 尋找 JSON 物件的開始和結束位置
json_start = raw_text.find('{')
json_end = raw_text.rfind('}')
if json_start != -1 and json_end != -1 and json_end > json_start:
# 提取 JSON 字串
json_string = raw_text[json_start : json_end + 1]
riddle_data = json.loads(json_string)
else:
# 如果找不到有效的 JSON,拋出錯誤讓外層捕捉
print(f"🚫 AI 回應未包含有效的 JSON 物件: {raw_text}")
raise ValueError("AI 回應未包含有效的 JSON 物件。")
self.current_riddle = riddle_data.get("riddle", "AI未能生成謎語。")
self.current_answer = riddle_data.get("answer", "").strip().lower() # 答案轉小寫以便不區分大小寫比較
result = f"謎語商人給你出了一個謎語:\n{self.current_riddle}"
self.game_history.append(result)
return self.current_riddle # 返回謎語文本給UI顯示
except Exception as e:
print(f"🚫 AI謎語生成失敗: {str(e)}")
self.current_riddle = "AI未能生成謎語。請稍後再試。"
self.current_answer = None
result = "謎語生成失敗。"
self.game_history.append(result)
return self.current_riddle # 返回錯誤文本給UI顯示
def solve_riddle(self, user_answer):
"""檢查謎語答案並給予獎勵"""
if not self.player:
return "請先創建角色", "", "" # Return Chinese message for game history/result consistency
if self.current_riddle is None or self.current_answer is None:
result = "目前沒有謎語可供解答。"
self.game_history.append(result)
return result, self.get_status_text(), self.get_history_text()
result = ""
if user_answer.strip().lower() == self.current_answer:
gold_reward = random.randint(30, 70) # 猜對謎語的獎勵金幣
self.player["Gold"] += gold_reward
result = f"✅ 恭喜你答對了!答案是「{self.current_answer}」。你獲得了 {gold_reward} 金幣!"
self.current_riddle = None # 答對後清除當前謎語
self.current_answer = None
else:
result = f"❌ 答案錯誤。正確答案是「{self.current_answer}」。請再試一次或獲取新的謎語。"
# 答錯不清除謎語,可以重試
self.game_history.append(result)
return result, self.get_status_text(), self.get_history_text()
# 建立遊戲
game = AIAdventureGame()
# 定義 Gradio 介面 (Translate UI elements)
def create_character_ui(name):
"""UI handler for character creation"""
status, history = game.create_character(name)
# The game history and status text content is in Chinese, as per original code style.
# Only the UI labels are English.
return status, history, None
def explore_ui():
"""UI handler for exploration"""
result, status, image = game.explore()
history = game.get_history_text()
# result, status, history content is in Chinese.
return result, status, history, image
def use_potion_ui():
"""UI handler for using potion"""
result, status = game.use_potion()
history = game.get_history_text()
# result, status, history content is in Chinese.
return result, status, history
# UI handlers for shop items (update names and calls)
def buy_healing_potion_ui():
"""UI handler for buying healing potion"""
result, status = game.shop("healing_potion")
history = game.get_history_text()
return result, status, history
def buy_bomb_ui():
"""UI handler for buying bomb"""
result, status = game.shop("bomb")
history = game.get_history_text()
return result, status, history
def buy_shield_ui():
"""UI handler for buying shield"""
result, status = game.shop("shield")
history = game.get_history_text()
return result, status, history
def buy_max_hp_potion_ui():
"""UI handler for buying max HP potion"""
result, status = game.shop("max_hp_potion")
history = game.get_history_text()
return result, status, history
# UI handlers for riddle
def get_riddle_ui():
"""UI handler to get a new riddle"""
riddle_text = game.generate_riddle()
status = game.get_status_text()
history = game.get_history_text()
# riddle_text, status, history content is in Chinese.
return riddle_text, "", status, history # Output riddle text, clear answer input, update status/history
def submit_riddle_ui(user_answer):
"""UI handler to submit riddle answer"""
result, status, history = game.solve_riddle(user_answer)
# result, status, history content is in Chinese.
return result, "", status, history # Output result, clear answer input, update status/history
# 建立 Gradio 介面 (Translate UI elements and add new ones)
with gr.Blocks(title="AI Adventure Game", theme=gr.themes.Soft()) as app: # Translate title
gr.Markdown("""
# 🎮 AI Adventure Game
Welcome to the AI-powered adventure game! Here, every exploration is a unique experience.
**Game Features:**
- 🤖 AI-generated dynamic storylines
- 🎨 AI-created unique monsters
- 🖼️ Automatically generated scene images
- ⚔️ Rich combat and leveling system
**Instructions:**
1. Enter your character name to create your adventurer.
2. Click "Start Exploring" to begin your adventure.
3. Use the shop to buy equipment and supplies.
4. Use potions during combat to restore health.
""") # Translate Markdown
with gr.Row():
with gr.Column(scale=2):
# Character Creation (Translate label and placeholder)
gr.Markdown("## 🧙♂️ Character Creation")
name_input = gr.Textbox(label="Enter Character Name", placeholder="Enter your adventurer's name")
create_btn = gr.Button("Create Character", variant="primary") # Translate button
# Game Actions (Translate label and buttons)
gr.Markdown("## 🎯 Game Actions")
with gr.Row():
explore_btn = gr.Button("🗺️ Start Exploring", variant="primary")
potion_btn = gr.Button("🧪 Use Healing Potion", variant="secondary") # Translate button
# Shop (Translate label and buttons, add new items)
gr.Markdown("## 🛒 Shop")
with gr.Row():
buy_healing_potion_btn = gr.Button("Buy Healing Potion (15 Gold)") # Translate button
buy_max_hp_potion_btn = gr.Button("Buy Max HP Potion (30 Gold)") # New button
with gr.Row():
buy_bomb_btn = gr.Button("Buy Bomb (60 Gold)") # New button
buy_shield_btn = gr.Button("Buy Shield (50 Gold)") # New button
# Riddle Challenge (New section)
gr.Markdown("## 🤔 Riddle Challenge")
riddle_text_output = gr.Textbox(label="Riddle", lines=3, interactive=False, placeholder="Click 'Get Riddle' to receive a challenge.") # New textbox
riddle_answer_input = gr.Textbox(label="Your Answer", placeholder="Enter your answer here.") # New textbox
with gr.Row():
get_riddle_btn = gr.Button("❓ Get Riddle") # New button
submit_riddle_btn = gr.Button("✅ Submit Answer", variant="primary") # New button
# Scene Image (Translate label)
scene_image = gr.Image(label="Adventure Scene", height=300)
with gr.Column(scale=1):
# Character Status (Translate label)
status_text = gr.Textbox(
label="📊 Character Status",
lines=12,
interactive=False,
value="Please create a character first." # Translate initial value
)
# Game Result and History (Translate labels and placeholders)
with gr.Row():
with gr.Column():
result_text = gr.Textbox(
label="🎮 Game Result",
lines=8,
interactive=False,
placeholder="Game results will appear here..."
)
with gr.Column():
history_text = gr.Textbox(
label="📜 Adventure Log",
lines=8,
interactive=False,
placeholder="Your adventure story will be logged here..."
)
# Bind events (Update button names and add new bindings)
create_btn.click(
create_character_ui,
inputs=[name_input],
outputs=[status_text, history_text, scene_image]
)
explore_btn.click(
explore_ui,
outputs=[result_text, status_text, history_text, scene_image]
)
potion_btn.click(
use_potion_ui,
outputs=[result_text, status_text, history_text]
)
# Bind new shop buttons
buy_healing_potion_btn.click( # Updated button name
buy_healing_potion_ui,
outputs=[result_text, status_text, history_text]
)
buy_bomb_btn.click( # New binding
buy_bomb_ui,
outputs=[result_text, status_text, history_text]
)
buy_shield_btn.click( # New binding
buy_shield_ui,
outputs=[result_text, status_text, history_text]
)
buy_max_hp_potion_btn.click( # New binding
buy_max_hp_potion_ui,
outputs=[result_text, status_text, history_text]
)
# Bind riddle buttons
get_riddle_btn.click( # New binding
get_riddle_ui,
outputs=[riddle_text_output, riddle_answer_input, status_text, history_text] # Output riddle text, clear answer input, update status/history
)
submit_riddle_btn.click( # New binding
submit_riddle_ui,
inputs=[riddle_answer_input],
outputs=[result_text, riddle_answer_input, status_text, history_text] # Output result, clear answer input, update status/history
)
app.launch(show_error=True) |