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import random
import numpy as np
from PIL import Image, ImageDraw, ImageFont
from typing import Dict, Any, List, Tuple, Optional
import json
from datetime import datetime
import trimesh

class FallbackManager:
    """Manages fallback strategies when AI models fail"""
    
    def __init__(self):
        # Predefined fallback templates
        self.monster_templates = {
            'fire': {
                'names': ['Pyromon', 'Blazefang', 'Emberclaw', 'Infernox'],
                'colors': ['#ff4444', '#ff6600', '#ffaa00'],
                'traits': ['aggressive', 'brave', 'fierce'],
                'abilities': ['Flame Burst', 'Heat Wave', 'Fire Shield']
            },
            'water': {
                'names': ['Aquamon', 'Tidalfin', 'Wavecrest', 'Hydropex'],
                'colors': ['#4444ff', '#00aaff', '#00ffff'],
                'traits': ['calm', 'wise', 'gentle'],
                'abilities': ['Water Jet', 'Bubble Shield', 'Healing Wave']
            },
            'earth': {
                'names': ['Terramon', 'Boulderback', 'Stoneguard', 'Geomancer'],
                'colors': ['#885533', '#aa7744', '#665544'],
                'traits': ['sturdy', 'patient', 'protective'],
                'abilities': ['Rock Throw', 'Earth Shield', 'Quake']
            },
            'electric': {
                'names': ['Voltmon', 'Sparkfang', 'Thunderclaw', 'Electrix'],
                'colors': ['#ffff00', '#ffcc00', '#ffffaa'],
                'traits': ['energetic', 'quick', 'playful'],
                'abilities': ['Thunder Shock', 'Static Field', 'Lightning Speed']
            },
            'nature': {
                'names': ['Floramon', 'Leafguard', 'Vineclaw', 'Botanix'],
                'colors': ['#44ff44', '#00aa00', '#88ff88'],
                'traits': ['peaceful', 'nurturing', 'wise'],
                'abilities': ['Vine Whip', 'Healing Bloom', 'Nature Shield']
            },
            'neutral': {
                'names': ['Digipet', 'Cybermon', 'Neobit', 'Alphacode'],
                'colors': ['#888888', '#aaaaaa', '#cccccc'],
                'traits': ['balanced', 'adaptable', 'loyal'],
                'abilities': ['Tackle', 'Defense Boost', 'Quick Attack']
            }
        }
        
        # Emoji dialogue patterns
        self.dialogue_patterns = {
            'happy': ['😊', 'πŸ˜„', 'πŸŽ‰', 'πŸ’–', '✨'],
            'hungry': ['πŸ–', 'πŸ—', 'πŸ₯˜', 'πŸ˜‹', '🀀'],
            'tired': ['😴', 'πŸ’€', 'πŸ₯±', 'πŸ˜ͺ', 'πŸ›Œ'],
            'excited': ['🀩', '🎊', 'πŸ”₯', '⚑', '🌟'],
            'sad': ['😒', 'πŸ˜”', 'πŸ’”', '😞', 'β˜”'],
            'angry': ['😀', 'πŸ’’', '😠', 'πŸ”₯', 'βš”οΈ']
        }
    
    def handle_stt_failure(self, text_input: Optional[str]) -> str:
        """Fallback for speech-to-text failure"""
        if text_input:
            return text_input
        
        # Generate random description
        templates = [
            "Create a friendly digital monster companion",
            "Design a unique creature with special powers",
            "Make a loyal monster friend",
            "Generate a mysterious digital being",
            "Create an evolved cyber creature"
        ]
        
        return random.choice(templates)
    
    def handle_text_gen_failure(self, description: str) -> Tuple[Dict[str, Any], str]:
        """Fallback for text generation failure"""
        
        # Analyze description for keywords
        element = self._detect_element(description)
        template = self.monster_templates[element]
        
        # Generate traits
        traits = {
            'name': random.choice(template['names']) + str(random.randint(1, 99)),
            'species': f"{element.capitalize()} Type Monster",
            'element': element,
            'personality': random.choice(template['traits']),
            'color_scheme': f"Primary: {template['colors'][0]}, Secondary: {template['colors'][1]}",
            'abilities': random.sample(template['abilities'], 2),
            'description': description
        }
        
        # Generate dialogue
        mood = 'happy' if 'friendly' in description.lower() else 'excited'
        dialogue = self._generate_emoji_dialogue(mood)
        
        return traits, dialogue
    
    def handle_image_gen_failure(self, description: str) -> Image.Image:
        """Fallback for image generation failure"""
        
        # Create procedural monster image
        width, height = 512, 512
        image = Image.new('RGBA', (width, height), (0, 0, 0, 0))
        draw = ImageDraw.Draw(image)
        
        # Detect element for color scheme
        element = self._detect_element(description)
        colors = self.monster_templates[element]['colors']
        primary_color = colors[0]
        secondary_color = colors[1] if len(colors) > 1 else colors[0]
        
        # Draw monster shape
        self._draw_procedural_monster(draw, width, height, primary_color, secondary_color)
        
        return image
    
    def handle_3d_gen_failure(self, image: Optional[Image.Image]) -> trimesh.Trimesh:
        """Fallback for 3D generation failure"""
        
        # Create simple 3D primitive
        shapes = [
            trimesh.creation.icosphere(subdivisions=2, radius=1.0),
            trimesh.creation.box(extents=[1.5, 1.0, 1.0]),
            trimesh.creation.cylinder(radius=0.8, height=1.5),
            trimesh.creation.cone(radius=0.8, height=1.5)
        ]
        
        base_shape = random.choice(shapes)
        
        # Add some deformation for variety
        noise = np.random.normal(0, 0.05, base_shape.vertices.shape)
        base_shape.vertices += noise
        
        # Smooth the result
        base_shape = base_shape.smoothed()
        
        return base_shape
    
    def handle_rigging_failure(self, mesh: trimesh.Trimesh) -> trimesh.Trimesh:
        """Fallback for rigging failure - return unrigged mesh"""
        return mesh
    
    def complete_fallback_generation(self, description: str, generation_log: Dict) -> Dict[str, Any]:
        """Complete fallback generation when entire pipeline fails"""
        
        print("πŸ”„ Starting complete fallback generation...")
        
        # Generate all components using fallbacks
        print("πŸ“ Generating fallback text...")
        traits, dialogue = self.handle_text_gen_failure(description)
        print(f"βœ… Fallback text generated: {traits.get('name', 'Unknown')}")
        
        print("🎨 Generating fallback image...")
        image = self.handle_image_gen_failure(description)
        print("βœ… Fallback image generated")
        
        print("πŸ”² Generating fallback 3D model...")
        model_3d = self.handle_3d_gen_failure(image)
        print("βœ… Fallback 3D model generated")
        
        # Save fallback results
        timestamp = datetime.now().strftime("%Y%m%d_%H%M%S")
        image_path = f"/tmp/fallback_monster_{timestamp}.png"
        model_path = f"/tmp/fallback_monster_{timestamp}.glb"
        
        print(f"πŸ’Ύ Saving fallback files...")
        image.save(image_path)
        model_3d.export(model_path)
        print(f"βœ… Fallback files saved: {image_path}, {model_path}")
        
        print("πŸŽ‰ Complete fallback generation finished!")
        
        return {
            'description': description,
            'traits': traits,
            'dialogue': dialogue,
            'image': image,
            'model_3d': model_path,
            'download_files': [image_path, model_path],
            'generation_log': generation_log,
            'status': 'fallback',
            'message': '⚑ Generated using quick fallback mode'
        }
    
    def _detect_element(self, description: str) -> str:
        """Detect element type from description"""
        description_lower = description.lower()
        
        element_keywords = {
            'fire': ['fire', 'flame', 'burn', 'hot', 'lava', 'ember', 'blaze'],
            'water': ['water', 'aqua', 'ocean', 'sea', 'wave', 'liquid', 'swim'],
            'earth': ['earth', 'rock', 'stone', 'ground', 'mountain', 'dirt', 'soil'],
            'electric': ['electric', 'thunder', 'lightning', 'spark', 'volt', 'shock'],
            'nature': ['nature', 'plant', 'tree', 'leaf', 'flower', 'grass', 'forest']
        }
        
        for element, keywords in element_keywords.items():
            if any(keyword in description_lower for keyword in keywords):
                return element
        
        return 'neutral'
    
    def _generate_emoji_dialogue(self, mood: str) -> str:
        """Generate emoji-based dialogue"""
        emojis = self.dialogue_patterns.get(mood, self.dialogue_patterns['happy'])
        
        # Select 2-3 emojis
        selected_emojis = random.sample(emojis, min(2, len(emojis)))
        
        # Add status numbers
        hp = random.randint(70, 100)
        happiness = random.randint(60, 95)
        
        dialogue = ''.join(selected_emojis)
        dialogue += f"{hp}️⃣{happiness}️⃣"
        
        return dialogue
    
    def _draw_procedural_monster(self, draw: ImageDraw.Draw, width: int, height: int, 
                                primary_color: str, secondary_color: str):
        """Draw a procedural monster shape"""
        
        center_x, center_y = width // 2, height // 2
        
        # Body (main shape)
        body_type = random.choice(['circle', 'oval', 'polygon'])
        
        if body_type == 'circle':
            radius = random.randint(80, 120)
            draw.ellipse(
                [center_x - radius, center_y - radius, 
                 center_x + radius, center_y + radius],
                fill=primary_color,
                outline=secondary_color,
                width=3
            )
        elif body_type == 'oval':
            width_r = random.randint(80, 120)
            height_r = random.randint(100, 140)
            draw.ellipse(
                [center_x - width_r, center_y - height_r,
                 center_x + width_r, center_y + height_r],
                fill=primary_color,
                outline=secondary_color,
                width=3
            )
        else:  # polygon
            num_points = random.randint(5, 8)
            points = []
            for i in range(num_points):
                angle = (2 * np.pi * i) / num_points
                r = random.randint(80, 120)
                x = center_x + int(r * np.cos(angle))
                y = center_y + int(r * np.sin(angle))
                points.append((x, y))
            draw.polygon(points, fill=primary_color, outline=secondary_color, width=3)
        
        # Eyes
        eye_y = center_y - 30
        eye_spacing = 40
        eye_radius = 15
        
        # Left eye
        draw.ellipse(
            [center_x - eye_spacing - eye_radius, eye_y - eye_radius,
             center_x - eye_spacing + eye_radius, eye_y + eye_radius],
            fill='white',
            outline='black',
            width=2
        )
        # Pupil
        draw.ellipse(
            [center_x - eye_spacing - 5, eye_y - 5,
             center_x - eye_spacing + 5, eye_y + 5],
            fill='black'
        )
        
        # Right eye
        draw.ellipse(
            [center_x + eye_spacing - eye_radius, eye_y - eye_radius,
             center_x + eye_spacing + eye_radius, eye_y + eye_radius],
            fill='white',
            outline='black',
            width=2
        )
        # Pupil
        draw.ellipse(
            [center_x + eye_spacing - 5, eye_y - 5,
             center_x + eye_spacing + 5, eye_y + 5],
            fill='black'
        )
        
        # Add some features
        features = random.randint(1, 3)
        
        if features >= 1:  # Add spikes or horns
            for i in range(3):
                spike_x = center_x + (i - 1) * 40
                spike_y = center_y - 100
                draw.polygon(
                    [(spike_x - 10, spike_y + 20),
                     (spike_x, spike_y),
                     (spike_x + 10, spike_y + 20)],
                    fill=secondary_color,
                    outline='black',
                    width=1
                )
        
        if features >= 2:  # Add arms
            # Left arm
            draw.ellipse(
                [center_x - 100, center_y - 20,
                 center_x - 60, center_y + 20],
                fill=primary_color,
                outline=secondary_color,
                width=2
            )
            # Right arm
            draw.ellipse(
                [center_x + 60, center_y - 20,
                 center_x + 100, center_y + 20],
                fill=primary_color,
                outline=secondary_color,
                width=2
            )
        
        if features >= 3:  # Add pattern
            pattern_type = random.choice(['spots', 'stripes'])
            if pattern_type == 'spots':
                for _ in range(5):
                    spot_x = center_x + random.randint(-60, 60)
                    spot_y = center_y + random.randint(-40, 40)
                    draw.ellipse(
                        [spot_x - 10, spot_y - 10,
                         spot_x + 10, spot_y + 10],
                        fill=secondary_color
                    )
    
    def get_fallback_stats(self, element: str) -> Dict[str, int]:
        """Get fallback stats based on element"""
        base_stats = {
            'fire': {'hp': 80, 'attack': 90, 'defense': 60, 'speed': 70, 'special': 85},
            'water': {'hp': 90, 'attack': 70, 'defense': 80, 'speed': 65, 'special': 80},
            'earth': {'hp': 100, 'attack': 75, 'defense': 95, 'speed': 50, 'special': 65},
            'electric': {'hp': 70, 'attack': 80, 'defense': 60, 'speed': 95, 'special': 90},
            'nature': {'hp': 85, 'attack': 65, 'defense': 75, 'speed': 70, 'special': 90},
            'neutral': {'hp': 80, 'attack': 75, 'defense': 75, 'speed': 75, 'special': 75}
        }
        
        stats = base_stats.get(element, base_stats['neutral']).copy()
        
        # Add some variation
        for stat in stats:
            stats[stat] += random.randint(-10, 10)
            stats[stat] = max(10, min(150, stats[stat]))  # Clamp values
        
        return stats