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"""
Gradio UI for Character Creator
"""

import gradio as gr
from typing import Optional, Tuple
import traceback

from src.agents.character_agent import CharacterAgent
from src.agents.campaign_agent import CampaignAgent
from src.models.character import DnDRace, DnDClass
from src.models.campaign import CampaignTheme
from src.utils.validators import get_available_races, get_available_classes
from src.utils.image_generator import RACE_SKIN_TONES
from src.utils.character_sheet_exporter import CharacterSheetExporter


class CharacterCreatorUI:
    """Gradio interface for character creation"""

    def __init__(self):
        self.agent = CharacterAgent()
        self.campaign_agent = CampaignAgent()
        self.exporter = CharacterSheetExporter()

    def _get_alignment_description(self, alignment: str) -> str:
        """Get personality guidance based on alignment"""
        descriptions = {
            "Lawful Good": "a strong sense of justice, honor, and desire to help others within the rules",
            "Neutral Good": "genuine kindness and desire to help, but flexibility in how they achieve good",
            "Chaotic Good": "rebellious goodness, fighting for freedom and helping others by breaking unjust rules",
            "Lawful Neutral": "strict adherence to law, order, and tradition above good or evil",
            "True Neutral": "balance and pragmatism, avoiding extreme positions",
            "Chaotic Neutral": "unpredictability, freedom-loving nature, and self-interest",
            "Lawful Evil": "tyrannical control, following their own code while causing harm",
            "Neutral Evil": "pure self-interest and willingness to harm others for personal gain",
            "Chaotic Evil": "destructive chaos, cruelty, and disregard for any rules or others' wellbeing"
        }
        return descriptions.get(alignment, "their moral compass")

    def generate_name_ui(
        self,
        race: str,
        character_class: str,
        gender: str,
        alignment: str,
    ) -> str:
        """
        Generate a character name using AI
        This is a self-contained function that calls the agent's generate_name method
        Alignment can influence name generation (e.g., darker names for evil characters)
        """
        try:
            race_enum = DnDRace(race)
            class_enum = DnDClass(character_class)

            # Add alignment hint to the generation prompt
            alignment_hint = None
            if "Evil" in alignment:
                alignment_hint = "with a darker, more menacing tone"
            elif "Good" in alignment:
                alignment_hint = "with a heroic, noble tone"
            elif alignment == "Chaotic Neutral":
                alignment_hint = "with a wild, unpredictable feel"

            # Build custom prompt if we have alignment influence
            if alignment_hint:
                prompt = f"""Generate a single fantasy character name for a D&D character.

Race: {race_enum.value}
Class: {class_enum.value}
Gender: {gender if gender != "Not specified" else "any"}
Alignment: {alignment} - name should reflect this {alignment_hint}

Requirements:
- Just the name, nothing else
- Make it sound appropriate for the race, gender, and alignment
- {alignment_hint}
- Make it memorable and fitting for an adventurer
- 2-3 words maximum

Examples:
- Evil: "Malakai Shadowbane", "Drusilla Nightwhisper"
- Good: "Elara Lightbringer", "Theron Brightheart"
- Chaotic: "Raven Wildfire", "Zephyr Stormblade"

Generate only the name:"""

                name = self.agent.ai_client.generate_creative(prompt).strip()
                name = name.split('\n')[0].strip('"\'')
                return name
            else:
                # Use standard generation
                name = self.agent.generate_name(
                    race=race_enum,
                    character_class=class_enum,
                    gender=gender if gender != "Not specified" else None
                )
                return name

        except Exception as e:
            return f"Error: {str(e)}"

    def create_character_ui(
        self,
        name: str,
        race: str,
        character_class: str,
        level: int,
        gender: str,
        skin_tone: str,
        alignment: str,
        background_dropdown: str,
        custom_background: str,
        personality_prompt: str,
        stats_method: str,
        use_ai_background: bool,
    ) -> Tuple[str, str]:
        """
        Create character with UI inputs

        Returns:
            Tuple of (character_sheet_markdown, status_message)
        """
        try:
            # Validate inputs
            if not name.strip():
                return "", "❌ Error: Please provide a character name (use 'Generate Name' button or type one)"

            if level < 1 or level > 20:
                return "", "❌ Error: Level must be between 1 and 20"

            # Convert race, class, and alignment
            try:
                race_enum = DnDRace(race)
                class_enum = DnDClass(character_class)
                from src.models.character import Alignment
                alignment_enum = Alignment(alignment)
            except ValueError as e:
                return "", f"❌ Error: Invalid race, class, or alignment - {e}"

            # Determine final background type
            if background_dropdown == "Custom (enter below)":
                final_background = custom_background.strip() if custom_background.strip() else "Adventurer"
            else:
                final_background = background_dropdown

            # Create character with gender AND alignment in personality prompt
            gender_hint = f"Character is {gender}. " if gender != "Not specified" else ""
            alignment_hint = f"Character's alignment is {alignment}, so their personality and backstory should reflect {self._get_alignment_description(alignment)}. "

            full_personality_prompt = gender_hint + alignment_hint + (personality_prompt if personality_prompt else "")

            character = self.agent.create_character(
                name=name,
                race=race_enum,
                character_class=class_enum,
                level=level,
                background_type=final_background,
                personality_prompt=full_personality_prompt if use_ai_background else None,
                stats_method=stats_method,
            )

            # Override alignment, gender, and skin tone if user specified
            character.alignment = alignment_enum
            character.gender = gender if gender != "Not specified" else None
            character.skin_tone = skin_tone if skin_tone else None

            # Generate markdown
            markdown = character.to_markdown()

            status = f"""βœ… Character Created Successfully!

**ID:** {character.id}
**Name:** {character.name}
**Race:** {character.race.value}
**Class:** {character.character_class.value}
**Level:** {character.level}

Character has been saved to database."""

            return markdown, status

        except Exception as e:
            error_msg = f"❌ Error creating character:\n\n{str(e)}\n\n{traceback.format_exc()}"
            return "", error_msg

    def load_character_ui(self, character_id: str) -> Tuple[str, str]:
        """Load character by ID"""
        try:
            if not character_id.strip():
                return "", "❌ Error: Please provide a character ID"

            character = self.agent.load_character(character_id)

            if character:
                markdown = character.to_markdown()
                status = f"βœ… Loaded character: {character.name}"
                return markdown, status
            else:
                return "", f"❌ Character not found: {character_id}"

        except Exception as e:
            return "", f"❌ Error loading character: {e}"

    def list_characters_ui(self) -> Tuple[str, str]:
        """List all saved characters"""
        try:
            characters = self.agent.list_characters()

            if not characters:
                return "", "No characters found in database."

            # Create table
            markdown = "# Saved Characters\n\n"
            markdown += "| Name | Race | Class | Level | ID |\n"
            markdown += "|------|------|-------|-------|----|\n"

            for char in characters[-20:]:  # Last 20 characters
                markdown += f"| {char.name} | {char.race.value} | {char.character_class.value} | {char.level} | `{char.id}` |\n"

            status = f"βœ… Found {len(characters)} character(s)"
            return markdown, status

        except Exception as e:
            return "", f"❌ Error listing characters: {e}"

    def delete_character_ui(self, character_id: str) -> str:
        """Delete character by ID"""
        try:
            if not character_id.strip():
                return "❌ Error: Please provide a character ID"

            # Check if exists
            character = self.agent.load_character(character_id)
            if not character:
                return f"❌ Character not found: {character_id}"

            # Delete
            self.agent.delete_character(character_id)
            return f"βœ… Deleted character: {character.name} ({character_id})"

        except Exception as e:
            return f"❌ Error deleting character: {e}"

    def generate_portrait_ui(
        self,
        character_id: str,
        style: str = "fantasy art",
        quality: str = "standard",
        provider: str = "auto"
    ) -> Tuple[Optional[str], str]:
        """
        Generate character portrait

        Returns:
            Tuple of (image_path, status_message)
        """
        try:
            if not character_id.strip():
                return None, "❌ Error: Please provide a character ID"

            # Load character
            character = self.agent.load_character(character_id)
            if not character:
                return None, f"❌ Character not found: {character_id}"

            # Generate portrait
            file_path, status = self.agent.generate_portrait(
                character=character,
                style=style,
                quality=quality,
                provider=provider
            )

            return file_path, status

        except Exception as e:
            import traceback
            error_msg = f"❌ Error generating portrait:\n\n{str(e)}\n\n{traceback.format_exc()}"
            return None, error_msg

    def export_character_sheet_ui(
        self,
        character_id: str,
        export_format: str = "markdown"
    ) -> str:
        """
        Export character sheet to file

        Returns:
            Status message with file path
        """
        try:
            if not character_id.strip():
                return "❌ Error: Please provide a character ID"

            # Load character
            character = self.agent.load_character(character_id)
            if not character:
                return f"❌ Character not found: {character_id}"

            # Export to selected format
            file_path = self.exporter.save_export(character, format=export_format)

            return f"""βœ… Character sheet exported successfully!

**Character:** {character.name}
**Format:** {export_format.upper()}
**File:** {file_path}

You can find the exported file in the data/exports/ directory."""

        except Exception as e:
            return f"❌ Error exporting character sheet:\n\n{str(e)}\n\n{traceback.format_exc()}"

    def preview_export_ui(
        self,
        character_id: str,
        export_format: str = "markdown"
    ) -> Tuple[str, str]:
        """
        Preview character sheet export without saving

        Returns:
            Tuple of (preview_content, status_message)
        """
        try:
            if not character_id.strip():
                return "", "❌ Error: Please provide a character ID"

            # Load character
            character = self.agent.load_character(character_id)
            if not character:
                return "", f"❌ Character not found: {character_id}"

            # Generate preview based on format
            if export_format == "markdown":
                preview = self.exporter.export_to_markdown(character)
            elif export_format == "json":
                preview = f"```json\n{self.exporter.export_to_json(character)}\n```"
            elif export_format == "html":
                preview = f"```html\n{self.exporter.export_to_html(character)}\n```"
            else:
                return "", f"❌ Unknown format: {export_format}"

            status = f"βœ… Preview generated for {character.name}"
            return preview, status

        except Exception as e:
            return "", f"❌ Error generating preview:\n\n{str(e)}\n\n{traceback.format_exc()}"

    # Campaign Management UI Methods
    def create_campaign_ui(
        self,
        name: str,
        theme: str,
        setting: str,
        summary: str,
        main_conflict: str,
        game_master: str,
        world_name: str,
        starting_location: str,
        level_range: str,
        party_size: int
    ) -> str:
        """Create a new campaign"""
        try:
            if not name.strip():
                return "❌ Error: Please provide a campaign name"

            campaign = self.campaign_agent.create_campaign(
                name=name,
                theme=theme,
                setting=setting,
                summary=summary,
                main_conflict=main_conflict,
                game_master=game_master,
                world_name=world_name,
                starting_location=starting_location,
                level_range=level_range,
                party_size=party_size
            )

            return f"""βœ… Campaign Created Successfully!

**ID:** {campaign.id}
**Name:** {campaign.name}
**Theme:** {campaign.theme.value}
**Setting:** {campaign.setting}

Campaign has been saved to database.
Use the campaign ID to manage characters and sessions."""

        except Exception as e:
            return f"❌ Error creating campaign:\n\n{str(e)}\n\n{traceback.format_exc()}"

    def list_campaigns_ui(self, active_only: bool = False) -> Tuple[str, str]:
        """List all campaigns"""
        try:
            campaigns = self.campaign_agent.list_campaigns(active_only=active_only)

            if not campaigns:
                return "", "No campaigns found in database."

            # Create table
            markdown = "# Campaigns\n\n"
            markdown += "| Name | Theme | Session | Status | ID |\n"
            markdown += "|------|-------|---------|--------|----|\n"

            for campaign in campaigns[-20:]:  # Last 20 campaigns
                status = "Active" if campaign.is_active else "Inactive"
                markdown += f"| {campaign.name} | {campaign.theme.value} | {campaign.current_session} | {status} | `{campaign.id}` |\n"

            status = f"βœ… Found {len(campaigns)} campaign(s)"
            return markdown, status

        except Exception as e:
            return "", f"❌ Error listing campaigns: {e}"

    def load_campaign_ui(self, campaign_id: str) -> Tuple[str, str]:
        """Load campaign details"""
        try:
            if not campaign_id.strip():
                return "", "❌ Error: Please provide a campaign ID"

            campaign = self.campaign_agent.load_campaign(campaign_id)

            if campaign:
                markdown = campaign.to_markdown()
                status = f"βœ… Loaded campaign: {campaign.name}"
                return markdown, status
            else:
                return "", f"❌ Campaign not found: {campaign_id}"

        except Exception as e:
            return "", f"❌ Error loading campaign: {e}"

    def add_character_to_campaign_ui(self, campaign_id: str, character_id: str) -> str:
        """Add a character to a campaign"""
        try:
            if not campaign_id.strip() or not character_id.strip():
                return "❌ Error: Please provide both campaign ID and character ID"

            # Verify character exists
            character = self.agent.load_character(character_id)
            if not character:
                return f"❌ Character not found: {character_id}"

            # Add to campaign
            success = self.campaign_agent.add_character_to_campaign(campaign_id, character_id)

            if success:
                return f"βœ… Added {character.name} to campaign!"
            else:
                return f"❌ Campaign not found: {campaign_id}"

        except Exception as e:
            return f"❌ Error: {str(e)}"

    def start_session_ui(self, campaign_id: str) -> str:
        """Start a new session"""
        try:
            if not campaign_id.strip():
                return "❌ Error: Please provide a campaign ID"

            campaign = self.campaign_agent.load_campaign(campaign_id)
            if not campaign:
                return f"❌ Campaign not found: {campaign_id}"

            self.campaign_agent.start_new_session(campaign_id)

            return f"""βœ… Started Session {campaign.current_session + 1}!

**Campaign:** {campaign.name}
**New Session Number:** {campaign.current_session + 1}
**Total Sessions:** {campaign.total_sessions + 1}"""

        except Exception as e:
            return f"❌ Error: {str(e)}"

    def auto_generate_session_ui(self, campaign_id: str) -> str:
        """Auto-generate next session using AI"""
        try:
            if not campaign_id.strip():
                return "❌ Error: Please select a campaign"

            campaign = self.campaign_agent.load_campaign(campaign_id)
            if not campaign:
                return f"❌ Campaign not found: {campaign_id}"

            # Generate session using autonomous AI
            session_data = self.campaign_agent.auto_generate_next_session(campaign_id)

            if 'error' in session_data:
                return f"❌ Error: {session_data['error']}"

            # Format output for display
            output = []
            output.append(f"# πŸ€– Auto-Generated Session {session_data.get('session_number', 'N/A')}")
            output.append(f"\n**Campaign:** {campaign.name}")
            output.append(f"\n**Session Title:** {session_data.get('session_title', 'Untitled')}")
            output.append(f"\n---\n")

            # Opening Scene
            if 'opening_scene' in session_data:
                output.append(f"## 🎬 Opening Scene\n\n{session_data['opening_scene']}\n\n")

            # Key Encounters
            if 'key_encounters' in session_data and session_data['key_encounters']:
                output.append("## βš”οΈ Key Encounters\n\n")
                for i, encounter in enumerate(session_data['key_encounters'], 1):
                    output.append(f"{i}. {encounter}\n")
                output.append("\n")

            # NPCs Featured
            if 'npcs_featured' in session_data and session_data['npcs_featured']:
                output.append("## πŸ‘₯ NPCs Featured\n\n")
                for npc in session_data['npcs_featured']:
                    output.append(f"- {npc}\n")
                output.append("\n")

            # Locations
            if 'locations' in session_data and session_data['locations']:
                output.append("## πŸ—ΊοΈ Locations\n\n")
                for loc in session_data['locations']:
                    output.append(f"- {loc}\n")
                output.append("\n")

            # Plot Developments
            if 'plot_developments' in session_data and session_data['plot_developments']:
                output.append("## πŸ“– Plot Developments\n\n")
                for i, dev in enumerate(session_data['plot_developments'], 1):
                    output.append(f"{i}. {dev}\n")
                output.append("\n")

            # Potential Outcomes
            if 'potential_outcomes' in session_data and session_data['potential_outcomes']:
                output.append("## 🎲 Potential Outcomes\n\n")
                for i, outcome in enumerate(session_data['potential_outcomes'], 1):
                    output.append(f"{i}. {outcome}\n")
                output.append("\n")

            # Rewards
            if 'rewards' in session_data and session_data['rewards']:
                output.append("## πŸ’° Rewards\n\n")
                for reward in session_data['rewards']:
                    output.append(f"- {reward}\n")
                output.append("\n")

            # Cliffhanger
            if 'cliffhanger' in session_data and session_data['cliffhanger']:
                output.append(f"## 🎭 Cliffhanger\n\n{session_data['cliffhanger']}\n\n")

            output.append("---\n\n")
            output.append("βœ… **Session plan generated successfully!**\n\n")
            output.append("πŸ’‘ **Next Steps:**\n")
            output.append("- Review the session plan above\n")
            output.append("- Adjust encounters/NPCs as needed for your table\n")
            output.append("- Copy relevant sections to your session notes\n")
            output.append("- Start the session when ready!\n")

            return "".join(output)

        except Exception as e:
            import traceback
            return f"❌ Error generating session:\n\n{str(e)}\n\n{traceback.format_exc()}"

    def add_event_ui(
        self,
        campaign_id: str,
        event_type: str,
        title: str,
        description: str,
        importance: int
    ) -> str:
        """Add an event to the campaign"""
        try:
            if not campaign_id.strip():
                return "❌ Error: Please provide a campaign ID"

            if not title.strip() or not description.strip():
                return "❌ Error: Please provide event title and description"

            event = self.campaign_agent.add_event(
                campaign_id=campaign_id,
                event_type=event_type,
                title=title,
                description=description,
                importance=importance
            )

            if event:
                return f"""βœ… Event Added!

**Title:** {title}
**Type:** {event_type}
**Importance:** {'⭐' * importance}

Event has been recorded in campaign history."""
            else:
                return f"❌ Campaign not found: {campaign_id}"

        except Exception as e:
            return f"❌ Error: {str(e)}"

    def get_character_choices_ui(self) -> list:
        """Get list of characters for selection"""
        try:
            characters = self.agent.list_characters()
            if not characters:
                return []

            # Create choices as "Name (Race Class, Level X) - ID"
            choices = []
            for char in characters:
                label = f"{char.name} ({char.race.value} {char.character_class.value}, Level {char.level})"
                choices.append((label, char.id))

            return choices
        except Exception as e:
            return []

    def get_character_dropdown_choices(self) -> list:
        """Get character choices for dropdown (returns IDs only)"""
        try:
            characters = self.agent.list_characters()
            if not characters:
                return []

            # Create dropdown choices with nice labels
            choices = []
            for char in characters:
                label = f"{char.name} ({char.race.value} {char.character_class.value}, Lvl {char.level})"
                choices.append(label)

            return choices
        except Exception as e:
            return []

    def get_character_id_from_label(self, label: str) -> str:
        """Extract character ID from dropdown label"""
        try:
            # Parse the label to get character name
            if not label:
                return ""

            name = label.split(" (")[0] if " (" in label else label

            # Find character by name
            characters = self.agent.list_characters()
            for char in characters:
                if char.name == name:
                    return char.id

            return ""
        except Exception as e:
            return ""

    def get_campaign_dropdown_choices(self) -> list:
        """Get campaign choices for dropdown"""
        try:
            campaigns = self.campaign_agent.list_campaigns()
            if not campaigns:
                return []

            choices = []
            for campaign in campaigns:
                label = f"{campaign.name} ({campaign.theme.value}, Session {campaign.current_session})"
                choices.append(label)

            return choices
        except Exception as e:
            return []

    def get_campaign_id_from_label(self, label: str) -> str:
        """Extract campaign ID from dropdown label"""
        try:
            if not label:
                return ""

            name = label.split(" (")[0] if " (" in label else label

            campaigns = self.campaign_agent.list_campaigns()
            for campaign in campaigns:
                if campaign.name == name:
                    return campaign.id

            return ""
        except Exception as e:
            return ""

    def synthesize_campaign_ui(
        self,
        selected_character_ids: list,
        game_master: str,
        additional_notes: str
    ) -> str:
        """Synthesize a campaign from selected characters"""
        try:
            # Check if any characters selected
            if not selected_character_ids:
                return "❌ Error: Please select at least one character"

            # Load all characters
            characters = []
            for char_id in selected_character_ids:
                char = self.agent.load_character(char_id)
                if char:
                    characters.append(char)

            if not characters:
                return "❌ Error: No valid characters found"

            # Synthesize campaign
            campaign = self.campaign_agent.synthesize_campaign_from_characters(
                characters=characters,
                game_master=game_master,
                additional_notes=additional_notes
            )

            # Create response with character list
            char_list = "\n".join([f"- {char.name} (Level {char.level} {char.race.value} {char.character_class.value})" for char in characters])

            # Build comprehensive output with all campaign details
            output = [f"""βœ… Campaign Synthesized Successfully!

**Campaign ID:** {campaign.id}
**Campaign Name:** {campaign.name}
**Theme:** {campaign.theme.value}
**World:** {campaign.world_name}
**Starting Location:** {campaign.starting_location}

**Party Members ({len(characters)}):**
{char_list}

**Level Range:** {campaign.level_range}

---

## Campaign Overview

**Summary:**
{campaign.summary}

**Main Conflict:**
{campaign.main_conflict}

**Current Story Arc:**
{campaign.current_arc if campaign.current_arc else "See detailed notes below"}
"""]

            # Add factions if present
            if campaign.key_factions:
                output.append("\n## Key Factions\n")
                for faction in campaign.key_factions:
                    output.append(f"- {faction}\n")

            # Add villains if present
            if campaign.major_villains:
                output.append("\n## Major Villains\n")
                for villain in campaign.major_villains:
                    output.append(f"- {villain}\n")

            # Add mysteries if present
            if campaign.central_mysteries:
                output.append("\n## Central Mysteries\n")
                for mystery in campaign.central_mysteries:
                    output.append(f"- {mystery}\n")

            # Add detailed campaign notes (includes character connections, hooks, sessions, NPCs, locations)
            if campaign.notes:
                output.append("\n---\n\n")
                output.append(campaign.notes)

            output.append(f"""

---

βœ… **Campaign Created!** All characters have been added to the campaign.

πŸ’‘ **Next Steps:**
- View full details in the "Manage Campaign" tab
- Start your first session in "Session Tracking"
- Add campaign events as your story unfolds""")

            return "".join(output)

        except Exception as e:
            return f"❌ Error synthesizing campaign:\n\n{str(e)}\n\n{traceback.format_exc()}"

    def create_interface(self) -> gr.Blocks:
        """Create Gradio interface"""

        with gr.Blocks(title="D'n'D Campaign Manager - Character Creator") as interface:
            gr.Markdown("""
            # 🎲 D'n'D Campaign Manager
            ## Complete D&D Character Creator

            Create and manage complete D&D 5e characters for your campaigns!
            """)

            with gr.Tabs():
                # Tab 1: Create Character
                with gr.Tab("Create Character"):
                    gr.Markdown("### Character Creation")

                    with gr.Row():
                        with gr.Column():
                            gr.Markdown("#### Basic Information")

                            with gr.Row():
                                name_input = gr.Textbox(
                                    label="Character Name",
                                    placeholder="Thorin Ironforge",
                                    info="Type a name or generate one below",
                                    scale=3
                                )

                            race_dropdown = gr.Dropdown(
                                choices=get_available_races(),
                                label="Race",
                                value="Human",
                                info="Character's race"
                            )

                            class_dropdown = gr.Dropdown(
                                choices=get_available_classes(),
                                label="Class",
                                value="Fighter",
                                info="Character's class"
                            )

                            gender_dropdown = gr.Dropdown(
                                choices=["Male", "Female", "Non-binary", "Not specified"],
                                label="Gender",
                                value="Not specified",
                                info="Character's gender"
                            )

                            skin_tone_dropdown = gr.Dropdown(
                                choices=RACE_SKIN_TONES[DnDRace.HUMAN],  # Default to Human
                                label="Skin Tone / Color",
                                value=None,
                                info="Select appropriate color for the race"
                            )

                            generate_name_btn = gr.Button("🎲 Generate Name", variant="secondary", size="sm")

                            level_slider = gr.Slider(
                                minimum=1,
                                maximum=20,
                                value=1,
                                step=1,
                                label="Level",
                                info="Character level (1-20)"
                            )

                            alignment_dropdown = gr.Dropdown(
                                choices=[
                                    "Lawful Good", "Neutral Good", "Chaotic Good",
                                    "Lawful Neutral", "True Neutral", "Chaotic Neutral",
                                    "Lawful Evil", "Neutral Evil", "Chaotic Evil"
                                ],
                                label="Alignment",
                                value="True Neutral",
                                info="Character's moral alignment"
                            )

                        with gr.Column():
                            gr.Markdown("#### Background & Personality")

                            background_dropdown = gr.Dropdown(
                                choices=[
                                    "Acolyte", "Charlatan", "Criminal", "Entertainer",
                                    "Folk Hero", "Guild Artisan", "Hermit", "Noble",
                                    "Outlander", "Sage", "Sailor", "Soldier",
                                    "Urchin", "Custom (enter below)"
                                ],
                                label="Background Type",
                                value="Soldier",
                                info="Select from D&D 5e backgrounds or choose Custom"
                            )

                            custom_background_input = gr.Textbox(
                                label="Custom Background",
                                placeholder="Enter your custom background...",
                                value="",
                                visible=False,
                                info="Only used if 'Custom' is selected above"
                            )

                            use_ai_background = gr.Checkbox(
                                label="Generate detailed backstory",
                                value=True,
                                info="Create a unique backstory for this character"
                            )

                            personality_input = gr.Textbox(
                                label="Personality Guidance (Optional)",
                                placeholder="A mysterious ranger who protects the forest...",
                                lines=3,
                                info="Guide AI in creating personality (if enabled)"
                            )

                            stats_method = gr.Radio(
                                choices=["standard_array", "roll", "point_buy"],
                                label="Ability Score Method",
                                value="standard_array",
                                info="How to generate ability scores"
                            )

                    create_btn = gr.Button("βš”οΈ Create Character", variant="primary", size="lg")

                    gr.Markdown("---")

                    with gr.Row():
                        character_output = gr.Markdown(label="Character Sheet")
                        status_output = gr.Textbox(label="Status", lines=8)

                    # Toggle custom background visibility
                    def toggle_custom_background(background_choice):
                        return gr.update(visible=background_choice == "Custom (enter below)")

                    # Update skin tone options when race changes
                    def update_skin_tone_choices(race: str):
                        try:
                            race_enum = DnDRace(race)
                            skin_tones = RACE_SKIN_TONES.get(race_enum, RACE_SKIN_TONES[DnDRace.HUMAN])
                            return gr.update(choices=skin_tones, value=skin_tones[0] if skin_tones else None)
                        except:
                            return gr.update(choices=RACE_SKIN_TONES[DnDRace.HUMAN], value=RACE_SKIN_TONES[DnDRace.HUMAN][0])

                    background_dropdown.change(
                        fn=toggle_custom_background,
                        inputs=[background_dropdown],
                        outputs=[custom_background_input]
                    )

                    race_dropdown.change(
                        fn=update_skin_tone_choices,
                        inputs=[race_dropdown],
                        outputs=[skin_tone_dropdown]
                    )

                    # Generate name action - includes alignment for more thematic names
                    generate_name_btn.click(
                        fn=self.generate_name_ui,
                        inputs=[race_dropdown, class_dropdown, gender_dropdown, alignment_dropdown],
                        outputs=[name_input]
                    )

                    # Create character action
                    create_btn.click(
                        fn=self.create_character_ui,
                        inputs=[
                            name_input,
                            race_dropdown,
                            class_dropdown,
                            level_slider,
                            gender_dropdown,
                            skin_tone_dropdown,
                            alignment_dropdown,
                            background_dropdown,
                            custom_background_input,
                            personality_input,
                            stats_method,
                            use_ai_background,
                        ],
                        outputs=[character_output, status_output]
                    )

                # Tab 2: Load Character
                with gr.Tab("Load Character"):
                    gr.Markdown("### Load Saved Character")

                    load_char_refresh_btn = gr.Button("πŸ”„ Refresh Character List", variant="secondary")

                    character_dropdown = gr.Dropdown(
                        choices=[],
                        label="Select Character",
                        info="Choose a character from the list (type to search)",
                        allow_custom_value=False,
                        interactive=True
                    )

                    with gr.Row():
                        load_btn = gr.Button("πŸ“‚ Load Character", variant="primary")
                        list_btn = gr.Button("πŸ“‹ List All Characters")

                    gr.Markdown("---")

                    with gr.Row():
                        loaded_character_output = gr.Markdown(label="Character Sheet")
                        load_status_output = gr.Textbox(label="Status", lines=6)

                    # Refresh character dropdown
                    def refresh_character_dropdown():
                        choices = self.get_character_dropdown_choices()
                        return gr.update(choices=choices, value=None)

                    load_char_refresh_btn.click(
                        fn=refresh_character_dropdown,
                        inputs=[],
                        outputs=[character_dropdown]
                    )

                    # Load character action - convert dropdown label to ID
                    def load_character_from_dropdown(label):
                        char_id = self.get_character_id_from_label(label)
                        return self.load_character_ui(char_id)

                    load_btn.click(
                        fn=load_character_from_dropdown,
                        inputs=[character_dropdown],
                        outputs=[loaded_character_output, load_status_output]
                    )

                    # List characters action
                    list_btn.click(
                        fn=self.list_characters_ui,
                        inputs=[],
                        outputs=[loaded_character_output, load_status_output]
                    )

                # Tab 3: Manage Characters
                with gr.Tab("Manage Characters"):
                    gr.Markdown("### Character Management")

                    delete_refresh_btn = gr.Button("πŸ”„ Refresh Character List", variant="secondary")

                    delete_character_dropdown = gr.Dropdown(
                        choices=[],
                        label="Select Character to Delete",
                        info="⚠️ Warning: This action cannot be undone! (type to search)",
                        allow_custom_value=False,
                        interactive=True
                    )

                    delete_btn = gr.Button("πŸ—‘οΈ Delete Character", variant="stop")

                    delete_status_output = gr.Textbox(label="Status", lines=3)

                    # Refresh delete character dropdown
                    def refresh_delete_dropdown():
                        choices = self.get_character_dropdown_choices()
                        return gr.update(choices=choices, value=None)

                    delete_refresh_btn.click(
                        fn=refresh_delete_dropdown,
                        inputs=[],
                        outputs=[delete_character_dropdown]
                    )

                    # Delete character action - convert dropdown label to ID
                    def delete_character_from_dropdown(label):
                        char_id = self.get_character_id_from_label(label)
                        return self.delete_character_ui(char_id)

                    delete_btn.click(
                        fn=delete_character_from_dropdown,
                        inputs=[delete_character_dropdown],
                        outputs=[delete_status_output]
                    )

                    gr.Markdown("---")

                    with gr.Accordion("Quick Actions", open=False):
                        quick_list_btn = gr.Button("πŸ“‹ List All Characters")
                        quick_list_output = gr.Markdown(label="Character List")
                        quick_status = gr.Textbox(label="Status", lines=2)

                        quick_list_btn.click(
                            fn=self.list_characters_ui,
                            inputs=[],
                            outputs=[quick_list_output, quick_status]
                        )

                # Tab 4: Generate Portrait
                with gr.Tab("Generate Portrait"):
                    gr.Markdown("""
                    ### 🎨 AI Character Portrait Generator
                    Generate stunning character portraits using DALL-E 3 or HuggingFace!
                    """)

                    with gr.Row():
                        with gr.Column():
                            portrait_refresh_btn = gr.Button("πŸ”„ Refresh Character List", variant="secondary")

                            portrait_character_dropdown = gr.Dropdown(
                                choices=[],
                                label="Select Character",
                                info="Choose a character to generate portrait for (type to search)",
                                allow_custom_value=False,
                                interactive=True
                            )

                            portrait_provider = gr.Radio(
                                choices=["auto", "openai", "huggingface"],
                                label="Image Provider",
                                value="auto",
                                info="Auto: Try OpenAI first, fallback to HuggingFace if needed"
                            )

                            portrait_style = gr.Dropdown(
                                choices=[
                                    "fantasy art",
                                    "digital painting",
                                    "anime style",
                                    "oil painting",
                                    "watercolor",
                                    "comic book art",
                                    "concept art"
                                ],
                                label="Art Style",
                                value="fantasy art",
                                info="Choose the artistic style"
                            )

                            portrait_quality = gr.Radio(
                                choices=["standard", "hd"],
                                label="Image Quality (OpenAI only)",
                                value="standard",
                                info="HD costs more tokens (OpenAI only)"
                            )

                            generate_portrait_btn = gr.Button(
                                "🎨 Generate Portrait",
                                variant="primary",
                                size="lg"
                            )

                            portrait_status = gr.Textbox(
                                label="Status",
                                lines=4
                            )

                        with gr.Column():
                            portrait_output = gr.Image(
                                label="Generated Portrait",
                                type="filepath",
                                height=512
                            )

                    gr.Markdown("""
                    **Providers:**
                    - **OpenAI DALL-E 3**: High quality, costs $0.04/image (standard) or $0.08/image (HD)
                    - **HuggingFace (Free!)**: Stable Diffusion XL, ~100 requests/day on free tier
                    - **Auto**: Tries OpenAI first, automatically falls back to HuggingFace if billing issues

                    Portraits are automatically saved to `data/portraits/` directory.

                    **Tips:**
                    - Use "auto" mode for seamless fallback
                    - OpenAI HD quality produces better results but costs 2x
                    - HuggingFace is free but may have a 30-60s warm-up time
                    - Different styles work better for different races/classes
                    """)

                    # Refresh portrait character dropdown
                    def refresh_portrait_dropdown():
                        choices = self.get_character_dropdown_choices()
                        return gr.update(choices=choices, value=None)

                    portrait_refresh_btn.click(
                        fn=refresh_portrait_dropdown,
                        inputs=[],
                        outputs=[portrait_character_dropdown]
                    )

                    # Generate portrait action - convert dropdown label to ID
                    def generate_portrait_from_dropdown(label, style, quality, provider):
                        char_id = self.get_character_id_from_label(label)
                        return self.generate_portrait_ui(char_id, style, quality, provider)

                    generate_portrait_btn.click(
                        fn=generate_portrait_from_dropdown,
                        inputs=[portrait_character_dropdown, portrait_style, portrait_quality, portrait_provider],
                        outputs=[portrait_output, portrait_status]
                    )

                # Tab 5: Export Character Sheet
                with gr.Tab("Export Character Sheet"):
                    gr.Markdown("""
                    ### πŸ“„ Export Character Sheets
                    Export your characters to formatted character sheets in multiple formats!
                    """)

                    with gr.Row():
                        with gr.Column():
                            export_char_refresh_btn = gr.Button("πŸ”„ Refresh Character List", variant="secondary")

                            export_character_dropdown = gr.Dropdown(
                                choices=[],
                                label="Select Character",
                                info="Choose a character to export (type to search)",
                                allow_custom_value=False,
                                interactive=True
                            )

                            export_format = gr.Radio(
                                choices=["markdown", "json", "html"],
                                label="Export Format",
                                value="markdown",
                                info="Choose the format for your character sheet"
                            )

                            with gr.Row():
                                preview_btn = gr.Button("πŸ‘οΈ Preview", variant="secondary")
                                export_btn = gr.Button("πŸ’Ύ Export to File", variant="primary")

                            export_status = gr.Textbox(
                                label="Status",
                                lines=6
                            )

                        with gr.Column():
                            preview_output = gr.Markdown(
                                label="Preview",
                                value="Character sheet preview will appear here..."
                            )

                    gr.Markdown("""
                    ### Format Descriptions

                    **Markdown (.md)**
                    - Clean, readable text format with tables
                    - Perfect for sharing in Discord, GitHub, or note apps
                    - Includes all character stats, features, and background
                    - Easy to read and edit

                    **JSON (.json)**
                    - Structured data format
                    - Perfect for importing into other tools or programs
                    - Contains all character data in a machine-readable format
                    - Great for backup or data transfer

                    **HTML (.html)**
                    - Styled character sheet that can be opened in a browser
                    - Print-ready format (mimics official D&D character sheet)
                    - Beautiful parchment styling with maroon borders
                    - Can be converted to PDF using browser's print function

                    All exports are saved to the `data/exports/` directory.
                    """)

                    # Refresh export character dropdown
                    def refresh_export_dropdown():
                        choices = self.get_character_dropdown_choices()
                        return gr.update(choices=choices, value=None)

                    export_char_refresh_btn.click(
                        fn=refresh_export_dropdown,
                        inputs=[],
                        outputs=[export_character_dropdown]
                    )

                    # Preview action - convert dropdown label to ID
                    def preview_from_dropdown(label, format):
                        char_id = self.get_character_id_from_label(label)
                        return self.preview_export_ui(char_id, format)

                    preview_btn.click(
                        fn=preview_from_dropdown,
                        inputs=[export_character_dropdown, export_format],
                        outputs=[preview_output, export_status]
                    )

                    # Export action - convert dropdown label to ID
                    def export_from_dropdown(label, format):
                        char_id = self.get_character_id_from_label(label)
                        return self.export_character_sheet_ui(char_id, format)

                    export_btn.click(
                        fn=export_from_dropdown,
                        inputs=[export_character_dropdown, export_format],
                        outputs=[export_status]
                    )

                # Tab 6: Campaign Management
                with gr.Tab("Campaign Management"):
                    gr.Markdown("""
                    ### 🎲 Campaign Management
                    Create and manage your D&D campaigns, track sessions, and record events!
                    """)

                    with gr.Tabs():
                        # Sub-tab: Synthesize Campaign
                        with gr.Tab("πŸ€– Synthesize Campaign"):
                            gr.Markdown("""
                            ### Campaign Synthesis
                            Select characters and automatically create a custom campaign tailored to your party!
                            """)

                            # Load character button
                            load_characters_btn = gr.Button("πŸ”„ Load Available Characters", variant="secondary")

                            with gr.Row():
                                with gr.Column():
                                    synth_character_select = gr.CheckboxGroup(
                                        choices=[],
                                        label="Select Characters for Campaign",
                                        info="Choose characters to include in your campaign"
                                    )

                                    synth_gm_name = gr.Textbox(
                                        label="Game Master Name",
                                        placeholder="Your name",
                                        info="DM/GM running the campaign"
                                    )

                                    synth_notes = gr.Textbox(
                                        label="Additional Notes (Optional)",
                                        placeholder="Any specific themes, settings, or elements you'd like included...",
                                        lines=4,
                                        info="Guide the campaign creation process"
                                    )

                                    synthesize_btn = gr.Button("✨ Synthesize Campaign", variant="primary", size="lg")

                                with gr.Column():
                                    gr.Markdown("""
                                    ### How It Works

                                    1. **Load Characters**: Click "Load Available Characters" to see all your characters
                                    2. **Select Party**: Check the boxes for characters you want in the campaign
                                    3. **Add Context**: Optionally provide DM notes about themes or preferences
                                    4. **Analyze Party**: The system analyzes:
                                       - Character backstories and motivations
                                       - Party composition and level
                                       - Alignments and backgrounds
                                       - Character personalities
                                    5. **Campaign Created**: Get a fully-fledged campaign that:
                                       - Ties into character backstories
                                       - Provides appropriate challenges
                                       - Creates opportunities for each character
                                       - Includes factions, villains, and mysteries

                                    **Example Party:**
                                    - Thorin Ironforge (Dwarf Fighter, Level 3)
                                    - Elara Moonwhisper (Elf Wizard, Level 3)
                                    - Grimm Shadowstep (Halfling Rogue, Level 3)

                                    The system will create a campaign that weaves their stories together!
                                    """)

                            synth_status = gr.Textbox(label="Campaign Details", lines=20)

                            # Load characters button handler
                            def update_character_choices():
                                choices = self.get_character_choices_ui()
                                if not choices:
                                    return gr.update(choices=[], value=[])
                                return gr.update(choices=choices, value=[])

                            load_characters_btn.click(
                                fn=update_character_choices,
                                inputs=[],
                                outputs=[synth_character_select]
                            )

                            synthesize_btn.click(
                                fn=self.synthesize_campaign_ui,
                                inputs=[synth_character_select, synth_gm_name, synth_notes],
                                outputs=[synth_status]
                            )

                        # Sub-tab: Create Campaign
                        with gr.Tab("Create Campaign"):
                            gr.Markdown("### Create New Campaign")

                            with gr.Row():
                                with gr.Column():
                                    campaign_name = gr.Textbox(
                                        label="Campaign Name",
                                        placeholder="The Shattered Crown",
                                        info="Name of your campaign"
                                    )

                                    campaign_theme = gr.Dropdown(
                                        choices=[theme.value for theme in CampaignTheme],
                                        label="Campaign Theme",
                                        value="High Fantasy",
                                        info="Select the theme of your campaign"
                                    )

                                    campaign_gm = gr.Textbox(
                                        label="Game Master Name",
                                        placeholder="Your name",
                                        info="DM/GM running the campaign"
                                    )

                                    campaign_party_size = gr.Slider(
                                        minimum=1,
                                        maximum=10,
                                        value=4,
                                        step=1,
                                        label="Party Size",
                                        info="Expected number of players"
                                    )

                                    campaign_level_range = gr.Textbox(
                                        label="Level Range",
                                        value="1-5",
                                        placeholder="1-5",
                                        info="Expected level range for the campaign"
                                    )

                                with gr.Column():
                                    campaign_world = gr.Textbox(
                                        label="World Name",
                                        placeholder="Forgotten Realms",
                                        info="Name of your world/realm"
                                    )

                                    campaign_starting = gr.Textbox(
                                        label="Starting Location",
                                        placeholder="Phandalin",
                                        info="Where the adventure begins"
                                    )

                                    campaign_setting = gr.Textbox(
                                        label="Setting Description",
                                        placeholder="A war-torn kingdom...",
                                        lines=3,
                                        info="Describe the campaign setting"
                                    )

                                    campaign_summary = gr.Textbox(
                                        label="Campaign Summary",
                                        placeholder="The adventurers must...",
                                        lines=3,
                                        info="Brief campaign hook/summary"
                                    )

                                    campaign_conflict = gr.Textbox(
                                        label="Main Conflict",
                                        placeholder="A succession crisis threatens the kingdom",
                                        lines=2,
                                        info="Central conflict/tension"
                                    )

                            create_campaign_btn = gr.Button("βš”οΈ Create Campaign", variant="primary", size="lg")

                            campaign_create_status = gr.Textbox(label="Status", lines=8)

                            create_campaign_btn.click(
                                fn=self.create_campaign_ui,
                                inputs=[
                                    campaign_name,
                                    campaign_theme,
                                    campaign_setting,
                                    campaign_summary,
                                    campaign_conflict,
                                    campaign_gm,
                                    campaign_world,
                                    campaign_starting,
                                    campaign_level_range,
                                    campaign_party_size
                                ],
                                outputs=[campaign_create_status]
                            )

                        # Sub-tab: Manage Campaign
                        with gr.Tab("Manage Campaign"):
                            gr.Markdown("### Manage Campaign")

                            manage_campaign_refresh_btn = gr.Button("πŸ”„ Refresh Campaign List", variant="secondary")

                            manage_campaign_dropdown = gr.Dropdown(
                                choices=[],
                                label="Select Campaign",
                                info="Choose a campaign to view (type to search)",
                                allow_custom_value=False,
                                interactive=True
                            )

                            with gr.Row():
                                load_campaign_btn = gr.Button("πŸ“‚ Load Campaign", variant="primary")
                                list_campaigns_btn = gr.Button("πŸ“‹ List All Campaigns")

                            gr.Markdown("---")

                            with gr.Row():
                                campaign_details = gr.Markdown(label="Campaign Details")
                                campaign_status = gr.Textbox(label="Status", lines=6)

                            # Refresh campaign dropdown
                            def refresh_manage_campaign_dropdown():
                                choices = self.get_campaign_dropdown_choices()
                                return gr.update(choices=choices, value=None)

                            manage_campaign_refresh_btn.click(
                                fn=refresh_manage_campaign_dropdown,
                                inputs=[],
                                outputs=[manage_campaign_dropdown]
                            )

                            # Load campaign - convert dropdown label to ID
                            def load_campaign_from_dropdown(label):
                                campaign_id = self.get_campaign_id_from_label(label)
                                return self.load_campaign_ui(campaign_id)

                            load_campaign_btn.click(
                                fn=load_campaign_from_dropdown,
                                inputs=[manage_campaign_dropdown],
                                outputs=[campaign_details, campaign_status]
                            )

                            list_campaigns_btn.click(
                                fn=self.list_campaigns_ui,
                                inputs=[],
                                outputs=[campaign_details, campaign_status]
                            )

                        # Sub-tab: Add Characters
                        with gr.Tab("Add Characters"):
                            gr.Markdown("### Add Characters to Campaign")

                            add_char_refresh_btn = gr.Button("πŸ”„ Refresh Lists", variant="secondary")

                            with gr.Row():
                                add_char_campaign_dropdown = gr.Dropdown(
                                    choices=[],
                                    label="Select Campaign",
                                    info="Choose the campaign to add characters to (type to search)",
                                    allow_custom_value=False,
                                    interactive=True
                                )

                                add_char_character_dropdown = gr.Dropdown(
                                    choices=[],
                                    label="Select Character",
                                    info="Choose the character to add (type to search)",
                                    allow_custom_value=False,
                                    interactive=True
                                )

                            add_char_btn = gr.Button("βž• Add Character to Campaign", variant="primary")

                            add_char_status = gr.Textbox(label="Status", lines=4)

                            # Refresh both dropdowns
                            def refresh_add_char_dropdowns():
                                campaign_choices = self.get_campaign_dropdown_choices()
                                character_choices = self.get_character_dropdown_choices()
                                return (
                                    gr.update(choices=campaign_choices, value=None),
                                    gr.update(choices=character_choices, value=None)
                                )

                            add_char_refresh_btn.click(
                                fn=refresh_add_char_dropdowns,
                                inputs=[],
                                outputs=[add_char_campaign_dropdown, add_char_character_dropdown]
                            )

                            # Add character - convert dropdown labels to IDs
                            def add_char_from_dropdowns(campaign_label, character_label):
                                campaign_id = self.get_campaign_id_from_label(campaign_label)
                                character_id = self.get_character_id_from_label(character_label)
                                return self.add_character_to_campaign_ui(campaign_id, character_id)

                            add_char_btn.click(
                                fn=add_char_from_dropdowns,
                                inputs=[add_char_campaign_dropdown, add_char_character_dropdown],
                                outputs=[add_char_status]
                            )

                            gr.Markdown("""
                            **Tip:** Click "Refresh Lists" to load your campaigns and characters.
                            """)

                        # Sub-tab: Session Tracking
                        with gr.Tab("Session Tracking"):
                            gr.Markdown("### Track Campaign Sessions")

                            session_refresh_btn = gr.Button("πŸ”„ Refresh Campaign List", variant="secondary")

                            session_campaign_dropdown = gr.Dropdown(
                                choices=[],
                                label="Select Campaign",
                                info="Choose the campaign for session tracking (type to search)",
                                allow_custom_value=False,
                                interactive=True
                            )

                            start_session_btn = gr.Button("🎬 Start New Session", variant="primary")

                            session_status = gr.Textbox(label="Status", lines=4)

                            # Refresh session campaign dropdown
                            def refresh_session_dropdown():
                                choices = self.get_campaign_dropdown_choices()
                                return gr.update(choices=choices, value=None)

                            session_refresh_btn.click(
                                fn=refresh_session_dropdown,
                                inputs=[],
                                outputs=[session_campaign_dropdown]
                            )

                            # Start session - convert dropdown label to ID
                            def start_session_from_dropdown(label):
                                campaign_id = self.get_campaign_id_from_label(label)
                                return self.start_session_ui(campaign_id)

                            start_session_btn.click(
                                fn=start_session_from_dropdown,
                                inputs=[session_campaign_dropdown],
                                outputs=[session_status]
                            )

                            gr.Markdown("---")

                            gr.Markdown("### πŸ€– Auto-Generate Next Session")
                            gr.Markdown("""
                            **Autonomous Feature:** AI analyzes your campaign and automatically generates a complete session plan.

                            This includes:
                            - Opening scene narration
                            - Key encounters (combat, social, exploration)
                            - NPCs featured in the session
                            - Locations to visit
                            - Plot developments
                            - Potential outcomes and rewards
                            """)

                            auto_session_refresh_btn = gr.Button("πŸ”„ Refresh Campaign List", variant="secondary")

                            auto_session_campaign_dropdown = gr.Dropdown(
                                choices=[],
                                label="Select Campaign",
                                info="Choose campaign to generate next session for",
                                allow_custom_value=False,
                                interactive=True
                            )

                            auto_generate_session_btn = gr.Button("✨ Auto-Generate Next Session", variant="primary")

                            auto_session_output = gr.Textbox(label="Generated Session Plan", lines=20)

                            # Refresh auto-session campaign dropdown
                            def refresh_auto_session_dropdown():
                                choices = self.get_campaign_dropdown_choices()
                                return gr.update(choices=choices, value=None)

                            auto_session_refresh_btn.click(
                                fn=refresh_auto_session_dropdown,
                                inputs=[],
                                outputs=[auto_session_campaign_dropdown]
                            )

                            # Auto-generate session
                            def auto_generate_session_from_dropdown(label):
                                campaign_id = self.get_campaign_id_from_label(label)
                                return self.auto_generate_session_ui(campaign_id)

                            auto_generate_session_btn.click(
                                fn=auto_generate_session_from_dropdown,
                                inputs=[auto_session_campaign_dropdown],
                                outputs=[auto_session_output]
                            )

                            gr.Markdown("---")

                            gr.Markdown("### Add Session Event")

                            event_refresh_btn = gr.Button("πŸ”„ Refresh Campaign List", variant="secondary")

                            event_campaign_dropdown = gr.Dropdown(
                                choices=[],
                                label="Select Campaign",
                                info="Choose the campaign to add event to (type to search)",
                                allow_custom_value=False,
                                interactive=True
                            )

                            event_type = gr.Dropdown(
                                choices=["Combat", "Social", "Exploration", "Discovery", "Plot Development", "Character Moment", "NPC Interaction", "Quest Update"],
                                label="Event Type",
                                value="Combat",
                                info="Type of event"
                            )

                            event_title = gr.Textbox(
                                label="Event Title",
                                placeholder="Battle at the Bridge",
                                info="Short title for the event"
                            )

                            event_description = gr.Textbox(
                                label="Event Description",
                                placeholder="The party encountered a group of bandits...",
                                lines=4,
                                info="Detailed description of what happened"
                            )

                            event_importance = gr.Slider(
                                minimum=1,
                                maximum=5,
                                value=3,
                                step=1,
                                label="Importance",
                                info="How important is this event? (1-5 stars)"
                            )

                            add_event_btn = gr.Button("πŸ“ Add Event", variant="primary")

                            event_status = gr.Textbox(label="Status", lines=6)

                            # Refresh event campaign dropdown
                            def refresh_event_dropdown():
                                choices = self.get_campaign_dropdown_choices()
                                return gr.update(choices=choices, value=None)

                            event_refresh_btn.click(
                                fn=refresh_event_dropdown,
                                inputs=[],
                                outputs=[event_campaign_dropdown]
                            )

                            # Add event - convert dropdown label to ID
                            def add_event_from_dropdown(campaign_label, event_type_val, title, description, importance):
                                campaign_id = self.get_campaign_id_from_label(campaign_label)
                                return self.add_event_ui(campaign_id, event_type_val, title, description, importance)

                            add_event_btn.click(
                                fn=add_event_from_dropdown,
                                inputs=[
                                    event_campaign_dropdown,
                                    event_type,
                                    event_title,
                                    event_description,
                                    event_importance
                                ],
                                outputs=[event_status]
                            )

                # Tab 7: About
                with gr.Tab("About"):
                    gr.Markdown("""
                    ## About D'n'D Campaign Manager

                    **Version:** 2.0.0
                    **Built for:** Gradio + Anthropic MCP Hackathon

                    ### Features
                    - 🎲 Complete D&D 5e character creation
                    - πŸ“– Automated name and backstory generation
                    - 🎨 Character portrait generation (DALL-E 3 / HuggingFace SDXL)
                    - πŸ“Š Multiple ability score methods (Standard Array, Roll, Point Buy)
                    - πŸ’Ύ Database persistence
                    - πŸ“„ Markdown character sheet export
                    - βœ… Full data validation

                    ### Stat Methods
                    - **Standard Array:** 15, 14, 13, 12, 10, 8 (balanced)
                    - **Roll:** 4d6 drop lowest (random)
                    - **Point Buy:** 27 points (customizable)

                    ### Supported Races
                    Human, Elf, Dwarf, Halfling, Dragonborn, Gnome, Half-Elf, Half-Orc, Tiefling

                    ### Supported Classes
                    Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard

                    ### Tech Stack
                    - **AI:** Anthropic Claude / Google Gemini / OpenAI DALL-E 3
                    - **Framework:** Gradio
                    - **Database:** SQLite
                    - **Validation:** Pydantic

                    ---

                    *Built with ❀️ for the TTRPG community*
                    """)

            gr.Markdown("""
            ---
            ### Tips
            - Enable "Use AI" options for more creative and detailed characters
            - Use Standard Array for balanced characters
            - Use Roll for random variation
            - Save your character ID to load it later
            - Check the character list to find previously created characters
            """)

            # Auto-populate dropdowns on interface load
            def populate_all_dropdowns():
                """Populate all dropdowns when interface loads"""
                campaign_choices = self.get_campaign_dropdown_choices()
                character_choices = self.get_character_dropdown_choices()

                return [
                    gr.update(choices=character_choices),  # character_dropdown
                    gr.update(choices=character_choices),  # delete_character_dropdown
                    gr.update(choices=character_choices),  # portrait_character_dropdown
                    gr.update(choices=character_choices),  # export_character_dropdown
                    gr.update(choices=campaign_choices),   # manage_campaign_dropdown
                    gr.update(choices=campaign_choices),   # add_char_campaign_dropdown
                    gr.update(choices=character_choices),  # add_char_character_dropdown
                    gr.update(choices=campaign_choices),   # session_campaign_dropdown
                    gr.update(choices=campaign_choices),   # auto_session_campaign_dropdown
                    gr.update(choices=campaign_choices),   # event_campaign_dropdown
                ]

            interface.load(
                fn=populate_all_dropdowns,
                inputs=[],
                outputs=[
                    character_dropdown,
                    delete_character_dropdown,
                    portrait_character_dropdown,
                    export_character_dropdown,
                    manage_campaign_dropdown,
                    add_char_campaign_dropdown,
                    add_char_character_dropdown,
                    session_campaign_dropdown,
                    auto_session_campaign_dropdown,
                    event_campaign_dropdown,
                ]
            )

        return interface


def launch_ui():
    """Launch the Gradio interface"""
    ui = CharacterCreatorUI()
    interface = ui.create_interface()

    interface.launch(
        server_name="0.0.0.0",
        server_port=7860,
        share=False,
        show_error=True
    )


if __name__ == "__main__":
    launch_ui()