Update app.py
Browse files
app.py
CHANGED
@@ -4,11 +4,11 @@ import streamlit.components.v1 as components
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st.set_page_config(page_title="3D City Evolution Simulator", layout="wide")
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st.title("3D City Evolution Simulator")
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st.write("Watch a 3D city grow with
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# Sliders for container size with initial 3:4 aspect ratio
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max_width = min(1200, st.session_state.get('window_width', 1200))
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max_height = min(1600, st.session_state.get('window_height', 1600))
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col1, col2 = st.columns(2)
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with col1:
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@@ -102,14 +102,32 @@ html_code = f"""
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let position = basePos.clone();
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let direction = new THREE.Vector3(0, 1, 0);
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const structure = new THREE.Group();
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let baseWidth = 1.5;
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for (let char of this.generate()) {{
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switch(char) {{
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case 'F':
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if (height < maxHeight) {{
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const width = baseWidth * (1 - height / maxHeight);
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const floorHeight = 2 + Math.random() * 2;
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const geo = new THREE.BoxGeometry(width, floorHeight, width);
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const mat = new THREE.MeshPhongMaterial({{
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color: new THREE.Color(0.5 + Math.random() * 0.5,
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@@ -118,6 +136,7 @@ html_code = f"""
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}});
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const floor = new THREE.Mesh(geo, mat);
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floor.position.copy(position).add(new THREE.Vector3(0, floorHeight/2, 0));
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structure.add(floor);
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position.y += floorHeight;
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height += floorHeight;
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@@ -144,6 +163,7 @@ html_code = f"""
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class CitySimulator {{
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constructor() {{
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this.blocks = [];
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this.blockSize = 10;
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this.maxBuildingsPerBlock = 5;
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this.generation = 0;
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@@ -189,14 +209,58 @@ html_code = f"""
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}}
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}}
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evolve(scene) {{
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this.generation++;
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if (this.blocks.length < 20) {{
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const x = (Math.random() - 0.5) * 90;
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const z = (Math.random() - 0.5) * 120;
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if (!this.isInLake(x, z))
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}}
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this.blocks.forEach(block => this.evolveBlock(scene, block));
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this.updateStats();
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}}
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@@ -218,7 +282,6 @@ html_code = f"""
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}}
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let scene, camera, renderer, controls;
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let city;
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function init() {{
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const container = document.getElementById('container');
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@@ -238,6 +301,8 @@ html_code = f"""
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// Renderer
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renderer = new THREE.WebGLRenderer({{ antialias: true }});
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renderer.setSize({container_width}, {container_height});
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container.appendChild(renderer.domElement);
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// Lights
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@@ -245,14 +310,41 @@ html_code = f"""
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scene.add(ambientLight);
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const sun = new THREE.DirectionalLight(0xffffff, 0.8);
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sun.position.set(50, 50, 50);
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scene.add(sun);
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// Ground with
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const groundGeo = new THREE.PlaneGeometry(
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const groundMat = new THREE.MeshPhongMaterial({{
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const ground = new THREE.Mesh(groundGeo, groundMat);
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ground.rotation.x = -Math.PI / 2;
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ground.position.y = -0.1;
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scene.add(ground);
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// Lakes
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@@ -263,6 +355,7 @@ html_code = f"""
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const lake = new THREE.Mesh(lakeGeo, lakeMat);
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lake.rotation.x = -Math.PI / 2;
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lake.position.set(center.x, 0.01, center.y);
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scene.add(lake);
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}});
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@@ -271,15 +364,31 @@ html_code = f"""
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const bridgeMat = new THREE.MeshPhongMaterial({{ color: 0x808080 }});
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const bridge = new THREE.Mesh(bridgeGeo, bridgeMat);
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bridge.position.set(15, 0.2, 20);
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scene.add(bridge);
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// Controls
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controls = new THREE.OrbitControls(camera, renderer.domElement);
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controls.enableDamping = true;
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controls.target.set(0, 0, 0);
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// City
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city = new CitySimulator();
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city.addBlock(scene, 0, 0);
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// Events
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@@ -323,7 +432,7 @@ st.sidebar.title("3D City Evolution Simulator")
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st.sidebar.write("""
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## How to Play
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Watch a 3D city evolve with
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### Controls:
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- **Evolve City**: Grow the city
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@@ -335,9 +444,9 @@ Watch a 3D city evolve with lakes, hills, and building blocks.
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### Features:
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- 3:4 initial play area (768x1024)
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""")
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st.set_page_config(page_title="3D City Evolution Simulator", layout="wide")
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st.title("3D City Evolution Simulator")
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st.write("Watch a 3D city grow with roads, vegetation, and dynamic weather")
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# Sliders for container size with initial 3:4 aspect ratio
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max_width = min(1200, st.session_state.get('window_width', 1200))
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max_height = min(1600, st.session_state.get('window_height', 1600))
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col1, col2 = st.columns(2)
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with col1:
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let position = basePos.clone();
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let direction = new THREE.Vector3(0, 1, 0);
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const structure = new THREE.Group();
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let baseWidth = 1.5;
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// Add small attached buildings horizontally
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const attachCount = Math.floor(Math.random() * 3); // 0-2 attachments
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for (let i = 0; i < attachCount; i++) {{
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const attachWidth = baseWidth * 0.6;
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const attachHeight = 1 + Math.random() * 2;
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const geo = new THREE.BoxGeometry(attachWidth, attachHeight, attachWidth);
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const mat = new THREE.MeshPhongMaterial({{
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color: new THREE.Color(0.5 + Math.random() * 0.5,
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0.5 + Math.random() * 0.5,
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0.5 + Math.random() * 0.5)
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}});
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const attach = new THREE.Mesh(geo, mat);
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const offsetX = (i + 1) * (baseWidth + attachWidth) * (Math.random() > 0.5 ? 1 : -1);
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attach.position.set(position.x + offsetX, attachHeight / 2, position.z);
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attach.castShadow = true;
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structure.add(attach);
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}}
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for (let char of this.generate()) {{
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switch(char) {{
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case 'F':
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if (height < maxHeight) {{
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const width = baseWidth * (1 - height / maxHeight);
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const floorHeight = 2 + Math.random() * 2;
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const geo = new THREE.BoxGeometry(width, floorHeight, width);
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const mat = new THREE.MeshPhongMaterial({{
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color: new THREE.Color(0.5 + Math.random() * 0.5,
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}});
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const floor = new THREE.Mesh(geo, mat);
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floor.position.copy(position).add(new THREE.Vector3(0, floorHeight/2, 0));
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floor.castShadow = true;
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structure.add(floor);
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position.y += floorHeight;
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height += floorHeight;
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class CitySimulator {{
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constructor() {{
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this.blocks = [];
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this.roads = [];
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this.blockSize = 10;
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this.maxBuildingsPerBlock = 5;
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this.generation = 0;
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}}
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}}
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addRoad(scene, start, end) {{
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const distance = start.distanceTo(end);
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const roadGeo = new THREE.PlaneGeometry(2, distance);
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const roadMat = new THREE.MeshPhongMaterial({{ color: 0x555555 }});
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const road = new THREE.Mesh(roadGeo, roadMat);
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road.rotation.x = -Math.PI / 2;
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const midPoint = start.clone().add(end).multiplyScalar(0.5);
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road.position.set(midPoint.x, 0.02, midPoint.y);
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road.lookAt(new THREE.Vector3(end.x, 0, end.y));
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road.receiveShadow = true;
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scene.add(road);
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this.roads.push(road);
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}}
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addVegetation(scene) {{
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const treeGeo = new THREE.ConeGeometry(1, 3, 8);
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const treeMat = new THREE.MeshPhongMaterial({{ color: 0x228B22 }});
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const shrubGeo = new THREE.SphereGeometry(0.5, 8, 8);
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const shrubMat = new THREE.MeshPhongMaterial({{ color: 0x32CD32 }});
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for (let i = 0; i < 10; i++) {{
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const x = (Math.random() - 0.5) * 90;
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const z = (Math.random() - 0.5) * 120;
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if (!this.isInLake(x, z)) {{
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const tree = new THREE.Mesh(treeGeo, treeMat);
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tree.position.set(x, this.getTerrainHeight(x, z) + 1.5, z);
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tree.castShadow = true;
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scene.add(tree);
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const shrub = new THREE.Mesh(shrubGeo, shrubMat);
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shrub.position.set(x + 1, this.getTerrainHeight(x, z) + 0.5, z + 1);
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shrub.castShadow = true;
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scene.add(shrub);
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}}
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}}
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}}
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evolve(scene) {{
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this.generation++;
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if (this.blocks.length < 20) {{
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const x = (Math.random() - 0.5) * 90;
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const z = (Math.random() - 0.5) * 120;
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if (!this.isInLake(x, z)) {{
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this.addBlock(scene, x, z);
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if (this.blocks.length > 1) {{
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const lastBlock = this.blocks[this.blocks.length - 2];
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this.addRoad(scene, lastBlock.position, this.blocks[this.blocks.length - 1].position);
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}}
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}}
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}}
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this.blocks.forEach(block => this.evolveBlock(scene, block));
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this.addVegetation(scene);
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this.updateStats();
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}}
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}}
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let scene, camera, renderer, controls;
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function init() {{
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const container = document.getElementById('container');
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// Renderer
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renderer = new THREE.WebGLRenderer({{ antialias: true }});
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renderer.setSize({container_width}, {container_height});
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renderer.shadowMap.enabled = true;
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renderer.shadowMap.type = THREE.PCFSoftShadowMap;
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container.appendChild(renderer.domElement);
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// Lights
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scene.add(ambientLight);
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const sun = new THREE.DirectionalLight(0xffffff, 0.8);
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sun.position.set(50, 50, 50);
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sun.castShadow = true;
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sun.shadow.mapSize.width = 1024;
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sun.shadow.mapSize.height = 1024;
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sun.shadow.camera.near = 0.5;
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sun.shadow.camera.far = 500;
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scene.add(sun);
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// Ground with bump mapping
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const groundGeo = new THREE.PlaneGeometry(1000, 1000, 32, 32); // Extended to horizon
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const groundMat = new THREE.MeshPhongMaterial({{
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color: 0x4a7043,
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bumpScale: 0.5,
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shininess: 10
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}});
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const ground = new THREE.Mesh(groundGeo, groundMat);
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ground.rotation.x = -Math.PI / 2;
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ground.position.y = -0.1;
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ground.receiveShadow = true;
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// Simple bump map (noise)
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const canvas = document.createElement('canvas');
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canvas.width = 256;
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canvas.height = 256;
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const ctx = canvas.getContext('2d');
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for (let x = 0; x < 256; x++) {{
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for (let y = 0; y < 256; y++) {{
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const value = Math.random() * 255;
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ctx.fillStyle = `rgb(${value},${value},${value})`;
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ctx.fillRect(x, y, 1, 1);
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}}
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}}
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const bumpTexture = new THREE.Texture(canvas);
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bumpTexture.needsUpdate = true;
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groundMat.bumpMap = bumpTexture;
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scene.add(ground);
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// Lakes
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const lake = new THREE.Mesh(lakeGeo, lakeMat);
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lake.rotation.x = -Math.PI / 2;
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lake.position.set(center.x, 0.01, center.y);
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lake.receiveShadow = true;
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scene.add(lake);
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}});
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const bridgeMat = new THREE.MeshPhongMaterial({{ color: 0x808080 }});
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const bridge = new THREE.Mesh(bridgeGeo, bridgeMat);
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bridge.position.set(15, 0.2, 20);
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bridge.castShadow = true;
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bridge.receiveShadow = true;
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scene.add(bridge);
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// Clouds
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const cloudGeo = new THREE.SphereGeometry(5, 8, 8);
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const cloudMat = new THREE.MeshPhongMaterial({{ color: 0xFFFFFF, opacity: 0.8, transparent: true }});
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for (let i = 0; i < 5; i++) {{
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const cloud = new THREE.Mesh(cloudGeo, cloudMat);
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cloud.position.set(
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(Math.random() - 0.5) * 200,
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50 + Math.random() * 20,
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(Math.random() - 0.5) * 200
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);
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cloud.castShadow = true;
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scene.add(cloud);
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}}
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// Controls
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controls = new THREE.OrbitControls(camera, renderer.domElement);
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controls.enableDamping = true;
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controls.target.set(0, 0, 0);
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// City
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const city = new CitySimulator();
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city.addBlock(scene, 0, 0);
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// Events
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st.sidebar.write("""
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## How to Play
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Watch a 3D city evolve with roads, vegetation, and dynamic weather.
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### Controls:
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- **Evolve City**: Grow the city
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### Features:
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- 3:4 initial play area (768x1024)
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- Roads connect blocks
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- Trees and shrubs added each evolution
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- Extended green ground with bump mapping
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- Clouds and sunlight with shadows
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- Buildings with horizontal attachments
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""")
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