CatRider / app.py
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import streamlit as st
import pandas as pd
import plotly.express as px
import random
import uuid
from datetime import datetime
from streamlit_flow import streamlit_flow
from streamlit_flow.elements import StreamlitFlowNode, StreamlitFlowEdge
from streamlit_flow.layouts import TreeLayout
# Set Streamlit to wide mode
st.set_page_config(layout="wide")
# ๐ŸŒ Game World Data
SITUATIONS = [
{
"id": "feline_escape",
"name": "The Great Feline Escape",
"description": "Your cat rider is trapped in an old mansion, which is about to be demolished. Using agility, wit, and bravery, orchestrate the perfect escape.",
"emoji": "๐Ÿšช",
"type": "escape",
"variations": [
"Sneak through creaky floorboards ๐Ÿฆถ",
"Navigate a maze of mirrors ๐Ÿชž",
"Outsmart the demolition crew ๐Ÿ‘ท",
"Find a secret passage ๐Ÿ•ต๏ธ",
"Tame a guard dog ๐Ÿ•",
"Climb down from the attic ๐Ÿชœ",
"Distract the caretaker ๐Ÿ‘ด",
"Ride a dumbwaiter to safety ๐Ÿ“ฆ",
"Use curtains as a makeshift rope ๐Ÿชข",
"Slide down the chimney ๐Ÿ "
]
},
{
"id": "lost_temple",
"name": "The Treasure of the Lost Temple",
"description": "On a quest to retrieve an ancient artifact, your cat rider must navigate through a labyrinth filled with traps and guardian spirits.",
"emoji": "๐Ÿ›๏ธ",
"type": "exploration",
"variations": [
"Decipher ancient hieroglyphs ๐Ÿ“œ",
"Cross a rickety bridge ๐ŸŒ‰",
"Dodge poison darts ๐ŸŽฏ",
"Solve a stone puzzle ๐Ÿงฉ",
"Appease an angry spirit ๐Ÿ‘ป",
"Navigate a pitch-black cavern ๐Ÿ•ฏ๏ธ",
"Retrieve a gem from a statue's eye ๐Ÿ’Ž",
"Swim through an underground river ๐ŸŠ",
"Climb a crumbling tower ๐Ÿ—ผ",
"Outwit a cunning sphinx ๐Ÿฆ"
]
},
{
"id": "royal_tournament",
"name": "The Royal Tournament",
"description": "Compete in a grand tournament where the finest cat riders showcase their skills and bravery to earn the title of the Royal Rider.",
"emoji": "๐Ÿ‘‘",
"type": "competition",
"variations": [
"Race through an obstacle course ๐Ÿ",
"Perform acrobatic stunts ๐Ÿคธ",
"Win a jousting match ๐ŸŽญ",
"Showcase elegant dressage ๐ŸŽ",
"Complete a scavenger hunt ๐Ÿ”",
"Demonstrate cat-whispering skills ๐Ÿ˜บ",
"Win a battle of wits ๐Ÿง ",
"Prove your valor in mock combat โš”๏ธ",
"Navigate a magical maze ๐ŸŒ€",
"Impress the royal judges ๐Ÿ‘จโ€โš–๏ธ"
]
}
]
ACTIONS = [
{
"id": "stealth",
"name": "Use Stealth",
"description": "Sneak past obstacles or enemies without being detected.",
"emoji": "๐Ÿคซ",
"type": "skill"
},
{
"id": "agility",
"name": "Showcase Agility",
"description": "Perform impressive acrobatic maneuvers to overcome challenges.",
"emoji": "๐Ÿƒ",
"type": "physical"
},
{
"id": "charm",
"name": "Charm Others",
"description": "Use your cat's natural charisma to win over allies or distract foes.",
"emoji": "๐Ÿ˜ป",
"type": "social"
},
{
"id": "resourcefulness",
"name": "Be Resourceful",
"description": "Utilize the environment or items in creative ways to solve problems.",
"emoji": "๐Ÿง ",
"type": "mental"
}
]
# ๐ŸŽฒ Game Mechanics
def generate_situation():
return random.choice(SITUATIONS)
def generate_actions():
return random.sample(ACTIONS, 3)
def evaluate_action(action, gear_strength, rider_skill, history):
base_success_chance = (gear_strength + rider_skill) / 2
if action['id'] in history:
success_chance = base_success_chance + (history[action['id']] * 5) # 5% increase per try
else:
success_chance = base_success_chance
success_chance = min(success_chance, 95) # Cap at 95% chance
outcome = random.randint(1, 100) <= success_chance
return outcome, success_chance
def generate_encounter_conclusion(situation, action, outcome):
if outcome:
conclusions = [
f"Your {action['name']} was successful! You've overcome the challenges of {situation['name']}.",
f"Through clever use of {action['name']}, you've triumphed in the {situation['name']}!",
f"Your mastery of {action['name']} has led to a victorious outcome in the {situation['name']}!"
]
else:
conclusions = [
f"Despite your efforts with {action['name']}, you've failed to overcome the {situation['name']}.",
f"Your attempt at {action['name']} wasn't enough to succeed in the {situation['name']}.",
f"The challenges of {situation['name']} proved too great for your {action['name']} this time."
]
return random.choice(conclusions)
def update_character_stats(game_state, outcome):
if outcome:
game_state['gear_strength'] = min(10, game_state['gear_strength'] + random.uniform(0.1, 0.5))
game_state['rider_skill'] = min(10, game_state['rider_skill'] + random.uniform(0.1, 0.5))
return game_state
# ๐ŸŒณ Journey Visualization with Heterogeneous Graph Structure
def create_heterogeneous_graph(history_df):
nodes = []
edges = []
# Define node shapes based on situation and action types
situation_shapes = {
"escape": "diamond",
"exploration": "triangle",
"competition": "star"
}
action_shapes = {
"skill": "square",
"physical": "circle",
"social": "hexagon",
"mental": "octagon"
}
for index, row in history_df.iterrows():
situation_id = f"situation-{index}"
action_id = f"action-{index}"
conclusion_id = f"conclusion-{index}"
# Create situation node
situation_content = f"{row['situation_emoji']} {row['situation_name']}\n{row['variation']}\n๐Ÿ•’ {row['timestamp']}"
situation_node = StreamlitFlowNode(situation_id, (0, 0), {'content': situation_content}, 'output', 'bottom', 'top', shape=situation_shapes[row['situation_type']])
nodes.append(situation_node)
# Create action node
action_content = f"{row['action_emoji']} {row['action_name']}\nOutcome: {'โœ… Success' if row['outcome'] else 'โŒ Failure'}"
action_node = StreamlitFlowNode(action_id, (0, 0), {'content': action_content}, 'output', 'bottom', 'top', shape=action_shapes[row['action_type']])
nodes.append(action_node)
# Create conclusion node
conclusion_content = f"๐Ÿ“œ {row['conclusion']}\n๐Ÿ’ช Gear: {row['gear_strength']:.2f} | ๐Ÿ‹๏ธ Skill: {row['rider_skill']:.2f}"
conclusion_node = StreamlitFlowNode(conclusion_id, (0, 0), {'content': conclusion_content}, 'output', 'bottom', 'top', shape='parallelogram')
nodes.append(conclusion_node)
# Create edges
edges.append(StreamlitFlowEdge(f"{situation_id}-{action_id}", situation_id, action_id, animated=True, dashed=False))
edges.append(StreamlitFlowEdge(f"{action_id}-{conclusion_id}", action_id, conclusion_id, animated=True, dashed=False))
# Create edge to previous conclusion if not the first node
if index > 0:
prev_conclusion_id = f"conclusion-{index-1}"
edges.append(StreamlitFlowEdge(f"{prev_conclusion_id}-{situation_id}", prev_conclusion_id, situation_id, animated=True, dashed=True))
return nodes, edges
# ๐Ÿ“ Markdown Preview
def create_markdown_preview(history_df):
markdown = "## ๐ŸŒณ Journey Preview\n\n"
for index, row in history_df.iterrows():
indent = " " * (index * 3)
markdown += f"{indent}๐ŸŒŸ **{row['situation_name']}** ({row['situation_type']})\n"
markdown += f"{indent} ๐Ÿ“Œ {row['variation']}\n"
markdown += f"{indent} โ†ช {row['action_emoji']} {row['action_name']} ({row['action_type']}): "
markdown += "โœ… Success\n" if row['outcome'] else "โŒ Failure\n"
markdown += f"{indent} ๐Ÿ“œ {row['conclusion']}\n"
markdown += f"{indent} ๐Ÿ’ช Gear: {row['gear_strength']:.2f} | ๐Ÿ‹๏ธ Skill: {row['rider_skill']:.2f}\n\n"
return markdown
# ๐Ÿ”„ Game State Management
def update_game_state(game_state, situation, action, outcome, timestamp):
conclusion = generate_encounter_conclusion(situation, action, outcome)
game_state = update_character_stats(game_state, outcome)
new_record = pd.DataFrame({
'user_id': [game_state['user_id']],
'timestamp': [timestamp],
'situation_id': [situation['id']],
'situation_name': [situation['name']],
'situation_emoji': [situation['emoji']],
'situation_type': [situation['type']],
'variation': [random.choice(situation['variations'])],
'action_id': [action['id']],
'action_name': [action['name']],
'action_emoji': [action['emoji']],
'action_type': [action['type']],
'outcome': [outcome],
'conclusion': [conclusion],
'gear_strength': [game_state['gear_strength']],
'rider_skill': [game_state['rider_skill']],
'score': [game_state['score']]
})
game_state['history_df'] = pd.concat([game_state['history_df'], new_record], ignore_index=True)
if action['id'] in game_state['history']:
game_state['history'][action['id']] += 1
else:
game_state['history'][action['id']] = 1
return game_state
# ๐ŸŽฎ Main Game Application
def main():
st.title("๐Ÿฑ Cat Rider ๐Ÿ‡")
st.markdown("""
## Welcome to Cat Rider!
In this immersive adventure, you will explore the thrilling world of feline riders. This game sets the stage for dramatic situations and guided storytelling with engaging interactive elements.
""")
# ๐Ÿ“œ Game Rules
st.markdown("""
### ๐Ÿ“œ Game Rules
| ๐Ÿ›ค๏ธ Step | ๐Ÿ“ Description |
|---------|----------------|
| 1๏ธโƒฃ | Choose your Cat Rider |
| 2๏ธโƒฃ | Select the Riding Gear |
| 3๏ธโƒฃ | Set off on an Adventure |
| 4๏ธโƒฃ | Encounter Challenges and Make Decisions |
| 5๏ธโƒฃ | Complete the Quest and Grow Stronger |
""")
# ๐Ÿ Initialize game state
if 'game_state' not in st.session_state:
st.session_state.game_state = {
'user_id': str(uuid.uuid4()),
'score': 0,
'history': {},
'gear_strength': 5,
'rider_skill': 5,
'history_df': pd.DataFrame(columns=['user_id', 'timestamp', 'situation_id', 'situation_name', 'situation_emoji', 'situation_type', 'variation', 'action_id', 'action_name', 'action_emoji', 'action_type', 'outcome', 'conclusion', 'gear_strength', 'rider_skill', 'score'])
}
# ๐Ÿ“Š Game Stats
st.sidebar.markdown("## ๐Ÿ“Š Game Stats")
st.sidebar.markdown(f"**Score:** {st.session_state.game_state['score']}")
st.sidebar.markdown(f"**Gear Strength:** {st.session_state.game_state['gear_strength']:.2f}")
st.sidebar.markdown(f"**Rider Skill:** {st.session_state.game_state['rider_skill']:.2f}")
# ๐ŸŽญ Game Loop
situation = generate_situation()
actions = generate_actions()
st.markdown(f"## {situation['emoji']} Current Situation: {situation['name']} ({situation['type']})")
st.markdown(situation['description'])
st.markdown(f"**Specific Challenge:** {random.choice(situation['variations'])}")
st.markdown("### ๐ŸŽญ Choose your action:")
cols = st.columns(3)
for i, action in enumerate(actions):
if cols[i].button(f"{action['emoji']} {action['name']} ({action['type']})"):
outcome, success_chance = evaluate_action(action, st.session_state.game_state['gear_strength'], st.session_state.game_state['rider_skill'], st.session_state.game_state['history'])
timestamp = datetime.now().strftime("%Y-%m-%d %H:%M:%S")
st.markdown(f"You decided to: **{action['name']}** ({action['type']})")
st.markdown(action['description'])
st.markdown(f"**Outcome:** {'โœ… Success!' if outcome else 'โŒ Failure.'}")
st.markdown(f"**Success Chance:** {success_chance:.2f}%")
if outcome:
st.session_state.game_state['score'] += 1
# ๐Ÿ”„ Update game state
st.session_state.game_state = update_game_state(
st.session_state.game_state,
situation,
action,
outcome,
timestamp
)
# Display conclusion
conclusion