Spaces:
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Update app.py
Browse files
app.py
CHANGED
@@ -1,5 +1,3 @@
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import streamlit as st
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import pandas as pd
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import plotly.express as px
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@@ -32,7 +30,6 @@ if useConfig:
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}
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)
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# 🐱 Cat Rider and Gear Data
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CAT_RIDERS = [
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{"name": "Whiskers", "type": "Speed", "emoji": "🐾", "strength": 3, "skill": 7},
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@@ -82,9 +79,32 @@ ACTIONS = [
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{"id": "negotiation", "name": "Negotiate", "description": "Use diplomacy and clever negotiation to get out of a tight spot. Every cat has their price! 💼", "emoji": "💼", "type": "social"}
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]
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# Function to save history to a markdown file
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def save_history_to_file(history_df, user_id):
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history_files = [f for f in os.listdir('.') if f.startswith('history_') and f.endswith('.md')]
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return history_files
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#
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def generate_situation():
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return random.choice(SITUATIONS)
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# Generate random actions
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def generate_actions():
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return random.sample(ACTIONS, min(3, len(ACTIONS)))
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# Evaluate the chosen action
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def evaluate_action(situation, action, gear_strength, rider_skill, history):
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base_success_chance = 50
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success_chance = base_success_chance + stat_modifier
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if action['id'] == situation['preferred_action']:
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success_chance += 10
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success_chance = max(5, min(95, success_chance))
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outcome = random.randint(1, 100) <= success_chance
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return outcome, success_chance
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def update_character_stats(game_state, outcome):
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if outcome:
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game_state['rider_skill'] += 0.5
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game_state['gear_strength'] += 0.2
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else:
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game_state['rider_skill'] = max(1, game_state['rider_skill'] - 0.3)
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game_state['gear_strength'] = max(1, game_state['gear_strength'] - 0.1)
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return game_state
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#
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def create_markdown_preview(history_df):
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markdown = "## 🌳 Journey Preview\n\n"
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grouped = history_df.groupby(['situation_name'], sort=False)
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for situation_name, group in grouped:
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markdown += f"### {group.iloc[0]['situation_emoji']} **{situation_name}**\n"
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for _, row in group.iterrows():
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outcome_str = '✅ Success' if row['outcome'] else '❌ Failure'
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stars = '⭐' * int(row['score'])
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markdown += f"- Attempt {row['attempt']}: {row['action_emoji']} **{row['action_name']}**: {outcome_str} {stars}\n"
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markdown += f" - {row['conclusion']}\n"
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markdown += "\n"
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return markdown
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# Create knowledge graph with markdown support in nodes
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def create_knowledge_graph(history_df):
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nodes = []
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edges = []
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situation_node_id = f"situation_{row['situation_id']}"
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action_node_id = f"action_{index}"
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# Situation node
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if situation_node_id not in node_ids:
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situation_node = StreamlitFlowNode(
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pos=(0, 0),
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data={'content': f"
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type='default',
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shape='ellipse'
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width=300
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)
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nodes.append(situation_node)
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node_ids[situation_node_id] = situation_node_id
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# Attempt node (action and outcome)
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outcome_content = '✅
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stars = '⭐' * int(row['score'])
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attempt_node_content = f"""
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#### {row['action_emoji']} {row['action_name']} ({outcome_content})
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**Conclusion:** {row['conclusion']}
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**Score:** {stars}
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**Gear Strength:** {row['gear_strength']:.2f} | **Rider Skill:** {row['rider_skill']:.2f}
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"""
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attempt_node = StreamlitFlowNode(
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pos=(0, 0),
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data={'content':
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type='default',
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shape='rectangle'
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width=300
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)
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nodes.append(attempt_node)
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return nodes, edges
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def main():
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st.title("🐱 Cat Rider 🏇")
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#
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if 'game_state' not in st.session_state:
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st.session_state.game_state = {
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'user_id': str(uuid.uuid4()),
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'succeeded': False
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}
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game_state = st.session_state.game_state
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if __name__ == "__main__":
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main()
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import streamlit as st
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import pandas as pd
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import plotly.express as px
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}
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)
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# 🐱 Cat Rider and Gear Data
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CAT_RIDERS = [
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{"name": "Whiskers", "type": "Speed", "emoji": "🐾", "strength": 3, "skill": 7},
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{"id": "negotiation", "name": "Negotiate", "description": "Use diplomacy and clever negotiation to get out of a tight spot. Every cat has their price! 💼", "emoji": "💼", "type": "social"}
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]
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# Expanded conclusions for outcomes - 10 items each for success and failure
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SUCCESS_CONCLUSIONS = [
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"Your swift paws led you to victory! 🎉",
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"You pounced at the perfect moment! 🏆",
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"The stars aligned for your cat rider! 🌟",
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"You navigated the challenge like a true feline champion! 🐱",
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"Victory is sweet, just like a bowl of fresh milk! 🥛",
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"Your opponents are left in awe of your skills! 😺",
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"You’ve earned the title of Cat Commander! 🏅",
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"All the other cats are jealous of your agility! 🏃♂️",
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"Your strategy was flawless, and the victory is yours! 🎖️",
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"Your cat rider is now a legend in the feline world! 👑"
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]
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FAILURE_CONCLUSIONS = [
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"You tried your best, but it just wasn’t enough. 😿",
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"Maybe next time, kitty. Keep your tail up! 🐾",
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"That didn’t go as planned. Time for a catnap to recover! 💤",
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"Even the best cats have their off days. 😔",
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"The challenge was too great this time. Better luck next time! 🍀",
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"You might need more than nine lives to get through this. 🐈",
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"The enemy was too clever for your plan. 🧠",
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"You tripped over your own paws! 🐾",
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"The cat gods were not in your favor today. 🙀",
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"It’s okay, every cat has a learning curve. 📚"
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]
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# Function to save history to a markdown file
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def save_history_to_file(history_df, user_id):
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history_files = [f for f in os.listdir('.') if f.startswith('history_') and f.endswith('.md')]
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return history_files
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# 🧠 Game Mechanics
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def generate_situation():
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return random.choice(SITUATIONS)
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def generate_actions():
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return random.sample(ACTIONS, min(3, len(ACTIONS)))
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def evaluate_action(situation, action, gear_strength, rider_skill, history):
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# Adjusted base success chance to around 50%
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base_success_chance = 50
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# Adjust success chance based on gear strength and rider skill
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stat_modifier = (gear_strength + rider_skill - 10) * 2 # Assuming average stats sum to 10
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success_chance = base_success_chance + stat_modifier
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# Boost success chance for preferred action
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if action['id'] == situation['preferred_action']:
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success_chance += 10
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# Adjust based on action history
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if action['id'] in history:
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success_chance += history[action['id']] * 2
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# Clamp success chance between 5% and 95%
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success_chance = max(5, min(95, success_chance))
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outcome = random.randint(1, 100) <= success_chance
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return outcome, success_chance
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def generate_encounter_conclusion(situation, action, outcome):
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if outcome:
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return random.choice(SUCCESS_CONCLUSIONS)
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else:
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return random.choice(FAILURE_CONCLUSIONS)
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# 🔄 Update character stats based on outcome
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def update_character_stats(game_state, outcome):
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if outcome:
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# Increase stats on success
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game_state['rider_skill'] += 0.5
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game_state['gear_strength'] += 0.2
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else:
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# Decrease stats on failure, but not below 1
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game_state['rider_skill'] = max(1, game_state['rider_skill'] - 0.3)
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game_state['gear_strength'] = max(1, game_state['gear_strength'] - 0.1)
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return game_state
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# 🌳 Journey Visualization
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def create_knowledge_graph(history_df):
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nodes = []
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edges = []
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situation_node_id = f"situation_{row['situation_id']}"
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action_node_id = f"action_{index}"
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# Situation node
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if situation_node_id not in node_ids:
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situation_node = StreamlitFlowNode(
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situation_node_id,
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pos=(0, 0),
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data={'content': f"{row['situation_emoji']} {row['situation_name']}"},
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type='default',
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shape='ellipse'
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)
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nodes.append(situation_node)
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node_ids[situation_node_id] = situation_node_id
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# Attempt node (action and outcome)
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outcome_content = '✅ Success' if row['outcome'] else '❌ Failure'
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stars = '⭐' * int(row['score'])
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attempt_node = StreamlitFlowNode(
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action_node_id,
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pos=(0, 0),
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data={'content': f"{row['action_emoji']} {row['action_name']} ({outcome_content})\n{row['conclusion']}\n{stars}"},
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type='default',
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shape='rectangle'
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)
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nodes.append(attempt_node)
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return nodes, edges
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# 📝 Markdown Preview with Subpoints for Each Action
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def create_markdown_preview(history_df):
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markdown = "## 🌳 Journey Preview\n\n"
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grouped = history_df.groupby(['situation_name'], sort=False)
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for situation_name, group in grouped:
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markdown += f"### {group.iloc[0]['situation_emoji']} **{situation_name}**\n"
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for _, row in group.iterrows():
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outcome_str = '✅ Success' if row['outcome'] else '❌ Failure'
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stars = '⭐' * int(row['score'])
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markdown += f"- Attempt {row['attempt']}: {row['action_emoji']} **{row['action_name']}**: {outcome_str} {stars}\n"
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markdown += f" - {row['conclusion']}\n"
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markdown += "\n"
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return markdown
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# 🔄 Update game state with the result of the action
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def update_game_state(game_state, situation, action, outcome, timestamp):
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# Generate the encounter conclusion (success or failure)
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conclusion = generate_encounter_conclusion(situation, action, outcome)
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# Update stats based on the outcome
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game_state = update_character_stats(game_state, outcome)
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# Update attempt count
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attempt = game_state['current_attempt']
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# Create a new record for the history
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new_record = pd.DataFrame({
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'user_id': [game_state['user_id']],
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'timestamp': [timestamp],
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'situation_id': [situation['id']],
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'situation_name': [situation['name']],
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'situation_emoji': [situation['emoji']],
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'situation_type': [situation['type']],
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'attempt': [attempt],
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'action_id': [action['id']],
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'action_name': [action['name']],
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'action_emoji': [action['emoji']],
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'action_type': [action['type']],
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'outcome': [outcome],
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'conclusion': [conclusion],
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'gear_strength': [game_state['gear_strength']],
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'rider_skill': [game_state['rider_skill']],
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'score': [game_state['score']]
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})
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# Add the new record to the game history DataFrame
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game_state['history_df'] = pd.concat([game_state['history_df'], new_record], ignore_index=True)
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# Update the history of actions (tracking how many times each action was used)
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if action['id'] in game_state['history']:
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game_state['history'][action['id']] += 1 if outcome else -1
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else:
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game_state['history'][action['id']] = 1 if outcome else -1
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267 |
+
|
268 |
+
return game_state
|
269 |
+
|
270 |
+
# 🏅 Display Scoreboard with Star Emojis and Buckyball Outline
|
271 |
+
def display_scoreboard(game_state):
|
272 |
+
# Calculate number of star emojis based on score
|
273 |
+
score = game_state['score']
|
274 |
+
stars = '⭐' * int(score)
|
275 |
+
|
276 |
+
# Create buckyball style outline (simplified)
|
277 |
+
outline = ''
|
278 |
+
if score > 0:
|
279 |
+
outline = '''
|
280 |
+
⬡ ⬡ ⬡ ⬡ ⬡
|
281 |
+
⬡ ⬡ ⬡ ⬡
|
282 |
+
⬡ ⬡ ⬡ ⬡ ⬡
|
283 |
+
⬡ ⬡ ⬡ ⬡
|
284 |
+
⬡ ⬡ ⬡ ⬡ ⬡
|
285 |
+
'''
|
286 |
+
else:
|
287 |
+
outline = 'No successes yet.'
|
288 |
+
|
289 |
+
st.markdown("## 🏅 Scoreboard")
|
290 |
+
st.markdown(f"**Score:** {stars} ({score})")
|
291 |
+
st.markdown(outline)
|
292 |
+
|
293 |
+
# 🎮 Main Game Application
|
294 |
def main():
|
295 |
st.title("🐱 Cat Rider 🏇")
|
296 |
|
297 |
+
# 📜 Game Rules
|
298 |
+
st.markdown("""
|
299 |
+
### 📜 Game Rules
|
300 |
+
| Step | Description |
|
301 |
+
|------|-------------|
|
302 |
+
| 1️⃣ | Choose your Cat Rider |
|
303 |
+
| 2️⃣ | Select your Riding Gear |
|
304 |
+
| 3️⃣ | Set off on an Adventure |
|
305 |
+
| 4️⃣ | Encounter Challenges and Make Decisions |
|
306 |
+
| 5️⃣ | Complete the Quest and Grow Stronger |
|
307 |
+
""")
|
308 |
+
|
309 |
+
# 🏁 Initialize game state
|
310 |
if 'game_state' not in st.session_state:
|
311 |
st.session_state.game_state = {
|
312 |
'user_id': str(uuid.uuid4()),
|
|
|
323 |
'succeeded': False
|
324 |
}
|
325 |
|
326 |
+
# Sidebar functionality
|
327 |
+
st.sidebar.header("📂 Saved Histories")
|
328 |
+
history_files = load_saved_histories()
|
329 |
+
if history_files:
|
330 |
+
selected_history = st.sidebar.selectbox("Select a history to load:", history_files)
|
331 |
+
if st.sidebar.button("Load Selected History"):
|
332 |
+
with open(selected_history, 'r', encoding='utf-8') as f:
|
333 |
+
st.session_state.game_state['loaded_history'] = f.read()
|
334 |
+
st.sidebar.success(f"Loaded {selected_history}")
|
335 |
+
|
336 |
+
# 🐱 Cat Rider Selection
|
337 |
+
if st.session_state.game_state['cat_rider'] is None:
|
338 |
+
st.markdown("## Choose Your Cat Rider:")
|
339 |
+
cols = st.columns(len(CAT_RIDERS))
|
340 |
+
for i, rider in enumerate(CAT_RIDERS):
|
341 |
+
if cols[i].button(f"{rider['emoji']} {rider['name']} ({rider['type']})", key=f"rider_{i}"):
|
342 |
+
st.session_state.game_state['cat_rider'] = rider
|
343 |
+
st.session_state.game_state['rider_skill'] = rider['skill']
|
344 |
+
st.session_state.game_state['user_id'] = rider['name'] # Use rider name as user ID
|
345 |
+
|
346 |
+
# 🏇 Riding Gear Selection
|
347 |
+
if st.session_state.game_state['riding_gear'] is None and st.session_state.game_state['cat_rider'] is not None:
|
348 |
+
st.markdown("## Select Your Riding Gear:")
|
349 |
+
cols = st.columns(len(RIDING_GEAR))
|
350 |
+
for i, gear in enumerate(RIDING_GEAR):
|
351 |
+
if cols[i].button(f"{gear['name']} ({gear['type']})", key=f"gear_{i}"):
|
352 |
+
st.session_state.game_state['riding_gear'] = gear
|
353 |
+
st.session_state.game_state['gear_strength'] = gear['strength']
|
354 |
+
|
355 |
+
# 🎭 Game Loop
|
356 |
game_state = st.session_state.game_state
|
357 |
|
358 |
+
if game_state['cat_rider'] is not None and game_state['riding_gear'] is not None:
|
359 |
+
# Check if current_situation is None or if the player succeeded in the previous situation
|
360 |
+
if game_state['current_situation'] is None or game_state['succeeded']:
|
361 |
+
# Generate a new situation
|
362 |
+
game_state['current_situation'] = generate_situation()
|
363 |
+
game_state['current_attempt'] = 1
|
364 |
+
game_state['succeeded'] = False
|
365 |
+
# Clear actions for new situation
|
366 |
+
game_state['actions'] = []
|
367 |
+
|
368 |
+
situation = game_state['current_situation']
|
369 |
+
st.markdown(f"## {situation['emoji']} Current Situation: {situation['name']} ({situation['type']})")
|
370 |
+
st.markdown(situation['description'])
|
371 |
+
st.markdown("### 🎭 Choose your action:")
|
372 |
+
|
373 |
+
# Generate actions if not already generated
|
374 |
+
if not game_state['actions']:
|
375 |
+
game_state['actions'] = generate_actions()
|
376 |
+
|
377 |
+
cols = st.columns(3)
|
378 |
+
action_chosen = False
|
379 |
+
for i, action in enumerate(game_state['actions']):
|
380 |
+
if cols[i].button(f"{action['emoji']} {action['name']} ({action['type']})", key=f"action_{i}_{game_state['current_attempt']}"):
|
381 |
+
outcome, success_chance = evaluate_action(situation, action, game_state['gear_strength'], game_state['rider_skill'], game_state['history'])
|
382 |
+
timestamp = datetime.now().strftime("%Y-%m-%d %H:%M:%S")
|
383 |
+
|
384 |
+
st.markdown(f"You decided to: **{action['name']}** ({action['type']})")
|
385 |
+
st.markdown(action['description'])
|
386 |
+
st.markdown(f"**Outcome:** {'✅ Success!' if outcome else '❌ Failure.'}")
|
387 |
+
st.markdown(f"**Success Chance:** {success_chance:.2f}%")
|
388 |
+
|
389 |
+
if outcome:
|
390 |
+
game_state['score'] += 1
|
391 |
+
game_state['succeeded'] = True
|
392 |
+
# Clear actions for next situation
|
393 |
+
game_state['actions'] = []
|
394 |
+
else:
|
395 |
+
game_state['current_attempt'] += 1
|
396 |
+
# Generate new actions for retry
|
397 |
+
game_state['actions'] = generate_actions()
|
398 |
+
|
399 |
+
# 🔄 Update game state
|
400 |
+
game_state = update_game_state(
|
401 |
+
game_state,
|
402 |
+
situation,
|
403 |
+
action,
|
404 |
+
outcome,
|
405 |
+
timestamp
|
406 |
+
)
|
407 |
+
|
408 |
+
# Display conclusion
|
409 |
+
conclusion = game_state['history_df'].iloc[-1]['conclusion']
|
410 |
+
st.markdown(f"**Encounter Conclusion:** {conclusion}")
|
411 |
+
|
412 |
+
# Display updated stats
|
413 |
+
st.markdown(f"**Updated Stats:**")
|
414 |
+
st.markdown(f"💪 Gear Strength: {game_state['gear_strength']:.2f}")
|
415 |
+
st.markdown(f"🏋️ Rider Skill: {game_state['rider_skill']:.2f}")
|
416 |
+
|
417 |
+
# 🏅 Display Scoreboard
|
418 |
+
display_scoreboard(game_state)
|
419 |
+
|
420 |
+
action_chosen = True
|
421 |
+
break # Exit the loop after action is taken
|
422 |
+
|
423 |
+
# If no action was chosen, show a message
|
424 |
+
if not action_chosen:
|
425 |
+
st.markdown("Please choose an action to proceed.")
|
426 |
+
|
427 |
+
# Integration point for both functions
|
428 |
+
if not game_state['history_df'].empty:
|
429 |
+
# 📝 Display Markdown Preview
|
430 |
+
st.markdown(create_markdown_preview(game_state['history_df']))
|
431 |
+
|
432 |
+
# 🌳 Display Knowledge Journey Graph
|
433 |
+
st.markdown("## 🌳 Your Journey (Knowledge Graph)")
|
434 |
+
nodes, edges = create_knowledge_graph(game_state['history_df'])
|
435 |
+
try:
|
436 |
+
streamlit_flow('cat_rider_flow',
|
437 |
+
nodes,
|
438 |
+
edges,
|
439 |
+
layout=TreeLayout(direction='down'),
|
440 |
+
fit_view=True,
|
441 |
+
height=600)
|
442 |
+
except Exception as e:
|
443 |
+
st.error(f"An error occurred while rendering the journey graph: {str(e)}")
|
444 |
+
st.markdown("Please try refreshing the page if the graph doesn't appear.")
|
445 |
+
|
446 |
+
# 📊 Character Stats Visualization
|
447 |
+
data = {"Stat": ["Gear Strength 🛡️", "Rider Skill 🏇"],
|
448 |
+
"Value": [game_state['gear_strength'], game_state['rider_skill']]}
|
449 |
+
df = pd.DataFrame(data)
|
450 |
+
fig = px.bar(df, x='Stat', y='Value', title="Cat Rider Stats 📊")
|
451 |
+
st.plotly_chart(fig)
|
452 |
+
|
453 |
+
# Save history to file
|
454 |
+
if st.button("💾 Save Game History"):
|
455 |
+
filename = save_history_to_file(game_state['history_df'], game_state['user_id'])
|
456 |
+
st.success(f"History saved to {filename}")
|
457 |
+
# Update history files list
|
458 |
+
history_files = load_saved_histories()
|
459 |
+
|
460 |
+
# Provide download buttons for saved histories
|
461 |
+
st.sidebar.markdown("### 📥 Download Histories")
|
462 |
+
for history_file in history_files:
|
463 |
+
with open(history_file, 'r', encoding='utf-8') as f:
|
464 |
+
st.sidebar.download_button(
|
465 |
+
label=f"Download {history_file}",
|
466 |
+
data=f.read(),
|
467 |
+
file_name=history_file,
|
468 |
+
mime='text/markdown'
|
469 |
+
)
|
470 |
|
471 |
if __name__ == "__main__":
|
472 |
main()
|