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# app.py
import streamlit as st
# --- Must be the first Streamlit command ---
st.set_page_config(page_title="Infinite World Builder", layout="wide")
import streamlit.components.v1 as components
import os
import json
import pandas as pd
import uuid
import math
import time
from datetime import datetime
# Import our GameState class from gamestate.py
from gamestate import GameState
# --- Constants ---
SAVE_DIR = "saved_worlds"
GLOBAL_SAVES_DIR = "global_saves" # Folder for global game saves
PLOT_WIDTH = 50.0 # Width of each plot in 3D space
PLOT_DEPTH = 50.0 # Depth of each plot
CSV_COLUMNS = ['obj_id', 'type', 'pos_x', 'pos_y', 'pos_z', 'rot_x', 'rot_y', 'rot_z', 'rot_order']
# --- Ensure Required Directories Exist ---
os.makedirs(SAVE_DIR, exist_ok=True)
os.makedirs(GLOBAL_SAVES_DIR, exist_ok=True)
# --- Helper Functions for Global Save Management ---
def load_latest_global_save():
"""
Load the JSON file with the most recent timestamp from GLOBAL_SAVES_DIR.
Returns None if no global save exists.
"""
json_files = [f for f in os.listdir(GLOBAL_SAVES_DIR) if f.endswith(".json")]
if not json_files:
return None
json_files.sort(reverse=True)
latest_file = json_files[0]
with open(os.path.join(GLOBAL_SAVES_DIR, latest_file), "r", encoding="utf-8") as f:
return json.load(f)
def consolidate_global_saves():
"""
Merge all JSON files in GLOBAL_SAVES_DIR into one consolidated file and delete older ones.
The union of game objects (using unique 'obj_id's) is computed.
Returns the consolidated state.
"""
json_files = [f for f in os.listdir(GLOBAL_SAVES_DIR) if f.endswith(".json")]
if not json_files:
return None
merged_state = {"timestamp": "", "game_state": [], "player_position": {"x": 0, "y": 0, "z": 0}}
obj_dict = {}
latest_timestamp = None
latest_player_position = {"x": 0, "y": 0, "z": 0}
for f in json_files:
with open(os.path.join(GLOBAL_SAVES_DIR, f), "r", encoding="utf-8") as file:
data = json.load(file)
for obj in data.get("game_state", []):
obj_id = obj.get("obj_id")
if obj_id:
obj_dict[obj_id] = obj
file_timestamp = data.get("timestamp")
if not latest_timestamp or file_timestamp > latest_timestamp:
latest_timestamp = file_timestamp
latest_player_position = data.get("player_position", {"x": 0, "y": 0, "z": 0})
merged_state["timestamp"] = latest_timestamp if latest_timestamp else time.strftime("%Y-%m-%d %H:%M:%S")
merged_state["game_state"] = list(obj_dict.values())
merged_state["player_position"] = latest_player_position
consolidated_filename = f"consolidated_{datetime.now().strftime('%Y%m%d_%H%M%S')}.json"
consolidated_path = os.path.join(GLOBAL_SAVES_DIR, consolidated_filename)
with open(consolidated_path, "w", encoding="utf-8") as f:
json.dump(merged_state, f, indent=2)
# Delete all old JSON files except the newly consolidated one.
for f in json_files:
try:
os.remove(os.path.join(GLOBAL_SAVES_DIR, f))
except Exception as e:
st.error(f"Error deleting old global save {f}: {e}")
return merged_state
def perform_global_save():
"""
Immediately save the current game state (with player position) to a new JSON file,
then consolidate all global saves and update session state.
"""
global_save_data = {
"timestamp": time.strftime("%Y-%m-%d %H:%M:%S"),
"game_state": game_state.get_state(),
"player_position": st.session_state.get("player_position", {"x": 0, "y": 0, "z": 0})
}
default_save_name = f"save_{time.strftime('%Y%m%d_%H%M%S')}.json"
save_file_path = os.path.join(GLOBAL_SAVES_DIR, default_save_name)
with open(save_file_path, "w", encoding="utf-8") as f:
json.dump(global_save_data, f, indent=2)
# Consolidate all global saves into one file and update session state.
consolidated_state = consolidate_global_saves()
if consolidated_state is not None:
st.session_state.loaded_global_state = consolidated_state
def reload_global_state():
"""
Reload all global save files, consolidate them, and update the game state.
"""
consolidated_state = consolidate_global_saves()
if consolidated_state is not None:
with game_state.lock:
game_state.world_state = consolidated_state.get("game_state", [])
st.session_state.player_position = consolidated_state.get("player_position", {"x": 0, "y": 0, "z": 0})
st.session_state.loaded_global_state = consolidated_state
st.success("Global state reloaded!")
else:
st.warning("No global save found to reload.")
@st.cache_data(ttl=3600)
def load_plot_metadata():
"""Scans SAVE_DIR for plot files and returns metadata."""
plots = []
try:
plot_files = [f for f in os.listdir(SAVE_DIR) if f.endswith(".csv") and f.startswith("plot_X")]
except FileNotFoundError:
st.error(f"Save directory '{SAVE_DIR}' not found.")
return []
except Exception as e:
st.error(f"Error listing save directory '{SAVE_DIR}': {e}")
return []
parsed_plots = []
for filename in plot_files:
try:
parts = filename[:-4].split('_')
grid_x = int(parts[1][1:])
grid_z = int(parts[2][1:])
plot_name = " ".join(parts[3:]) if len(parts) > 3 else f"Plot ({grid_x},{grid_z})"
parsed_plots.append({
'id': filename[:-4],
'filename': filename,
'grid_x': grid_x,
'grid_z': grid_z,
'name': plot_name,
'x_offset': grid_x * PLOT_WIDTH,
'z_offset': grid_z * PLOT_DEPTH
})
except (IndexError, ValueError):
st.warning(f"Could not parse grid coordinates from filename: {filename}. Skipping.")
continue
parsed_plots.sort(key=lambda p: (p['grid_x'], p['grid_z']))
return parsed_plots
def load_plot_objects(filename, x_offset, z_offset):
"""Loads objects from a CSV file and applies world offsets."""
file_path = os.path.join(SAVE_DIR, filename)
objects = []
try:
df = pd.read_csv(file_path)
if not all(col in df.columns for col in ['type', 'pos_x', 'pos_y', 'pos_z']):
st.warning(f"CSV '{filename}' missing essential columns. Skipping.")
return []
df['obj_id'] = df.get('obj_id', pd.Series([str(uuid.uuid4()) for _ in range(len(df))]))
for col, default in [('rot_x', 0.0), ('rot_y', 0.0), ('rot_z', 0.0), ('rot_order', 'XYZ')]:
if col not in df.columns:
df[col] = default
for _, row in df.iterrows():
obj_data = row.to_dict()
obj_data['pos_x'] += x_offset
obj_data['pos_z'] += z_offset
objects.append(obj_data)
return objects
except FileNotFoundError:
st.error(f"File not found during object load: {filename}")
return []
except pd.errors.EmptyDataError:
return []
except Exception as e:
st.error(f"Error loading objects from {filename}: {e}")
return []
def save_plot_data(filename, objects_data_list, plot_x_offset, plot_z_offset):
"""Saves object data list to a CSV file, making positions relative to the plot origin."""
file_path = os.path.join(SAVE_DIR, filename)
relative_objects = []
if not isinstance(objects_data_list, list):
st.error("Invalid data format received for saving (expected a list).")
return False
for obj in objects_data_list:
pos = obj.get('position', {})
rot = obj.get('rotation', {})
obj_type = obj.get('type', 'Unknown')
obj_id = obj.get('obj_id', str(uuid.uuid4()))
if not all(k in pos for k in ['x', 'y', 'z']) or obj_type == 'Unknown':
print(f"Skipping malformed object during save prep: {obj}")
continue
relative_obj = {
'obj_id': obj_id,
'type': obj_type,
'pos_x': pos.get('x', 0.0) - plot_x_offset,
'pos_y': pos.get('y', 0.0),
'pos_z': pos.get('z', 0.0) - plot_z_offset,
'rot_x': rot.get('_x', 0.0),
'rot_y': rot.get('_y', 0.0),
'rot_z': rot.get('_z', 0.0),
'rot_order': rot.get('_order', 'XYZ')
}
relative_objects.append(relative_obj)
try:
df = pd.DataFrame(relative_objects, columns=CSV_COLUMNS)
df.to_csv(file_path, index=False)
st.success(f"Saved {len(relative_objects)} objects to {filename}")
return True
except Exception as e:
st.error(f"Failed to save plot data to {filename}: {e}")
return False
# --- Initialize GameState Singleton ---
@st.cache_resource
def get_game_state():
return GameState(save_dir=SAVE_DIR, csv_filename="world_state.csv")
game_state = get_game_state()
# --- Session State Initialization ---
if 'selected_object' not in st.session_state:
st.session_state.selected_object = 'None'
if 'new_plot_name' not in st.session_state:
st.session_state.new_plot_name = ""
if 'js_save_data_result' not in st.session_state:
st.session_state.js_save_data_result = None
if 'player_position' not in st.session_state:
st.session_state.player_position = {"x": 0, "y": 0, "z": 0}
if 'loaded_global_state' not in st.session_state:
st.session_state.loaded_global_state = None
# --- On Client Start: Load Latest Global Save if Available ---
latest_global_save = load_latest_global_save()
if latest_global_save is not None:
with game_state.lock:
game_state.world_state = latest_global_save.get("game_state", [])
st.session_state.player_position = latest_global_save.get("player_position", {"x": 0, "y": 0, "z": 0})
st.session_state.loaded_global_state = latest_global_save
plots_metadata = load_plot_metadata()
all_initial_objects = []
for plot in plots_metadata:
all_initial_objects.extend(load_plot_objects(plot['filename'], plot['x_offset'], plot['z_offset']))
# If GameState is empty, update it with initial objects.
if not game_state.get_state():
game_state.update_state(all_initial_objects)
# --- Sidebar ---
with st.sidebar:
st.title("🏗️ World Controls")
st.header("Navigation (Plots)")
st.caption("Click to teleport player to a plot.")
max_cols = 2
cols = st.columns(max_cols)
col_idx = 0
sorted_plots_for_nav = sorted(plots_metadata, key=lambda p: (p['grid_x'], p['grid_z']))
for plot in sorted_plots_for_nav:
button_label = f"➡️ {plot.get('name', plot['id'])} ({plot['grid_x']},{plot['grid_z']})"
if cols[col_idx].button(button_label, key=f"nav_{plot['id']}"):
target_x = plot['x_offset']
target_z = plot['z_offset']
try:
from streamlit_js_eval import streamlit_js_eval
js_code = f"teleportPlayer({target_x + PLOT_WIDTH/2}, {target_z + PLOT_DEPTH/2});"
streamlit_js_eval(js_code=js_code, key=f"teleport_{plot['id']}")
except Exception as e:
st.error(f"Failed to send teleport command: {e}")
col_idx = (col_idx + 1) % max_cols
st.markdown("---")
st.header("Place Objects")
object_types = ["None", "Simple House", "Tree", "Rock", "Fence Post"]
current_object_index = object_types.index(st.session_state.selected_object) if st.session_state.selected_object in object_types else 0
selected_object_type_widget = st.selectbox("Select Object:", options=object_types, index=current_object_index, key="selected_object_widget")
if selected_object_type_widget != st.session_state.selected_object:
st.session_state.selected_object = selected_object_type_widget
st.markdown("---")
st.header("Save Work (Per Plot)")
st.caption("Saves newly placed objects to the current plot.")
if st.button("💾 Save Current Work", key="save_button"):
from streamlit_js_eval import streamlit_js_eval
js_get_data_code = "getSaveDataAndPosition();"
streamlit_js_eval(js_code=js_get_data_code, key="js_save_processor")
st.rerun()
st.markdown("---")
st.header("Global Save & Load")
if st.button("💾 Global Save"):
global_save_data = {
"timestamp": time.strftime("%Y-%m-%d %H:%M:%S"),
"game_state": game_state.get_state(),
"player_position": st.session_state.get("player_position", {"x": 0, "y": 0, "z": 0})
}
default_save_name = f"save_{time.strftime('%Y%m%d_%H%M%S')}.json"
save_file_path = os.path.join(GLOBAL_SAVES_DIR, default_save_name)
with open(save_file_path, "w", encoding="utf-8") as f:
json.dump(global_save_data, f, indent=2)
st.success(f"Global state saved to {default_save_name}")
st.session_state.loaded_global_state = global_save_data
perform_global_save()
if st.button("🔄 Reload Global State"):
reload_global_state()
st.subheader("📂 Global Saves")
save_files = sorted([f for f in os.listdir(GLOBAL_SAVES_DIR) if f.endswith(".json")])
for file in save_files:
if st.button(f"Load {file}", key=file):
file_path = os.path.join(GLOBAL_SAVES_DIR, file)
with open(file_path, "r", encoding="utf-8") as f:
loaded_save = json.load(f)
with game_state.lock:
game_state.world_state = loaded_save.get("game_state", [])
st.session_state.player_position = loaded_save.get("player_position", {"x": 0, "y": 0, "z": 0})
st.session_state.loaded_global_state = loaded_save
st.success(f"Global state loaded from {file}")
st.markdown("---")
st.header("Download Global Save as Markdown")
current_save = st.session_state.get("loaded_global_state")
if current_save is None:
current_save = {"timestamp": "N/A", "game_state": [], "player_position": {"x": 0, "y": 0, "z": 0}}
default_md_name = current_save.get("timestamp", "save").replace(":", "").replace(" ", "_") + ".md"
download_name = st.text_input("Override File Name", value=default_md_name)
if st.button("Generate Markdown & Download"):
md_outline = f"""# Global Save: {download_name}
- ⏰ **Timestamp:** {current_save.get("timestamp", "N/A")}
- 🎮 **Number of Game Objects:** {len(current_save.get("game_state", []))}
- 🧭 **Player Position:** {current_save.get("player_position", {"x": 0, "y": 0, "z": 0})}
## Game Objects:
"""
for i, obj in enumerate(current_save.get("game_state", []), start=1):
obj_type = obj.get("type", "Unknown")
pos = (obj.get("pos_x", 0), obj.get("pos_y", 0), obj.get("pos_z", 0))
md_outline += f"- {i}. ✨ **{obj_type}** at {pos}\n"
st.download_button("Download Markdown Save", data=md_outline, file_name=download_name, mime="text/markdown")
# --- Process Save Data from JS (Per Plot Save) ---
save_data_from_js = st.session_state.get("js_save_processor", None)
if save_data_from_js is not None:
st.info("Received save data from client...")
save_processed_successfully = False
try:
payload = json.loads(save_data_from_js) if isinstance(save_data_from_js, str) else save_data_from_js
if isinstance(payload, dict) and 'playerPosition' in payload and 'objectsToSave' in payload:
player_pos = payload['playerPosition']
objects_to_save = payload['objectsToSave']
if isinstance(objects_to_save, list):
target_grid_x = math.floor(player_pos.get('x', 0.0) / PLOT_WIDTH)
target_grid_z = math.floor(player_pos.get('z', 0.0) / PLOT_DEPTH)
target_filename = f"plot_X{target_grid_x}_Z{target_grid_z}.csv"
target_plot_x_offset = target_grid_x * PLOT_WIDTH
target_plot_z_offset = target_grid_z * PLOT_DEPTH
st.write(f"Attempting to save plot: {target_filename} (Player at: x={player_pos.get('x', 0):.1f}, z={player_pos.get('z', 0):.1f})")
is_new_plot_file = not os.path.exists(os.path.join(SAVE_DIR, target_filename))
save_ok = save_plot_data(target_filename, objects_to_save, target_plot_x_offset, target_plot_z_offset)
if save_ok:
load_plot_metadata.clear() # Clear cache so metadata reloads
try:
from streamlit_js_eval import streamlit_js_eval
streamlit_js_eval(js_code="resetNewlyPlacedObjects();", key="reset_js_state")
except Exception as js_e:
st.warning(f"Could not reset JS state after save: {js_e}")
if is_new_plot_file:
st.success(f"New plot created and saved: {target_filename}")
else:
st.success(f"Updated existing plot: {target_filename}")
game_state.update_state(objects_to_save)
save_processed_successfully = True
perform_global_save()
else:
st.error(f"Failed to save plot data to file: {target_filename}")
else:
st.error("Invalid 'objectsToSave' format received (expected list).")
else:
st.error("Invalid save payload structure received from client.")
except json.JSONDecodeError:
st.error("Failed to decode save data from client.")
except Exception as e:
st.error(f"Error processing save: {e}")
st.session_state.js_save_processor = None
if save_processed_successfully:
st.rerun()
# --- Main Area ---
st.header("Infinite Shared 3D World")
st.caption("Move to empty areas to expand the world. Use the sidebar 'Save' controls to store your work.")
# Inject state into JS—including the shared GAME_STATE from our GameState singleton.
injected_state = {
"ALL_INITIAL_OBJECTS": all_initial_objects,
"PLOTS_METADATA": plots_metadata,
"SELECTED_OBJECT_TYPE": st.session_state.selected_object,
"PLOT_WIDTH": PLOT_WIDTH,
"PLOT_DEPTH": PLOT_DEPTH,
"GAME_STATE": game_state.get_state()
}
html_file_path = 'index.html'
html_content_with_state = None
try:
with open(html_file_path, 'r', encoding='utf-8') as f:
html_template = f.read()
js_injection_script = f"""
<script>
window.ALL_INITIAL_OBJECTS = {json.dumps(injected_state["ALL_INITIAL_OBJECTS"])};
window.PLOTS_METADATA = {json.dumps(injected_state["PLOTS_METADATA"])};
window.SELECTED_OBJECT_TYPE = {json.dumps(injected_state["SELECTED_OBJECT_TYPE"])};
window.PLOT_WIDTH = {json.dumps(injected_state["PLOT_WIDTH"])};
window.PLOT_DEPTH = {json.dumps(injected_state["PLOT_DEPTH"])};
window.GAME_STATE = {json.dumps(injected_state["GAME_STATE"])};
console.log("Streamlit State Injected:", {{
selectedObject: window.SELECTED_OBJECT_TYPE,
initialObjectsCount: window.ALL_INITIAL_OBJECTS ? window.ALL_INITIAL_OBJECTS.length : 0,
plotCount: window.PLOTS_METADATA ? window.PLOTS_METADATA.length : 0,
gameStateObjects: window.GAME_STATE ? window.GAME_STATE.length : 0
}});
</script>
"""
html_content_with_state = html_template.replace('</head>', js_injection_script + '\n</head>', 1)
components.html(html_content_with_state, height=750, scrolling=False)
except FileNotFoundError:
st.error(f"CRITICAL ERROR: Could not find the file '{html_file_path}'.")
st.warning(f"Make sure `{html_file_path}` is in the same directory as `app.py` and `{SAVE_DIR}` exists.")
except Exception as e:
st.error(f"An critical error occurred during HTML preparation or component rendering: {e}")
st.exception(e)
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