Happy-Valley-Game / backup1.app.py
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Rename app.py to backup1.app.py
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# app.py
import streamlit as st
import streamlit.components.v1 as components
import os
import json
import uuid
from PIL import Image, ImageDraw # For minimap
import urllib.parse # For decoding save data
# --- Constants ---
SAVE_DIR = "saved_worlds"
WORLD_MAP_FILE = os.path.join(SAVE_DIR, "world_map.json")
DEFAULT_SPACE_SIZE = 50 # Matches ground plane size in JS (approx)
MINIMAP_CELL_SIZE = 10 # Pixels per cell in minimap image
# --- Ensure Save Directory Exists ---
os.makedirs(SAVE_DIR, exist_ok=True)
# --- Helper Functions for Persistence ---
def load_world_map():
"""Loads the world map metadata."""
if os.path.exists(WORLD_MAP_FILE):
try:
with open(WORLD_MAP_FILE, 'r') as f:
return json.load(f)
except json.JSONDecodeError:
st.error("Error reading world map file. Starting fresh.")
return {"spaces": {}} # Return empty if corrupt
return {"spaces": {}} # SpaceID -> {"grid_x": int, "grid_y": int, "name": str}
def save_world_map(world_data):
"""Saves the world map metadata."""
try:
with open(WORLD_MAP_FILE, 'w') as f:
json.dump(world_data, f, indent=4)
except Exception as e:
st.error(f"Error saving world map: {e}")
def save_space_data(space_id, objects_data):
"""Saves the object data for a specific space."""
file_path = os.path.join(SAVE_DIR, f"{space_id}.json")
try:
with open(file_path, 'w') as f:
# Store objects directly, could add metadata later
json.dump({"objects": objects_data}, f, indent=4)
except Exception as e:
st.error(f"Error saving space data for {space_id}: {e}")
def load_space_data(space_id):
"""Loads object data for a specific space."""
file_path = os.path.join(SAVE_DIR, f"{space_id}.json")
if os.path.exists(file_path):
try:
with open(file_path, 'r') as f:
data = json.load(f)
return data.get("objects", []) # Return objects list or empty
except json.JSONDecodeError:
st.error(f"Error reading space file {space_id}.json.")
return []
except Exception as e:
st.error(f"Error loading space data for {space_id}: {e}")
return []
return [] # Return empty list if file doesn't exist
def find_next_available_grid_slot(world_data):
"""Finds the next empty slot in a spiral pattern (simple version)."""
occupied = set((d["grid_x"], d["grid_y"]) for d in world_data.get("spaces", {}).values())
x, y = 0, 0
dx, dy = 0, -1
limit = 1 # How many steps in current direction
steps = 0 # Steps taken in current direction
leg = 0 # Current leg of the spiral (0=right, 1=up, 2=left, 3=down)
while True:
if (x, y) not in occupied:
return x, y
# Move
x, y = x + dx, y + dy
steps += 1
# Check if direction needs changing
if steps == limit:
steps = 0
leg = (leg + 1) % 4
if leg == 0: # Right
dx, dy = 1, 0
elif leg == 1: # Up
dx, dy = 0, 1
limit += 1 # Increase steps after moving up
elif leg == 2: # Left
dx, dy = -1, 0
elif leg == 3: # Down
dx, dy = 0, -1
limit += 1 # Increase steps after moving down
# Safety break (increase if expecting huge maps)
if limit > 100:
st.error("Could not find empty grid slot easily! Map too full?")
return None, None
# --- Minimap Generation ---
def generate_minimap(world_data, current_space_id=None):
spaces = world_data.get("spaces", {})
if not spaces:
return None # No map if no spaces saved
try:
coords = [(d["grid_x"], d["grid_y"]) for d in spaces.values()]
# Handle case where coords might be empty if spaces dict is malformed
if not coords: return None
min_x = min(c[0] for c in coords)
max_x = max(c[0] for c in coords)
min_y = min(c[1] for c in coords)
max_y = max(c[1] for c in coords)
# Add padding around the edges
padding = 1
img_width = (max_x - min_x + 1 + 2 * padding) * MINIMAP_CELL_SIZE
img_height = (max_y - min_y + 1 + 2 * padding) * MINIMAP_CELL_SIZE
img = Image.new('RGB', (img_width, img_height), color = 'lightgrey')
draw = ImageDraw.Draw(img)
for space_id, data in spaces.items():
# Calculate position including padding offset
cell_x = (data["grid_x"] - min_x + padding) * MINIMAP_CELL_SIZE
cell_y = (data["grid_y"] - min_y + padding) * MINIMAP_CELL_SIZE
color = "blue"
if space_id == current_space_id:
color = "red" # Highlight current space
draw.rectangle(
[cell_x, cell_y, cell_x + MINIMAP_CELL_SIZE -1, cell_y + MINIMAP_CELL_SIZE -1],
fill=color, outline="black"
)
# Optional: Draw space name/ID lightly
# draw.text((cell_x + 1, cell_y + 1), data.get("name", sid[:2]), fill="white", font_size=8)
return img
except Exception as e:
st.error(f"Error generating minimap: {e}")
return None
# --- Page Config ---
st.set_page_config(
page_title="Multiplayer World Builder",
layout="wide"
)
# --- Initialize Session State ---
if 'selected_object' not in st.session_state:
st.session_state.selected_object = 'None'
if 'current_space_id' not in st.session_state:
st.session_state.current_space_id = None # Will be set when loading/creating
if 'space_name' not in st.session_state:
st.session_state.space_name = ""
if 'initial_objects' not in st.session_state:
st.session_state.initial_objects = [] # Objects to load into JS
if 'trigger_rerun' not in st.session_state:
st.session_state.trigger_rerun = 0 # Counter to force reruns cleanly
# --- Load initial world data ---
world_data = load_world_map()
# --- Handle Save Data from JS (Query Param Workaround) ---
query_params = st.query_params.to_dict()
save_data_encoded = query_params.get("save_data")
if save_data_encoded:
st.session_state.trigger_rerun += 1 # Increment to signal change
save_successful = False
try:
save_data_json = urllib.parse.unquote(save_data_encoded[0]) # Get first value if list
objects_to_save = json.loads(save_data_json)
# Get ID/Name from URL or fall back to session state if not in URL (e.g., if redirect failed partially)
space_id_to_save = query_params.get("space_id", [st.session_state.current_space_id])[0]
space_name_to_save = urllib.parse.unquote(query_params.get("space_name", [st.session_state.space_name])[0])
if not space_id_to_save or space_id_to_save == 'null': # JS might send 'null' string
space_id_to_save = str(uuid.uuid4()) # Create new ID
is_new_space = True
st.session_state.current_space_id = space_id_to_save # Update state
else:
is_new_space = False
# Save the actual object data
save_space_data(space_id_to_save, objects_to_save)
# Update world map only if needed (new space or name change)
map_updated = False
world_spaces = world_data.setdefault("spaces", {})
if is_new_space:
grid_x, grid_y = find_next_available_grid_slot(world_data)
if grid_x is not None:
world_spaces[space_id_to_save] = {
"grid_x": grid_x,
"grid_y": grid_y,
"name": space_name_to_save or f"Space_{space_id_to_save[:6]}"
}
map_updated = True
else:
st.error("Failed to assign grid position!")
elif space_id_to_save in world_spaces and world_spaces[space_id_to_save].get("name") != space_name_to_save:
# Update name if it changed for existing space
world_spaces[space_id_to_save]["name"] = space_name_to_save
map_updated = True
if map_updated:
save_world_map(world_data)
st.session_state.space_name = space_name_to_save # Ensure state matches saved name
st.success(f"Space '{space_name_to_save or space_id_to_save}' saved successfully!")
save_successful = True
except Exception as e:
st.error(f"Error processing save data: {e}")
st.exception(e) # Show full traceback for debugging
# IMPORTANT: Clear query param to prevent resave on refresh/rerun
st.query_params.clear()
# Force a rerun IF save was processed, to reload objects and clear URL state visually
# Do this AFTER clearing query_params
if save_successful:
# No need to explicitly call st.rerun() here, Streamlit's flow after
# clearing query params and updating state often handles it.
# If visual updates lag, uncommenting st.rerun() might be necessary,
# but can sometimes cause double reruns.
# st.rerun()
pass
# --- Load Space Data if ID is set ---
# This runs on every script execution, including after save/load actions
if st.session_state.current_space_id:
st.session_state.initial_objects = load_space_data(st.session_state.current_space_id)
# Ensure name is loaded if space ID exists but name state is empty
if not st.session_state.space_name and st.session_state.current_space_id in world_data.get("spaces", {}):
st.session_state.space_name = world_data["spaces"][st.session_state.current_space_id].get("name", "")
# --- Sidebar Controls ---
with st.sidebar:
st.title("🏗️ World Controls")
# --- Space Management ---
st.subheader("Manage Spaces")
saved_spaces = list(world_data.get("spaces", {}).items()) # List of (id, data) tuples
space_options = {sid: data.get("name", f"Unnamed ({sid[:6]}...)") for sid, data in saved_spaces}
options_list = ["_new_"] + list(space_options.keys())
# Determine current index for selectbox
current_selection_index = 0 # Default to "Create New"
if st.session_state.current_space_id in space_options:
try:
current_selection_index = options_list.index(st.session_state.current_space_id)
except ValueError:
current_selection_index = 0 # Fallback if ID somehow not in list
selected_space_option = st.selectbox(
"Load or Create Space:",
options = options_list,
format_func = lambda x: space_options.get(x, "Select...") if x != "_new_" else "✨ Create New Space ✨",
index=current_selection_index,
key="space_selection_widget" # Use a dedicated key for the widget
)
# --- Handle Load/Create Logic ---
# Compare widget state to session state to detect user change
if selected_space_option != st.session_state.get('_last_selected_space', None):
st.session_state._last_selected_space = selected_space_option # Track selection change
if selected_space_option == "_new_":
# User explicitly selected "Create New"
if st.session_state.current_space_id is not None: # Check if switching *from* an existing space
st.session_state.current_space_id = None
st.session_state.initial_objects = []
st.session_state.space_name = ""
st.rerun() # Rerun to clear the space
else:
# User selected an existing space
if st.session_state.current_space_id != selected_space_option:
st.session_state.current_space_id = selected_space_option
# Loading data and name happens naturally at top of script now
st.rerun() # Rerun to reflect the load
# --- Name Input ---
current_name = st.text_input(
"Current Space Name:",
value=st.session_state.space_name, # Reflect current loaded/new name state
key="current_space_name_input"
)
# Update session state if user types a new name
if current_name != st.session_state.space_name:
st.session_state.space_name = current_name
# Note: The name is only saved to world_map.json when the JS save is triggered
st.info(f"Current Space ID: {st.session_state.current_space_id or 'None (New)'}")
st.caption("Click 'Save Work' in the 3D view to save changes.")
st.markdown("---")
# --- Object Placement Controls ---
st.subheader("Place Objects")
object_types = ["None", "Simple House", "Tree", "Rock", "Fence Post"]
# Ensure selectbox reflects current state
current_object_index = 0
try:
current_object_index = object_types.index(st.session_state.selected_object)
except ValueError:
st.session_state.selected_object = "None" # Reset if invalid
selected_object_type_widget = st.selectbox(
"Select Object to Place:",
options=object_types,
index=current_object_index,
key="selected_object_widget"
)
# Update state based on widget interaction
if selected_object_type_widget != st.session_state.selected_object:
st.session_state.selected_object = selected_object_type_widget
st.rerun() # Rerun to update JS injection
st.markdown("---")
# --- Minimap ---
st.subheader("World Minimap")
# Regenerate map data fresh each time
current_world_data_for_map = load_world_map()
minimap_img = generate_minimap(current_world_data_for_map, st.session_state.current_space_id)
if minimap_img:
st.image(minimap_img, caption="Blue: Saved Spaces, Red: Current", use_column_width=True)
else:
st.caption("No spaces saved yet.")
# --- Main Area ---
st.header("3D Space Editor")
st.caption(f"Editing: {st.session_state.space_name or 'New Space'}")
# --- Load and Prepare HTML ---
html_file_path = 'index.html'
html_content_with_state = None # Initialize to None
try:
# --- Read the HTML template file ---
with open(html_file_path, 'r', encoding='utf-8') as f:
html_template = f.read()
# --- Prepare JavaScript code to inject state ---
# Ensure all state variables are correctly serialized as JSON
js_injection_script = f"""
<script>
// Set global variables BEFORE the main script runs
window.SELECTED_OBJECT_TYPE = {json.dumps(st.session_state.selected_object)};
window.INITIAL_OBJECTS = {json.dumps(st.session_state.initial_objects)};
window.CURRENT_SPACE_ID = {json.dumps(st.session_state.current_space_id)};
window.CURRENT_SPACE_NAME = {json.dumps(st.session_state.space_name)};
// Basic logging to verify state in browser console
console.log("Streamlit State Injected:", {{
selectedObject: window.SELECTED_OBJECT_TYPE,
initialObjectsCount: window.INITIAL_OBJECTS ? window.INITIAL_OBJECTS.length : 0,
spaceId: window.CURRENT_SPACE_ID,
spaceName: window.CURRENT_SPACE_NAME
}});
</script>
"""
# --- Inject the script into the HTML template ---
# Replacing just before </head> is generally safe
html_content_with_state = html_template.replace('</head>', js_injection_script + '\n</head>', 1)
# --- Embed HTML Component (ONLY if HTML loading and preparation succeeded) ---
components.html(
html_content_with_state,
height=750, # Adjust height as needed
scrolling=False
)
# --- Error Handling ---
except FileNotFoundError:
st.error(f"CRITICAL ERROR: Could not find the file '{html_file_path}'.")
st.warning(f"Please make sure `{html_file_path}` is in the same directory as `app.py` and that the `{SAVE_DIR}` directory exists.")
except Exception as e:
st.error(f"An critical error occurred during HTML preparation or component rendering: {e}")
st.exception(e) # Show full traceback for debugging
# Do NOT attempt to render components.html if html_content_with_state is not defined