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import streamlit as st
import random
import json
import math

# Set page config
st.set_page_config(page_title="HexCitySaga: Dungeon Crawl", layout="wide")

# Initialize game state
if 'game_state' not in st.session_state:
    st.session_state.game_state = {
        'hex_grid': [[{'type': 'empty', 'emoji': '', 'alive': False} for _ in range(12)] for _ in range(16)],
        'heroes': {},  # {player_id: {x, y, hp, atk, def, xp, gear}}
        'monsters': [],  # [{x, y, type, hp, atk}]
        'loot': [],  # [{x, y, type}]
        'exit': {'x': 15, 'y': 11},  # Goal to escape
        'overlord': {'x': 14, 'y': 10, 'hp': 50, 'atk': 5, 'alive': True},
        'players': {},
        'story': [],
        'drawn_cards': 0,
        'turn': 0
    }

# Constants
HEX_SIZE = 40
PLAYER_NAMES = ["SkyWalker", "ForestRanger", "CityBuilder", "MonsterTamer", "RailMaster"]
PLANTS = ["🌱", "🌲", "🌳", "🌴", "🌡"]
LOOT = ["βš”οΈ", "πŸ›‘οΈ", "πŸ’°", "πŸ”‘"]
TRAPS = ["⚑", "πŸ•³οΈ"]
SUIT_PROPERTIES = {"Hearts": "heroic", "Diamonds": "treacherous", "Clubs": "fierce", "Spades": "enigmatic"}
SENTENCE_TEMPLATES = {
    "Hero": "A {property} hero {word} ventured forth.",
    "Monster": "A {property} {word} ambushed from the shadows!",
    "Loot": "The party found a {property} {word} in the depths.",
    "Trap": "A {property} {word} sprung upon them!",
    "Puzzle": "An {property} puzzle blocked with {word}."
}

# Game of Life for dungeon decay
def apply_game_of_life(grid):
    new_grid = [[cell.copy() for cell in row] for row in grid]
    for i in range(len(grid)):
        for j in range(len(grid[0])):
            neighbors = count_neighbors(grid, i, j)
            if grid[i][j]['type'] in ['plant', 'trap'] and grid[i][j]['alive']:
                if neighbors < 2 or neighbors > 3:
                    new_grid[i][j]['alive'] = False
                    new_grid[i][j]['type'] = 'empty'
                    new_grid[i][j]['emoji'] = ''
            elif grid[i][j]['type'] == 'empty' and neighbors == 3:
                new_grid[i][j]['type'] = 'plant'
                new_grid[i][j]['emoji'] = random.choice(PLANTS)
                new_grid[i][j]['alive'] = True
    return new_grid

def count_neighbors(grid, x, y):
    count = 0
    for di in [-1, 0, 1]:
        for dj in [-1, 0, 1]:
            if di == 0 and dj == 0:
                continue
            ni, nj = x + di, y + dj
            if 0 <= ni < len(grid) and 0 <= nj < len(grid[0]) and grid[ni][nj]['alive']:
                count += 1
    return count

# Card deck
def create_deck():
    suits = ["Hearts", "Diamonds", "Clubs", "Spades"]
    ranks = list(range(1, 14))
    deck = [(suit, rank) for suit in suits for rank in ranks]
    random.shuffle(deck)
    return deck

if 'deck' not in st.session_state:
    st.session_state.deck = create_deck()

# p5.js rendering
p5js_code = """
const HEX_SIZE = 40;
const SQRT_3 = Math.sqrt(3);
let hexGrid = [];
let heroes = {};
let monsters = [];
let loot = [];
let exit = {};
let overlord = {};
let playerId;
let story = [];

function setup() {
  createCanvas(640, 480);
  updateFromState();
}

function updateFromState() {
  hexGrid = JSON.parse(document.getElementById('hex_grid').innerHTML);
  heroes = JSON.parse(document.getElementById('heroes').innerHTML);
  monsters = JSON.parse(document.getElementById('monsters').innerHTML);
  loot = JSON.parse(document.getElementById('loot').innerHTML);
  exit = JSON.parse(document.getElementById('exit').innerHTML);
  overlord = JSON.parse(document.getElementById('overlord').innerHTML);
  playerId = document.getElementById('player_id').innerHTML;
  story = JSON.parse(document.getElementById('story').innerHTML);
}

function draw() {
  background(169, 169, 169); // Dungeon gray
  drawHexGrid();
  drawLoot();
  drawHeroes();
  drawMonsters();
  drawExit();
  drawOverlord();
  drawStory();
}

function drawHexGrid() {
  for (let i = 0; i < hexGrid.length; i++) {
    for (let j = 0; j < hexGrid[i].length; j++) {
      let x = i * HEX_SIZE * 1.5;
      let y = j * HEX_SIZE * SQRT_3 + (i % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
      fill(hexGrid[i][j].type === 'wall' ? '#555' : hexGrid[i][j].alive ? '#90EE90' : '#A9A9A9');
      stroke(0);
      drawHex(x, y);
      if (hexGrid[i][j].emoji) {
        textSize(20);
        text(hexGrid[i][j].emoji, x - 10, y + 5);
      }
    }
  }
}

function drawHex(x, y) {
  beginShape();
  for (let a = 0; a < 6; a++) {
    let angle = TWO_PI / 6 * a;
    vertex(x + HEX_SIZE * cos(angle), y + HEX_SIZE * sin(angle));
  }
  endShape(CLOSE);
}

function drawHeroes() {
  Object.keys(heroes).forEach(h => {
    let hero = heroes[h];
    let x = hero.x * HEX_SIZE * 1.5;
    let y = hero.y * HEX_SIZE * SQRT_3 + (hero.x % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
    fill(0, 255, 0);
    ellipse(x, y, HEX_SIZE * 0.8);
    textSize(14);
    text(h.slice(0, 2), x - 10, y + 5);
  });
}

function drawMonsters() {
  monsters.forEach(m => {
    let x = m.x * HEX_SIZE * 1.5;
    let y = m.y * HEX_SIZE * SQRT_3 + (m.x % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
    fill(255, 0, 0);
    ellipse(x, y, HEX_SIZE * 0.8);
    textSize(20);
    text(m.type === 'Godzilla' ? 'πŸ¦–' : 'πŸ€–', x - 10, y + 5);
  });
}

function drawLoot() {
  loot.forEach(l => {
    let x = l.x * HEX_SIZE * 1.5;
    let y = l.y * HEX_SIZE * SQRT_3 + (l.x % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
    fill(255, 215, 0);
    ellipse(x, y, HEX_SIZE * 0.6);
    textSize(20);
    text(l.type, x - 10, y + 5);
  });
}

function drawExit() {
  let x = exit.x * HEX_SIZE * 1.5;
  let y = exit.y * HEX_SIZE * SQRT_3 + (exit.x % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
  fill(0, 191, 255);
  ellipse(x, y, HEX_SIZE * 0.8);
  textSize(20);
  text('πŸšͺ', x - 10, y + 5);
}

function drawOverlord() {
  if (overlord.alive) {
    let x = overlord.x * HEX_SIZE * 1.5;
    let y = overlord.y * HEX_SIZE * SQRT_3 + (overlord.x % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
    fill(139, 0, 139);
    ellipse(x, y, HEX_SIZE * 1.2);
    textSize(20);
    text('πŸ‘‘', x - 10, y + 5);
  }
}

function drawStory() {
  fill(0);
  textSize(14);
  for (let i = 0; i < Math.min(story.length, 5); i++) {
    text(story[story.length - 1 - i], 10, 20 + i * 20);
  }
}

function mousePressed() {
  let i = Math.floor(mouseX / (HEX_SIZE * 1.5));
  let j = Math.floor((mouseY - (i % 2 ? HEX_SIZE * SQRT_3 / 2 : 0)) / (HEX_SIZE * SQRT_3));
  if (i >= 0 && i < hexGrid.length && j >= 0 && j < hexGrid[0].length) {
    let hero = heroes[playerId];
    if (hexGrid[i][j].type === 'empty' && Math.abs(hero.x - i) <= 1 && Math.abs(hero.y - j) <= 1) {
      moveHero(i, j);
    }
  }
}

function keyPressed() {
  let hero = heroes[playerId];
  if (key === 'w' || key === 'W') moveHero(hero.x, hero.y - 1);
  if (key === 's' || key === 'S') moveHero(hero.x, hero.y + 1);
  if (key === 'a' || key === 'A') moveHero(hero.x - 1, hero.y);
  if (key === 'd' || key === 'D') moveHero(hero.x + 1, hero.y);
  if (key === 'q' || key === 'Q') moveHero(hero.x - 1, hero.y - 1);
  if (key === 'e' || key === 'E') moveHero(hero.x + 1, hero.y - 1);
}

function moveHero(newX, newY) {
  if (newX < 0 || newX >= hexGrid.length || newY < 0 || newY >= hexGrid[0].length) return;
  let hero = heroes[playerId];
  let cell = hexGrid[newX][newY];
  if (cell.type === 'empty' || cell.type === 'plant') {
    hero.x = newX;
    hero.y = newY;
    handleInteractions();
    updateState();
  }
}

function handleInteractions() {
  let hero = heroes[playerId];
  // Loot
  let lootIdx = loot.findIndex(l => l.x === hero.x && l.y === hero.y);
  if (lootIdx !== -1) {
    let item = loot[lootIdx].type;
    if (item === 'βš”οΈ') hero.atk += 2;
    if (item === 'πŸ›‘οΈ') hero.def += 2;
    if (item === 'πŸ’°') hero.xp += 10;
    if (item === 'πŸ”‘') hero.gear.push('πŸ”‘');
    loot.splice(lootIdx, 1);
    addStory('Loot', item);
  }
  // Trap
  if (hexGrid[hero.x][hero.y].type === 'trap') {
    hero.hp -= random(1, 5);
    addStory('Trap', hexGrid[hero.x][hero.y].emoji);
  }
  // Monster combat
  let monsterIdx = monsters.findIndex(m => m.x === hero.x && m.y === hero.y);
  if (monsterIdx !== -1) {
    let monster = monsters[monsterIdx];
    let damage = Math.max(0, hero.atk - 1);
    monster.hp -= damage;
    hero.hp -= Math.max(0, monster.atk - hero.def);
    if (monster.hp <= 0) {
      monsters.splice(monsterIdx, 1);
      hero.xp += 10;
      addStory('Monster', monster.type + ' slain');
    }
  }
  // Overlord combat
  if (overlord.alive && hero.x === overlord.x && hero.y === overlord.y) {
    let damage = Math.max(0, hero.atk - 2);
    overlord.hp -= damage;
    hero.hp -= Math.max(0, overlord.atk - hero.def);
    if (overlord.hp <= 0) {
      overlord.alive = false;
      hero.xp += 50;
      addStory('Monster', 'Overlord defeated');
    }
  }
  // Exit
  if (hero.x === exit.x && hero.y === exit.y && hero.gear.includes('πŸ”‘')) {
    alert('Victory! You escaped the Hex Dungeon!');
    resetGame();
  }
  // Level up
  if (hero.xp >= hero.level * 20) {
    hero.level += 1;
    hero.hp += 5;
    hero.atk += 1;
    hero.def += 1;
    addStory('Hero', 'leveled up');
  }
}

function addStory(type, word) {
  let cardIndex = st.session_state.drawn_cards % 52;
  let card = JSON.parse(document.getElementById('deck').innerHTML)[cardIndex];
  let suit = card[0];
  let sentence = `A ${SUIT_PROPERTIES[suit]} event: ${type.toLowerCase()} ${word}`;
  story.push(sentence);
  st.session_state.drawn_cards += 1;
}

function updateState() {
  fetch('/update_state', {
    method: 'POST',
    headers: { 'Content-Type': 'application/json' },
    body: JSON.stringify({
      hex_grid: hexGrid,
      heroes: heroes,
      monsters: monsters,
      loot: loot,
      exit: exit,
      overlord: overlord,
      story: story,
      player_id: playerId
    })
  });
}
"""

# UI Components
if 'player_id' not in st.session_state:
    st.session_state.player_id = random.choice(PLAYER_NAMES)
    st.session_state.game_state['heroes'][st.session_state.player_id] = {
        'x': 0, 'y': 0, 'hp': 20, 'atk': 3, 'def': 1, 'xp': 0, 'level': 1, 'gear': []
    }

player_id = st.sidebar.selectbox("Choose Hero", PLAYER_NAMES, index=PLAYER_NAMES.index(st.session_state.player_id))
st.session_state.player_id = player_id

st.sidebar.subheader("πŸ—‘οΈ Hero Stats")
hero = st.session_state.game_state['heroes'].get(player_id, {})
st.sidebar.write(f"HP: {hero.get('hp', 20)} | ATK: {hero.get('atk', 3)} | DEF: {hero.get('def', 1)}")
st.sidebar.write(f"Level: {hero.get('level', 1)} | XP: {hero.get('xp', 0)}")
st.sidebar.write(f"Gear: {', '.join(hero.get('gear', [])) or 'None'}")

st.sidebar.subheader("πŸ† Scores")
for p, s in st.session_state.game_state['players'].items():
    st.sidebar.write(f"{p}: {s}")

# Game HTML
game_html = f"""
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.2/p5.min.js"></script>
<div id="hex_grid" style="display:none">{json.dumps(st.session_state.game_state['hex_grid'])}</div>
<div id="heroes" style="display:none">{json.dumps(st.session_state.game_state['heroes'])}</div>
<div id="monsters" style="display:none">{json.dumps(st.session_state.game_state['monsters'])}</div>
<div id="loot" style="display:none">{json.dumps(st.session_state.game_state['loot'])}</div>
<div id="exit" style="display:none">{json.dumps(st.session_state.game_state['exit'])}</div>
<div id="overlord" style="display:none">{json.dumps(st.session_state.game_state['overlord'])}</div>
<div id="player_id" style="display:none">{player_id}</div>
<div id="story" style="display:none">{json.dumps(st.session_state.game_state['story'])}</div>
<div id="deck" style="display:none">{json.dumps(st.session_state.deck)}</div>
<script>{p5js_code}</script>
"""

# Main layout
st.title("HexCitySaga: Dungeon Crawl")
st.write(f"Hero: {player_id}. Use WASD/QE to move. Goal: Escape (πŸšͺ) with πŸ”‘ or slay the Overlord (πŸ‘‘).")
st.components.v1.html(game_html, height=500)

# State update handler with Overlord AI
def update_state(data):
    st.session_state.game_state.update({
        'hex_grid': apply_game_of_life(data['hex_grid']),
        'heroes': data['heroes'],
        'monsters': data['monsters'],
        'loot': data['loot'],
        'exit': data['exit'],
        'overlord': data['overlord'],
        'story': data['story']
    })
    # Random events
    if random.random() < 0.1:
        spawn = {'x': random.randint(0, 15), 'y': random.randint(0, 11)}
        if random.random() < 0.5:
            st.session_state.game_state['monsters'].append({'x': spawn['x'], 'y': spawn['y'], 'type': random.choice(['Godzilla', 'GiantRobot']), 'hp': 10, 'atk': 2})
            st.session_state.game_state['story'].append(f"A fierce ambush: Monster at ({spawn['x']}, {spawn['y']})!")
        else:
            st.session_state.game_state['loot'].append({'x': spawn['x'], 'y': spawn['y'], 'type': random.choice(LOOT)})
            st.session_state.game_state['story'].append(f"A treacherous find: Loot at ({spawn['x']}, {spawn['y']})!")
    # Traps
    if random.random() < 0.05:
        tx, ty = random.randint(0, 15), random.randint(0, 11)
        if st.session_state.game_state['hex_grid'][tx][ty]['type'] == 'empty':
            st.session_state.game_state['hex_grid'][tx][ty] = {'type': 'trap', 'emoji': random.choice(TRAPS), 'alive': True}
    # Overlord move
    if st.session_state.game_state['overlord']['alive']:
        closest_hero = min(st.session_state.game_state['heroes'].items(), key=lambda h: abs(h[1]['x'] - st.session_state.game_state['overlord']['x']) + abs(h[1]['y'] - st.session_state.game_state['overlord']['y']))
        dx = 1 if closest_hero[1]['x'] > st.session_state.game_state['overlord']['x'] else -1 if closest_hero[1]['x'] < st.session_state.game_state['overlord']['x'] else 0
        dy = 1 if closest_hero[1]['y'] > st.session_state.game_state['overlord']['y'] else -1 if closest_hero[1]['y'] < st.session_state.game_state['overlord']['y'] else 0
        new_x, new_y = st.session_state.game_state['overlord']['x'] + dx, st.session_state.game_state['overlord']['y'] + dy
        if 0 <= new_x < 16 and 0 <= new_y < 12 and st.session_state.game_state['hex_grid'][new_x][new_y]['type'] == 'empty':
            st.session_state.game_state['overlord']['x'], st.session_state.game_state['overlord']['y'] = new_x, new_y
    if data['player_id'] not in st.session_state.game_state['players']:
        st.session_state.game_state['players'][data['player_id']] = 0
    st.session_state.game_state['players'][data['player_id']] += 1
    st.session_state.game_state['turn'] += 1
    st.rerun()

# Initialize dungeon
for i in range(16):
    for j in range(12):
        if random.random() < 0.1:
            st.session_state.game_state['hex_grid'][i][j] = {'type': 'wall', 'emoji': '🧱', 'alive': False}

def reset_game():
    st.session_state.game_state = {
        'hex_grid': [[{'type': 'empty', 'emoji': '', 'alive': False} for _ in range(12)] for _ in range(16)],
        'heroes': {player_id: {'x': 0, 'y': 0, 'hp': 20, 'atk': 3, 'def': 1, 'xp': 0, 'level': 1, 'gear': []}},
        'monsters': [],
        'loot': [],
        'exit': {'x': 15, 'y': 11},
        'overlord': {'x': 14, 'y': 10, 'hp': 50, 'atk': 5, 'alive': True},
        'players': {},
        'story': [],
        'drawn_cards': 0,
        'turn': 0
    }
    for i in range(16):
        for j in range(12):
            if random.random() < 0.1:
                st.session_state.game_state['hex_grid'][i][j] = {'type': 'wall', 'emoji': '🧱', 'alive': False}

if st.sidebar.button("Reset Game"):
    reset_game()