awacke1 commited on
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73d1e4d
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1 Parent(s): b36f898

Update app.py

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Files changed (1) hide show
  1. app.py +241 -122
app.py CHANGED
@@ -3,53 +3,52 @@ import random
3
  import json
4
  import math
5
 
6
- # Set page config for a wider, immersive layout
7
- st.set_page_config(page_title="HexCitySaga", layout="wide")
8
 
9
  # Initialize game state
10
  if 'game_state' not in st.session_state:
11
  st.session_state.game_state = {
12
  'hex_grid': [[{'type': 'empty', 'emoji': '', 'alive': False} for _ in range(12)] for _ in range(16)],
13
- 'buildings': [],
 
 
 
 
14
  'players': {},
15
- 'train': {'x': 0, 'y': 5, 'dir': 1},
16
- 'monster_mode': False,
17
- 'current_monster': 'Godzilla',
18
- 'monster_x': 8,
19
- 'monster_y': 6,
20
  'story': [],
21
- 'drawn_cards': 0
 
22
  }
23
 
24
  # Constants
25
  HEX_SIZE = 40
26
  PLAYER_NAMES = ["SkyWalker", "ForestRanger", "CityBuilder", "MonsterTamer", "RailMaster"]
27
  PLANTS = ["🌱", "🌲", "🌳", "🌴", "🌡"]
28
- BUILDINGS = ["🏠", "🏑", "🏒", "πŸ₯", "🏦"]
29
- CREATURES = ["🐾", "🐱", "🐢", "🐭", "🐰"]
30
- SUIT_PROPERTIES = {"Hearts": "emotional", "Diamonds": "wealthy", "Clubs": "conflict", "Spades": "mysterious"}
31
  SENTENCE_TEMPLATES = {
32
- "Building": "A {property} {word} rose in the city.",
33
- "Monster": "A {property} {word} emerged to challenge all!",
34
- "Train": "The {property} train sped through with {word}."
 
 
35
  }
36
 
37
- # Game of Life rules
38
  def apply_game_of_life(grid):
39
  new_grid = [[cell.copy() for cell in row] for row in grid]
40
  for i in range(len(grid)):
41
  for j in range(len(grid[0])):
42
  neighbors = count_neighbors(grid, i, j)
43
- if grid[i][j]['type'] in ['building', 'placed']:
44
- grid[i][j]['alive'] = True
45
- if neighbors < 2 or neighbors > 3: # Underpopulation or overpopulation
46
  new_grid[i][j]['alive'] = False
47
  new_grid[i][j]['type'] = 'empty'
48
  new_grid[i][j]['emoji'] = ''
49
- elif neighbors in [2, 3]:
50
- new_grid[i][j]['alive'] = True
51
- elif neighbors == 3 and grid[i][j]['type'] == 'empty': # Reproduction
52
- new_grid[i][j]['type'] = 'placed'
53
  new_grid[i][j]['emoji'] = random.choice(PLANTS)
54
  new_grid[i][j]['alive'] = True
55
  return new_grid
@@ -65,7 +64,7 @@ def count_neighbors(grid, x, y):
65
  count += 1
66
  return count
67
 
68
- # Card deck for storytelling
69
  def create_deck():
70
  suits = ["Hearts", "Diamonds", "Clubs", "Spades"]
71
  ranks = list(range(1, 14))
@@ -81,11 +80,11 @@ p5js_code = """
81
  const HEX_SIZE = 40;
82
  const SQRT_3 = Math.sqrt(3);
83
  let hexGrid = [];
84
- let buildings = [];
85
- let train = {};
86
- let monsterMode = false;
87
- let currentMonster = '';
88
- let monsterX, monsterY;
89
  let playerId;
90
  let story = [];
91
 
@@ -96,25 +95,24 @@ function setup() {
96
 
97
  function updateFromState() {
98
  hexGrid = JSON.parse(document.getElementById('hex_grid').innerHTML);
99
- buildings = JSON.parse(document.getElementById('buildings').innerHTML);
100
- train = JSON.parse(document.getElementById('train').innerHTML);
101
- monsterMode = JSON.parse(document.getElementById('monster_mode').innerHTML);
102
- currentMonster = document.getElementById('current_monster').innerHTML;
103
- monsterX = parseInt(document.getElementById('monster_x').innerHTML);
104
- monsterY = parseInt(document.getElementById('monster_y').innerHTML);
105
  playerId = document.getElementById('player_id').innerHTML;
106
  story = JSON.parse(document.getElementById('story').innerHTML);
107
  }
108
 
109
  function draw() {
110
- background(220);
111
  drawHexGrid();
112
- drawBuildings();
113
- drawTrain();
114
- if (monsterMode) drawMonster();
 
 
115
  drawStory();
116
- train.x += train.dir * 0.05;
117
- if (train.x >= hexGrid.length || train.x < 0) train.dir *= -1;
118
  }
119
 
120
  function drawHexGrid() {
@@ -122,7 +120,7 @@ function drawHexGrid() {
122
  for (let j = 0; j < hexGrid[i].length; j++) {
123
  let x = i * HEX_SIZE * 1.5;
124
  let y = j * HEX_SIZE * SQRT_3 + (i % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
125
- fill(hexGrid[i][j].type === 'track' ? '#808080' : hexGrid[i][j].alive ? '#90EE90' : '#D3D3D3');
126
  stroke(0);
127
  drawHex(x, y);
128
  if (hexGrid[i][j].emoji) {
@@ -142,32 +140,58 @@ function drawHex(x, y) {
142
  endShape(CLOSE);
143
  }
144
 
145
- function drawBuildings() {
146
- buildings.forEach(b => {
147
- let x = b.x * HEX_SIZE * 1.5;
148
- let y = b.y * HEX_SIZE * SQRT_3 + (b.x % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
149
- fill(b.color[0], b.color[1], b.color[2]);
150
- noStroke();
 
 
 
 
 
 
 
 
 
 
 
151
  ellipse(x, y, HEX_SIZE * 0.8);
152
  textSize(20);
153
- text(b.emoji, x - 10, y + 5);
154
  });
155
  }
156
 
157
- function drawTrain() {
158
- let x = train.x * HEX_SIZE * 1.5;
159
- let y = train.y * HEX_SIZE * SQRT_3;
160
- fill(150, 50, 50);
161
- rect(x - 15, y - 10, 30, 20);
162
- text('πŸš‚', x - 10, y + 5);
 
 
 
163
  }
164
 
165
- function drawMonster() {
166
- let x = monsterX * HEX_SIZE * 1.5;
167
- let y = monsterY * HEX_SIZE * SQRT_3 + (monsterX % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
168
- fill(255, 0, 0);
169
- ellipse(x, y, HEX_SIZE * 1.2);
170
- text(currentMonster === 'Godzilla' ? 'πŸ¦–' : 'πŸ€–', x - 10, y + 5);
 
 
 
 
 
 
 
 
 
 
 
 
171
  }
172
 
173
  function drawStory() {
@@ -181,47 +205,98 @@ function drawStory() {
181
  function mousePressed() {
182
  let i = Math.floor(mouseX / (HEX_SIZE * 1.5));
183
  let j = Math.floor((mouseY - (i % 2 ? HEX_SIZE * SQRT_3 / 2 : 0)) / (HEX_SIZE * SQRT_3));
184
- if (i >= 0 && i < hexGrid.length && j >= 0 && j < hexGrid[0].length && hexGrid[i][j].type === 'empty') {
185
- let emoji = document.getElementById('selected_emoji').innerHTML;
186
- if (!monsterMode) {
187
- if (['🏠', '🏑', '🏒', 'πŸ₯', '🏦'].includes(emoji)) {
188
- buildings.push({
189
- x: i, y: j, emoji: emoji,
190
- color: [random(100, 255), random(100, 255), random(100, 255)],
191
- player: playerId
192
- });
193
- hexGrid[i][j].type = 'building';
194
- hexGrid[i][j].alive = true;
195
- addStory('Building', emoji);
196
- } else {
197
- hexGrid[i][j].type = 'placed';
198
- hexGrid[i][j].emoji = emoji;
199
- hexGrid[i][j].alive = true;
200
- }
201
- updateState();
202
  }
203
  }
204
  }
205
 
206
  function keyPressed() {
207
- if (key === 'm' || key === 'M') {
208
- monsterMode = !monsterMode;
209
- if (monsterMode) addStory('Monster', currentMonster);
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
210
  }
211
- if (key === 'g' || key === 'G') currentMonster = 'Godzilla';
212
- if (key === 'r' || key === 'R') currentMonster = 'GiantRobot';
213
- if (key === 't' || key === 'T') {
214
- train.dir *= -1;
215
- addStory('Train', 'purpose');
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
216
  }
217
- updateState();
218
  }
219
 
220
  function addStory(type, word) {
221
  let cardIndex = st.session_state.drawn_cards % 52;
222
  let card = JSON.parse(document.getElementById('deck').innerHTML)[cardIndex];
223
  let suit = card[0];
224
- let sentence = `A ${SUIT_PROPERTIES[suit]} event with ${type.toLowerCase()} ${word}`;
225
  story.push(sentence);
226
  st.session_state.drawn_cards += 1;
227
  }
@@ -232,12 +307,11 @@ function updateState() {
232
  headers: { 'Content-Type': 'application/json' },
233
  body: JSON.stringify({
234
  hex_grid: hexGrid,
235
- buildings: buildings,
236
- train: train,
237
- monster_mode: monsterMode,
238
- current_monster: currentMonster,
239
- monster_x: monsterX,
240
- monster_y: monsterY,
241
  story: story,
242
  player_id: playerId
243
  })
@@ -248,60 +322,105 @@ function updateState() {
248
  # UI Components
249
  if 'player_id' not in st.session_state:
250
  st.session_state.player_id = random.choice(PLAYER_NAMES)
 
 
 
251
 
252
- player_id = st.sidebar.selectbox("Choose Player", PLAYER_NAMES, index=PLAYER_NAMES.index(st.session_state.player_id))
253
  st.session_state.player_id = player_id
254
 
255
- st.sidebar.subheader("🎨 Palette")
256
- cols = st.sidebar.columns(5)
257
- selected_emoji = st.session_state.get('selected_emoji', PLANTS[0])
258
- for i, emoji in enumerate(PLANTS + BUILDINGS + CREATURES):
259
- if cols[i % 5].button(emoji, key=f"emoji_{i}"):
260
- st.session_state.selected_emoji = emoji
261
 
262
  st.sidebar.subheader("πŸ† Scores")
263
  for p, s in st.session_state.game_state['players'].items():
264
  st.sidebar.write(f"{p}: {s}")
265
 
266
- # Game HTML with deck included
267
  game_html = f"""
268
  <script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.2/p5.min.js"></script>
269
  <div id="hex_grid" style="display:none">{json.dumps(st.session_state.game_state['hex_grid'])}</div>
270
- <div id="buildings" style="display:none">{json.dumps(st.session_state.game_state['buildings'])}</div>
271
- <div id="train" style="display:none">{json.dumps(st.session_state.game_state['train'])}</div>
272
- <div id="monster_mode" style="display:none">{json.dumps(st.session_state.game_state['monster_mode'])}</div>
273
- <div id="current_monster" style="display:none">{st.session_state.game_state['current_monster']}</div>
274
- <div id="monster_x" style="display:none">{st.session_state.game_state['monster_x']}</div>
275
- <div id="monster_y" style="display:none">{st.session_state.game_state['monster_y']}</div>
276
  <div id="player_id" style="display:none">{player_id}</div>
277
- <div id="selected_emoji" style="display:none">{selected_emoji}</div>
278
  <div id="story" style="display:none">{json.dumps(st.session_state.game_state['story'])}</div>
279
  <div id="deck" style="display:none">{json.dumps(st.session_state.deck)}</div>
280
  <script>{p5js_code}</script>
281
  """
282
 
283
  # Main layout
284
- st.title("HexCitySaga: Build, Battle, and Tell Your Tale")
285
- st.write(f"Player: {player_id}. Click to place {selected_emoji}. Keys: M (monster), G/R (monster type), T (train)")
286
  st.components.v1.html(game_html, height=500)
287
 
288
- # State update handler
289
  def update_state(data):
290
  st.session_state.game_state.update({
291
  'hex_grid': apply_game_of_life(data['hex_grid']),
292
- 'buildings': data['buildings'],
293
- 'train': data['train'],
294
- 'monster_mode': data['monster_mode'],
295
- 'current_monster': data['current_monster'],
296
- 'monster_x': data['monster_x'],
297
- 'monster_y': data['monster_y'],
298
  'story': data['story']
299
  })
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
300
  if data['player_id'] not in st.session_state.game_state['players']:
301
  st.session_state.game_state['players'][data['player_id']] = 0
302
  st.session_state.game_state['players'][data['player_id']] += 1
 
303
  st.rerun()
304
 
305
- # Initialize tracks
306
- for i in range(len(st.session_state.game_state['hex_grid'])):
307
- st.session_state.game_state['hex_grid'][i][5]['type'] = 'track'
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3
  import json
4
  import math
5
 
6
+ # Set page config
7
+ st.set_page_config(page_title="HexCitySaga: Dungeon Crawl", layout="wide")
8
 
9
  # Initialize game state
10
  if 'game_state' not in st.session_state:
11
  st.session_state.game_state = {
12
  'hex_grid': [[{'type': 'empty', 'emoji': '', 'alive': False} for _ in range(12)] for _ in range(16)],
13
+ 'heroes': {}, # {player_id: {x, y, hp, atk, def, xp, gear}}
14
+ 'monsters': [], # [{x, y, type, hp, atk}]
15
+ 'loot': [], # [{x, y, type}]
16
+ 'exit': {'x': 15, 'y': 11}, # Goal to escape
17
+ 'overlord': {'x': 14, 'y': 10, 'hp': 50, 'atk': 5, 'alive': True},
18
  'players': {},
 
 
 
 
 
19
  'story': [],
20
+ 'drawn_cards': 0,
21
+ 'turn': 0
22
  }
23
 
24
  # Constants
25
  HEX_SIZE = 40
26
  PLAYER_NAMES = ["SkyWalker", "ForestRanger", "CityBuilder", "MonsterTamer", "RailMaster"]
27
  PLANTS = ["🌱", "🌲", "🌳", "🌴", "🌡"]
28
+ LOOT = ["βš”οΈ", "πŸ›‘οΈ", "πŸ’°", "πŸ”‘"]
29
+ TRAPS = ["⚑", "πŸ•³οΈ"]
30
+ SUIT_PROPERTIES = {"Hearts": "heroic", "Diamonds": "treacherous", "Clubs": "fierce", "Spades": "enigmatic"}
31
  SENTENCE_TEMPLATES = {
32
+ "Hero": "A {property} hero {word} ventured forth.",
33
+ "Monster": "A {property} {word} ambushed from the shadows!",
34
+ "Loot": "The party found a {property} {word} in the depths.",
35
+ "Trap": "A {property} {word} sprung upon them!",
36
+ "Puzzle": "An {property} puzzle blocked with {word}."
37
  }
38
 
39
+ # Game of Life for dungeon decay
40
  def apply_game_of_life(grid):
41
  new_grid = [[cell.copy() for cell in row] for row in grid]
42
  for i in range(len(grid)):
43
  for j in range(len(grid[0])):
44
  neighbors = count_neighbors(grid, i, j)
45
+ if grid[i][j]['type'] in ['plant', 'trap'] and grid[i][j]['alive']:
46
+ if neighbors < 2 or neighbors > 3:
 
47
  new_grid[i][j]['alive'] = False
48
  new_grid[i][j]['type'] = 'empty'
49
  new_grid[i][j]['emoji'] = ''
50
+ elif grid[i][j]['type'] == 'empty' and neighbors == 3:
51
+ new_grid[i][j]['type'] = 'plant'
 
 
52
  new_grid[i][j]['emoji'] = random.choice(PLANTS)
53
  new_grid[i][j]['alive'] = True
54
  return new_grid
 
64
  count += 1
65
  return count
66
 
67
+ # Card deck
68
  def create_deck():
69
  suits = ["Hearts", "Diamonds", "Clubs", "Spades"]
70
  ranks = list(range(1, 14))
 
80
  const HEX_SIZE = 40;
81
  const SQRT_3 = Math.sqrt(3);
82
  let hexGrid = [];
83
+ let heroes = {};
84
+ let monsters = [];
85
+ let loot = [];
86
+ let exit = {};
87
+ let overlord = {};
88
  let playerId;
89
  let story = [];
90
 
 
95
 
96
  function updateFromState() {
97
  hexGrid = JSON.parse(document.getElementById('hex_grid').innerHTML);
98
+ heroes = JSON.parse(document.getElementById('heroes').innerHTML);
99
+ monsters = JSON.parse(document.getElementById('monsters').innerHTML);
100
+ loot = JSON.parse(document.getElementById('loot').innerHTML);
101
+ exit = JSON.parse(document.getElementById('exit').innerHTML);
102
+ overlord = JSON.parse(document.getElementById('overlord').innerHTML);
 
103
  playerId = document.getElementById('player_id').innerHTML;
104
  story = JSON.parse(document.getElementById('story').innerHTML);
105
  }
106
 
107
  function draw() {
108
+ background(169, 169, 169); // Dungeon gray
109
  drawHexGrid();
110
+ drawLoot();
111
+ drawHeroes();
112
+ drawMonsters();
113
+ drawExit();
114
+ drawOverlord();
115
  drawStory();
 
 
116
  }
117
 
118
  function drawHexGrid() {
 
120
  for (let j = 0; j < hexGrid[i].length; j++) {
121
  let x = i * HEX_SIZE * 1.5;
122
  let y = j * HEX_SIZE * SQRT_3 + (i % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
123
+ fill(hexGrid[i][j].type === 'wall' ? '#555' : hexGrid[i][j].alive ? '#90EE90' : '#A9A9A9');
124
  stroke(0);
125
  drawHex(x, y);
126
  if (hexGrid[i][j].emoji) {
 
140
  endShape(CLOSE);
141
  }
142
 
143
+ function drawHeroes() {
144
+ Object.keys(heroes).forEach(h => {
145
+ let hero = heroes[h];
146
+ let x = hero.x * HEX_SIZE * 1.5;
147
+ let y = hero.y * HEX_SIZE * SQRT_3 + (hero.x % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
148
+ fill(0, 255, 0);
149
+ ellipse(x, y, HEX_SIZE * 0.8);
150
+ textSize(14);
151
+ text(h.slice(0, 2), x - 10, y + 5);
152
+ });
153
+ }
154
+
155
+ function drawMonsters() {
156
+ monsters.forEach(m => {
157
+ let x = m.x * HEX_SIZE * 1.5;
158
+ let y = m.y * HEX_SIZE * SQRT_3 + (m.x % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
159
+ fill(255, 0, 0);
160
  ellipse(x, y, HEX_SIZE * 0.8);
161
  textSize(20);
162
+ text(m.type === 'Godzilla' ? 'πŸ¦–' : 'πŸ€–', x - 10, y + 5);
163
  });
164
  }
165
 
166
+ function drawLoot() {
167
+ loot.forEach(l => {
168
+ let x = l.x * HEX_SIZE * 1.5;
169
+ let y = l.y * HEX_SIZE * SQRT_3 + (l.x % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
170
+ fill(255, 215, 0);
171
+ ellipse(x, y, HEX_SIZE * 0.6);
172
+ textSize(20);
173
+ text(l.type, x - 10, y + 5);
174
+ });
175
  }
176
 
177
+ function drawExit() {
178
+ let x = exit.x * HEX_SIZE * 1.5;
179
+ let y = exit.y * HEX_SIZE * SQRT_3 + (exit.x % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
180
+ fill(0, 191, 255);
181
+ ellipse(x, y, HEX_SIZE * 0.8);
182
+ textSize(20);
183
+ text('πŸšͺ', x - 10, y + 5);
184
+ }
185
+
186
+ function drawOverlord() {
187
+ if (overlord.alive) {
188
+ let x = overlord.x * HEX_SIZE * 1.5;
189
+ let y = overlord.y * HEX_SIZE * SQRT_3 + (overlord.x % 2 ? HEX_SIZE * SQRT_3 / 2 : 0);
190
+ fill(139, 0, 139);
191
+ ellipse(x, y, HEX_SIZE * 1.2);
192
+ textSize(20);
193
+ text('πŸ‘‘', x - 10, y + 5);
194
+ }
195
  }
196
 
197
  function drawStory() {
 
205
  function mousePressed() {
206
  let i = Math.floor(mouseX / (HEX_SIZE * 1.5));
207
  let j = Math.floor((mouseY - (i % 2 ? HEX_SIZE * SQRT_3 / 2 : 0)) / (HEX_SIZE * SQRT_3));
208
+ if (i >= 0 && i < hexGrid.length && j >= 0 && j < hexGrid[0].length) {
209
+ let hero = heroes[playerId];
210
+ if (hexGrid[i][j].type === 'empty' && Math.abs(hero.x - i) <= 1 && Math.abs(hero.y - j) <= 1) {
211
+ moveHero(i, j);
 
 
 
 
 
 
 
 
 
 
 
 
 
 
212
  }
213
  }
214
  }
215
 
216
  function keyPressed() {
217
+ let hero = heroes[playerId];
218
+ if (key === 'w' || key === 'W') moveHero(hero.x, hero.y - 1);
219
+ if (key === 's' || key === 'S') moveHero(hero.x, hero.y + 1);
220
+ if (key === 'a' || key === 'A') moveHero(hero.x - 1, hero.y);
221
+ if (key === 'd' || key === 'D') moveHero(hero.x + 1, hero.y);
222
+ if (key === 'q' || key === 'Q') moveHero(hero.x - 1, hero.y - 1);
223
+ if (key === 'e' || key === 'E') moveHero(hero.x + 1, hero.y - 1);
224
+ }
225
+
226
+ function moveHero(newX, newY) {
227
+ if (newX < 0 || newX >= hexGrid.length || newY < 0 || newY >= hexGrid[0].length) return;
228
+ let hero = heroes[playerId];
229
+ let cell = hexGrid[newX][newY];
230
+ if (cell.type === 'empty' || cell.type === 'plant') {
231
+ hero.x = newX;
232
+ hero.y = newY;
233
+ handleInteractions();
234
+ updateState();
235
+ }
236
+ }
237
+
238
+ function handleInteractions() {
239
+ let hero = heroes[playerId];
240
+ // Loot
241
+ let lootIdx = loot.findIndex(l => l.x === hero.x && l.y === hero.y);
242
+ if (lootIdx !== -1) {
243
+ let item = loot[lootIdx].type;
244
+ if (item === 'βš”οΈ') hero.atk += 2;
245
+ if (item === 'πŸ›‘οΈ') hero.def += 2;
246
+ if (item === 'πŸ’°') hero.xp += 10;
247
+ if (item === 'πŸ”‘') hero.gear.push('πŸ”‘');
248
+ loot.splice(lootIdx, 1);
249
+ addStory('Loot', item);
250
+ }
251
+ // Trap
252
+ if (hexGrid[hero.x][hero.y].type === 'trap') {
253
+ hero.hp -= random(1, 5);
254
+ addStory('Trap', hexGrid[hero.x][hero.y].emoji);
255
+ }
256
+ // Monster combat
257
+ let monsterIdx = monsters.findIndex(m => m.x === hero.x && m.y === hero.y);
258
+ if (monsterIdx !== -1) {
259
+ let monster = monsters[monsterIdx];
260
+ let damage = Math.max(0, hero.atk - 1);
261
+ monster.hp -= damage;
262
+ hero.hp -= Math.max(0, monster.atk - hero.def);
263
+ if (monster.hp <= 0) {
264
+ monsters.splice(monsterIdx, 1);
265
+ hero.xp += 10;
266
+ addStory('Monster', monster.type + ' slain');
267
+ }
268
  }
269
+ // Overlord combat
270
+ if (overlord.alive && hero.x === overlord.x && hero.y === overlord.y) {
271
+ let damage = Math.max(0, hero.atk - 2);
272
+ overlord.hp -= damage;
273
+ hero.hp -= Math.max(0, overlord.atk - hero.def);
274
+ if (overlord.hp <= 0) {
275
+ overlord.alive = false;
276
+ hero.xp += 50;
277
+ addStory('Monster', 'Overlord defeated');
278
+ }
279
+ }
280
+ // Exit
281
+ if (hero.x === exit.x && hero.y === exit.y && hero.gear.includes('πŸ”‘')) {
282
+ alert('Victory! You escaped the Hex Dungeon!');
283
+ resetGame();
284
+ }
285
+ // Level up
286
+ if (hero.xp >= hero.level * 20) {
287
+ hero.level += 1;
288
+ hero.hp += 5;
289
+ hero.atk += 1;
290
+ hero.def += 1;
291
+ addStory('Hero', 'leveled up');
292
  }
 
293
  }
294
 
295
  function addStory(type, word) {
296
  let cardIndex = st.session_state.drawn_cards % 52;
297
  let card = JSON.parse(document.getElementById('deck').innerHTML)[cardIndex];
298
  let suit = card[0];
299
+ let sentence = `A ${SUIT_PROPERTIES[suit]} event: ${type.toLowerCase()} ${word}`;
300
  story.push(sentence);
301
  st.session_state.drawn_cards += 1;
302
  }
 
307
  headers: { 'Content-Type': 'application/json' },
308
  body: JSON.stringify({
309
  hex_grid: hexGrid,
310
+ heroes: heroes,
311
+ monsters: monsters,
312
+ loot: loot,
313
+ exit: exit,
314
+ overlord: overlord,
 
315
  story: story,
316
  player_id: playerId
317
  })
 
322
  # UI Components
323
  if 'player_id' not in st.session_state:
324
  st.session_state.player_id = random.choice(PLAYER_NAMES)
325
+ st.session_state.game_state['heroes'][st.session_state.player_id] = {
326
+ 'x': 0, 'y': 0, 'hp': 20, 'atk': 3, 'def': 1, 'xp': 0, 'level': 1, 'gear': []
327
+ }
328
 
329
+ player_id = st.sidebar.selectbox("Choose Hero", PLAYER_NAMES, index=PLAYER_NAMES.index(st.session_state.player_id))
330
  st.session_state.player_id = player_id
331
 
332
+ st.sidebar.subheader("πŸ—‘οΈ Hero Stats")
333
+ hero = st.session_state.game_state['heroes'].get(player_id, {})
334
+ st.sidebar.write(f"HP: {hero.get('hp', 20)} | ATK: {hero.get('atk', 3)} | DEF: {hero.get('def', 1)}")
335
+ st.sidebar.write(f"Level: {hero.get('level', 1)} | XP: {hero.get('xp', 0)}")
336
+ st.sidebar.write(f"Gear: {', '.join(hero.get('gear', [])) or 'None'}")
 
337
 
338
  st.sidebar.subheader("πŸ† Scores")
339
  for p, s in st.session_state.game_state['players'].items():
340
  st.sidebar.write(f"{p}: {s}")
341
 
342
+ # Game HTML
343
  game_html = f"""
344
  <script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.2/p5.min.js"></script>
345
  <div id="hex_grid" style="display:none">{json.dumps(st.session_state.game_state['hex_grid'])}</div>
346
+ <div id="heroes" style="display:none">{json.dumps(st.session_state.game_state['heroes'])}</div>
347
+ <div id="monsters" style="display:none">{json.dumps(st.session_state.game_state['monsters'])}</div>
348
+ <div id="loot" style="display:none">{json.dumps(st.session_state.game_state['loot'])}</div>
349
+ <div id="exit" style="display:none">{json.dumps(st.session_state.game_state['exit'])}</div>
350
+ <div id="overlord" style="display:none">{json.dumps(st.session_state.game_state['overlord'])}</div>
 
351
  <div id="player_id" style="display:none">{player_id}</div>
 
352
  <div id="story" style="display:none">{json.dumps(st.session_state.game_state['story'])}</div>
353
  <div id="deck" style="display:none">{json.dumps(st.session_state.deck)}</div>
354
  <script>{p5js_code}</script>
355
  """
356
 
357
  # Main layout
358
+ st.title("HexCitySaga: Dungeon Crawl")
359
+ st.write(f"Hero: {player_id}. Use WASD/QE to move. Goal: Escape (πŸšͺ) with πŸ”‘ or slay the Overlord (πŸ‘‘).")
360
  st.components.v1.html(game_html, height=500)
361
 
362
+ # State update handler with Overlord AI
363
  def update_state(data):
364
  st.session_state.game_state.update({
365
  'hex_grid': apply_game_of_life(data['hex_grid']),
366
+ 'heroes': data['heroes'],
367
+ 'monsters': data['monsters'],
368
+ 'loot': data['loot'],
369
+ 'exit': data['exit'],
370
+ 'overlord': data['overlord'],
 
371
  'story': data['story']
372
  })
373
+ # Random events
374
+ if random.random() < 0.1:
375
+ spawn = {'x': random.randint(0, 15), 'y': random.randint(0, 11)}
376
+ if random.random() < 0.5:
377
+ st.session_state.game_state['monsters'].append({'x': spawn['x'], 'y': spawn['y'], 'type': random.choice(['Godzilla', 'GiantRobot']), 'hp': 10, 'atk': 2})
378
+ st.session_state.game_state['story'].append(f"A fierce ambush: Monster at ({spawn['x']}, {spawn['y']})!")
379
+ else:
380
+ st.session_state.game_state['loot'].append({'x': spawn['x'], 'y': spawn['y'], 'type': random.choice(LOOT)})
381
+ st.session_state.game_state['story'].append(f"A treacherous find: Loot at ({spawn['x']}, {spawn['y']})!")
382
+ # Traps
383
+ if random.random() < 0.05:
384
+ tx, ty = random.randint(0, 15), random.randint(0, 11)
385
+ if st.session_state.game_state['hex_grid'][tx][ty]['type'] == 'empty':
386
+ st.session_state.game_state['hex_grid'][tx][ty] = {'type': 'trap', 'emoji': random.choice(TRAPS), 'alive': True}
387
+ # Overlord move
388
+ if st.session_state.game_state['overlord']['alive']:
389
+ 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']))
390
+ 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
391
+ 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
392
+ new_x, new_y = st.session_state.game_state['overlord']['x'] + dx, st.session_state.game_state['overlord']['y'] + dy
393
+ if 0 <= new_x < 16 and 0 <= new_y < 12 and st.session_state.game_state['hex_grid'][new_x][new_y]['type'] == 'empty':
394
+ st.session_state.game_state['overlord']['x'], st.session_state.game_state['overlord']['y'] = new_x, new_y
395
  if data['player_id'] not in st.session_state.game_state['players']:
396
  st.session_state.game_state['players'][data['player_id']] = 0
397
  st.session_state.game_state['players'][data['player_id']] += 1
398
+ st.session_state.game_state['turn'] += 1
399
  st.rerun()
400
 
401
+ # Initialize dungeon
402
+ for i in range(16):
403
+ for j in range(12):
404
+ if random.random() < 0.1:
405
+ st.session_state.game_state['hex_grid'][i][j] = {'type': 'wall', 'emoji': '🧱', 'alive': False}
406
+
407
+ def reset_game():
408
+ st.session_state.game_state = {
409
+ 'hex_grid': [[{'type': 'empty', 'emoji': '', 'alive': False} for _ in range(12)] for _ in range(16)],
410
+ 'heroes': {player_id: {'x': 0, 'y': 0, 'hp': 20, 'atk': 3, 'def': 1, 'xp': 0, 'level': 1, 'gear': []}},
411
+ 'monsters': [],
412
+ 'loot': [],
413
+ 'exit': {'x': 15, 'y': 11},
414
+ 'overlord': {'x': 14, 'y': 10, 'hp': 50, 'atk': 5, 'alive': True},
415
+ 'players': {},
416
+ 'story': [],
417
+ 'drawn_cards': 0,
418
+ 'turn': 0
419
+ }
420
+ for i in range(16):
421
+ for j in range(12):
422
+ if random.random() < 0.1:
423
+ st.session_state.game_state['hex_grid'][i][j] = {'type': 'wall', 'emoji': '🧱', 'alive': False}
424
+
425
+ if st.sidebar.button("Reset Game"):
426
+ reset_game()