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import streamlit as st
import os
import random
import time
from PIL import Image
import json
from datetime import datetime
from pathlib import Path
import asyncio
import threading
from typing import Optional
import queue
import atexit

# ๐ŸŽฎ Game Constants
GRID_WIDTH = 16
GRID_HEIGHT = 9
REFRESH_RATE = 5
INTERACTION_RADIUS = 2
POINTS_PER_INTERACTION = 1

# ๐Ÿ•’ Timer Management
class GameTimer:
    def __init__(self):
        self.running = True
        self._loop: Optional[asyncio.AbstractEventLoop] = None
        self.update_queue = queue.Queue()
        self.thread = threading.Thread(target=self._run_timer, daemon=True)
        self.thread.start()

    def _run_timer(self):
        self._loop = asyncio.new_event_loop()
        asyncio.set_event_loop(self._loop)
        self._loop.run_until_complete(self._timer_loop())

    async def _timer_loop(self):
        while self.running:
            try:
                current_time = time.time()
                self.update_queue.put(('update', current_time))
                await asyncio.sleep(REFRESH_RATE)
            except Exception as e:
                print(f"Timer error: {e}")
                await asyncio.sleep(1)

    def stop(self):
        self.running = False
        if self._loop:
            self._loop.stop()

# ๐ŸŽจ Resource Management: Load and cache images, assign randomly but consistently for each (x, y)
@st.cache_resource(show_spinner="Loading game resources...")
def get_game_images():
    image_folder = Path('game_images')  # Directory containing the .png images
    images = []
    for file in image_folder.glob('*.png'):
        images.append(Image.open(file))
    return images

def initialize_map():
    # Path to the cached map configuration
    map_path = Path('map.json')
    
    # Load or initialize the map with consistent image selections for each grid position
    if map_path.exists():
        with open(map_path, 'r') as f:
            map_layout = json.load(f)
    else:
        # If the map doesn't exist, create a random mapping and save it
        map_layout = {}
        for y in range(GRID_HEIGHT):
            for x in range(GRID_WIDTH):
                map_layout[f"{x},{y}"] = random.randint(0, len(get_game_images()) - 1)
        with open(map_path, 'w') as f:
            json.dump(map_layout, f)
    
    return map_layout

# Cache the map layout for consistent use across sessions
map_layout = initialize_map()

# First define the load_game_state function
def load_game_state():
    if 'player_name' in st.query_params:
        st.session_state.player_name = st.query_params.player_name
        st.session_state.position = {
            'x': int(st.query_params.get('x', random.randint(0, GRID_WIDTH - 1))),
            'y': int(st.query_params.get('y', random.randint(0, GRID_HEIGHT - 1)))
        }
        st.session_state.character_stats = {
            'STR': int(st.query_params.get('STR', 10)),
            'DEX': int(st.query_params.get('DEX', 10)),
            'CON': int(st.query_params.get('CON', 10)),
            'INT': int(st.query_params.get('INT', 10)),
            'WIS': int(st.query_params.get('WIS', 10)),
            'CHA': int(st.query_params.get('CHA', 10)),
            'HP': int(st.query_params.get('HP', 20)),
            'MAX_HP': int(st.query_params.get('MAX_HP', 40)),
            'score': int(st.query_params.get('score', 0)),
            'created_at': float(st.query_params.get('created_at', time.time()))
        }

# Then initialize session state
if 'initialized' not in st.session_state:
    st.session_state.initialized = False
    st.session_state.game_state = {
        'players': {},
        'chat_messages': [],
        'last_sync': time.time()
    }
    st.session_state.player_name = None
    st.session_state.character_stats = {
        'STR': 10,
        'DEX': 10,
        'CON': 10,
        'INT': 10,
        'WIS': 10,
        'CHA': 10,
        'HP': 20,
        'MAX_HP': 40,
        'score': 0,
        'created_at': time.time()
    }
    st.session_state.position = {
        'x': random.randint(0, GRID_WIDTH - 1),
        'y': random.randint(0, GRID_HEIGHT - 1)
    }
    st.session_state.last_move = time.time()
    st.session_state.nearby_players = []
    
    # Now call load_game_state after it's been defined
    load_game_state()

# ๐ŸŽฒ Game State Initialization
if 'initialized' not in st.session_state:
    st.session_state.initialized = False
    st.session_state.game_state = {
        'players': {},
        'chat_messages': [],
        'last_sync': time.time()
    }
    st.session_state.player_name = None
    st.session_state.character_stats = None
    st.session_state.position = {
        'x': random.randint(0, GRID_WIDTH - 1),
        'y': random.randint(0, GRID_HEIGHT - 1)
    }
    st.session_state.last_move = time.time()
    st.session_state.nearby_players = []
    load_game_state()

# ๐ŸŽฎ Player State Management
def save_player_state():
    if st.session_state.player_name:
        player_data = {
            'name': st.session_state.player_name,
            'position': st.session_state.position,
            'stats': st.session_state.character_stats,
            'last_update': time.time()
        }
        os.makedirs('players', exist_ok=True)
        with open(f"players/{st.session_state.player_name}.json", 'w') as f:
            json.dump(player_data, f)

# ๐Ÿ“ Distance Calculation
def calculate_distance(pos1, pos2):
    dx = min(abs(pos1['x'] - pos2['x']), GRID_WIDTH - abs(pos1['x'] - pos2['x']))
    dy = min(abs(pos1['y'] - pos2['y']), GRID_HEIGHT - abs(pos1['y'] - pos2['y']))
    return dx + dy

# ๐Ÿƒโ€โ™‚๏ธ Movement System
def update_position(direction):
    if direction == "up":
        st.session_state.position['y'] = (st.session_state.position['y'] - 1) % GRID_HEIGHT
    elif direction == "down":
        st.session_state.position['y'] = (st.session_state.position['y'] + 1) % GRID_HEIGHT
    elif direction == "left":
        st.session_state.position['x'] = (st.session_state.position['x'] - 1) % GRID_WIDTH
    elif direction == "right":
        st.session_state.position['x'] = (st.session_state.position['x'] + 1) % GRID_WIDTH
    st.session_state.last_move = time.time()
    save_player_state()

# Modify the create_game_board function to use the map_layout
def create_game_board():
    current_time = time.time()
    all_players = load_all_players(current_time)['players']
    images = get_game_images()

    for y in range(GRID_HEIGHT):
        cols = st.columns(GRID_WIDTH)
        for x in range(GRID_WIDTH):
            player_here = None
            for player_name, player_data in all_players.items():
                if player_data['position']['x'] == x and player_data['position']['y'] == y:
                    player_here = player_name

            # Display the player or other players using the preloaded images
            if x == st.session_state.position['x'] and y == st.session_state.position['y']:
                cols[x].image(images[map_layout[f"{x},{y}"]], use_column_width=True)
                score = st.session_state.character_stats.get('score', 0)
                cols[x].markdown(f"**You** ({score} pts)")
            elif player_here:
                cols[x].image(images[map_layout[f"{x},{y}"]], use_column_width=True)
                player_score = all_players[player_here]['stats'].get('score', 0)
                cols[x].markdown(f"**{player_here}** ({player_score} pts)")
            else:
                cols[x].image(images[map_layout[f"{x},{y}"]], use_column_width=True)

# ๐ŸŽฎ Main Game Loop
def main():
    # Initialize timer in session state
    if 'game_timer' not in st.session_state:
        st.session_state.game_timer = GameTimer()

    st.sidebar.title("Player Info")
    
    if st.session_state.player_name is None:
        default_name = generate_fantasy_name()
        player_name = st.sidebar.text_input("Enter your name or use generated name:", value=default_name)
        if st.sidebar.button("Start Playing"):
            st.session_state.player_name = player_name
            if st.session_state.character_stats is None:
                st.session_state.character_stats = {
                    'STR': sum(sorted([random.randint(1, 6) for _ in range(4)])[1:]),
                    'DEX': sum(sorted([random.randint(1, 6) for _ in range(4)])[1:]),
                    'CON': sum(sorted([random.randint(1, 6) for _ in range(4)])[1:]),
                    'INT': sum(sorted([random.randint(1, 6) for _ in range(4)])[1:]),
                    'WIS': sum(sorted([random.randint(1, 6) for _ in range(4)])[1:]),
                    'CHA': sum(sorted([random.randint(1, 6) for _ in range(4)])[1:]),
                    'HP': random.randint(1, 20) * 2 + random.randint(1, 20),
                    'MAX_HP': 40,
                    'score': 0,
                    'created_at': time.time()
                }
            save_player_state()
            st.rerun()
    else:
        st.sidebar.markdown("### Nearby Players")
        for player in st.session_state.nearby_players:
            st.sidebar.markdown(
                f"**{player['name']}** - {player['distance']} tiles away - {player['score']} pts\n"
                f"Last seen: {player['last_seen']:.1f}s ago"
            )
        
        st.sidebar.markdown("### Movement Controls")
        move_cols = st.sidebar.columns(3)
        if move_cols[1].button("โฌ†๏ธ", key="up"):
            update_position("up")
            st.rerun()
        cols = st.sidebar.columns(3)
        if cols[0].button("โฌ…๏ธ", key="left"):
            update_position("left")
            st.rerun()
        if cols[1].button("โฌ‡๏ธ", key="down"):
            update_position("down")
            st.rerun()
        if cols[2].button("โžก๏ธ", key="right"):
            update_position("right")
            st.rerun()

    st.title("Multiplayer Tile Game")
    create_game_board()

# ๐Ÿงน Cleanup on exit
def cleanup():
    if 'game_timer' in st.session_state:
        st.session_state.game_timer.stop()

# Register cleanup
atexit.register(cleanup)

if __name__ == "__main__":
    main()