Spaces:
Sleeping
Sleeping
Update backup3.app.py
Browse files- backup3.app.py +138 -72
backup3.app.py
CHANGED
@@ -9,38 +9,72 @@ from pathlib import Path
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import base64
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from io import BytesIO
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import numpy as np
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# Constants
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GRID_WIDTH = 16
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GRID_HEIGHT = 9
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REFRESH_RATE = 5
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INTERACTION_RADIUS = 2
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POINTS_PER_INTERACTION = 1
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#
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@st.cache_resource(show_spinner="Loading game resources...")
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def get_game_images():
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"""Cache game images to improve performance"""
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return {
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'tile': Image.new('RGB', (50, 50), color='green'),
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'player': Image.new('RGB', (50, 50), color='blue'),
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'other_player': Image.new('RGB', (50, 50), color='red')
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}
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#
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@st.cache_data
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def get_name_components():
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"""Cache name generation components"""
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return {
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'prefixes': ['Aer', 'Bal', 'Cal', 'Dor', 'El', 'Fae', 'Gor', 'Hel', 'Il', 'Jor',
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'Kal', 'Lyr', 'Mel', 'Nym', 'Oro', 'Pyr', 'Qar', 'Ryn', 'Syl', 'Tyr'],
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'suffixes': ['ian', 'or', 'ion', 'us', 'ix', 'ar', 'en', 'yr', 'el', 'an',
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'is', 'ax', 'on', 'ir', 'ex', 'az', 'er', 'eth', 'ys', 'ix']
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}
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@st.cache_data(ttl=5) # Cache for 5 seconds to match refresh rate
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def load_all_players(timestamp):
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"""Cache and load all player states with TTL"""
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players = {}
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if os.path.exists('players'):
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for filename in os.listdir('players'):
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@@ -52,20 +86,69 @@ def load_all_players(timestamp):
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players[player_data['name']] = player_data
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except json.JSONDecodeError:
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continue
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return {'players': players, 'last_update':
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def clear_caches():
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"""Clear all caches properly"""
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st.cache_resource.clear()
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st.cache_data.clear()
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def load_game_state():
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"""Load game state from query parameters"""
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if 'player_name' in st.query_params:
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st.session_state.player_name = st.query_params.player_name
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st.session_state.position = {
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@@ -85,18 +168,7 @@ def load_game_state():
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'created_at': float(st.query_params.get('created_at', time.time()))
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}
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"""Save game state to query parameters"""
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if st.session_state.player_name and st.session_state.character_stats:
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params = {
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'player_name': st.session_state.player_name,
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'x': str(st.session_state.position['x']),
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'y': str(st.session_state.position['y']),
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**{k: str(v) for k, v in st.session_state.character_stats.items()}
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}
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st.query_params.from_dict(params)
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# Initialize session state
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if 'initialized' not in st.session_state:
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st.session_state.initialized = False
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st.session_state.game_state = {
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st.session_state.nearby_players = []
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load_game_state()
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def save_player_state():
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"""Save player state to JSON file"""
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if st.session_state.player_name:
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player_data = {
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'name': st.session_state.player_name,
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'stats': st.session_state.character_stats,
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'last_update': time.time()
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}
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os.makedirs('players', exist_ok=True)
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with open(f"players/{st.session_state.player_name}.json", 'w') as f:
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json.dump(player_data, f)
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save_game_state()
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def calculate_distance(pos1, pos2):
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"""Calculate Manhattan distance between two positions with wrapping"""
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dx = min(abs(pos1['x'] - pos2['x']), GRID_WIDTH - abs(pos1['x'] - pos2['x']))
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dy = min(abs(pos1['y'] - pos2['y']), GRID_HEIGHT - abs(pos1['y'] - pos2['y']))
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return dx + dy
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def update_position(direction):
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"""Update player position with wrapping"""
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if direction == "up":
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st.session_state.position['y'] = (st.session_state.position['y'] - 1) % GRID_HEIGHT
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elif direction == "down":
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st.session_state.position['x'] = (st.session_state.position['x'] - 1) % GRID_WIDTH
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elif direction == "right":
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st.session_state.position['x'] = (st.session_state.position['x'] + 1) % GRID_WIDTH
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st.session_state.last_move = time.time()
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save_player_state()
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def update_nearby_players():
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"""Update list of nearby players and calculate score gains"""
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current_time = time.time()
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all_players = load_all_players(current_time)['players']
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nearby = []
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score_gain = 0
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for player_name, player_data in all_players.items():
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if player_name != st.session_state.player_name:
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distance = calculate_distance(st.session_state.position, player_data['position'])
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nearby.append({
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'name': player_name,
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'distance': distance,
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'score': player_data['stats']['score']
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})
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score_gain += POINTS_PER_INTERACTION
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if score_gain > 0:
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st.session_state.character_stats['score'] += score_gain
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save_player_state()
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st.session_state.nearby_players = nearby
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def create_game_board():
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"""Create and display the game board"""
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current_time = time.time()
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all_players = load_all_players(current_time)['players']
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images = get_game_images()
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# Create columns for each row
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for y in range(GRID_HEIGHT):
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cols = st.columns(GRID_WIDTH)
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for x in range(GRID_WIDTH):
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current_pos = {'x': x, 'y': y}
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# Check if any player is on this tile
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player_here = None
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for player_name, player_data in all_players.items():
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if (player_data['position']['x'] == x and
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player_data['position']['y'] == y):
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player_here = player_name
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# Display appropriate image and tooltip
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if x == st.session_state.position['x'] and y == st.session_state.position['y']:
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cols[x].image(images['player'], use_column_width=True)
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cols[x].markdown(f"**You** ({st.session_state.character_stats['score']} pts)")
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else:
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cols[x].image(images['tile'], use_column_width=True)
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def main():
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# Sidebar for player info and controls
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st.sidebar.title("Player Info")
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# Player name handling
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if st.session_state.player_name is None:
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default_name = generate_fantasy_name()
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player_name = st.sidebar.text_input("Enter your name or use generated name:",
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value=default_name)
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if st.sidebar.button("Start Playing"):
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st.session_state.player_name = player_name
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if st.session_state.character_stats is None:
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save_player_state()
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st.rerun()
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else:
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# Display nearby players
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st.sidebar.markdown("### Nearby Players")
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for player in st.session_state.nearby_players:
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st.sidebar.markdown(
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f"**{player['name']}** - {player['distance']} tiles away - {player['score']} pts"
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)
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# Movement controls
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st.sidebar.markdown("### Movement Controls")
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move_cols = st.sidebar.columns(3)
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if move_cols[1].button("โฌ๏ธ", key="up"):
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update_position("right")
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st.rerun()
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# Clear game state button
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if st.sidebar.button("Clear Game State"):
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st.query_params.clear()
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clear_caches()
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st.rerun()
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# Main game area
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st.title("Multiplayer Tile Game")
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# Display game board
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create_game_board()
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if __name__ == "__main__":
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main()
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import base64
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from io import BytesIO
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import numpy as np
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import asyncio
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import threading
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from typing import Optional
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import queue
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import atexit
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# ๐ฎ Game Constants
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GRID_WIDTH = 16
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GRID_HEIGHT = 9
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REFRESH_RATE = 5
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INTERACTION_RADIUS = 2
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POINTS_PER_INTERACTION = 1
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# ๐ Timer Management
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class GameTimer:
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def __init__(self):
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self.running = True
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self._loop: Optional[asyncio.AbstractEventLoop] = None
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self.update_queue = queue.Queue()
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self.thread = threading.Thread(target=self._run_timer, daemon=True)
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self.thread.start()
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def _run_timer(self):
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self._loop = asyncio.new_event_loop()
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asyncio.set_event_loop(self._loop)
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self._loop.run_until_complete(self._timer_loop())
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async def _timer_loop(self):
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while self.running:
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try:
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current_time = time.time()
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self.update_queue.put(('update', current_time))
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await asyncio.sleep(REFRESH_RATE)
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except Exception as e:
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print(f"Timer error: {e}")
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await asyncio.sleep(1)
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def stop(self):
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self.running = False
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if self._loop:
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self._loop.stop()
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# Initialize timer in session state
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if 'game_timer' not in st.session_state:
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st.session_state.game_timer = GameTimer()
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# ๐ Name Generation
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def generate_fantasy_name():
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prefixes = ['Aer', 'Bal', 'Cal', 'Dor', 'El', 'Fae', 'Gor', 'Hel', 'Il', 'Jor',
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'Kal', 'Lyr', 'Mel', 'Nym', 'Oro', 'Pyr', 'Qar', 'Ryn', 'Syl', 'Tyr']
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suffixes = ['ian', 'or', 'ion', 'us', 'ix', 'ar', 'en', 'yr', 'el', 'an',
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'is', 'ax', 'on', 'ir', 'ex', 'az', 'er', 'eth', 'ys', 'ix']
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return random.choice(prefixes) + random.choice(suffixes)
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# ๐จ Resource Management
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@st.cache_resource(show_spinner="Loading game resources...")
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def get_game_images():
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return {
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'tile': Image.new('RGB', (50, 50), color='green'),
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'player': Image.new('RGB', (50, 50), color='blue'),
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'other_player': Image.new('RGB', (50, 50), color='red')
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}
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# ๐ Player Synchronization
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@st.cache_data(ttl=2)
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def load_all_players(timestamp):
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players = {}
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if os.path.exists('players'):
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for filename in os.listdir('players'):
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players[player_data['name']] = player_data
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except json.JSONDecodeError:
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continue
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return {'players': players, 'last_update': timestamp}
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def clear_caches():
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st.cache_resource.clear()
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st.cache_data.clear()
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# ๐ Auto-Refresh Implementation
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def create_autorefresh():
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refresh_html = """
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<script>
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let lastUpdate = Date.now();
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let updateInterval = null;
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function checkForUpdates() {
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const now = Date.now();
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if (now - lastUpdate >= 5000) {
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lastUpdate = now;
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window.parent.document.querySelector('.stApp').classList.add('refreshing');
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window.location.reload();
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}
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}
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function startAutoRefresh() {
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if (!updateInterval) {
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updateInterval = setInterval(checkForUpdates, 1000);
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}
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document.addEventListener('visibilitychange', function() {
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if (!document.hidden) {
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lastUpdate = Date.now() - 4900;
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}
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});
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}
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if (document.readyState === 'complete') {
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startAutoRefresh();
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} else {
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window.addEventListener('load', startAutoRefresh);
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}
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// Cleanup on unload
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window.addEventListener('unload', function() {
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if (updateInterval) {
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clearInterval(updateInterval);
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}
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});
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</script>
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"""
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st.components.v1.html(refresh_html, height=0)
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# ๐พ State Management
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def save_game_state():
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if st.session_state.player_name and st.session_state.character_stats:
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params = {
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'player_name': st.session_state.player_name,
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'x': str(st.session_state.position['x']),
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'y': str(st.session_state.position['y']),
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**{k: str(v) for k, v in st.session_state.character_stats.items()},
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'last_sync': str(time.time())
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}
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st.query_params.from_dict(params)
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def load_game_state():
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if 'player_name' in st.query_params:
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st.session_state.player_name = st.query_params.player_name
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st.session_state.position = {
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'created_at': float(st.query_params.get('created_at', time.time()))
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}
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# ๐ฒ Game State Initialization
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if 'initialized' not in st.session_state:
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st.session_state.initialized = False
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st.session_state.game_state = {
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st.session_state.nearby_players = []
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load_game_state()
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# ๐ฎ Player State Management
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def save_player_state():
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if st.session_state.player_name:
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player_data = {
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'name': st.session_state.player_name,
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'stats': st.session_state.character_stats,
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'last_update': time.time()
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}
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os.makedirs('players', exist_ok=True)
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with open(f"players/{st.session_state.player_name}.json", 'w') as f:
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json.dump(player_data, f)
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save_game_state()
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# ๐ Distance Calculation
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def calculate_distance(pos1, pos2):
|
|
|
205 |
dx = min(abs(pos1['x'] - pos2['x']), GRID_WIDTH - abs(pos1['x'] - pos2['x']))
|
206 |
dy = min(abs(pos1['y'] - pos2['y']), GRID_HEIGHT - abs(pos1['y'] - pos2['y']))
|
207 |
return dx + dy
|
208 |
|
209 |
+
# ๐โโ๏ธ Movement System
|
210 |
def update_position(direction):
|
|
|
211 |
if direction == "up":
|
212 |
st.session_state.position['y'] = (st.session_state.position['y'] - 1) % GRID_HEIGHT
|
213 |
elif direction == "down":
|
|
|
216 |
st.session_state.position['x'] = (st.session_state.position['x'] - 1) % GRID_WIDTH
|
217 |
elif direction == "right":
|
218 |
st.session_state.position['x'] = (st.session_state.position['x'] + 1) % GRID_WIDTH
|
|
|
219 |
st.session_state.last_move = time.time()
|
220 |
save_player_state()
|
221 |
|
222 |
+
# ๐ฅ Nearby Players Update
|
223 |
def update_nearby_players():
|
|
|
224 |
current_time = time.time()
|
225 |
all_players = load_all_players(current_time)['players']
|
226 |
nearby = []
|
227 |
score_gain = 0
|
|
|
228 |
for player_name, player_data in all_players.items():
|
229 |
if player_name != st.session_state.player_name:
|
230 |
distance = calculate_distance(st.session_state.position, player_data['position'])
|
|
|
232 |
nearby.append({
|
233 |
'name': player_name,
|
234 |
'distance': distance,
|
235 |
+
'score': player_data['stats']['score'],
|
236 |
+
'last_seen': current_time - player_data['last_update']
|
237 |
})
|
238 |
score_gain += POINTS_PER_INTERACTION
|
|
|
239 |
if score_gain > 0:
|
240 |
st.session_state.character_stats['score'] += score_gain
|
241 |
save_player_state()
|
|
|
242 |
st.session_state.nearby_players = nearby
|
243 |
|
244 |
+
# ๐จ Game Board Creation
|
245 |
def create_game_board():
|
|
|
246 |
current_time = time.time()
|
247 |
all_players = load_all_players(current_time)['players']
|
248 |
images = get_game_images()
|
|
|
|
|
249 |
for y in range(GRID_HEIGHT):
|
250 |
cols = st.columns(GRID_WIDTH)
|
251 |
for x in range(GRID_WIDTH):
|
|
|
|
|
|
|
252 |
player_here = None
|
253 |
for player_name, player_data in all_players.items():
|
254 |
if (player_data['position']['x'] == x and
|
255 |
player_data['position']['y'] == y):
|
256 |
player_here = player_name
|
|
|
|
|
257 |
if x == st.session_state.position['x'] and y == st.session_state.position['y']:
|
258 |
cols[x].image(images['player'], use_column_width=True)
|
259 |
cols[x].markdown(f"**You** ({st.session_state.character_stats['score']} pts)")
|
|
|
263 |
else:
|
264 |
cols[x].image(images['tile'], use_column_width=True)
|
265 |
|
266 |
+
# ๐ฎ Main Game Loop
|
267 |
def main():
|
268 |
+
create_autorefresh()
|
269 |
+
|
270 |
+
# Process any queued updates
|
271 |
+
try:
|
272 |
+
while not st.session_state.game_timer.update_queue.empty():
|
273 |
+
update_type, timestamp = st.session_state.game_timer.update_queue.get_nowait()
|
274 |
+
if update_type == 'update':
|
275 |
+
update_nearby_players()
|
276 |
+
save_player_state()
|
277 |
+
except queue.Empty:
|
278 |
+
pass
|
279 |
|
|
|
280 |
st.sidebar.title("Player Info")
|
281 |
|
|
|
282 |
if st.session_state.player_name is None:
|
283 |
default_name = generate_fantasy_name()
|
284 |
+
player_name = st.sidebar.text_input("Enter your name or use generated name:", value=default_name)
|
|
|
285 |
if st.sidebar.button("Start Playing"):
|
286 |
st.session_state.player_name = player_name
|
287 |
if st.session_state.character_stats is None:
|
|
|
300 |
save_player_state()
|
301 |
st.rerun()
|
302 |
else:
|
|
|
303 |
st.sidebar.markdown("### Nearby Players")
|
304 |
for player in st.session_state.nearby_players:
|
305 |
st.sidebar.markdown(
|
306 |
+
f"**{player['name']}** - {player['distance']} tiles away - {player['score']} pts\n"
|
307 |
+
f"Last seen: {player['last_seen']:.1f}s ago"
|
308 |
)
|
309 |
|
|
|
310 |
st.sidebar.markdown("### Movement Controls")
|
311 |
move_cols = st.sidebar.columns(3)
|
312 |
if move_cols[1].button("โฌ๏ธ", key="up"):
|
|
|
323 |
update_position("right")
|
324 |
st.rerun()
|
325 |
|
|
|
326 |
if st.sidebar.button("Clear Game State"):
|
327 |
+
st.session_state.game_timer.stop()
|
328 |
st.query_params.clear()
|
329 |
clear_caches()
|
330 |
st.rerun()
|
331 |
|
|
|
332 |
st.title("Multiplayer Tile Game")
|
|
|
|
|
333 |
create_game_board()
|
334 |
+
|
335 |
+
# ๐งน Cleanup on exit
|
336 |
+
def cleanup():
|
337 |
+
if 'game_timer' in st.session_state:
|
338 |
+
st.session_state.game_timer.stop()
|
339 |
+
|
340 |
+
# Register cleanup
|
341 |
+
atexit.register(cleanup)
|
342 |
|
343 |
if __name__ == "__main__":
|
344 |
main()
|