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Update app.py
Browse files
app.py
CHANGED
@@ -6,9 +6,6 @@ from PIL import Image
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import json
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from datetime import datetime
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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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import asyncio
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import threading
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from typing import Optional
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@@ -22,9 +19,6 @@ REFRESH_RATE = 5
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INTERACTION_RADIUS = 2
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POINTS_PER_INTERACTION = 1
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from streamlit.components.v1 import html
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# 🕒 Timer Management
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class GameTimer:
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def __init__(self):
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@@ -54,7 +48,36 @@ class GameTimer:
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if self._loop:
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self._loop.stop()
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# First define the load_game_state function
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def load_game_state():
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@@ -108,165 +131,6 @@ if 'initialized' not in st.session_state:
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# Now call load_game_state after it's been defined
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load_game_state()
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# Make sure all other functions that use load_game_state are defined after this point
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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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# Also modify the initialization section to ensure character_stats is properly initialized
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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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'players': {},
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'chat_messages': [],
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'last_sync': time.time()
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}
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st.session_state.player_name = None
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st.session_state.character_stats = {
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'STR': 10,
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'DEX': 10,
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'CON': 10,
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'INT': 10,
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'WIS': 10,
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'CHA': 10,
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'HP': 20,
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'MAX_HP': 40,
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'score': 0,
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'created_at': time.time()
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}
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st.session_state.position = {
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'x': random.randint(0, GRID_WIDTH - 1),
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'y': random.randint(0, GRID_HEIGHT - 1)
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}
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st.session_state.last_move = time.time()
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st.session_state.nearby_players = []
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load_game_state()
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# 📝 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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# 🎨 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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# 🔄 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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if filename.endswith('.json'):
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with open(f"players/{filename}", 'r') as f:
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try:
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player_data = json.load(f)
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if time.time() - player_data['last_update'] < 60:
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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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# 🔄 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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# 💾 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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'x': int(st.query_params.get('x', random.randint(0, GRID_WIDTH - 1))),
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'y': int(st.query_params.get('y', random.randint(0, GRID_HEIGHT - 1)))
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}
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st.session_state.character_stats = {
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'STR': int(st.query_params.get('STR', 10)),
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'DEX': int(st.query_params.get('DEX', 10)),
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'CON': int(st.query_params.get('CON', 10)),
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'INT': int(st.query_params.get('INT', 10)),
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'WIS': int(st.query_params.get('WIS', 10)),
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'CHA': int(st.query_params.get('CHA', 10)),
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'HP': int(st.query_params.get('HP', 20)),
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'MAX_HP': int(st.query_params.get('MAX_HP', 40)),
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'score': int(st.query_params.get('score', 0)),
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'created_at': float(st.query_params.get('created_at', time.time()))
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}
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# 🎲 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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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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# 📏 Distance Calculation
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def calculate_distance(pos1, pos2):
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st.session_state.last_move = time.time()
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save_player_state()
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#
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def update_nearby_players():
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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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if distance <= INTERACTION_RADIUS:
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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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'last_seen': current_time - player_data['last_update']
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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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# Modify the create_game_board function to add safety checks
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def create_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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# Add safety check for character_stats
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if not st.session_state.character_stats:
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st.session_state.character_stats = {
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'STR': 10,
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'DEX': 10,
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'CON': 10,
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'INT': 10,
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'WIS': 10,
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'CHA': 10,
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'HP': 20,
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'MAX_HP': 40,
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'score': 0,
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'created_at': time.time()
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}
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save_player_state()
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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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player_here = None
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for player_name, player_data in all_players.items():
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if
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player_data['position']['y'] == y):
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player_here = player_name
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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[
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# Add safety check when accessing score
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score = st.session_state.character_stats.get('score', 0)
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cols[x].markdown(f"**You** ({score} pts)")
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elif player_here:
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cols[x].image(images[
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player_score = all_players[player_here]['stats'].get('score', 0)
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cols[x].markdown(f"**{player_here}** ({player_score} pts)")
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else:
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cols[x].image(images[
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# 🎮 Main Game Loop
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def main():
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while not st.session_state.game_timer.update_queue.empty():
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update_type, timestamp = st.session_state.game_timer.update_queue.get_nowait()
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if update_type == 'update':
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update_nearby_players()
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save_player_state()
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except queue.Empty:
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pass
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st.sidebar.title("Player Info")
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if st.session_state.player_name is None:
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if cols[2].button("➡️", key="right"):
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update_position("right")
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st.rerun()
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if st.sidebar.button("Clear Game State"):
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st.session_state.game_timer.stop()
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st.query_params.clear()
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clear_caches()
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st.rerun()
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st.title("Multiplayer Tile Game")
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create_game_board()
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# Add this in your main() function, right after create_autorefresh()
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# Add the time display component
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st.markdown("""
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<div id="time-display-root"></div>
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""", unsafe_allow_html=True)
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# Mount the React component
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html("""
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<div id="time-display-mount"></div>
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<script>
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const root = document.getElementById('time-display-root');
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const mount = document.getElementById('time-display-mount');
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if (root && mount) {
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root.appendChild(mount);
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}
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</script>
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""", height=200)
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# 🧹 Cleanup on exit
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def cleanup():
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if 'game_timer' in st.session_state:
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# Register cleanup
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atexit.register(cleanup)
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if __name__ == "__main__":
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main()
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import json
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from datetime import datetime
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from pathlib import Path
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import asyncio
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import threading
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from typing import Optional
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INTERACTION_RADIUS = 2
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POINTS_PER_INTERACTION = 1
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# 🕒 Timer Management
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class GameTimer:
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def __init__(self):
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if self._loop:
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self._loop.stop()
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# 🎨 Resource Management: Load and cache images, assign randomly but consistently for each (x, y)
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@st.cache_resource(show_spinner="Loading game resources...")
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def get_game_images():
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image_folder = Path('game_images') # Directory containing the .png images
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images = []
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for file in image_folder.glob('*.png'):
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images.append(Image.open(file))
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return images
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def initialize_map():
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# Path to the cached map configuration
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map_path = Path('map.json')
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# Load or initialize the map with consistent image selections for each grid position
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if map_path.exists():
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with open(map_path, 'r') as f:
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map_layout = json.load(f)
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else:
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# If the map doesn't exist, create a random mapping and save it
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map_layout = {}
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for y in range(GRID_HEIGHT):
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for x in range(GRID_WIDTH):
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map_layout[f"{x},{y}"] = random.randint(0, len(get_game_images()) - 1)
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with open(map_path, 'w') as f:
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json.dump(map_layout, f)
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return map_layout
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# Cache the map layout for consistent use across sessions
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map_layout = initialize_map()
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# First define the load_game_state function
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def load_game_state():
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# Now call load_game_state after it's been defined
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load_game_state()
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134 |
# 🎲 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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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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# 📏 Distance Calculation
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def calculate_distance(pos1, pos2):
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st.session_state.last_move = time.time()
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save_player_state()
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+
# Modify the create_game_board function to use the map_layout
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185 |
def create_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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189 |
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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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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 player_data['position']['y'] == y:
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player_here = player_name
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+
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+
# Display the player or other players using the preloaded images
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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[map_layout[f"{x},{y}"]], use_column_width=True)
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|
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score = st.session_state.character_stats.get('score', 0)
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cols[x].markdown(f"**You** ({score} pts)")
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elif player_here:
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+
cols[x].image(images[map_layout[f"{x},{y}"]], use_column_width=True)
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player_score = all_players[player_here]['stats'].get('score', 0)
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cols[x].markdown(f"**{player_here}** ({player_score} pts)")
|
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else:
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+
cols[x].image(images[map_layout[f"{x},{y}"]], use_column_width=True)
|
209 |
|
210 |
# 🎮 Main Game Loop
|
211 |
def main():
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+
# Initialize timer in session state
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213 |
+
if 'game_timer' not in st.session_state:
|
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+
st.session_state.game_timer = GameTimer()
|
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+
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|
216 |
st.sidebar.title("Player Info")
|
217 |
|
218 |
if st.session_state.player_name is None:
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|
258 |
if cols[2].button("➡️", key="right"):
|
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update_position("right")
|
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st.rerun()
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261 |
|
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st.title("Multiplayer Tile Game")
|
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create_game_board()
|
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|
265 |
# 🧹 Cleanup on exit
|
266 |
def cleanup():
|
267 |
if 'game_timer' in st.session_state:
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|
270 |
# Register cleanup
|
271 |
atexit.register(cleanup)
|
272 |
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|
273 |
if __name__ == "__main__":
|
274 |
+
main()
|