Spaces:
Sleeping
Sleeping
Update app.py
Browse files
app.py
CHANGED
@@ -10,27 +10,22 @@ 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 =
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INTERACTION_RADIUS = 2
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POINTS_PER_INTERACTION = 1
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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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# Data cache for immutable data
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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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@@ -38,9 +33,8 @@ def get_name_components():
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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=
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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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@@ -54,166 +48,90 @@ def load_all_players(timestamp):
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continue
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return {'players': players, 'last_update': time.time()}
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def
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st.
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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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'position': st.session_state.position,
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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['y'] = (st.session_state.position['y'] + 1) % GRID_HEIGHT
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elif direction == "left":
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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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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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})
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score_gain += POINTS_PER_INTERACTION
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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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elif player_here:
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cols[x].image(images['other_player'], use_column_width=True)
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cols[x].markdown(f"**{player_here}** ({all_players[player_here]['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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update_nearby_players()
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# Sidebar for player info and controls
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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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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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@@ -232,14 +150,13 @@ def main():
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save_player_state()
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st.rerun()
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else:
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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("⬆️", 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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# Auto-refresh logic
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if (time.time() - st.session_state.last_move) > REFRESH_RATE:
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st.session_state.last_move = time.time()
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save_player_state()
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from io import BytesIO
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import numpy as np
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GRID_WIDTH = 16
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GRID_HEIGHT = 9
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REFRESH_RATE = 10
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INTERACTION_RADIUS = 2
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POINTS_PER_INTERACTION = 1
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@st.cache_resource
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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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@st.cache_data
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def get_name_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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'is', 'ax', 'on', 'ir', 'ex', 'az', 'er', 'eth', 'ys', 'ix']
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}
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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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continue
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return {'players': players, 'last_update': time.time()}
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def create_sync_mechanism():
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sync_js = """
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<script>
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function updateGameState() {
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const timestamp = Date.now();
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window.parent.document.querySelector('.stApp').classList.add('refreshing');
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setTimeout(() => window.location.reload(), 100);
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}
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function displayCharacterSheet(playerData) {
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const sidebar = window.parent.document.querySelector('[data-testid="stSidebar"]');
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if (sidebar && playerData) {
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const statsDiv = document.createElement('div');
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statsDiv.innerHTML = `
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<div style="padding: 10px; margin: 5px; border: 1px solid #ccc; border-radius: 5px;">
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<h3>${playerData.name}</h3>
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<p>Score: ${playerData.stats.score}</p>
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<p>HP: ${playerData.stats.HP}/${playerData.stats.MAX_HP}</p>
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<p>STR: ${playerData.stats.STR}</p>
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<p>DEX: ${playerData.stats.DEX}</p>
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<p>CON: ${playerData.stats.CON}</p>
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<p>INT: ${playerData.stats.INT}</p>
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<p>WIS: ${playerData.stats.WIS}</p>
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<p>CHA: ${playerData.stats.CHA}</p>
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</div>
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`;
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}
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}
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function startSync() {
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// Update game state every 10 seconds
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setInterval(updateGameState, 10000);
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// Handle visibility changes
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document.addEventListener('visibilitychange', function() {
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if (!document.hidden) {
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updateGameState();
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}
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});
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// Handle focus changes
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window.addEventListener('focus', updateGameState);
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}
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if (document.readyState === 'complete') {
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startSync();
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} else {
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window.addEventListener('load', startSync);
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}
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</script>
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"""
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st.components.v1.html(sync_js, height=0)
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def show_character_sheet(player_data):
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st.sidebar.markdown("### Character Sheet")
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st.sidebar.markdown(f"""
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**Name:** {player_data['name']}
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**Stats:**
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- HP: {player_data['stats']['HP']}/{player_data['stats']['MAX_HP']}
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- STR: {player_data['stats']['STR']}
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- DEX: {player_data['stats']['DEX']}
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- CON: {player_data['stats']['CON']}
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- INT: {player_data['stats']['INT']}
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- WIS: {player_data['stats']['WIS']}
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- CHA: {player_data['stats']['CHA']}
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**Score:** {player_data['stats']['score']}
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""")
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[Previous functions remain the same: generate_fantasy_name, load_game_state, save_game_state, calculate_distance, update_position, etc.]
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def main():
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create_sync_mechanism()
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update_nearby_players()
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st.sidebar.title("Player Info")
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current_time = time.time()
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all_players = load_all_players(current_time)['players']
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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:", 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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show_character_sheet({'name': st.session_state.player_name, 'stats': st.session_state.character_stats})
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st.sidebar.markdown("### Other Players")
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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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show_character_sheet(player_data)
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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("⬆️", key="up"):
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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.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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if (time.time() - st.session_state.last_move) > REFRESH_RATE:
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st.session_state.last_move = time.time()
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save_player_state()
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