Spaces:
Sleeping
Sleeping
Update app.py
Browse files
app.py
CHANGED
@@ -9,13 +9,28 @@ 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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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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@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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@@ -24,6 +39,7 @@ def get_game_images():
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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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@@ -33,7 +49,8 @@ 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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def load_all_players(timestamp):
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players = {}
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if os.path.exists('players'):
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@@ -46,52 +63,75 @@ 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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'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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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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}
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st.query_params.from_dict(params)
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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':
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}
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st.session_state.player_name = None
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st.session_state.character_stats = None
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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 =
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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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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':
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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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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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if direction == "up":
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st.session_state.position['y'] = (st.session_state.position['y'] - 1) % GRID_HEIGHT
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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 =
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save_player_state()
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def update_nearby_players():
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current_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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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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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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current_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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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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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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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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refresh_html = """
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<script>
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let lastUpdate = Date.now();
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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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setTimeout(() => window.location.reload(), 100);
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}
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}
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function startAutoRefresh() {
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setInterval(checkForUpdates, 1000);
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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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</script>
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"""
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st.components.v1.html(refresh_html, height=0)
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def main():
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create_autorefresh()
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update_nearby_players()
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'HP': random.randint(1, 20) * 2 + random.randint(1, 20),
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'MAX_HP': 40,
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'score': 0,
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'created_at':
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}
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save_player_state()
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st.rerun()
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else:
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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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st.sidebar.markdown("### Movement Controls")
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move_cols = st.sidebar.columns(3)
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if st.sidebar.button("Clear Game State"):
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st.query_params.clear()
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st.rerun()
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st.title("Multiplayer Tile Game")
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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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from py_mp import CommandServer, CommandClient, ClientCommand, ServerSideServerCommand
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from py_mp.commands import NetworkFlag
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import threading
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import queue
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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 Network Settings
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SERVER_HOST = "localhost"
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SERVER_PORT = 5000
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message_queue = queue.Queue()
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# โฐ Time Sync
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def get_server_time():
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return time.time()
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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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'other_player': Image.new('RGB', (50, 50), color='red')
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}
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# ๐ Name Generation
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@st.cache_data
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def get_name_components():
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return {
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'is', 'ax', 'on', 'ir', 'ex', 'az', 'er', 'eth', 'ys', 'ix']
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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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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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# 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 serverTimeOffset = 0;
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async function syncTime() {
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const response = await fetch('/server_time');
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const serverTime = await response.json();
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serverTimeOffset = serverTime - Date.now();
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}
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function getServerTime() {
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return Date.now() + serverTimeOffset;
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}
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function checkForUpdates() {
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const now = getServerTime();
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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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setTimeout(() => window.location.reload(), 100);
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}
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}
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function startAutoRefresh() {
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syncTime();
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setInterval(syncTime, 30000);
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setInterval(checkForUpdates, 1000);
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document.addEventListener('visibilitychange', function() {
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if (!document.hidden) {
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syncTime();
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lastUpdate = getServerTime() - 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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</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(get_server_time())
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}
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st.query_params.from_dict(params)
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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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'players': {},
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'chat_messages': [],
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'last_sync': get_server_time()
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}
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st.session_state.player_name = None
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st.session_state.character_stats = None
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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 = get_server_time()
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st.session_state.nearby_players = []
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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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'position': st.session_state.position,
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'stats': st.session_state.character_stats,
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'last_update': get_server_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):
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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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# ๐โโ๏ธ Movement System
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def update_position(direction):
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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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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 = get_server_time()
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save_player_state()
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# ๐ฅ Nearby Players Update
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def update_nearby_players():
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current_time = get_server_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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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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save_player_state()
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st.session_state.nearby_players = nearby
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# ๐จ Game Board Creation
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def create_game_board():
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current_time = get_server_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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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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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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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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# ๐ฎ Main Game Loop
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def main():
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create_autorefresh()
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update_nearby_players()
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|
244 |
'HP': random.randint(1, 20) * 2 + random.randint(1, 20),
|
245 |
'MAX_HP': 40,
|
246 |
'score': 0,
|
247 |
+
'created_at': get_server_time()
|
248 |
}
|
249 |
save_player_state()
|
250 |
st.rerun()
|
251 |
else:
|
252 |
st.sidebar.markdown("### Nearby Players")
|
253 |
for player in st.session_state.nearby_players:
|
254 |
+
st.sidebar.markdown(
|
255 |
+
f"**{player['name']}** - {player['distance']} tiles away - {player['score']} pts\n"
|
256 |
+
f"Last seen: {player['last_seen']:.1f}s ago"
|
257 |
+
)
|
258 |
|
259 |
st.sidebar.markdown("### Movement Controls")
|
260 |
move_cols = st.sidebar.columns(3)
|
|
|
274 |
|
275 |
if st.sidebar.button("Clear Game State"):
|
276 |
st.query_params.clear()
|
277 |
+
st.cache_resource.clear()
|
278 |
+
st.cache_data.clear()
|
279 |
st.rerun()
|
280 |
|
281 |
st.title("Multiplayer Tile Game")
|