Spaces:
Sleeping
Sleeping
Create app.py
Browse files
app.py
ADDED
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1 |
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import streamlit as st
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import numpy as np
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import time
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from dataclasses import dataclass
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from typing import Dict, List, Optional
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@dataclass
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class Building:
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name: str
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cost: Dict[str, int]
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produces: str
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color: str
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icon: str
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description: str
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class FactoryGame:
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def __init__(self):
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self.GRID_SIZE = 8
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self.buildings = {
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"solar_panel": Building(
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name="Solar Panel",
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cost={"minerals": 10},
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produces="energy",
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color="#FEF08A",
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icon="βοΈ",
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description="Produces energy from sunlight"
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),
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"mineral_extractor": Building(
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name="Mineral Extractor",
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cost={"energy": 10},
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produces="minerals",
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color="#D1D5DB",
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icon="βοΈ",
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description="Extracts minerals from the ground"
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),
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"circuit_factory": Building(
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name="Circuit Factory",
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cost={"energy": 15, "minerals": 15},
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produces="circuits",
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color="#BBF7D0",
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icon="π§",
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description="Produces electronic circuits"
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)
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}
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# Initialize session state if needed
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if "resources" not in st.session_state:
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st.session_state.resources = {
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"energy": 50,
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"minerals": 50,
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"circuits": 0
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}
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if "grid" not in st.session_state:
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st.session_state.grid = [[None for _ in range(self.GRID_SIZE)]
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for _ in range(self.GRID_SIZE)]
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if "last_update" not in st.session_state:
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st.session_state.last_update = time.time()
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def update_resources(self):
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current_time = time.time()
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elapsed = current_time - st.session_state.last_update
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if elapsed >= 1.0: # Update every second
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for row in range(self.GRID_SIZE):
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for col in range(self.GRID_SIZE):
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building_id = st.session_state.grid[row][col]
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if building_id:
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building = self.buildings[building_id]
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st.session_state.resources[building.produces] += 1
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st.session_state.last_update = current_time
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def can_afford(self, building_id: str) -> bool:
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building = self.buildings[building_id]
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for resource, cost in building.cost.items():
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if st.session_state.resources.get(resource, 0) < cost:
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return False
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return True
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def place_building(self, row: int, col: int, building_id: str) -> bool:
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if not self.can_afford(building_id):
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st.error(f"Cannot afford {self.buildings[building_id].name}!")
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return False
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if st.session_state.grid[row][col] is not None:
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st.error("Space already occupied!")
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return False
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# Deduct costs
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building = self.buildings[building_id]
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for resource, cost in building.cost.items():
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st.session_state.resources[resource] -= cost
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# Place building
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st.session_state.grid[row][col] = building_id
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st.success(f"Placed {building.name}")
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return True
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def main():
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st.set_page_config(page_title="Factory Game", layout="wide")
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game = FactoryGame()
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# Title and description
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st.title("π Factory Game")
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st.markdown("""
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Build your factory empire! Place buildings, manage resources, and optimize production.
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""")
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# Layout columns
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col1, col2 = st.columns([3, 1])
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with col2:
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# Resources display
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st.subheader("Resources")
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st.metric("β‘ Energy", f"{st.session_state.resources['energy']}")
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st.metric("πͺ¨ Minerals", f"{st.session_state.resources['minerals']}")
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st.metric("π Circuits", f"{st.session_state.resources['circuits']}")
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# Building selection
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st.subheader("Buildings")
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selected_building = None
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for building_id, building in game.buildings.items():
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if st.button(
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f"{building.icon} {building.name}\n"
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f"Cost: {', '.join(f'{cost} {res}' for res, cost in building.cost.items())}",
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help=building.description,
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key=f"building_{building_id}"
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):
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selected_building = building_id
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with col1:
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# Game grid
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st.subheader("Factory Grid")
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# Create a grid of buttons
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for row in range(game.GRID_SIZE):
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cols = st.columns(game.GRID_SIZE)
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for col, column in enumerate(cols):
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building_id = st.session_state.grid[row][col]
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building = game.buildings.get(building_id) if building_id else None
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# Style the button based on what's there
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label = building.icon if building else "β¬"
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if column.button(
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label,
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key=f"cell_{row}_{col}",
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help=building.name if building else "Empty space"
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):
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if selected_building:
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game.place_building(row, col, selected_building)
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# Update resources periodically
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game.update_resources()
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# Force a rerun every second to update resources
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time.sleep(0.1)
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st.experimental_rerun()
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if __name__ == "__main__":
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main()
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