from __future__ import annotations from . import __version__ as version from typing import Iterable, Tuple, Optional import matplotlib.pyplot as plt from matplotlib.backends.backend_agg import FigureCanvasAgg as FigureCanvas from matplotlib import colors as mcolors import tempfile import os import streamlit as st from PIL import Image import numpy as np from .generator import generate_puzzle, sort_word_file from .logic import build_letter_map, reveal_cell, guess_word, is_game_over, compute_tier from .models import Coord, GameState, Puzzle from .word_loader import get_wordlist_files, load_word_list # use loader directly CoordLike = Tuple[int, int] def fig_to_pil_rgba(fig): canvas = FigureCanvas(fig) canvas.draw() w, h = fig.canvas.get_width_height() img = np.frombuffer(canvas.buffer_rgba(), dtype=np.uint8).reshape(h, w, 4) return Image.fromarray(img, mode="RGBA") def _coord_to_xy(c) -> CoordLike: # Supports dataclass Coord(x, y) or a 2-tuple/list. if hasattr(c, "x") and hasattr(c, "y"): return int(c.x), int(c.y) if isinstance(c, (tuple, list)) and len(c) == 2: return int(c[0]), int(c[1]) raise TypeError(f"Unsupported Coord type: {type(c)!r}") def _normalize_revealed(revealed: Iterable) -> set[CoordLike]: return {(_coord_to_xy(c) if not (isinstance(c, tuple) and len(c) == 2 and isinstance(c[0], int)) else c) for c in revealed} def _build_letter_map(puzzle) -> dict[CoordLike, str]: letters: dict[CoordLike, str] = {} for w in getattr(puzzle, "words", []): text = getattr(w, "text", "") cells = getattr(w, "cells", []) for i, c in enumerate(cells): xy = _coord_to_xy(c) if 0 <= i < len(text): letters[xy] = text[i] return letters def inject_styles() -> None: st.markdown( """ """, unsafe_allow_html=True, ) def _init_session() -> None: if "initialized" in st.session_state and st.session_state.initialized: return # Ensure a default selection exists before creating the puzzle files = get_wordlist_files() if "selected_wordlist" not in st.session_state and files: st.session_state.selected_wordlist = "classic.txt" if "game_mode" not in st.session_state: st.session_state.game_mode = "standard" words = load_word_list(st.session_state.get("selected_wordlist")) puzzle = generate_puzzle(grid_size=12, words_by_len=words) st.session_state.puzzle = puzzle st.session_state.grid_size = 12 st.session_state.revealed = set() st.session_state.guessed = set() st.session_state.score = 0 st.session_state.last_action = "Welcome to Battlewords! Reveal a cell to begin." st.session_state.can_guess = False st.session_state.points_by_word = {} st.session_state.letter_map = build_letter_map(puzzle) st.session_state.initialized = True st.session_state.radar_gif_path = None # Add this line # Ensure game_mode is set if "game_mode" not in st.session_state: st.session_state.game_mode = "standard" def _new_game() -> None: selected = st.session_state.get("selected_wordlist") mode = st.session_state.get("game_mode") st.session_state.clear() if selected: st.session_state.selected_wordlist = selected if mode: st.session_state.game_mode = mode st.session_state.radar_gif_path = None # Reset radar GIF path _init_session() def _to_state() -> GameState: return GameState( grid_size=st.session_state.grid_size, puzzle=st.session_state.puzzle, revealed=st.session_state.revealed, guessed=st.session_state.guessed, score=st.session_state.score, last_action=st.session_state.last_action, can_guess=st.session_state.can_guess, game_mode=st.session_state.get("game_mode", "standard"), points_by_word=st.session_state.points_by_word, ) def _sync_back(state: GameState) -> None: st.session_state.revealed = state.revealed st.session_state.guessed = state.guessed st.session_state.score = state.score st.session_state.last_action = state.last_action st.session_state.can_guess = state.can_guess st.session_state.points_by_word = state.points_by_word def _render_header(): st.title(f"Battlewords (Proof Of Concept) v {version}") st.subheader("Reveal cells, then guess the hidden words.") st.markdown( "- Grid is 12×12 with 6 words (two 4-letter, two 5-letter, two 6-letter).\n" "- After each reveal, you may submit one word guess below.\n" "- Scoring: length + unrevealed letters of that word at guess time.\n" "- Score Board: radar of last letter of word, score and status.\n" "- Words do not overlap, but may be touching.") inject_styles() def _render_sidebar(): with st.sidebar: st.header("SETTINGS") st.header("Game Mode") game_modes = ["standard", "too easy"] default_mode = "standard" if "game_mode" not in st.session_state: st.session_state.game_mode = default_mode current_mode = st.session_state.game_mode st.selectbox( "Select game mode", options=game_modes, index=game_modes.index(current_mode) if current_mode in game_modes else 0, key="game_mode", on_change=_new_game, ) st.header("Wordlist Controls") wordlist_files = get_wordlist_files() if wordlist_files: # Ensure current selection is valid if st.session_state.get("selected_wordlist") not in wordlist_files: st.session_state.selected_wordlist = wordlist_files[0] # Use filenames as options, show without extension current_index = wordlist_files.index(st.session_state.selected_wordlist) st.selectbox( "Select list", options=wordlist_files, index=current_index, format_func=lambda f: f.rsplit(".", 1)[0], key="selected_wordlist", on_change=_new_game, # immediately start a new game with the selected list ) if st.button("Sort Wordlist", width=125, key="sort_wordlist_btn"): _sort_wordlist(st.session_state.selected_wordlist) else: st.info("No word lists found in words/ directory. Using built-in fallback.") def get_scope_image(size=4, bgcolor="none", scope_color="green", img_name="scope.gif"): scope_path = os.path.join(os.path.dirname(__file__), img_name) if not os.path.exists(scope_path): fig, ax = _create_radar_scope(size=size, bgcolor=bgcolor, scope_color=scope_color) imgscope = fig_to_pil_rgba(fig) imgscope.save(scope_path) plt.close(fig) return Image.open(scope_path) def _create_radar_scope(size=4, bgcolor="none", scope_color="green"): fig, ax = plt.subplots(figsize=(size, size), dpi=100) ax.set_facecolor(bgcolor) fig.patch.set_alpha(0.5) ax.set_zorder(0) # Hide decorations but keep patch/frame on for spine in ax.spines.values(): spine.set_visible(False) ax.set_xticks([]) ax.set_yticks([]) # Center lines ax.axhline(0, color=scope_color, alpha=0.8, zorder=1) ax.axvline(0, color=scope_color, alpha=0.8, zorder=1) # ax.set_xticks(range(1, size + 1)) # ax.set_yticks(range(1, size + 1)) # Circles at 25% and 50% radius for radius in [0.33, 0.66, 1.0]: circle = plt.Circle((0, 0), radius, fill=False, color=scope_color, alpha=0.8, zorder=1) ax.add_patch(circle) # Radial lines at 0, 30, 45, 90 degrees angles = [0, 30, 60, 120, 150, 210, 240, 300, 330] for angle in angles: rad = np.deg2rad(angle) x = np.cos(rad) y = np.sin(rad) ax.plot([0, x], [0, y], color=scope_color, alpha=0.5, zorder=1) # Set limits and remove axes #ax.set_xlim(-0.5, 0.5) #ax.set_ylim(-0.5, 0.5) ax.set_aspect('equal', adjustable='box') #ax.axis('off') return fig, ax def _render_radar(puzzle: Puzzle, size: int, r_max: float = 0.85, max_frames: int = 30, sinusoid_expand: bool = True, stagger_radar: bool = False): import numpy as np import matplotlib.pyplot as plt from matplotlib.animation import FuncAnimation, PillowWriter from matplotlib.patches import Circle from matplotlib import colors as mcolors import tempfile import os xs = np.array([c.y + 1 for c in puzzle.radar]) ys = np.array([c.x + 1 for c in puzzle.radar]) n_points = len(xs) r_min = 0.15 ring_linewidth = 4 rgba_labels = mcolors.to_rgba("#FFFFFF", 0.7) rgba_ticks = mcolors.to_rgba("#FFFFFF", 0.66) bgcolor="#4b7bc4" scope_size=3 scope_color="#ffffff" imgscope = get_scope_image(size=scope_size, bgcolor=bgcolor, scope_color=scope_color, img_name="scope_blue.png") fig, ax = plt.subplots(figsize=(scope_size, scope_size)) ax.set_xlim(0.2, size) ax.set_ylim(size, 0.2) ax.set_xticks(range(1, size + 1)) ax.set_yticks(range(1, size + 1)) ax.tick_params(axis="both", which="both", labelcolor=rgba_labels) ax.tick_params(axis="both", which="both", colors=rgba_ticks) ax.set_aspect('equal', adjustable='box') def _make_linear_gradient(width: int, height: int, angle_deg: float, colors_hex: list[str], stops: list[float]) -> np.ndarray: yy, xx = np.meshgrid(np.linspace(0, 1, height), np.linspace(0, 1, width), indexing='ij') theta = np.deg2rad(angle_deg) proj = np.cos(theta) * xx + np.sin(theta) * yy corners = np.array([[0, 0], [1, 0], [0, 1], [1, 1]], dtype=float) pc = np.cos(theta) * corners[:, 0] + np.sin(theta) * corners[:, 1] proj = (proj - pc.min()) / (pc.max() - pc.min() + 1e-12) proj = np.clip(proj, 0.0, 1.0) stop_arr = np.asarray(stops, dtype=float) cols = np.asarray([mcolors.to_rgb(c) for c in colors_hex], dtype=float) j = np.clip(np.searchsorted(stop_arr, proj, side='right') - 1, 0, len(stop_arr) - 2) a = stop_arr[j] b = stop_arr[j + 1] w = ((proj - a) / (b - a + 1e-12))[..., None] c0 = cols[j] c1 = cols[j + 1] img = (1.0 - w) * c0 + w * c1 return img fig_w, fig_h = [int(v) for v in fig.canvas.get_width_height()] grad_img = _make_linear_gradient( width=fig_w, height=fig_h, angle_deg=-45.0, colors_hex=['#a1a1a1', '#ffffff', '#a1a1a1', '#666666'], stops=[0.0, 1.0 / 3.0, 2.0 / 3.0, 1.0], ) bg_ax = fig.add_axes([0, 0, 1, 1], zorder=0) bg_ax.imshow(grad_img, aspect='auto', interpolation='bilinear') bg_ax.axis('off') scope_ax = fig.add_axes([-0.075, -0.075, 1.15, 1.15], zorder=1) scope_ax.imshow(imgscope, aspect='auto', interpolation='lanczos') scope_ax.axis('off') ax.set_facecolor('none') ax.set_zorder(2) for spine in ax.spines.values(): spine.set_visible(False) rings: list[Circle] = [] for x, y in zip(xs, ys): ring = Circle((x, y), radius=r_min, fill=False, edgecolor='#9ceffe', linewidth=ring_linewidth, alpha=1.0, zorder=3) ax.add_patch(ring) rings.append(ring) def update(frame): if sinusoid_expand: phase = 2 * np.pi * frame / max_frames r = r_min + (r_max - r_min) * (0.5 + 0.5 * np.sin(phase)) alpha = 0.5 + 0.5 * np.cos(phase) for ring in rings: ring.set_radius(r) ring.set_alpha(alpha) else: base_t = (frame % max_frames) / max_frames offset = max(1, max_frames // max(1, n_points)) if stagger_radar else 0 for idx, ring in enumerate(rings): t_i = ((frame + idx * offset) % max_frames) / max_frames if stagger_radar else base_t r_i = r_min + (r_max - r_min) * t_i alpha_i = 1.0 - t_i ring.set_radius(r_i) ring.set_alpha(alpha_i) return rings # Use persistent GIF if available gif_path = st.session_state.get("radar_gif_path") if gif_path and os.path.exists(gif_path): with open(gif_path, "rb") as f: gif_bytes = f.read() st.image(gif_bytes, width='content', output_format="auto") plt.close(fig) return # Otherwise, generate and persist with tempfile.NamedTemporaryFile(suffix=".gif", delete=False) as tmpfile: ani = FuncAnimation(fig, update, frames=max_frames, interval=50, blit=True) ani.save(tmpfile.name, writer=PillowWriter(fps=20)) plt.close(fig) tmpfile.seek(0) gif_bytes = tmpfile.read() st.session_state.radar_gif_path = tmpfile.name # Save path for reuse st.image(gif_bytes, width='content', output_format="auto") def _render_grid(state: GameState, letter_map): size = state.grid_size clicked: Optional[Coord] = None # Inject CSS for grid lines st.markdown( """ """, unsafe_allow_html=True, ) grid_container = st.container() with grid_container: for r in range(size): st.markdown('
', unsafe_allow_html=True) cols = st.columns(size, gap="small") for c in range(size): coord = Coord(r, c) revealed = coord in state.revealed label = letter_map.get(coord, " ") if revealed else " " is_completed_cell = False if revealed: for w in state.puzzle.words: if w.text in state.guessed and coord in w.cells: is_completed_cell = True break key = f"cell_{r}_{c}" tooltip = f"({r+1},{c+1})" if is_completed_cell: # Render a styled non-button cell for a completed word with native browser tooltip safe_label = (label or " ") cols[c].markdown( f'
{safe_label}
', unsafe_allow_html=True, ) elif revealed: # Use 'letter' when a letter exists, otherwise 'empty' safe_label = (label or " ") has_letter = safe_label.strip() != "" cell_class = "letter" if has_letter else "empty" display = safe_label if has_letter else " " cols[c].markdown( f'
{display}
', unsafe_allow_html=True, ) else: # Unrevealed: render a button to allow click/reveal with tooltip if cols[c].button(" ", key=key, help=tooltip): clicked = coord if clicked is not None: reveal_cell(state, letter_map, clicked) st.session_state.letter_map = build_letter_map(st.session_state.puzzle) _sync_back(state) st.rerun() def _render_hit_miss(state: GameState): # Determine last reveal outcome from last_action string action = (state.last_action or "").strip() is_hit = action.startswith("Revealed '") is_miss = action.startswith("Revealed empty") # Render as a circular radio group, side-by-side st.markdown( f"""
HIT
MISS
""", unsafe_allow_html=True, ) def _render_correct_try_again(state: GameState): # Determine last guess outcome from last_action string action = (state.last_action or "").strip() is_correct = action.startswith("Correct!") is_try_again = action.startswith("Try Again!") st.markdown( """ """, unsafe_allow_html=True, ) st.markdown( f"""
CORRECT!
TRY AGAIN
""", unsafe_allow_html=True, ) def _render_guess_form(state: GameState): with st.form("guess_form"): guess_text = st.text_input("Your guess", value="", max_chars=12) submitted = st.form_submit_button("OK", disabled=not state.can_guess, width="stretch") if submitted: correct, _ = guess_word(state, guess_text) _sync_back(state) st.rerun() # Immediately rerun to reflect guess result in UI def _render_score_panel(state: GameState): col1, col2 = st.columns([1, 3]) with col1: st.metric("Score", state.score) with col2: st.markdown(f"Last action: {state.last_action}") if is_game_over(state): _render_game_over(state) else: with st.expander("Game summary", expanded=True): header_cols = st.columns([1, 1, 1]) header_cols[0].markdown("**Word**") header_cols[1].markdown("**Letters**") header_cols[2].markdown("**Extra**") for w in state.puzzle.words: pts = state.points_by_word.get(w.text, 0) if pts > 0 or state.game_mode=="too easy": word_display = w.text letters_display = str(len(w.text)) extra_display = f"+{pts} points" row_cols = st.columns([1, 1, 1]) row_cols[0].markdown(f"{word_display}") row_cols[1].markdown(f"{letters_display}") row_cols[2].markdown(f"{extra_display}") st.markdown(f"**Total**: {state.score}") def _render_game_over(state: GameState): st.subheader("Game Over") tier = compute_tier(state.score) # Final score in green st.markdown( f"Final score: {state.score} — Tier: {tier}", unsafe_allow_html=True, ) with st.expander("Game summary", expanded=True): header_cols = st.columns([2, 1, 2]) header_cols[0].markdown("**Word**") header_cols[1].markdown("**Letters**") header_cols[2].markdown("**Extra**") for w in state.puzzle.words: pts = state.points_by_word.get(w.text, 0) word_display = w.text letters_display = str(len(w.text)) extra_display = f"+{pts} points" row_cols = st.columns([1, 1, 1]) row_cols[0].markdown(f"{word_display}") row_cols[1].markdown(f"{letters_display}") row_cols[2].markdown(f"{extra_display}") st.markdown(f"**Total**: {state.score}") st.stop() def _sort_wordlist(filename): import os import time # Add this import WORDS_DIR = os.path.join(os.path.dirname(__file__), "words") filepath = os.path.join(WORDS_DIR, filename) sorted_words = sort_word_file(filepath) # Optionally, write sorted words back to file with open(filepath, "w", encoding="utf-8") as f: # Re-add header if needed f.write("# Optional: place a large A–Z word list here (one word per line).\n") f.write("# The app falls back to built-in pools if fewer than 500 words per length are found.\n") for word in sorted_words: f.write(f"{word}\n") # Show a message in Streamlit st.success(f"{filename} sorted by length and alphabetically. Starting new game in 5 seconds...") time.sleep(5) # 5 second delay before starting new game _new_game() def run_app(): _init_session() _render_header() _render_sidebar() state = _to_state() # Anchor to target the main two-column layout for mobile reversal st.markdown('
', unsafe_allow_html=True) left, right = st.columns([2, 2], gap="medium") with left: _render_grid(state, st.session_state.letter_map) st.button("New Game", width=125, on_click=_new_game, key="new_game_btn") with right: _render_radar(state.puzzle, size=state.grid_size, r_max=1.6, max_frames=60, sinusoid_expand=False, stagger_radar=True) one, two = st.columns([1, 5], gap="medium") with one: _render_correct_try_again(state) #_render_hit_miss(state) with two: _render_guess_form(state) #st.divider() _render_score_panel(state) # End condition state = _to_state() if is_game_over(state): _render_game_over(state)