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'