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 from PIL import Image 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 = "wordlist.txt" 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 def _new_game() -> None: # Preserve selected wordlist across resets selected = st.session_state.get("selected_wordlist") st.session_state.clear() if selected: st.session_state.selected_wordlist = selected _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, 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("Controls") st.button("New Game", width="stretch", on_click=_new_game) st.markdown( "- Radar pulses show the last letter position of each hidden word.\n" "- After each reveal, you may submit one word guess below.\n" "- Scoring: length + unrevealed letters of that word at guess time.") 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"): _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 st.markdown( """ """, unsafe_allow_html=True, ) st.subheader("Score Board") # Radar blip positions 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) # Animation parameters (in data units) r_min = 0.15 ring_linewidth = 4 # thickness of the ring stroke 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.grid(True, which="both", linestyle="--", alpha=0.3) # ax.set_title("Radar") ax.set_aspect('equal', adjustable='box') # Build a linear gradient background on the figure (outside the main axes) 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 # Normalize projection to [0,1] using corner extrema 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) # For each pixel pick the interval and interpolate colors 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 # Size gradient to the rendered figure pixel size 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], ) # Background axes that spans the whole figure (zorder below main axes) bg_ax = fig.add_axes([0, 0, 1, 1], zorder=0) bg_ax.imshow(grad_img, aspect='auto', interpolation='bilinear') bg_ax.axis('off') # Overlay the radar scope image centered in the main axes 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') # Main axes above the background, with solid interior color for the radar grid ax.set_facecolor('none') # interior of the radar ax.set_zorder(2) #ax.axis('off') # Hide decorations but keep patch/frame on for spine in ax.spines.values(): spine.set_visible(False) # ax.set_xticks([]) # ax.set_yticks([]) # Create ring (annulus-like) patches for each radar blip using Circle with stroke 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 ani = FuncAnimation(fig, update, frames=max_frames, interval=50, blit=True) # Save animation to a temporary GIF file with tempfile.NamedTemporaryFile(suffix=".gif", delete=False) as tmpfile: ani.save(tmpfile.name, writer=PillowWriter(fps=20)) plt.close(fig) # Read the GIF into memory tmpfile.seek(0) gif_bytes = tmpfile.read() st.image(gif_bytes, width='content', output_format="auto") os.unlink(tmpfile.name) 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) 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) 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): for w in state.puzzle.words: pts = state.points_by_word.get(w.text, 0) if pts > 0: st.markdown(f"- {w.text} ({len(w.text)}): +{pts} points") 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): for w in state.puzzle.words: pts = state.points_by_word.get(w.text, 0) st.markdown(f"- {w.text} ({len(w.text)}): +{pts} points") 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.divider() _render_guess_form(state) with right: _render_radar(state.puzzle, size=state.grid_size, r_max=1.6, max_frames=60, sinusoid_expand=False, stagger_radar=True) _render_score_panel(state) # End condition state = _to_state() if is_game_over(state): _render_game_over(state)