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# app.py
import streamlit as st
# st.set_page_config MUST be the very first Streamlit command.
st.set_page_config(page_title="Infinite World Builder", layout="wide")

import streamlit.components.v1 as components
import os
import json
import pandas as pd
import uuid
import math
import time

from streamlit_js_eval import streamlit_js_eval  # For JS communication

# Import the GameState class for global state sharing.
from gamestate import GameState

# --- Constants ---
SAVE_DIR = "saved_worlds"
PLOT_WIDTH = 50.0  # Width of each plot in 3D space
PLOT_DEPTH = 50.0  # Depth of each plot (can be same as width)
CSV_COLUMNS = ['obj_id', 'type', 'pos_x', 'pos_y', 'pos_z', 'rot_x', 'rot_y', 'rot_z', 'rot_order']

# --- Ensure Save Directory Exists ---
os.makedirs(SAVE_DIR, exist_ok=True)

# --- Helper Functions (unchanged from your original code) ---

@st.cache_data(ttl=3600)
def load_plot_metadata():
    """Scans SAVE_DIR for plot_X*.csv files, extracts grid coordinates and metadata."""
    plots = []
    try:
        plot_files = [f for f in os.listdir(SAVE_DIR) if f.endswith(".csv") and f.startswith("plot_X")]
    except FileNotFoundError:
        st.error(f"Save directory '{SAVE_DIR}' not found.")
        return []
    except Exception as e:
        st.error(f"Error listing save directory '{SAVE_DIR}': {e}")
        return []
    
    parsed_plots = []
    for filename in plot_files:
        try:
            parts = filename[:-4].split('_')  # Remove .csv
            grid_x = int(parts[1][1:])  # Extract after "X"
            grid_z = int(parts[2][1:])  # Extract after "Z"
            plot_name = " ".join(parts[3:]) if len(parts) > 3 else f"Plot ({grid_x},{grid_z})"
            parsed_plots.append({
                'id': filename[:-4],
                'filename': filename,
                'grid_x': grid_x,
                'grid_z': grid_z,
                'name': plot_name,
                'x_offset': grid_x * PLOT_WIDTH,
                'z_offset': grid_z * PLOT_DEPTH
            })
        except (IndexError, ValueError):
            st.warning(f"Could not parse grid coordinates from filename: {filename}. Skipping.")
            continue
    
    parsed_plots.sort(key=lambda p: (p['grid_x'], p['grid_z']))
    return parsed_plots

def load_plot_objects(filename, x_offset, z_offset):
    """Loads objects from a CSV file and applies world offsets."""
    file_path = os.path.join(SAVE_DIR, filename)
    objects = []
    try:
        df = pd.read_csv(file_path)
        if not all(col in df.columns for col in ['type', 'pos_x', 'pos_y', 'pos_z']):
             st.warning(f"CSV '{filename}' missing essential columns. Skipping.")
             return []
        # Ensure an obj_id exists for each row.
        df['obj_id'] = df.get('obj_id', pd.Series([str(uuid.uuid4()) for _ in range(len(df))]))
        for col, default in [('rot_x', 0.0), ('rot_y', 0.0), ('rot_z', 0.0), ('rot_order', 'XYZ')]:
             if col not in df.columns:
                 df[col] = default
        for _, row in df.iterrows():
            obj_data = row.to_dict()
            # Apply plot offsets to positions.
            obj_data['pos_x'] += x_offset
            obj_data['pos_z'] += z_offset
            objects.append(obj_data)
        return objects
    except FileNotFoundError:
        st.error(f"File not found during object load: {filename}")
        return []
    except pd.errors.EmptyDataError:
         return []
    except Exception as e:
        st.error(f"Error loading objects from {filename}: {e}")
        return []

def save_plot_data(filename, objects_data_list, plot_x_offset, plot_z_offset):
    """Saves object data list to a CSV file, making positions relative to the plot origin."""
    file_path = os.path.join(SAVE_DIR, filename)
    relative_objects = []
    if not isinstance(objects_data_list, list):
        st.error("Invalid data format received for saving (expected a list).")
        return False
    
    for obj in objects_data_list:
        pos = obj.get('position', {})
        rot = obj.get('rotation', {})
        obj_type = obj.get('type', 'Unknown')
        obj_id = obj.get('obj_id', str(uuid.uuid4()))
        if not all(k in pos for k in ['x', 'y', 'z']) or obj_type == 'Unknown':
            print(f"Skipping malformed object during save prep: {obj}")
            continue
        relative_obj = {
            'obj_id': obj_id, 'type': obj_type,
            'pos_x': pos.get('x', 0.0) - plot_x_offset,
            'pos_y': pos.get('y', 0.0),
            'pos_z': pos.get('z', 0.0) - plot_z_offset,
            'rot_x': rot.get('_x', 0.0), 'rot_y': rot.get('_y', 0.0),
            'rot_z': rot.get('_z', 0.0), 'rot_order': rot.get('_order', 'XYZ')
        }
        relative_objects.append(relative_obj)
    
    try:
        df = pd.DataFrame(relative_objects, columns=CSV_COLUMNS)
        df.to_csv(file_path, index=False)
        st.success(f"Saved {len(relative_objects)} objects to {filename}")
        return True
    except Exception as e:
        st.error(f"Failed to save plot data to {filename}: {e}")
        return False

# --- Global State Management ---

# Create a singleton GameState instance using st.cache_resource.
@st.cache_resource
def get_game_state():
    return GameState(state_file="global_state.json")

game_state = get_game_state()

# --- Page Config and Session State Initialization ---
# (st.set_page_config already called at top.)
if 'selected_object' not in st.session_state:
    st.session_state.selected_object = 'None'
if 'js_save_data' not in st.session_state:
    st.session_state.js_save_data = None

# --- Load Plot Metadata and Initial Objects ---
plots_metadata = load_plot_metadata()
all_initial_objects = []
for plot in plots_metadata:
    all_initial_objects.extend(load_plot_objects(plot['filename'], plot['x_offset'], plot['z_offset']))

# Optionally, merge the objects from your CSVs into the global state if not already present.
if not game_state.get_state().get("objects"):
    game_state.update_state(all_initial_objects)

# --- Sidebar Controls ---
with st.sidebar:
    st.title("🏗️ World Controls")
    st.header("Navigation (Plots)")
    st.caption("Click to teleport player to a plot.")
    max_cols = 2
    cols = st.columns(max_cols)
    col_idx = 0
    sorted_plots_for_nav = sorted(plots_metadata, key=lambda p: (p['grid_x'], p['grid_z']))
    for plot in sorted_plots_for_nav:
        button_label = f"➡️ {plot.get('name', plot['id'])} ({plot['grid_x']},{plot['grid_z']})"
        if cols[col_idx].button(button_label, key=f"nav_{plot['id']}"):
            target_x = plot['x_offset']
            target_z = plot['z_offset']
            try:
                js_code = f"teleportPlayer({target_x + PLOT_WIDTH/2}, {target_z + PLOT_DEPTH/2});"
                streamlit_js_eval(js_code=js_code, key=f"teleport_{plot['id']}")
            except Exception as e:
                st.error(f"Failed to send teleport command: {e}")
        col_idx = (col_idx + 1) % max_cols

    st.markdown("---")
    st.header("Place Objects")
    object_types = ["None", "Simple House", "Tree", "Rock", "Fence Post"]
    current_object_index = object_types.index(st.session_state.selected_object) if st.session_state.selected_object in object_types else 0
    selected_object_type_widget = st.selectbox("Select Object:", options=object_types, index=current_object_index, key="selected_object_widget")
    if selected_object_type_widget != st.session_state.selected_object:
         st.session_state.selected_object = selected_object_type_widget

    st.markdown("---")
    st.header("Save Work")
    st.caption("Saves newly placed objects to the current plot and updates the global state.")
    if st.button("💾 Save Current Work", key="save_button"):
         try:
             # Trigger JS to get data (player position and new objects).
             js_get_data_code = "getSaveDataAndPosition();"
             streamlit_js_eval(js_code=js_get_data_code, key="js_save_processor")
         except Exception as e:
             st.error(f"Error triggering JS save: {e}")
         st.experimental_rerun()

    st.markdown("---")
    st.header("Download Global State as Markdown")
    global_state = game_state.get_state()
    default_md_name = global_state.get("last_updated", "save").replace(":", "").replace(" ", "_") + ".md"
    download_name = st.text_input("Override File Name", value=default_md_name)
    md_outline = f"""# Global Save: {download_name}
- ⏰ **Timestamp:** {global_state.get("last_updated", "N/A")}
- 🎮 **Number of Game Objects:** {len(global_state.get("objects", []))}
  
## Game Objects:
"""
    for i, obj in enumerate(global_state.get("objects", []), start=1):
         obj_type = obj.get("type", "Unknown")
         pos = (obj.get("x", 0), obj.get("y", 0), obj.get("z", 0))
         md_outline += f"- {i}. ✨ **{obj_type}** at {pos}\n"
    st.download_button("Download Markdown Save", data=md_outline, file_name=download_name, mime="text/markdown")

# --- Process Save Data from JS ---
save_data_from_js = st.session_state.get("js_save_data", None)
if save_data_from_js:
    try:
         payload = json.loads(save_data_from_js) if isinstance(save_data_from_js, str) else save_data_from_js
         if isinstance(payload, dict) and "playerPosition" in payload and "objectsToSave" in payload:
              player_pos = payload["playerPosition"]
              new_objects = payload["objectsToSave"]
              # Optionally, add additional info (like a timestamp) to each new object.
              for obj in new_objects:
                  obj["timestamp"] = time.strftime("%Y-%m-%d %H:%M:%S")
              game_state.update_state(new_objects)
              st.success("Global state updated with new objects.")
              st.session_state["js_save_data"] = None
              st.experimental_rerun()
         else:
              st.error("Invalid payload received from client.")
    except Exception as e:
         st.error(f"Error processing save data: {e}")
         st.session_state["js_save_data"] = None

# --- Main Area ---
st.header("Infinite Shared 3D World")
st.caption("Move to empty areas to expand the world. Use the sidebar 'Save' controls to store your work.")

# --- Inject State into HTML ---
# We inject both the original objects (for initial 3D scene rendering) and the global state.
injected_state = {
    "ALL_INITIAL_OBJECTS": all_initial_objects,
    "PLOTS_METADATA": plots_metadata,
    "SELECTED_OBJECT_TYPE": st.session_state.selected_object,
    "PLOT_WIDTH": PLOT_WIDTH,
    "PLOT_DEPTH": PLOT_DEPTH,
    "GLOBAL_STATE": game_state.get_state()
}

html_file_path = "index.html"
try:
    with open(html_file_path, "r", encoding="utf-8") as f:
         html_template = f.read()
    js_injection_script = f"""
<script>
    window.ALL_INITIAL_OBJECTS = {json.dumps(injected_state["ALL_INITIAL_OBJECTS"])};
    window.PLOTS_METADATA = {json.dumps(injected_state["PLOTS_METADATA"])};
    window.SELECTED_OBJECT_TYPE = {json.dumps(injected_state["SELECTED_OBJECT_TYPE"])};
    window.PLOT_WIDTH = {json.dumps(injected_state["PLOT_WIDTH"])};
    window.PLOT_DEPTH = {json.dumps(injected_state["PLOT_DEPTH"])};
    window.GLOBAL_STATE = {json.dumps(injected_state["GLOBAL_STATE"])};
    console.log("Injected Global State:", window.GLOBAL_STATE);
</script>
"""
    html_content_with_state = html_template.replace("</head>", js_injection_script + "\n</head>", 1)
    components.html(html_content_with_state, height=750, scrolling=False)
except FileNotFoundError:
    st.error(f"CRITICAL ERROR: Could not find the file '{html_file_path}'.")
except Exception as e:
    st.error(f"An error occurred during HTML component rendering: {e}")