# 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""" """ html_content_with_state = html_template.replace("", js_injection_script + "\n", 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}")