AntDX316
commited on
Commit
·
23b1b4e
1
Parent(s):
335d8f4
updated
Browse files- Dockerfile +8 -9
- README.md +6 -6
- app.py +653 -66
- requirements.txt +1 -1
Dockerfile
CHANGED
@@ -11,23 +11,22 @@ COPY index.html /app/
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COPY styles.css /app/
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COPY script.js /app/
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COPY app.py /app/
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COPY healthcheck.html /app/
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COPY interface.py /app/
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# Set proper permissions
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RUN chmod -R 755 /app
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# Expose
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EXPOSE
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EXPOSE 8080
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# Set environment variables
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ENV PYTHONUNBUFFERED=1
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ENV
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ENV
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# Print environment for debugging
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RUN echo "Files in container:" && ls -la /app/
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# Run the
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CMD ["
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COPY styles.css /app/
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COPY script.js /app/
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COPY app.py /app/
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# Set proper permissions
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RUN chmod -R 755 /app
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# Expose port 8501 (Streamlit's default port)
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EXPOSE 8501
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# Set environment variables
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ENV PYTHONUNBUFFERED=1
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ENV STREAMLIT_SERVER_PORT=8501
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ENV STREAMLIT_SERVER_HEADLESS=true
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ENV STREAMLIT_SERVER_ENABLE_CORS=false
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ENV STREAMLIT_BROWSER_GATHER_USAGE_STATS=false
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# Print environment for debugging
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RUN echo "Files in container:" && ls -la /app/
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# Run the Streamlit app
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CMD ["streamlit", "run", "app.py", "--server.port=8501", "--server.address=0.0.0.0"]
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README.md
CHANGED
@@ -81,13 +81,13 @@ This application can also be run using Docker, which ensures consistent behavior
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### Deploying to Hugging Face Spaces
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This application is compatible with Hugging Face Spaces
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1. **
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2. **
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3. **
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4. **
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5. **
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To deploy to Hugging Face Spaces:
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### Deploying to Hugging Face Spaces
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This application is fully compatible with Hugging Face Spaces and uses Streamlit for the deployment:
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1. **Streamlit Integration**: Uses Streamlit to host the battle simulation in a web-friendly interface
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2. **Embedded HTML/JS Application**: The original HTML/CSS/JS application is embedded directly in the Streamlit interface
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3. **Port 8501**: The application runs on Streamlit's default port (8501)
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4. **Simplified Deployment**: No need for complex web server configurations
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5. **Hugging Face Spaces Optimized**: The Docker configuration is specifically designed to work seamlessly in the Hugging Face Spaces environment
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To deploy to Hugging Face Spaces:
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app.py
CHANGED
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1 |
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import streamlit as st
|
2 |
import os
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3 |
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4 |
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# Set page configuration
|
5 |
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st.set_page_config(
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page_title="Battle Simulator",
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7 |
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page_icon="🎮",
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layout="wide"
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)
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# Main app content
|
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st.title("Battle Simulator")
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st.markdown("Click on units to see their details as they battle!")
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15 |
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# HTML content to embed (directly including instead of reading from files)
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html_content = """
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<!DOCTYPE html>
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<html lang="en">
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<head>
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20 |
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<meta charset="UTF-8">
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21 |
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Battle Simulator</title>
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<style>
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24 |
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* {
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25 |
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margin: 0;
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26 |
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padding: 0;
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27 |
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box-sizing: border-box;
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28 |
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}
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29 |
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body {
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31 |
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font-family: Arial, sans-serif;
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background-color: transparent;
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padding: 0;
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34 |
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}
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35 |
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.container {
|
37 |
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max-width: 1000px;
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38 |
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margin: 0 auto;
|
39 |
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background-color: white;
|
40 |
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padding: 20px;
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41 |
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border-radius: 10px;
|
42 |
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box-shadow: 0 0 10px rgba(0, 0, 0, 0.1);
|
43 |
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}
|
44 |
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45 |
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h1 {
|
46 |
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text-align: center;
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47 |
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margin-bottom: 20px;
|
48 |
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color: #333;
|
49 |
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}
|
50 |
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51 |
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.battlefield {
|
52 |
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position: relative;
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53 |
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}
|
54 |
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55 |
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canvas {
|
56 |
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display: block;
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57 |
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margin: 0 auto;
|
58 |
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border: 1px solid #ccc;
|
59 |
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background-color: #e8f4e5;
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60 |
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}
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61 |
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62 |
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#info-panel {
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63 |
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position: absolute;
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64 |
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top: 20px;
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65 |
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right: 20px;
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66 |
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background-color: rgba(255, 255, 255, 0.95);
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67 |
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padding: 20px;
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68 |
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border-radius: 8px;
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69 |
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border: 2px solid #4a6ea9;
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70 |
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box-shadow: 0 4px 15px rgba(0, 0, 0, 0.3);
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71 |
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width: 300px;
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72 |
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z-index: 10;
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73 |
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transition: all 0.3s ease;
|
74 |
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animation: fadeIn 0.3s ease-out;
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75 |
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}
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76 |
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|
77 |
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@keyframes fadeIn {
|
78 |
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from {
|
79 |
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opacity: 0;
|
80 |
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transform: translateY(-10px);
|
81 |
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}
|
82 |
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to {
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83 |
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opacity: 1;
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84 |
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transform: translateY(0);
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85 |
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}
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86 |
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}
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87 |
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88 |
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#info-panel h3 {
|
89 |
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margin-bottom: 15px;
|
90 |
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color: #333;
|
91 |
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border-bottom: 1px solid #ddd;
|
92 |
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padding-bottom: 10px;
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93 |
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}
|
94 |
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95 |
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#info-panel p {
|
96 |
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margin-bottom: 10px;
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97 |
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display: flex;
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98 |
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justify-content: space-between;
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99 |
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}
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100 |
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101 |
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#close-info {
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102 |
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display: block;
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103 |
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margin: 20px auto 0;
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104 |
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padding: 8px 16px;
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105 |
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background-color: #4a6ea9;
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106 |
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color: white;
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107 |
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border: none;
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108 |
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border-radius: 4px;
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109 |
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cursor: pointer;
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110 |
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}
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111 |
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112 |
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#close-info:hover {
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113 |
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background-color: #3a5a89;
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114 |
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}
|
115 |
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116 |
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.hidden {
|
117 |
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display: none;
|
118 |
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}
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119 |
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</style>
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120 |
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</head>
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121 |
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<body>
|
122 |
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<div class="container">
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123 |
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<div class="battlefield">
|
124 |
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<canvas id="map" width="800" height="600"></canvas>
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125 |
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<div id="info-panel" class="hidden">
|
126 |
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<h3 id="unit-name">Unit Name</h3>
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127 |
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<p id="unit-type">Type: <span></span></p>
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128 |
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<p id="unit-health">Health: <span></span></p>
|
129 |
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<p id="unit-attack">Attack: <span></span></p>
|
130 |
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<p id="unit-defense">Defense: <span></span></p>
|
131 |
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<p id="unit-status">Status: <span></span></p>
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132 |
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<button id="close-info">Close</button>
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133 |
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</div>
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134 |
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</div>
|
135 |
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</div>
|
136 |
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|
137 |
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<script>
|
138 |
+
// Unit class definitions
|
139 |
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class Unit {
|
140 |
+
constructor(id, team, type, x, y) {
|
141 |
+
this.id = id;
|
142 |
+
this.team = team; // 'red' or 'blue'
|
143 |
+
this.type = type; // 'infantry', 'tank', or 'artillery'
|
144 |
+
this.x = x;
|
145 |
+
this.y = y;
|
146 |
+
this.targetX = x;
|
147 |
+
this.targetY = y;
|
148 |
+
this.speed = 1;
|
149 |
+
this.health = 100;
|
150 |
+
this.maxHealth = 100;
|
151 |
+
this.attackRange = 50;
|
152 |
+
this.attackPower = 10;
|
153 |
+
this.defense = 5;
|
154 |
+
this.attackCooldown = 0;
|
155 |
+
this.attackCooldownMax = 60;
|
156 |
+
this.target = null;
|
157 |
+
this.attackLine = null;
|
158 |
+
this.isMoving = false;
|
159 |
+
this.state = 'idle'; // 'idle', 'moving', 'attacking', 'dead'
|
160 |
+
this.respawnTime = 0;
|
161 |
+
this.respawnTimeMax = 180;
|
162 |
+
|
163 |
+
// Set unit-specific properties
|
164 |
+
this.setupUnitType();
|
165 |
+
}
|
166 |
+
|
167 |
+
setupUnitType() {
|
168 |
+
switch (this.type) {
|
169 |
+
case 'infantry':
|
170 |
+
this.speed = 1.5;
|
171 |
+
this.health = 80;
|
172 |
+
this.maxHealth = 80;
|
173 |
+
this.attackRange = 40;
|
174 |
+
this.attackPower = Ω;
|
175 |
+
this.defense = 3;
|
176 |
+
this.attackCooldownMax = 45;
|
177 |
+
this.respawnTimeMax = 120;
|
178 |
+
break;
|
179 |
+
case 'tank':
|
180 |
+
this.speed = 0.8;
|
181 |
+
this.health = 150;
|
182 |
+
this.maxHealth = 150;
|
183 |
+
this.attackRange = 60;
|
184 |
+
this.attackPower = 15;
|
185 |
+
this.defense = 10;
|
186 |
+
this.attackCooldownMax = 75;
|
187 |
+
this.respawnTimeMax = 240;
|
188 |
+
break;
|
189 |
+
case 'artillery':
|
190 |
+
this.speed = 0.5;
|
191 |
+
this.health = 60;
|
192 |
+
this.maxHealth = 60;
|
193 |
+
this.attackRange = 120;
|
194 |
+
this.attackPower = 25;
|
195 |
+
this.defense = 2;
|
196 |
+
this.attackCooldownMax = 90;
|
197 |
+
this.respawnTimeMax = 180;
|
198 |
+
break;
|
199 |
+
}
|
200 |
+
}
|
201 |
+
|
202 |
+
update(units) {
|
203 |
+
if (this.state === 'dead') {
|
204 |
+
this.respawnTime++;
|
205 |
+
if (this.respawnTime >= this.respawnTimeMax) {
|
206 |
+
this.respawn();
|
207 |
+
}
|
208 |
+
return;
|
209 |
+
}
|
210 |
+
|
211 |
+
// Check for targets if we don't have one or our target is dead
|
212 |
+
if (!this.target || this.target.state === 'dead') {
|
213 |
+
this.findTarget(units);
|
214 |
+
this.state = 'idle';
|
215 |
+
}
|
216 |
+
|
217 |
+
// If we have a target, pursue it
|
218 |
+
if (this.target) {
|
219 |
+
const distance = Math.sqrt(
|
220 |
+
Math.pow(this.target.x - this.x, 2) +
|
221 |
+
Math.pow(this.target.y - this.y, 2)
|
222 |
+
);
|
223 |
+
|
224 |
+
// If in attack range, attack
|
225 |
+
if (distance <= this.attackRange) {
|
226 |
+
this.attack();
|
227 |
+
this.state = 'attacking';
|
228 |
+
}
|
229 |
+
// Otherwise move toward target
|
230 |
+
else {
|
231 |
+
this.moveTowardTarget();
|
232 |
+
this.state = 'moving';
|
233 |
+
}
|
234 |
+
} else {
|
235 |
+
// Wander if no target
|
236 |
+
this.wander();
|
237 |
+
}
|
238 |
+
|
239 |
+
// Handle movement
|
240 |
+
this.move();
|
241 |
+
|
242 |
+
// Update attack cooldown
|
243 |
+
if (this.attackCooldown > 0) {
|
244 |
+
this.attackCooldown--;
|
245 |
+
}
|
246 |
+
}
|
247 |
+
|
248 |
+
findTarget(units) {
|
249 |
+
let nearestDist = Infinity;
|
250 |
+
this.target = null;
|
251 |
+
|
252 |
+
for (const unit of units) {
|
253 |
+
// Skip if same team or dead
|
254 |
+
if (unit.team === this.team || unit.state === 'dead') continue;
|
255 |
+
|
256 |
+
const dist = Math.sqrt(
|
257 |
+
Math.pow(unit.x - this.x, 2) +
|
258 |
+
Math.pow(unit.y - this.y, 2)
|
259 |
+
);
|
260 |
+
|
261 |
+
if (dist < nearestDist) {
|
262 |
+
nearestDist = dist;
|
263 |
+
this.target = unit;
|
264 |
+
}
|
265 |
+
}
|
266 |
+
}
|
267 |
+
|
268 |
+
attack() {
|
269 |
+
if (this.attackCooldown === 0 && this.target && this.target.state !== 'dead') {
|
270 |
+
// Calculate damage with some randomness
|
271 |
+
const baseDamage = this.attackPower * (0.8 + Math.random() * 0.4);
|
272 |
+
const damage = Math.max(1, baseDamage - this.target.defense / 2);
|
273 |
+
|
274 |
+
// Apply damage to target
|
275 |
+
this.target.takeDamage(damage);
|
276 |
+
|
277 |
+
// Create attack line for visual effect
|
278 |
+
this.attackLine = {
|
279 |
+
fromX: this.x,
|
280 |
+
fromY: this.y,
|
281 |
+
toX: this.target.x,
|
282 |
+
toY: this.target.y,
|
283 |
+
duration: 10, // frames the line will remain visible
|
284 |
+
current: 0
|
285 |
+
};
|
286 |
+
|
287 |
+
// Reset cooldown
|
288 |
+
this.attackCooldown = this.attackCooldownMax;
|
289 |
+
}
|
290 |
+
}
|
291 |
+
|
292 |
+
takeDamage(amount) {
|
293 |
+
this.health -= amount;
|
294 |
+
if (this.health <= 0) {
|
295 |
+
this.die();
|
296 |
+
}
|
297 |
+
}
|
298 |
+
|
299 |
+
die() {
|
300 |
+
this.state = 'dead';
|
301 |
+
this.health = 0;
|
302 |
+
this.respawnTime = 0;
|
303 |
+
this.attackLine = null;
|
304 |
+
}
|
305 |
+
|
306 |
+
respawn() {
|
307 |
+
// Respawn in a random position based on team
|
308 |
+
const margin = 50;
|
309 |
+
this.x = this.team === 'red'
|
310 |
+
? margin + Math.random() * 100
|
311 |
+
: 800 - margin - Math.random() * 100;
|
312 |
+
this.y = 100 + Math.random() * 400;
|
313 |
+
|
314 |
+
this.health = this.maxHealth;
|
315 |
+
this.state = 'idle';
|
316 |
+
this.target = null;
|
317 |
+
this.attackLine = null;
|
318 |
+
this.respawnTime = 0;
|
319 |
+
this.attackCooldown = 0;
|
320 |
+
}
|
321 |
+
|
322 |
+
moveTowardTarget() {
|
323 |
+
if (!this.target) return;
|
324 |
+
|
325 |
+
this.targetX = this.target.x;
|
326 |
+
this.targetY = this.target.y;
|
327 |
+
|
328 |
+
// Keep some distance based on unit type
|
329 |
+
const angle = Math.atan2(this.targetY - this.y, this.targetX - this.x);
|
330 |
+
let preferredDistance = this.attackRange * 0.8;
|
331 |
+
|
332 |
+
if (this.type === 'artillery') {
|
333 |
+
preferredDistance = this.attackRange * 0.9;
|
334 |
+
} else if (this.type === 'infantry') {
|
335 |
+
preferredDistance = this.attackRange * 0.6;
|
336 |
+
}
|
337 |
+
|
338 |
+
const distance = Math.sqrt(
|
339 |
+
Math.pow(this.target.x - this.x, 2) +
|
340 |
+
Math.pow(this.target.y - this.y, 2)
|
341 |
+
);
|
342 |
+
|
343 |
+
if (distance > preferredDistance) {
|
344 |
+
this.targetX = this.target.x - Math.cos(angle) * preferredDistance;
|
345 |
+
this.targetY = this.target.y - Math.sin(angle) * preferredDistance;
|
346 |
+
} else {
|
347 |
+
this.targetX = this.x;
|
348 |
+
this.targetY = this.y;
|
349 |
+
}
|
350 |
+
|
351 |
+
this.isMoving = true;
|
352 |
+
}
|
353 |
+
|
354 |
+
wander() {
|
355 |
+
// Only set a new random destination occasionally
|
356 |
+
if (Math.random() < 0.01 || !this.isMoving) {
|
357 |
+
const margin = 50;
|
358 |
+
const teamZone = this.team === 'red' ? 300 : 500;
|
359 |
+
const centerX = this.team === 'red' ? 200 : 600;
|
360 |
+
|
361 |
+
this.targetX = Math.max(margin, Math.min(800 - margin,
|
362 |
+
centerX + (Math.random() - 0.5) * teamZone));
|
363 |
+
this.targetY = Math.max(margin, Math.min(600 - margin,
|
364 |
+
300 + (Math.random() - 0.5) * 400));
|
365 |
+
|
366 |
+
this.isMoving = true;
|
367 |
+
}
|
368 |
+
}
|
369 |
+
|
370 |
+
move() {
|
371 |
+
if (this.state === 'dead') return;
|
372 |
+
|
373 |
+
const dx = this.targetX - this.x;
|
374 |
+
const dy = this.targetY - this.y;
|
375 |
+
const distance = Math.sqrt(dx * dx + dy * dy);
|
376 |
+
|
377 |
+
if (distance > 5) {
|
378 |
+
this.x += (dx / distance) * this.speed;
|
379 |
+
this.y += (dy / distance) * this.speed;
|
380 |
+
} else {
|
381 |
+
this.isMoving = false;
|
382 |
+
}
|
383 |
+
|
384 |
+
// Keep units within bounds
|
385 |
+
this.x = Math.max(10, Math.min(790, this.x));
|
386 |
+
this.y = Math.max(10, Math.min(590, this.y));
|
387 |
+
}
|
388 |
+
|
389 |
+
draw(ctx) {
|
390 |
+
if (this.state === 'dead') return;
|
391 |
+
|
392 |
+
// Draw unit shape based on type
|
393 |
+
ctx.fillStyle = this.team === 'red' ? '#e74c3c' : '#3498db';
|
394 |
+
|
395 |
+
// Different shape for different unit types
|
396 |
+
if (this.type === 'infantry') {
|
397 |
+
// Circle for infantry
|
398 |
+
ctx.beginPath();
|
399 |
+
ctx.arc(this.x, this.y, 10, 0, Math.PI * 2);
|
400 |
+
ctx.fill();
|
401 |
+
} else if (this.type === 'tank') {
|
402 |
+
// Square for tanks
|
403 |
+
ctx.fillRect(this.x - 12, this.y - 12, 24, 24);
|
404 |
+
} else if (this.type === 'artillery') {
|
405 |
+
// Triangle for artillery
|
406 |
+
ctx.beginPath();
|
407 |
+
ctx.moveTo(this.x, this.y - 15);
|
408 |
+
ctx.lineTo(this.x - 13, this.y + 10);
|
409 |
+
ctx.lineTo(this.x + 13, this.y + 10);
|
410 |
+
ctx.closePath();
|
411 |
+
ctx.fill();
|
412 |
+
}
|
413 |
+
|
414 |
+
// Draw health bar
|
415 |
+
const healthPercentage = this.health / this.maxHealth;
|
416 |
+
const healthBarWidth = 20;
|
417 |
+
const healthBarHeight = 3;
|
418 |
+
|
419 |
+
// Health bar background
|
420 |
+
ctx.fillStyle = '#e74c3c'; // Red for all health bars background
|
421 |
+
ctx.fillRect(
|
422 |
+
this.x - healthBarWidth / 2,
|
423 |
+
this.y - 20,
|
424 |
+
healthBarWidth,
|
425 |
+
healthBarHeight
|
426 |
+
);
|
427 |
+
|
428 |
+
// Current health
|
429 |
+
ctx.fillStyle = '#2ecc71'; // Green for health
|
430 |
+
ctx.fillRect(
|
431 |
+
this.x - healthBarWidth / 2,
|
432 |
+
this.y - 20,
|
433 |
+
healthBarWidth * healthPercentage,
|
434 |
+
healthBarHeight
|
435 |
+
);
|
436 |
+
|
437 |
+
// Draw attack lines
|
438 |
+
if (this.attackLine && this.attackLine.current < this.attackLine.duration) {
|
439 |
+
ctx.strokeStyle = this.team === 'red' ? 'rgba(231, 76, 60, 0.7)' : 'rgba(52, 152, 219, 0.7)';
|
440 |
+
ctx.lineWidth = 2;
|
441 |
+
ctx.beginPath();
|
442 |
+
ctx.moveTo(this.attackLine.fromX, this.attackLine.fromY);
|
443 |
+
ctx.lineTo(this.attackLine.toX, this.attackLine.toY);
|
444 |
+
ctx.stroke();
|
445 |
+
|
446 |
+
this.attackLine.current++;
|
447 |
+
}
|
448 |
+
|
449 |
+
// Draw unit state indicator
|
450 |
+
ctx.fillStyle = this.getStateColor();
|
451 |
+
ctx.beginPath();
|
452 |
+
ctx.arc(this.x, this.y - 25, 3, 0, Math.PI * 2);
|
453 |
+
ctx.fill();
|
454 |
+
}
|
455 |
+
|
456 |
+
getStateColor() {
|
457 |
+
switch (this.state) {
|
458 |
+
case 'idle':
|
459 |
+
return '#95a5a6'; // Gray
|
460 |
+
case 'moving':
|
461 |
+
return '#3498db'; // Blue
|
462 |
+
case 'attacking':
|
463 |
+
return '#e74c3c'; // Red
|
464 |
+
default:
|
465 |
+
return '#95a5a6';
|
466 |
+
}
|
467 |
+
}
|
468 |
+
|
469 |
+
isPointInside(pointX, pointY) {
|
470 |
+
if (this.state === 'dead') return false;
|
471 |
+
|
472 |
+
const size = this.type === 'tank' ? 12 :
|
473 |
+
this.type === 'artillery' ? 13 : 10;
|
474 |
+
|
475 |
+
return Math.sqrt(
|
476 |
+
Math.pow(this.x - pointX, 2) +
|
477 |
+
Math.pow(this.y - pointY, 2)
|
478 |
+
) <= size;
|
479 |
+
}
|
480 |
+
|
481 |
+
getInfoText() {
|
482 |
+
return {
|
483 |
+
name: `${this.team.charAt(0).toUpperCase() + this.team.slice(1)} ${this.type.charAt(0).toUpperCase() + this.type.slice(1)} #${this.id}`,
|
484 |
+
type: this.type.charAt(0).toUpperCase() + this.type.slice(1),
|
485 |
+
health: `${Math.round(this.health)}/${this.maxHealth}`,
|
486 |
+
attack: this.attackPower,
|
487 |
+
defense: this.defense,
|
488 |
+
status: this.state.charAt(0).toUpperCase() + this.state.slice(1)
|
489 |
+
};
|
490 |
+
}
|
491 |
+
}
|
492 |
+
|
493 |
+
// Main app code
|
494 |
+
document.addEventListener('DOMContentLoaded', function() {
|
495 |
+
const canvas = document.getElementById('map');
|
496 |
+
const ctx = canvas.getContext('2d');
|
497 |
+
const infoPanel = document.getElementById('info-panel');
|
498 |
+
const closeInfoBtn = document.getElementById('close-info');
|
499 |
+
|
500 |
+
let units = [];
|
501 |
+
let selectedUnit = null;
|
502 |
+
|
503 |
+
// Create initial units
|
504 |
+
createUnits();
|
505 |
+
|
506 |
+
// Set up game loop
|
507 |
+
setInterval(updateGame, 1000 / 60); // 60 FPS
|
508 |
+
|
509 |
+
// Add event listeners
|
510 |
+
canvas.addEventListener('click', handleCanvasClick);
|
511 |
+
closeInfoBtn.addEventListener('click', closeInfoPanel);
|
512 |
+
|
513 |
+
function createUnits() {
|
514 |
+
// Clear existing units
|
515 |
+
units = [];
|
516 |
+
|
517 |
+
// Create red units (left side)
|
518 |
+
for (let i = 0; i < 5; i++) {
|
519 |
+
units.push(new Unit(i, 'red', 'infantry',
|
520 |
+
50 + Math.random() * 100, 100 + i * 100));
|
521 |
+
}
|
522 |
+
for (let i = 0; i < 3; i++) {
|
523 |
+
units.push(new Unit(i + 5, 'red', 'tank',
|
524 |
+
100 + Math.random() * 100, 150 + i * 150));
|
525 |
+
}
|
526 |
+
for (let i = 0; i < 2; i++) {
|
527 |
+
units.push(new Unit(i + 8, 'red', 'artillery',
|
528 |
+
50 + Math.random() * 80, 200 + i * 200));
|
529 |
+
}
|
530 |
+
|
531 |
+
// Create blue units (right side)
|
532 |
+
for (let i = 0; i < 5; i++) {
|
533 |
+
units.push(new Unit(i + 10, 'blue', 'infantry',
|
534 |
+
650 + Math.random() * 100, 100 + i * 100));
|
535 |
+
}
|
536 |
+
for (let i = 0; i < 3; i++) {
|
537 |
+
units.push(new Unit(i + 15, 'blue', 'tank',
|
538 |
+
600 + Math.random() * 100, 150 + i * 150));
|
539 |
+
}
|
540 |
+
for (let i = 0; i < 2; i++) {
|
541 |
+
units.push(new Unit(i + 18, 'blue', 'artillery',
|
542 |
+
670 + Math.random() * 80, 200 + i * 200));
|
543 |
+
}
|
544 |
+
}
|
545 |
+
|
546 |
+
function updateGame() {
|
547 |
+
// Update units
|
548 |
+
for (const unit of units) {
|
549 |
+
unit.update(units);
|
550 |
+
}
|
551 |
+
|
552 |
+
// Update display
|
553 |
+
drawGame();
|
554 |
+
}
|
555 |
+
|
556 |
+
function drawGame() {
|
557 |
+
// Clear canvas
|
558 |
+
ctx.clearRect(0, 0, canvas.width, canvas.height);
|
559 |
+
|
560 |
+
// Draw background elements - territory markers
|
561 |
+
drawTerritories();
|
562 |
+
|
563 |
+
// Draw units
|
564 |
+
for (const unit of units) {
|
565 |
+
unit.draw(ctx);
|
566 |
+
}
|
567 |
+
}
|
568 |
+
|
569 |
+
function drawTerritories() {
|
570 |
+
// Draw red territory
|
571 |
+
const redGradient = ctx.createLinearGradient(0, 0, 250, 0);
|
572 |
+
redGradient.addColorStop(0, 'rgba(231, 76, 60, 0.2)');
|
573 |
+
redGradient.addColorStop(1, 'rgba(231, 76, 60, 0.05)');
|
574 |
+
ctx.fillStyle = redGradient;
|
575 |
+
ctx.fillRect(0, 0, 250, canvas.height);
|
576 |
+
|
577 |
+
// Draw blue territory
|
578 |
+
const blueGradient = ctx.createLinearGradient(canvas.width - 250, 0, canvas.width, 0);
|
579 |
+
blueGradient.addColorStop(0, 'rgba(52, 152, 219, 0.05)');
|
580 |
+
blueGradient.addColorStop(1, 'rgba(52, 152, 219, 0.2)');
|
581 |
+
ctx.fillStyle = blueGradient;
|
582 |
+
ctx.fillRect(canvas.width - 250, 0, 250, canvas.height);
|
583 |
+
}
|
584 |
+
|
585 |
+
function handleCanvasClick(event) {
|
586 |
+
const rect = canvas.getBoundingClientRect();
|
587 |
+
const x = event.clientX - rect.left;
|
588 |
+
const y = event.clientY - rect.top;
|
589 |
+
|
590 |
+
// Check if a unit was clicked
|
591 |
+
selectedUnit = null;
|
592 |
+
for (const unit of units) {
|
593 |
+
if (unit.isPointInside(x, y)) {
|
594 |
+
selectedUnit = unit;
|
595 |
+
break;
|
596 |
+
}
|
597 |
+
}
|
598 |
+
|
599 |
+
if (selectedUnit) {
|
600 |
+
showUnitInfo(selectedUnit);
|
601 |
+
} else {
|
602 |
+
closeInfoPanel();
|
603 |
+
}
|
604 |
+
}
|
605 |
+
|
606 |
+
function showUnitInfo(unit) {
|
607 |
+
const info = unit.getInfoText();
|
608 |
+
|
609 |
+
document.getElementById('unit-name').textContent = info.name;
|
610 |
+
document.getElementById('unit-type').querySelector('span').textContent = info.type;
|
611 |
+
document.getElementById('unit-health').querySelector('span').textContent = info.health;
|
612 |
+
document.getElementById('unit-attack').querySelector('span').textContent = info.attack;
|
613 |
+
document.getElementById('unit-defense').querySelector('span').textContent = info.defense;
|
614 |
+
document.getElementById('unit-status').querySelector('span').textContent = info.status;
|
615 |
+
|
616 |
+
infoPanel.classList.remove('hidden');
|
617 |
+
}
|
618 |
+
|
619 |
+
function closeInfoPanel() {
|
620 |
+
infoPanel.classList.add('hidden');
|
621 |
+
selectedUnit = null;
|
622 |
+
}
|
623 |
+
});
|
624 |
+
|
625 |
+
// Quick fix for the undefined variable in the code
|
626 |
+
const Ω = 8; // Infantry attack power
|
627 |
+
</script>
|
628 |
+
</body>
|
629 |
+
</html>
|
630 |
+
"""
|
631 |
+
|
632 |
+
# Display the app in a fullscreen iframe
|
633 |
+
st.components.v1.html(html_content, height=750, scrolling=False)
|
634 |
+
|
635 |
+
# Add some additional info in sidebar
|
636 |
+
with st.sidebar:
|
637 |
+
st.header("Battle Simulator")
|
638 |
+
st.markdown("""
|
639 |
+
This simulation shows red and blue forces battling on a map.
|
640 |
+
|
641 |
+
**Unit Types:**
|
642 |
+
- ⭕ Infantry (Circles): Fast but weaker units
|
643 |
+
- ⬛ Tanks (Squares): Strong with high defense
|
644 |
+
- △ Artillery (Triangles): Powerful long-range attacks
|
645 |
+
|
646 |
+
**Instructions:**
|
647 |
+
- Click on any unit to see its stats
|
648 |
+
- Watch as units automatically engage in combat
|
649 |
+
""")
|
650 |
+
|
651 |
+
# Debug information
|
652 |
+
if st.checkbox("Show Debug Info"):
|
653 |
+
st.write(f"Working directory: {os.getcwd()}")
|
654 |
+
st.write(f"Files available: {', '.join(os.listdir('.'))}")
|
requirements.txt
CHANGED
@@ -1 +1 @@
|
|
1 |
-
|
|
|
1 |
+
streamlit>=1.22.0
|