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#!/usr/bin/env python3
"""
Tag Collector Game
A gamified version of the Image Tagger application where users collect tags
to earn currency that can be used to lower thresholds and discover rarer tags.
"""
import streamlit as st
import os
import sys
import tempfile
import time
import math
import json
import random
from PIL import Image
from collections import Counter
import torch
import importlib
import traceback
# Import storage system
import tag_storage
import state_manager
# Import constants and utility modules
from game_constants import (
TAG_CURRENCY_NAME, TAG_ANIMATIONS, TAG_POWER_BONUSES, ENKEPHALIN_CURRENCY_NAME, ENKEPHALIN_ICON, RARITY_LEVELS, ACHIEVEMENTS,
STARTING_THRESHOLD, MIN_THRESHOLD,
THRESHOLD_UPGRADES
)
from tag_categories import (
TAG_CATEGORIES, initialize_progression_system, get_unlocked_categories,
get_max_detectable_tags, get_collection_power_level
)
from tag_mosaic import display_tag_mosaic, RevealMosaic
from series_mosaics import display_series_mosaics
from scan_handler import enhanced_scan_button_handler
from library_system import initialize_library_system, display_library_extraction
from dev_tools import display_dev_tools
# =============================================================================
# SET PAGE CONFIG AS THE FIRST STREAMLIT COMMAND
# =============================================================================
st.set_page_config(layout="wide", page_title="Camie Collector", page_icon="🎮")
# =============================================================================
# DATA LOADING FUNCTIONS
# =============================================================================
@st.cache_data
def load_tag_rarity_metadata():
"""
Load the tag rarity metadata from the JSON file.
Returns the tag_rarity dictionary or None if the file doesn't exist.
Returns:
dict: Tag rarity metadata or None if not found
"""
try:
parent_dir = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
metadata_path = os.path.join(parent_dir, "model", "tag_rarity_metadata.json")
if os.path.exists(metadata_path):
with open(metadata_path, 'r') as f:
metadata = json.load(f)
print(f"Loaded tag rarity metadata for {len(metadata['tag_rarity'])} tags")
return metadata["tag_rarity"]
else:
print(f"Warning: {metadata_path} not found.")
print("No metadata file found.")
return None
except Exception as e:
print(f"Error loading tag rarity metadata: {str(e)}")
traceback.print_exc()
return None
# =============================================================================
# MODEL LOADING UTILITIES
# =============================================================================
def is_windows():
"""Check if the system is Windows"""
import platform
return platform.system() == "Windows"
def load_model():
"""
Load the image tagger model for the game
Returns:
tuple: (model, thresholds, metadata)
"""
# Make sure parent directory is in path to find the model
if '.' not in sys.path:
sys.path.append('.')
current_dir = os.path.dirname(os.path.abspath(__file__))
parent_dir = os.path.dirname(current_dir)
model_dir = os.path.join(parent_dir, "model")
# If no model directory found, show detailed error
if not model_dir:
st.error("Model directory not found. Searched in:")
st.write(f"- {os.path.abspath(model_dir)}")
st.info("Please make sure you've exported the model first.")
st.stop()
# Get appropriate model type for the platform
model_type = "initial_only"
try:
# Load the model
with st.spinner(f"Loading model for Tag Collector Game..."):
model, thresholds, metadata = load_exported_model(model_dir, model_type)
return model, thresholds, metadata
except Exception as e:
st.error(f"Error loading model: {str(e)}")
st.code(traceback.format_exc())
st.stop()
def load_exported_model(model_dir, model_type):
"""
Load the exported model from the given directory.
Args:
model_dir: Path to the model directory
model_type: Type of model to load ('initial_only' or 'full')
Returns:
tuple: (model, thresholds, metadata)
"""
import torch
import json
import sys
import importlib.util
# Add model directory to path
if model_dir not in sys.path:
sys.path.append(model_dir)
# Load metadata
with open(os.path.join(model_dir, "metadata.json"), "r") as f:
metadata = json.load(f)
# Load thresholds
with open(os.path.join(model_dir, "thresholds.json"), "r") as f:
thresholds = json.load(f)
# Import model_code.py
model_code_path = os.path.join(model_dir, "model_code.py")
if os.path.exists(model_code_path):
# Import the module
spec = importlib.util.spec_from_file_location("model_code", model_code_path)
model_code = importlib.util.module_from_spec(spec)
spec.loader.exec_module(model_code)
# Create dummy dataset class to use with model
class ModelDataset:
def __init__(self, metadata):
self.total_tags = metadata['total_tags']
self.idx_to_tag = {int(k): v for k, v in metadata['idx_to_tag'].items()}
self.tag_to_category = metadata.get('tag_to_category', {})
def get_tag_info(self, idx):
tag = self.idx_to_tag.get(idx, f"unknown_{idx}")
category = self.tag_to_category.get(tag, "general")
return tag, category
# Create dataset
dataset = ModelDataset(metadata)
# Determine model type and file to load
if model_type == "initial_only":
# Check for model_initial_only.pt
if os.path.exists(os.path.join(model_dir, "model_initial_only.pt")):
model_path = os.path.join(model_dir, "model_initial_only.pt")
else:
model_path = os.path.join(model_dir, "model_initial.pt")
# Load model_info for initial_only if available
if os.path.exists(os.path.join(model_dir, "model_info_initial_only.json")):
with open(os.path.join(model_dir, "model_info_initial_only.json"), "r") as f:
model_info = json.load(f)
else:
model_info = {"tag_context_size": 256, "num_heads": 16}
# Create initial_only model
if hasattr(model_code, 'InitialOnlyImageTagger'):
model = model_code.InitialOnlyImageTagger(
total_tags=metadata['total_tags'],
dataset=dataset,
pretrained=False
)
else:
# Fallback to regular tagger
model = model_code.ImageTagger(
total_tags=metadata['total_tags'],
dataset=dataset,
pretrained=False,
tag_context_size=model_info.get('tag_context_size', 256),
num_heads=model_info.get('num_heads', 16)
)
else:
# Load full model - check for model_refined.pt or model.pt
if os.path.exists(os.path.join(model_dir, "model_refined.pt")):
model_path = os.path.join(model_dir, "model_refined.pt")
else:
model_path = os.path.join(model_dir, "model.pt")
# Load model_info
if os.path.exists(os.path.join(model_dir, "model_info.json")):
with open(os.path.join(model_dir, "model_info.json"), "r") as f:
model_info = json.load(f)
else:
model_info = {"tag_context_size": 256, "num_heads": 16}
# Create full model
model = model_code.ImageTagger(
total_tags=metadata['total_tags'],
dataset=dataset,
pretrained=False,
tag_context_size=model_info.get('tag_context_size', 256),
num_heads=model_info.get('num_heads', 16)
)
# Load state dict
device = torch.device('cuda' if torch.cuda.is_available() else 'cpu')
state_dict = torch.load(model_path, map_location=device)
model.load_state_dict(state_dict, strict=False)
# Set to evaluation mode and move to device
model.to(device)
model.eval()
# Attach dataset to model
model.dataset = dataset
return model, thresholds, metadata
else:
st.error(f"model_code.py not found at {model_code_path}")
st.stop()
# =============================================================================
# GAME STATE MANAGEMENT
# =============================================================================
def initialize_game_state():
"""Initialize the game state in session state if not already present."""
if 'game_initialized' not in st.session_state:
st.session_state.game_initialized = True
# Initialize state version counter
st.session_state.state_version = 0
# Try to load from storage first
loaded_tags, tag_history, _ = tag_storage.load_tag_collection()
if loaded_tags:
# If we have saved data, use it
st.session_state.collected_tags = loaded_tags
st.session_state.tag_history = tag_history
else:
# Otherwise initialize with defaults
st.session_state.collected_tags = {} # {tag_name: {"count": int, "rarity": str}}
st.session_state.tag_history = [] # List of recent tag acquisitions
# Initialize other state variables with defaults
initialize_default_state()
if 'tag_rarity_metadata' not in st.session_state:
st.session_state.tag_rarity_metadata = load_tag_rarity_metadata()
def initialize_default_state():
"""Initialize default state variables"""
# Core game mechanics
st.session_state.threshold = STARTING_THRESHOLD
st.session_state.tag_currency = 0
st.session_state.enkephalin = 0
st.session_state.purchased_upgrades = []
st.session_state.achievements = set()
st.session_state.current_scan = None
# Game statistics
st.session_state.game_stats = {
"images_processed": 0,
"total_tags_found": 0,
"total_currency_earned": 0,
"currency_spent": 0,
"enkephalin_generated": 0,
"enkephalin_spent": 0,
"tags_sacrificed": 0,
"essences_generated": 0
}
# Tag power features
st.session_state.tag_power_bonus = 0
st.session_state.coin_multiplier = 1.0
st.session_state.unlocked_combinations = set()
st.session_state.combination_bonuses = {"threshold_reduction": 0, "coin_bonus": 0}
# Sacrificed tags tracking
st.session_state.sacrificed_tags = {}
def save_game():
"""Save the game state to files using the enhanced tag storage system."""
try:
# Use the enhanced tag storage system to save all game data
import tag_storage
success = tag_storage.save_game(st.session_state)
return success
except Exception as e:
st.error(f"Failed to save game: {str(e)}")
return False
def load_game():
"""
Load the game state from files using the enhanced tag storage system.
Returns:
bool: True if load was successful, False otherwise
"""
try:
# Use the enhanced tag storage system to load all game data
import tag_storage
success = tag_storage.load_game(st.session_state)
return success
except Exception as e:
st.error(f"Failed to load game: {str(e)}")
return False
# =============================================================================
# USER INTERFACE FUNCTIONS
# =============================================================================
def get_discovered_rarities():
"""
Helper function to get a set of all rarities the player has discovered
Returns:
set: Set of discovered rarity names
"""
# Start with Canard as always discovered
discovered_rarities = set(["Canard"])
# Add rarities from collected tags
if hasattr(st.session_state, 'collected_tags') and st.session_state.collected_tags:
for tag_info in st.session_state.collected_tags.values():
if "rarity" in tag_info and tag_info["rarity"]:
discovered_rarities.add(tag_info["rarity"])
return discovered_rarities
def apply_tag_animations():
"""Apply CSS animations for special tag rarities from the game constants"""
# Create CSS styles for animations
css = ""
# Add animations from TAG_ANIMATIONS
for rarity, animation_info in TAG_ANIMATIONS.items():
css += animation_info["animation"]
# Apply the CSS
st.markdown(f"<style>{css}</style>", unsafe_allow_html=True)
def create_sidebar():
"""Create a simplified sidebar without game stats"""
with st.sidebar:
# Save/Load controls
display_save_load_controls()
# Rarity legend
display_rarity_legend()
# # Developer mode toggle
# display_developer_mode_toggle()
# Support info
display_support_info()
def display_save_load_controls():
"""Display save/load game controls"""
st.subheader("Save/Load Game")
save_col, load_col = st.columns(2)
with save_col:
if st.button("Save Game"):
if save_game():
st.success("Game saved!")
# Force refresh
st.rerun()
with load_col:
if st.button("Load Game"):
if load_game():
st.success("Game loaded!")
# Force refresh
st.rerun()
else:
st.info("No saved game found.")
def display_rarity_legend():
"""Display a legend explaining the rarity levels with TagCoins and Enkephalin rewards, with undiscovered rarities blacked out and special effects for rare rarities"""
st.sidebar.subheader("Tag Rarity Legend")
# Add animations for the sidebar
st.sidebar.markdown("""
<style>
/* Star of the City animation */
@keyframes sidebar-glow {
0% { text-shadow: 0 0 2px gold; }
50% { text-shadow: 0 0 6px gold; }
100% { text-shadow: 0 0 2px gold; }
}
.sidebar-star {
animation: sidebar-glow 2s infinite;
font-weight: bold;
}
/* Impuritas Civitas animation */
@keyframes sidebar-rainbow {
0% { color: red; }
14% { color: orange; }
28% { color: yellow; }
42% { color: green; }
57% { color: blue; }
71% { color: indigo; }
85% { color: violet; }
100% { color: red; }
}
.sidebar-impuritas {
animation: sidebar-rainbow 4s linear infinite;
font-weight: bold;
}
/* Urban Nightmare animation */
@keyframes sidebar-pulse {
0% { opacity: 0.8; }
50% { opacity: 1; }
100% { opacity: 0.8; }
}
.sidebar-nightmare {
animation: sidebar-pulse 3s infinite;
font-weight: bold;
}
/* Urban Plague subtle effect */
.sidebar-plague {
text-shadow: 0 0 2px #9C27B0;
font-weight: bold;
}
/* Special Effect for Enkephalin */
@keyframes enkephalin-glow {
0% { text-shadow: 0 0 2px cyan; }
50% { text-shadow: 0 0 5px cyan; }
100% { text-shadow: 0 0 2px cyan; }
}
.enkephalin-value {
color: #00BCD4;
animation: enkephalin-glow 2s infinite;
font-weight: bold;
}
/* Reward row styling */
.rewards-row {
display: flex;
align-items: center;
margin-bottom: 8px;
padding: 5px;
border-radius: 4px;
}
.rewards-row:hover {
background-color: rgba(0,0,0,0.05);
}
.rarity-name {
flex: 0 0 35%;
font-weight: bold;
}
.coin-value {
flex: 0 0 30%;
color: #FFD700;
}
.enkephalin-value {
flex: 0 0 35%;
color: #00BCD4;
}
</style>
""", unsafe_allow_html=True)
# Get the rarities the player has discovered
discovered_rarities = get_discovered_rarities()
# Create a header explaining the values
st.sidebar.markdown("""
<div style="display: flex; margin-bottom: 10px; font-weight: bold;">
<div style="flex: 0 0 35%;">Rarity</div>
<div style="flex: 0 0 30%;">TagCoins</div>
<div style="flex: 0 0 35%;">Enkephalin</div>
</div>
""", unsafe_allow_html=True)
# Display in order from most common to most rare
for rarity, info in RARITY_LEVELS.items():
# Get the enkephalin reward from TAG_POWER_BONUSES
enkephalin_reward = TAG_POWER_BONUSES.get(rarity, {}).get("enkephalin_reward", 0)
# Check if this rarity has been discovered
if rarity in discovered_rarities:
# Apply special styling based on rarity
if rarity == "Impuritas Civitas":
# Rainbow animation for Impuritas Civitas
st.sidebar.markdown(
f"""
<div class="rewards-row">
<div class="rarity-name">
<span class='sidebar-impuritas'>{rarity}</span>
</div>
<div class="coin-value">
{info['value']} {TAG_CURRENCY_NAME}
</div>
<div class="enkephalin-value">
+{enkephalin_reward} {ENKEPHALIN_ICON}
</div>
</div>
""",
unsafe_allow_html=True
)
elif rarity == "Star of the City":
# Glowing effect for Star of the City
st.sidebar.markdown(
f"""
<div class="rewards-row">
<div class="rarity-name">
<span class='sidebar-star' style='color:{info['color']}'>{rarity}</span>
</div>
<div class="coin-value">
{info['value']} {TAG_CURRENCY_NAME}
</div>
<div class="enkephalin-value">
+{enkephalin_reward} {ENKEPHALIN_ICON}
</div>
</div>
""",
unsafe_allow_html=True
)
elif rarity == "Urban Nightmare":
# Pulsing effect for Urban Nightmare
st.sidebar.markdown(
f"""
<div class="rewards-row">
<div class="rarity-name">
<span class='sidebar-nightmare' style='color:{info['color']}'>{rarity}</span>
</div>
<div class="coin-value">
{info['value']} {TAG_CURRENCY_NAME}
</div>
<div class="enkephalin-value">
+{enkephalin_reward} {ENKEPHALIN_ICON}
</div>
</div>
""",
unsafe_allow_html=True
)
elif rarity == "Urban Plague":
# Subtle glow for Urban Plague
st.sidebar.markdown(
f"""
<div class="rewards-row">
<div class="rarity-name">
<span class='sidebar-plague' style='color:{info['color']}'>{rarity}</span>
</div>
<div class="coin-value">
{info['value']} {TAG_CURRENCY_NAME}
</div>
<div class="enkephalin-value">
+{enkephalin_reward} {ENKEPHALIN_ICON}
</div>
</div>
""",
unsafe_allow_html=True
)
else:
# Standard display for common rarities
st.sidebar.markdown(
f"""
<div class="rewards-row">
<div class="rarity-name">
<span style='color:{info['color']}'>{rarity}</span>
</div>
<div class="coin-value">
{info['value']} {TAG_CURRENCY_NAME}
</div>
<div class="enkephalin-value">
{'+' + str(enkephalin_reward) + ' ' + ENKEPHALIN_ICON if enkephalin_reward > 0 else '-'}
</div>
</div>
""",
unsafe_allow_html=True
)
else:
# Show blacked out version for undiscovered rarities
st.sidebar.markdown(
f"""
<div class="rewards-row">
<div class="rarity-name">
<span style='color:#333333;'>?????</span>
</div>
<div class="coin-value">
??? {TAG_CURRENCY_NAME}
</div>
<div class="enkephalin-value">
??? {ENKEPHALIN_ICON}
</div>
</div>
""",
unsafe_allow_html=True
)
# def display_developer_mode_toggle():
# """Display developer mode toggle"""
# if 'show_dev_tools' not in st.session_state:
# st.session_state.show_dev_tools = False
# if st.sidebar.checkbox("Developer Mode", value=st.session_state.show_dev_tools, key="dev_mode_toggle"):
# st.session_state.show_dev_tools = True
# else:
# st.session_state.show_dev_tools = False
def display_support_info():
# Add separator for visual clarity
st.markdown("---")
# Support information
st.subheader("💡 Notes")
st.markdown("""
This tagger was trained on a subset of the available data and for limited epochs due to hardware limitations.
A more comprehensive model trained on the full 3+ million image dataset and many more epochs would provide:
- More recent characters and tags.
- Improved accuracy.
If you find this tool useful and would like to support future development:
""")
# Add Buy Me a Coffee button with Star of the City-like glow effect
st.markdown("""
<style>
@keyframes coffee-button-glow {
0% { box-shadow: 0 0 5px #FFD700; }
50% { box-shadow: 0 0 15px #FFD700; }
100% { box-shadow: 0 0 5px #FFD700; }
}
.coffee-button {
display: inline-block;
animation: coffee-button-glow 2s infinite;
border-radius: 5px;
transition: transform 0.3s ease;
}
.coffee-button:hover {
transform: scale(1.05);
}
</style>
<a href="https://buymeacoffee.com/camais" target="_blank" class="coffee-button">
<img src="https://cdn.buymeacoffee.com/buttons/v2/default-yellow.png"
alt="Buy Me A Coffee"
style="height: 45px; width: 162px; border-radius: 5px;" />
</a>
""", unsafe_allow_html=True)
st.markdown("""
Your support helps with:
- GPU costs for training
- Storage for larger datasets
- Development of new features
- Future projects
Thank you! 🙏
Full Details: https://huggingface.co/Camais03/camie-tagger
""")
def display_scan_interface():
"""Display the scan interface tab"""
st.subheader("Scan Images for Tags")
# Create two columns
col1, col2 = st.columns([1, 1])
with col1:
# Image uploader
uploaded_file = st.file_uploader("Choose an image...", type=["jpg", "jpeg", "png"])
image_path = None
if uploaded_file:
# Create a temporary file
with tempfile.NamedTemporaryFile(delete=False, suffix='.jpg') as tmp_file:
tmp_file.write(uploaded_file.getvalue())
image_path = tmp_file.name
# Display the image
image = Image.open(uploaded_file)
st.image(image, use_container_width=True)
# Scan button with special key to avoid rerun loop
button_key = f"scan_btn_{st.session_state.get('state_version', 0)}"
if st.button("Scan for Tags", key=button_key):
# Run scan
with st.spinner("Scanning image..."):
success = enhanced_scan_button_handler(image_path)
if success:
# Save state
import tag_storage
tag_storage.update_tag_storage_from_session(st.session_state)
# Force rerun to update UI everywhere
st.rerun()
with col2:
display_scanner_settings()
# Display scan results if available
if hasattr(st.session_state, 'current_scan') and st.session_state.current_scan:
display_scan_results(st.session_state.current_scan)
def display_scan_results(scan_data):
"""Display scan results from session state with improved tag categorization and special effects for rare tags"""
if not scan_data:
return
found_tags = scan_data.get("found_tags", [])
all_tags = scan_data.get("all_tags", {})
total_currency_earned = scan_data.get("total_currency_earned", 0)
total_enkephalin_earned = scan_data.get("total_enkephalin_earned", 0)
new_tag_count = scan_data.get("new_tag_count", 0)
# Check for extremely rare new discoveries and celebrate them first
new_rare_tags = [t for t in found_tags if t.get("is_new", False) and
t.get("rarity") in ["Star of the City", "Impuritas Civitas"]]
if new_rare_tags:
# Sort by rarity (most rare first)
rarity_order = ["Impuritas Civitas", "Star of the City"]
new_rare_tags.sort(key=lambda x: rarity_order.index(x["rarity"]) if x["rarity"] in rarity_order else 999)
# Display a celebration for the rarest tag found
rarest_tag = new_rare_tags[0]
if rarest_tag["rarity"] == "Impuritas Civitas":
st.markdown(f"""
<style>
@keyframes rainbow-bg {{
0% {{ background-color: rgba(255,0,0,0.1); }}
14% {{ background-color: rgba(255,165,0,0.1); }}
28% {{ background-color: rgba(255,255,0,0.1); }}
42% {{ background-color: rgba(0,128,0,0.1); }}
57% {{ background-color: rgba(0,0,255,0.1); }}
71% {{ background-color: rgba(75,0,130,0.1); }}
85% {{ background-color: rgba(238,130,238,0.1); }}
100% {{ background-color: rgba(255,0,0,0.1); }}
}}
.rare-discovery-banner {{
background-color: rgba(0,0,0,0.1);
border: 3px solid red;
border-radius: 10px;
padding: 20px;
margin: 20px 0;
text-align: center;
animation: rainbow-bg 4s linear infinite;
}}
</style>
<div class="rare-discovery-banner">
<h2>✨ EXTRAORDINARY DISCOVERY! ✨</h2>
<h3>You found the ultra-rare Impuritas Civitas tag</h3>
<p>This is one of the rarest tags in the game!</p>
<p>Rewards: +{RARITY_LEVELS[rarest_tag["rarity"]]["value"]} {TAG_CURRENCY_NAME} and +25 {ENKEPHALIN_ICON}</p>
</div>
""", unsafe_allow_html=True)
# # Show balloons for the extraordinary discovery
# st.balloons()
elif rarest_tag["rarity"] == "Star of the City":
st.markdown(f"""
<style>
@keyframes glow-bg {{
0% {{ box-shadow: 0 0 10px #FFD700; }}
50% {{ box-shadow: 0 0 30px #FFD700; }}
100% {{ box-shadow: 0 0 10px #FFD700; }}
}}
.star-discovery-banner {{
background-color: rgba(255,215,0,0.1);
border: 2px solid gold;
border-radius: 10px;
padding: 20px;
margin: 20px 0;
text-align: center;
box-shadow: 0 0 10px #FFD700;
animation: glow-bg 2s infinite;
}}
</style>
<div class="star-discovery-banner">
<h2>🌟 EXCEPTIONAL DISCOVERY! 🌟</h2>
<h3>You found a Star of the City tag</h3>
<p>This is a very rare and valuable tag!</p>
<p>Rewards: +{RARITY_LEVELS[rarest_tag["rarity"]]["value"]} {TAG_CURRENCY_NAME} and +10 {ENKEPHALIN_ICON}</p>
</div>
""", unsafe_allow_html=True)
if found_tags:
st.success(f"Found {len(found_tags)} tags! {f'({new_tag_count} new discoveries)' if new_tag_count > 0 else ''}")
# Count tags by rarity
rarity_counts = {}
for tag_info in found_tags:
rarity = tag_info.get("rarity", "Unknown")
is_new = tag_info.get("is_new", False)
if rarity not in rarity_counts:
rarity_counts[rarity] = {"total": 0, "new": 0}
rarity_counts[rarity]["total"] += 1
if is_new:
rarity_counts[rarity]["new"] += 1
# Get valid rarity order
rarity_order = list(RARITY_LEVELS.keys())
# Display rarity distribution
for rarity, counts in sorted(rarity_counts.items(),
key=lambda x: rarity_order.index(x[0]) if x[0] in rarity_order else 999):
color = RARITY_LEVELS.get(rarity, {}).get("color", "#AAAAAA")
total = counts["total"]
new_count = counts["new"]
# Create two columns for showing the rarity count and new count
col1, col2 = st.columns([3, 1])
with col1:
st.markdown(f"<span style='color:{color};font-weight:bold;'>{rarity}:</span> {total} tags", unsafe_allow_html=True)
with col2:
if new_count > 0:
st.write(f"({new_count} new)")
st.divider()
# Show earned currency and enkephalin
col1, col2, col3 = st.columns([1, 1, 1])
with col1:
st.write("**Earned:**")
with col2:
st.write(f"**{total_currency_earned} {TAG_CURRENCY_NAME}**")
with col3:
if total_enkephalin_earned > 0:
st.write(f"**{total_enkephalin_earned} {ENKEPHALIN_ICON}**")
# Show current stats after this scan
st.divider()
col1, col2 = st.columns(2)
with col1:
st.write("**Images Processed:**")
st.write("**Total Tags Found:**")
st.write("**Current TagCoins:**")
st.write(f"**Current {ENKEPHALIN_CURRENCY_NAME}:**")
with col2:
st.write(f"**{st.session_state.game_stats['images_processed']}**")
st.write(f"**{st.session_state.game_stats['total_tags_found']}**")
st.write(f"**{st.session_state.tag_currency}**")
st.write(f"**{st.session_state.enkephalin} {ENKEPHALIN_ICON}**")
# Display found tags by category
st.subheader("Found Tags by Category")
# Check if we have any rare tags (rarer than Urban Myth)
rare_rarities = ["Urban Legend", "Urban Plague", "Urban Nightmare", "Star of the City", "Impuritas Civitas"]
has_rare_tags = any(tag_info.get("rarity") in rare_rarities for tag_info in found_tags)
# Display category expanders
for category, tags in all_tags.items():
# Only display categories with collected tags
collected_tags = [(tag, prob, rarity, any(t["tag"] == tag and t["is_new"] for t in found_tags))
for tag, prob, rarity, status in tags if status == "collected"]
if not collected_tags:
continue
# Split into new and existing tags
new_tags = [(tag, prob, rarity, True) for tag, prob, rarity, is_new in collected_tags if is_new]
existing_tags = [(tag, prob, rarity, False) for tag, prob, rarity, is_new in collected_tags if not is_new]
# Sort each group by rarity (rarest first)
new_tags.sort(key=lambda x: rarity_order.index(x[2]) if x[2] in rarity_order else 999, reverse=True)
existing_tags.sort(key=lambda x: rarity_order.index(x[2]) if x[2] in rarity_order else 999, reverse=True)
# Combine with new tags first
ordered_tags = new_tags + existing_tags
# Check if this category has any rare tags
category_has_rare = any(rarity in rare_rarities for _, _, rarity, _ in collected_tags)
# Determine if this category should be expanded by default
default_expanded = category == None or (category_has_rare and has_rare_tags) or len(new_tags) > 0
# Create category title with badge for new tags
category_title = f"{category.capitalize()} ({len(collected_tags)} tags)"
if new_tags:
category_title += f" 🆕 {len(new_tags)} new!"
# Add special indicator for categories with rare tags
if any(tag[2] in ["Star of the City", "Impuritas Civitas"] for tag in ordered_tags):
category_title += " ✨ RARE!"
with st.expander(category_title, expanded=default_expanded):
# Display new tags section if any
if new_tags:
st.markdown("### ✨ New Discoveries")
for tag, prob, rarity, _ in new_tags:
# Find the corresponding tag in found_tags to get enkephalin reward
tag_info = next((t for t in found_tags if t["tag"] == tag), None)
enkephalin_reward = tag_info.get("enkephalin", 0) if tag_info else 0
# Get enkephalin reward if not available in tag_info
if enkephalin_reward == 0 and rarity in TAG_POWER_BONUSES:
enkephalin_reward = TAG_POWER_BONUSES[rarity]["enkephalin_reward"]
display_tag_with_effects(tag, prob, rarity, is_new=True, enkephalin=enkephalin_reward)
# Add separator if we have both new and existing tags
if existing_tags:
st.markdown("---")
# Display existing tags
if existing_tags:
if new_tags: # Only show this header if we have new tags above
st.markdown("### Previously Discovered")
for tag, prob, rarity, _ in existing_tags:
display_tag_with_effects(tag, prob, rarity, is_new=False)
else:
st.warning("No tags found above the current threshold.")
def display_tag_with_effects(tag, prob, rarity, is_new=False, enkephalin=0):
"""
Display a tag with special effects based on rarity, including animations for the rarest tags,
sample count, and both TagCoins and Enkephalin rewards for new discoveries.
"""
if rarity is None:
rarity = "Unknown"
# Get color and determine if this is a rare tag
color = RARITY_LEVELS.get(rarity, {}).get("color", "#AAAAAA")
# Get rewards for this tag's rarity
coin_value = RARITY_LEVELS.get(rarity, {}).get("value", 0)
# Get sample count if available
sample_count = None
if hasattr(st.session_state, 'tag_rarity_metadata') and st.session_state.tag_rarity_metadata:
if tag in st.session_state.tag_rarity_metadata:
tag_info = st.session_state.tag_rarity_metadata[tag]
if isinstance(tag_info, dict) and "sample_count" in tag_info:
sample_count = tag_info["sample_count"]
# Format sample count for display
sample_display = ""
if sample_count is not None:
if sample_count >= 1000000:
sample_display = f"({sample_count/1000000:.1f}M samples)"
elif sample_count >= 1000:
sample_display = f"({sample_count/1000:.1f}K samples)"
else:
sample_display = f"({sample_count} samples)"
# Add custom CSS for animations
st.markdown("""
<style>
@keyframes glowing {
0% { box-shadow: 0 0 5px #FFD700; }
50% { box-shadow: 0 0 20px #FFD700; }
100% { box-shadow: 0 0 5px #FFD700; }
}
@keyframes rainbow-border {
0% { border-color: red; }
14% { border-color: orange; }
28% { border-color: yellow; }
42% { border-color: green; }
57% { border-color: blue; }
71% { border-color: indigo; }
85% { border-color: violet; }
100% { border-color: red; }
}
@keyframes rainbow-text {
0% { color: red; }
14% { color: orange; }
28% { color: yellow; }
42% { color: green; }
57% { color: blue; }
71% { color: indigo; }
85% { color: violet; }
100% { color: red; }
}
@keyframes pulse-border {
0% { border-color: #FF9800; }
50% { border-color: #FF5722; }
100% { border-color: #FF9800; }
}
@keyframes enkephalin-glow {
0% { text-shadow: 0 0 2px cyan; }
50% { text-shadow: 0 0 5px cyan; }
100% { text-shadow: 0 0 2px cyan; }
}
@keyframes coin-glow {
0% { text-shadow: 0 0 2px gold; }
50% { text-shadow: 0 0 5px gold; }
100% { text-shadow: 0 0 2px gold; }
}
.star-of-city {
background-color: rgba(255, 215, 0, 0.2);
padding: 8px;
border-radius: 5px;
border: 2px solid gold;
animation: glowing 2s infinite;
}
.impuritas-civitas {
background-color: rgba(0, 0, 0, 0.1);
padding: 10px;
border-radius: 5px;
border: 3px solid red;
animation: rainbow-border 4s linear infinite;
}
.impuritas-text {
font-weight: bold;
animation: rainbow-text 4s linear infinite;
}
.urban-nightmare {
background-color: rgba(255, 152, 0, 0.1);
padding: 6px;
border-radius: 5px;
border: 2px solid #FF9800;
animation: pulse-border 3s infinite;
}
.urban-plague {
background-color: rgba(156, 39, 176, 0.08);
padding: 5px;
border-radius: 5px;
border: 1px solid #9C27B0;
box-shadow: 0 0 3px #9C27B0;
}
.sample-count {
font-size: 0.8em;
color: #666;
margin-left: 5px;
}
.enkephalin-reward {
font-size: 0.9em;
color: #00BCD4;
margin-left: 5px;
animation: enkephalin-glow 2s infinite;
font-weight: bold;
}
.coin-reward {
font-size: 0.9em;
color: #FFD700;
margin-left: 5px;
animation: coin-glow 2s infinite;
font-weight: bold;
}
.rewards-container {
display: inline-block;
background-color: rgba(0, 0, 0, 0.05);
border-radius: 4px;
padding: 2px 6px;
margin-left: 5px;
}
</style>
""", unsafe_allow_html=True)
# Style based on rarity
rare_rarities = {
"Urban Legend": {"style": "background-color:rgba(33, 150, 243, 0.1); padding:5px; border-radius:5px;", "emoji": "🔮"},
"Urban Plague": {"style": "class='urban-plague'", "emoji": "⚔️"},
"Urban Nightmare": {"style": "class='urban-nightmare'", "emoji": "👑"},
"Star of the City": {"style": "class='star-of-city'", "emoji": "🌟"},
"Impuritas Civitas": {"style": "class='impuritas-civitas'", "emoji": "✨"}
}
# Determine if this is a rare tag
is_rare = rarity in rare_rarities
style = ""
emoji_prefix = ""
if is_rare:
style = rare_rarities[rarity]["style"]
emoji_prefix = rare_rarities[rarity]["emoji"] + " "
# Create rewards display if new discovery
rewards_display = ""
if is_new:
coin_display = f"<span class='coin-reward'>+{coin_value} {TAG_CURRENCY_NAME}</span>"
enkephalin_display = ""
if enkephalin > 0:
enkephalin_display = f"<span class='enkephalin-reward'>+{enkephalin} {ENKEPHALIN_ICON}</span>"
if enkephalin > 0:
rewards_display = f"<span class='rewards-container'>{coin_display} {enkephalin_display}</span>"
else:
rewards_display = f"<span class='rewards-container'>{coin_display}</span>"
# Create the tag display
if is_new:
if rarity == "Impuritas Civitas":
tag_html = f"""
<div {style}>
{emoji_prefix}<span class="impuritas-text">{tag}</span> -
<span style="color:{color};font-weight:bold;">{rarity}</span> ({prob:.2f})
<span style="background-color:#4CAF50;color:white;padding:2px 6px;border-radius:10px;font-size:0.8em;">NEW</span>
{rewards_display}
<span class="sample-count">{sample_display}</span>
</div>
"""
else:
tag_html = f"""
<div {style}>
{emoji_prefix}<strong>{tag}</strong> -
<span style="color:{color};font-weight:bold;">{rarity}</span> ({prob:.2f})
<span style="background-color:#4CAF50;color:white;padding:2px 6px;border-radius:10px;font-size:0.8em;">NEW</span>
{rewards_display}
<span class="sample-count">{sample_display}</span>
</div>
"""
else:
if rarity == "Impuritas Civitas":
tag_html = f"""
<div {style}>
{emoji_prefix}<span class="impuritas-text">{tag}</span> -
<span style="color:{color};font-weight:bold;">{rarity}</span> ({prob:.2f})
<span class="sample-count">{sample_display}</span>
</div>
"""
else:
tag_html = f"""
<div {style}>
{emoji_prefix}{tag} -
<span style="color:{color};font-weight:bold;">{rarity}</span> ({prob:.2f})
<span class="sample-count">{sample_display}</span>
</div>
"""
# Add notification sound/confetti for very rare tags
if is_new and rarity in ["Star of the City", "Impuritas Civitas"]:
# Add confetti effect for extremely rare tags
# st.balloons()
# Add special notification
if rarity == "Impuritas Civitas":
st.markdown(f"""
<div style="border:3px solid red; padding:10px; margin:10px 0; text-align:center; background-color:rgba(0,0,0,0.1); animation:rainbow-border 4s linear infinite;">
<h3>🎉 EXTRAORDINARY DISCOVERY! 🎉</h3>
<p>You found an ultra-rare Impuritas Civitas tag!</p>
<p>Rewards: +{RARITY_LEVELS[rarity]["value"]} {TAG_CURRENCY_NAME} and +25 {ENKEPHALIN_ICON}</p>
</div>
""", unsafe_allow_html=True)
elif rarity == "Star of the City":
st.markdown(f"""
<div style="border:2px solid gold; padding:10px; margin:10px 0; text-align:center; background-color:rgba(255,215,0,0.2); animation:glowing 2s infinite;">
<h3>🌟 EXCEPTIONAL DISCOVERY! 🌟</h3>
<p>You found a very rare Star of the City tag!</p>
<p>Rewards: +{RARITY_LEVELS[rarity]["value"]} {TAG_CURRENCY_NAME} and +10 {ENKEPHALIN_ICON}</p>
</div>
""", unsafe_allow_html=True)
st.markdown(tag_html, unsafe_allow_html=True)
def display_scanner_settings():
"""Display scanner settings and help"""
st.write("### Scanner Settings")
# Get threshold values
base_threshold = st.session_state.threshold
tag_power = st.session_state.tag_power_bonus if hasattr(st.session_state, 'tag_power_bonus') else 0
effective_threshold = max(MIN_THRESHOLD, base_threshold - tag_power)
# Display threshold info
if tag_power > 0:
st.write(f"Base Threshold: **{base_threshold:.3f}**")
st.write(f"Tag Power Bonus: **-{tag_power:.4f}**")
st.write(f"Effective Threshold: **{effective_threshold:.3f}**")
else:
st.write(f"Current Threshold: **{base_threshold:.3f}**")
if hasattr(st.session_state, 'coin_multiplier') and st.session_state.coin_multiplier > 1.0:
st.info(f"Your Tag Power gives a coin multiplier of {st.session_state.coin_multiplier:.2f}x for new discoveries!")
# Instruction box
st.markdown(
"""
### How to Play
1. Upload an image
2. Scan for tags to discover them
3. Earn TagCoins for new discoveries
4. Spend TagCoins on upgrades to lower the threshold
5. Lower thresholds reveal rarer tags!
6. Collect sets of related tags for bonuses and reveal unique mosaics!
7. Visit the Library System to discover unique tags (not collect)
8. Use collected tags to either inspire new searches or generate essence
9. Use Enkephalin to generate Tag Essences
10. Use the Tag Essence Generator to collect the tag and related tags to it.
"""
)
def display_game_stats_panel():
"""Display a prominent game stats panel at the top of the main content area"""
# Force read latest values from session state
tag_currency = st.session_state.tag_currency
enkephalin = st.session_state.enkephalin
images_processed = st.session_state.game_stats.get('images_processed', 0)
total_tags_found = st.session_state.game_stats.get('total_tags_found', 0)
total_currency_earned = st.session_state.game_stats.get('total_currency_earned', 0)
unique_tags = len(st.session_state.collected_tags) if hasattr(st.session_state, 'collected_tags') else 0
# Get threshold values
base_threshold = st.session_state.threshold
tag_power = st.session_state.tag_power_bonus if hasattr(st.session_state, 'tag_power_bonus') else 0
effective_threshold = max(MIN_THRESHOLD, base_threshold - tag_power)
# Prepare the container
st.markdown('<div class="stats-panel">', unsafe_allow_html=True)
# Primary stats row
cols = st.columns([1, 1, 1, 1])
with cols[0]:
st.markdown(f'<div class="stats-value">{tag_currency}</div>', unsafe_allow_html=True)
st.markdown(f'<div class="stats-label">{TAG_CURRENCY_NAME}</div>', unsafe_allow_html=True)
with cols[1]:
st.markdown(f'<div class="stats-value">{enkephalin} {ENKEPHALIN_ICON}</div>', unsafe_allow_html=True)
st.markdown(f'<div class="stats-label">{ENKEPHALIN_CURRENCY_NAME}</div>', unsafe_allow_html=True)
with cols[2]:
if tag_power > 0:
st.markdown(f'<div class="stats-value">{effective_threshold:.3f}</div>', unsafe_allow_html=True)
st.markdown(f'<div class="stats-label">Effective Threshold (Base: {base_threshold:.3f})</div>', unsafe_allow_html=True)
else:
st.markdown(f'<div class="stats-value">{base_threshold:.3f}</div>', unsafe_allow_html=True)
st.markdown(f'<div class="stats-label">Threshold</div>', unsafe_allow_html=True)
with cols[3]:
st.markdown(f'<div class="stats-value">{unique_tags}</div>', unsafe_allow_html=True)
st.markdown(f'<div class="stats-label">Unique Tags</div>', unsafe_allow_html=True)
# Add a secondary row with collapsible additional stats
with st.expander("More Game Stats"):
cols2 = st.columns(3)
with cols2[0]:
st.markdown("### Collection Stats")
st.write(f"Images Processed: **{images_processed}**")
st.write(f"Total Tags Found: **{total_tags_found}**")
st.write(f"Unique Tags: **{unique_tags}**")
with cols2[1]:
st.markdown("### Economy Stats")
st.write(f"Total Earned: **{total_currency_earned}** {TAG_CURRENCY_NAME}")
if hasattr(st.session_state.game_stats, 'currency_spent'):
st.write(f"Currency Spent: **{st.session_state.game_stats.get('currency_spent', 0)}** {TAG_CURRENCY_NAME}")
if hasattr(st.session_state.game_stats, 'enkephalin_generated'):
st.write(f"Enkephalin Generated: **{st.session_state.game_stats.get('enkephalin_generated', 0)}**")
with cols2[2]:
st.markdown("### Bonuses")
if hasattr(st.session_state, 'tag_power_bonus') and st.session_state.tag_power_bonus > 0:
st.write(f"Tag Power Bonus: **-{st.session_state.tag_power_bonus:.4f}**")
if hasattr(st.session_state, 'coin_multiplier') and st.session_state.coin_multiplier > 1.0:
st.write(f"Coin Multiplier: **{st.session_state.coin_multiplier:.2f}x**")
if hasattr(st.session_state, 'unlocked_combinations'):
st.write(f"Unlocked Combinations: **{len(st.session_state.unlocked_combinations)}**")
# Close the container
st.markdown('</div>', unsafe_allow_html=True)
def display_tag_collection():
"""Display the user's tag collection with stats and analysis."""
st.subheader("Your Tag Collection")
# Create tabs for different views
list_tab, stats_tab, analysis_tab, mosaic_tab = st.tabs([
"Tag List",
"Collection Stats",
"Category Analysis",
"Collection Mosaic"
])
with list_tab:
display_tag_list()
with stats_tab:
display_collection_stats()
with analysis_tab:
display_category_stats()
with mosaic_tab:
# Display the tag mosaic
display_tag_mosaic()
def display_tag_list():
"""Display a simple list view of tags with improved sorting options"""
# Show total unique tags
unique_tags = len(st.session_state.collected_tags)
st.write(f"You have collected {unique_tags} unique tags.")
# Count tags by rarity
rarity_counts = get_rarity_counts()
# Only display rarity categories that have tags
active_rarities = {r: c for r, c in rarity_counts.items() if c > 0}
# If there are active rarities to display
if active_rarities:
display_rarity_distribution(active_rarities)
# Add a sorting option
sort_options = ["Category (rarest first)", "Rarity"]
selected_sort = st.selectbox("Sort tags by:", sort_options)
# Group tags by the selected method
if selected_sort == "Category (rarest first)":
categories = group_tags_by_category()
# Display tags by category in expanders
for category, tags in sorted(categories.items()):
# Get rarity order for sorting
rarity_order = list(RARITY_LEVELS.keys())
# Sort tags by rarity (rarest first)
def get_rarity_index(tag_tuple):
tag, info = tag_tuple
rarity = info.get("rarity", "Unknown")
if rarity in rarity_order:
return len(rarity_order) - rarity_order.index(rarity)
return 0
sorted_tags = sorted(tags, key=get_rarity_index, reverse=True)
# Check if category has any rare tags
has_rare_tags = any(info.get("rarity") in ["Impuritas Civitas", "Star of the City"]
for _, info in sorted_tags)
# Get category info if available
category_display = category.capitalize()
if category in TAG_CATEGORIES:
category_info = TAG_CATEGORIES[category]
category_icon = category_info.get("icon", "")
category_color = category_info.get("color", "#888888")
category_display = f"<span style='color:{category_color};'>{category_icon} {category.capitalize()}</span>"
# Create header with information about rare tags if present
header = f"{category_display} ({len(tags)} tags)"
if has_rare_tags:
header += " ✨ Contains rare tags!"
# Display the header and expander
st.markdown(header, unsafe_allow_html=True)
with st.expander("Show/Hide"):
# Group by rarity within category
rarity_groups = {}
for tag, info in sorted_tags:
rarity = info.get("rarity", "Unknown")
if rarity not in rarity_groups:
rarity_groups[rarity] = []
rarity_groups[rarity].append((tag, info))
# Display each rarity group in order (rarest first)
for rarity in reversed(rarity_order):
if rarity in rarity_groups:
tags_in_rarity = rarity_groups[rarity]
if tags_in_rarity:
color = RARITY_LEVELS[rarity]["color"]
# Special styling for rare rarities
if rarity == "Impuritas Civitas":
rarity_style = f"animation:rainbow-text 4s linear infinite;font-weight:bold;"
elif rarity == "Star of the City":
rarity_style = f"color:{color};text-shadow:0 0 3px gold;font-weight:bold;"
elif rarity == "Urban Nightmare":
rarity_style = f"color:{color};text-shadow:0 0 1px #FF5722;font-weight:bold;"
else:
rarity_style = f"color:{color};font-weight:bold;"
st.markdown(f"<span style='{rarity_style}'>{rarity.capitalize()}</span> ({len(tags_in_rarity)} tags)", unsafe_allow_html=True)
display_tag_grid(tags_in_rarity)
st.markdown("---")
elif selected_sort == "Rarity":
# Group tags by rarity level
rarity_groups = {}
for tag, info in st.session_state.collected_tags.items():
rarity = info.get("rarity", "Unknown")
if rarity not in rarity_groups:
rarity_groups[rarity] = []
rarity_groups[rarity].append((tag, info))
# Get ordered rarities (rarest first)
ordered_rarities = list(RARITY_LEVELS.keys())
ordered_rarities.reverse() # Reverse to show rarest first
# Display tags by rarity
for rarity in ordered_rarities:
if rarity in rarity_groups:
tags = rarity_groups[rarity]
color = RARITY_LEVELS[rarity]["color"]
# Add special styling for rare rarities
rarity_html = f"<span style='color:{color};font-weight:bold;'>{rarity.capitalize()}</span>"
if rarity == "Impuritas Civitas":
rarity_html = f"<span style='animation:rainbow-text 4s linear infinite;font-weight:bold;'>{rarity.capitalize()}</span>"
elif rarity == "Star of the City":
rarity_html = f"<span style='color:{color};text-shadow:0 0 3px gold;font-weight:bold;'>{rarity.capitalize()}</span>"
elif rarity == "Urban Nightmare":
rarity_html = f"<span style='color:{color};text-shadow:0 0 1px #FF5722;font-weight:bold;'>{rarity.capitalize()}</span>"
# First create the title with HTML, then use it in the expander
st.markdown(f"### {rarity_html} ({len(tags)} tags)", unsafe_allow_html=True)
with st.expander("Show/Hide"):
# Group by category within rarity
category_groups = {}
for tag, info in tags:
category = info.get("category", "unknown")
if category not in category_groups:
category_groups[category] = []
category_groups[category].append((tag, info))
# Display each category within this rarity level
for category, category_tags in sorted(category_groups.items()):
# Get category info if available
category_display = category.capitalize()
if category in TAG_CATEGORIES:
category_info = TAG_CATEGORIES[category]
category_icon = category_info.get("icon", "")
category_color = category_info.get("color", "#888888")
category_display = f"<span style='color:{category_color};'>{category_icon} {category.capitalize()}</span>"
st.markdown(f"#### {category_display} ({len(category_tags)} tags)", unsafe_allow_html=True)
display_tag_grid(category_tags)
st.markdown("---")
def get_rarity_counts():
"""Count tags by rarity levels"""
rarity_counts = {
"Canard": 0,
"Urban Myth": 0,
"Urban Legend": 0,
"Urban Plague": 0,
"Urban Nightmare": 0,
"Star of the City": 0,
"Impuritas Civitas": 0,
"Unknown": 0 # Add an "Unknown" category for handling None or invalid rarities
}
for tag_info in st.session_state.collected_tags.values():
rarity = tag_info.get("rarity")
if rarity is None:
rarity = "Unknown"
if rarity in rarity_counts:
rarity_counts[rarity] += 1
else:
# Handle any unexpected rarity values
rarity_counts["Unknown"] += 1
return rarity_counts
def display_rarity_distribution(active_rarities):
"""Display distribution of tags by rarity with themed animations for rare tags"""
# Add the necessary CSS for animations
st.markdown("""
<style>
@keyframes grid-glow {
0% { text-shadow: 0 0 2px gold; }
50% { text-shadow: 0 0 6px gold; }
100% { text-shadow: 0 0 2px gold; }
}
@keyframes grid-rainbow {
0% { color: red; }
14% { color: orange; }
28% { color: yellow; }
42% { color: green; }
57% { color: blue; }
71% { color: indigo; }
85% { color: violet; }
100% { color: red; }
}
@keyframes grid-pulse {
0% { opacity: 0.8; }
50% { opacity: 1; }
100% { opacity: 0.8; }
}
.grid-star {
text-shadow: 0 0 3px gold;
animation: grid-glow 2s infinite;
}
.grid-impuritas {
animation: grid-rainbow 4s linear infinite;
}
.grid-nightmare {
text-shadow: 0 0 1px #FF5722;
animation: grid-pulse 3s infinite;
}
.grid-plague {
text-shadow: 0 0 1px #9C27B0;
}
</style>
""", unsafe_allow_html=True)
rarity_cols = st.columns(len(active_rarities))
for i, (rarity, count) in enumerate(active_rarities.items()):
with rarity_cols[i]:
# Get color with fallback
color = RARITY_LEVELS.get(rarity, {}).get("color", "#888888")
# Apply special styling based on rarity
style = f"color:{color};font-weight:bold;"
class_name = ""
if rarity == "Impuritas Civitas":
class_name = "grid-impuritas"
elif rarity == "Star of the City":
class_name = "grid-star"
elif rarity == "Urban Nightmare":
class_name = "grid-nightmare"
elif rarity == "Urban Plague":
class_name = "grid-plague"
if class_name:
st.markdown(
f"<div style='text-align:center;'><span class='{class_name}' style='font-weight:bold;'>{rarity.capitalize()}</span><br>{count}</div>",
unsafe_allow_html=True
)
else:
st.markdown(
f"<div style='text-align:center;'><span style='{style}'>{rarity.capitalize()}</span><br>{count}</div>",
unsafe_allow_html=True
)
def group_tags_by_category():
"""Group tags by their categories"""
categories = {}
for tag, info in st.session_state.collected_tags.items():
category = info.get("category", "unknown")
if category not in categories:
categories[category] = []
categories[category].append((tag, info))
return categories
def display_tag_grid(tags):
"""Display tags in a grid layout with sample count information"""
# Create a grid layout for tags
cols = st.columns(3)
for i, (tag, info) in enumerate(sorted(tags)):
col_idx = i % 3
with cols[col_idx]:
rarity = info.get("rarity")
if rarity is None:
rarity = "Unknown"
count = info.get("count", 1)
color = RARITY_LEVELS.get(rarity, {}).get("color", "#888888")
# Get sample count if available
sample_count = None
if hasattr(st.session_state, 'tag_rarity_metadata') and st.session_state.tag_rarity_metadata:
if tag in st.session_state.tag_rarity_metadata:
tag_info = st.session_state.tag_rarity_metadata[tag]
if isinstance(tag_info, dict) and "sample_count" in tag_info:
sample_count = tag_info["sample_count"]
# Format sample count
sample_display = ""
if sample_count is not None:
if sample_count >= 1000000:
sample_display = f"<span style='font-size:0.8em;color:#666;'>({sample_count/1000000:.1f}M)</span>"
elif sample_count >= 1000:
sample_display = f"<span style='font-size:0.8em;color:#666;'>({sample_count/1000:.1f}K)</span>"
else:
sample_display = f"<span style='font-size:0.8em;color:#666;'>({sample_count})</span>"
# Apply special styling for rare tags
tag_html = tag
if rarity == "Impuritas Civitas":
tag_html = f"<span style='animation: rainbow-text 4s linear infinite;'>{tag}</span>"
elif rarity == "Star of the City":
tag_html = f"<span style='text-shadow: 0 0 3px gold;'>{tag}</span>"
elif rarity == "Urban Nightmare":
tag_html = f"<span style='text-shadow: 0 0 1px #FF9800;'>{tag}</span>"
# Display tag with rarity badge, count, and sample count
st.markdown(
f"{tag_html} <span style='background-color:{color};color:white;padding:2px 6px;border-radius:10px;font-size:0.8em;'>{rarity.capitalize()}</span> (×{count}) {sample_display}",
unsafe_allow_html=True
)
def display_collection_stats():
"""Display overall collection statistics with themed animations"""
st.subheader("Collection Overview")
# Check if we have collected tags
if not hasattr(st.session_state, 'collected_tags') or not st.session_state.collected_tags:
st.info("Start scanning images to collect tags!")
return
# Add the necessary CSS for animations
st.markdown("""
<style>
@keyframes grid-glow {
0% { text-shadow: 0 0 2px gold; }
50% { text-shadow: 0 0 6px gold; }
100% { text-shadow: 0 0 2px gold; }
}
@keyframes grid-rainbow {
0% { color: red; }
14% { color: orange; }
28% { color: yellow; }
42% { color: green; }
57% { color: blue; }
71% { color: indigo; }
85% { color: violet; }
100% { color: red; }
}
@keyframes grid-pulse {
0% { opacity: 0.8; }
50% { opacity: 1; }
100% { opacity: 0.8; }
}
@keyframes gradient-shift {
0% { background-position: 0% 50%; }
50% { background-position: 100% 50%; }
100% { background-position: 0% 50%; }
}
.grid-star {
text-shadow: 0 0 3px gold;
animation: grid-glow 2s infinite;
}
.grid-impuritas {
animation: grid-rainbow 4s linear infinite;
}
.grid-nightmare {
text-shadow: 0 0 1px #FF5722;
animation: grid-pulse 3s infinite;
}
.grid-plague {
text-shadow: 0 0 1px #9C27B0;
}
/* Custom styles for collection metrics */
.metric-container {
background-color: #f8f9fa;
border-radius: 5px;
padding: 10px;
text-align: center;
border: 1px solid #dee2e6;
}
.metric-value {
font-size: 24px;
font-weight: bold;
}
.metric-label {
font-size: 14px;
color: #6c757d;
}
</style>
""", unsafe_allow_html=True)
# Rarity breakdown
display_rarity_breakdown()
# Most common tags
display_common_tags()
# Recently discovered tags
display_recent_discoveries()
def display_rarity_breakdown():
"""Display rarity breakdown with progress bar visualization showing collected vs total tags"""
st.subheader("Rarity Collection Progress")
# Get counts of collected tags by rarity
collected_counts = {}
for tag_info in st.session_state.collected_tags.values():
rarity = tag_info["rarity"]
if rarity not in collected_counts:
collected_counts[rarity] = 0
collected_counts[rarity] += 1
# Get total possible tags by rarity from metadata
total_counts = {}
if hasattr(st.session_state, 'tag_rarity_metadata') and st.session_state.tag_rarity_metadata:
for tag, info in st.session_state.tag_rarity_metadata.items():
if isinstance(info, dict) and "rarity" in info:
rarity = info["rarity"]
if rarity not in total_counts:
total_counts[rarity] = 0
total_counts[rarity] += 1
# Get ordered rarities
ordered_rarities = list(RARITY_LEVELS.keys())
# Create a progress bar for each rarity
for rarity in ordered_rarities:
if rarity in collected_counts:
collected = collected_counts[rarity]
total = total_counts.get(rarity, 0)
# If total is not available or 0, use collected as total
if total <= 0:
total = collected
# Calculate percentage
percentage = (collected / total) * 100 if total > 0 else 0
# Get color for this rarity
color = RARITY_LEVELS[rarity]["color"]
# Special styling based on rarity
rarity_span = f"<span style='color:{color};font-weight:bold;'>{rarity}</span>"
bar_style = f"background-color: {color};"
if rarity == "Impuritas Civitas":
rarity_span = f"<span class='grid-impuritas' style='font-weight:bold;'>{rarity}</span>"
bar_style = "background: linear-gradient(to right, red, orange, yellow, green, blue, indigo, violet); background-size: 400% 400%; animation: gradient-shift 4s linear infinite;"
elif rarity == "Star of the City":
rarity_span = f"<span class='grid-star' style='color:{color};font-weight:bold;'>{rarity}</span>"
bar_style = f"background-color: {color}; box-shadow: 0 0 5px #FFD700;"
elif rarity == "Urban Nightmare":
rarity_span = f"<span class='grid-nightmare' style='color:{color};font-weight:bold;'>{rarity}</span>"
bar_style = f"background-color: {color}; animation: grid-pulse 3s infinite;"
elif rarity == "Urban Plague":
rarity_span = f"<span class='grid-plague' style='color:{color};font-weight:bold;'>{rarity}</span>"
# Create progress bar with appropriate styling
st.markdown(
f"""
<div style="display: flex; align-items: center; margin-bottom: 10px;">
<div style="width: 150px;">{rarity_span}</div>
<div style="flex-grow: 1; background-color: #f0f0f0; border-radius: 5px; height: 20px;">
<div style="width: {percentage}%; {bar_style} height: 20px; border-radius: 5px;"></div>
</div>
<div style="width: 120px; text-align: right;">{collected}/{total} ({percentage:.1f}%)</div>
</div>
""",
unsafe_allow_html=True
)
# Add the necessary CSS for animations if not already added
st.markdown("""
<style>
@keyframes gradient-shift {
0% { background-position: 0% 50%; }
50% { background-position: 100% 50%; }
100% { background-position: 0% 50%; }
}
</style>
""", unsafe_allow_html=True)
def display_common_tags():
"""Display the most common tags with themed animations"""
st.subheader("Most Common Tags")
# Sort tags by count
sorted_tags = sorted(
st.session_state.collected_tags.items(),
key=lambda x: x[1]["count"],
reverse=True
)
# Display top 10
for i, (tag, info) in enumerate(sorted_tags[:10]):
rarity = info["rarity"]
count = info["count"]
color = RARITY_LEVELS[rarity]["color"]
# Special styling based on rarity
rarity_span = f"<span style='color:{color};'>{rarity}</span>"
if rarity == "Impuritas Civitas":
rarity_span = f"<span class='grid-impuritas'>{rarity}</span>"
elif rarity == "Star of the City":
rarity_span = f"<span class='grid-star' style='color:{color};'>{rarity}</span>"
elif rarity == "Urban Nightmare":
rarity_span = f"<span class='grid-nightmare' style='color:{color};'>{rarity}</span>"
elif rarity == "Urban Plague":
rarity_span = f"<span class='grid-plague' style='color:{color};'>{rarity}</span>"
# Get sample count if available
sample_display = ""
if hasattr(st.session_state, 'tag_rarity_metadata') and st.session_state.tag_rarity_metadata:
if tag in st.session_state.tag_rarity_metadata:
tag_info = st.session_state.tag_rarity_metadata[tag]
if isinstance(tag_info, dict) and "sample_count" in tag_info:
sample_count = tag_info["sample_count"]
if sample_count >= 1000000:
sample_display = f"<span style='font-size:0.8em;color:#666;'>({sample_count/1000000:.1f}M samples)</span>"
elif sample_count >= 1000:
sample_display = f"<span style='font-size:0.8em;color:#666;'>({sample_count/1000:.1f}K samples)</span>"
else:
sample_display = f"<span style='font-size:0.8em;color:#666;'>({sample_count} samples)</span>"
st.markdown(
f"**{i+1}.** {tag} - {rarity_span} ({count} occurrences) {sample_display}",
unsafe_allow_html=True
)
def display_recent_discoveries():
"""Display recently discovered tags with themed animations"""
st.subheader("Recent Discoveries")
# Get recently discovered tags from tag history
if hasattr(st.session_state, 'tag_history') and st.session_state.tag_history:
# Get last 10 new discoveries
new_discoveries = [entry for entry in st.session_state.tag_history if entry.get("is_new", False)]
for entry in new_discoveries[-10:]:
tag = entry["tag"]
rarity = entry["rarity"]
time = entry["time"]
color = RARITY_LEVELS[rarity]["color"]
# Special styling based on rarity
rarity_span = f"<span style='color:{color};'>{rarity}</span>"
if rarity == "Impuritas Civitas":
rarity_span = f"<span class='grid-impuritas'>{rarity}</span>"
elif rarity == "Star of the City":
rarity_span = f"<span class='grid-star' style='color:{color};'>{rarity}</span>"
elif rarity == "Urban Nightmare":
rarity_span = f"<span class='grid-nightmare' style='color:{color};'>{rarity}</span>"
elif rarity == "Urban Plague":
rarity_span = f"<span class='grid-plague' style='color:{color};'>{rarity}</span>"
st.markdown(
f"{tag} - {rarity_span} (at {time})",
unsafe_allow_html=True
)
def display_category_stats():
"""Display stats and details about tag categories"""
st.subheader("Category Analysis")
# Check if we have collected tags
if not hasattr(st.session_state, 'collected_tags') or not st.session_state.collected_tags:
st.info("Start scanning images to collect tags!")
return
# Count tags by category
category_counts = {}
for tag, info in st.session_state.collected_tags.items():
category = info.get("category", "general")
if category not in category_counts:
category_counts[category] = {"count": 0, "tags": []}
category_counts[category]["count"] += 1
category_counts[category]["tags"].append(tag)
# Create category bar visualization
display_category_bars(category_counts)
st.divider()
def display_category_bars(category_counts):
"""Display category distribution with bar visualization"""
total_tags = len(st.session_state.collected_tags)
st.subheader("Category Distribution")
# Sort categories by count
sorted_categories = sorted(
category_counts.items(),
key=lambda x: x[1]["count"],
reverse=True
)
max_count = max(cat_info["count"] for _, cat_info in sorted_categories) if sorted_categories else 1
for category, cat_info in sorted_categories:
count = cat_info["count"]
percentage = (count / total_tags) * 100
if category in TAG_CATEGORIES:
color = TAG_CATEGORIES[category]["color"]
icon = TAG_CATEGORIES[category]["icon"]
name = TAG_CATEGORIES[category]["name"]
else:
color = "#888888"
icon = "❓"
name = category.capitalize()
# Create bar
st.markdown(
f"""
<div style="display: flex; align-items: center; margin-bottom: 10px;">
<div style="width: 150px;">{icon} <span style="color:{color};font-weight:bold;">{name}</span></div>
<div style="flex-grow: 1; background-color: #f0f0f0; border-radius: 5px; height: 20px;">
<div style="width: {(count/max_count)*100}%; background-color: {color}; height: 20px; border-radius: 5px;"></div>
</div>
<div style="width: 100px; text-align: right;">{count} ({percentage:.1f}%)</div>
</div>
""",
unsafe_allow_html=True
)
def display_achievements_tab():
"""Display the user's achievements in a dedicated tab"""
st.subheader("🏆 Achievements")
# Count unlocked achievements
unlocked_count = len(st.session_state.achievements)
total_count = len(ACHIEVEMENTS)
# Create a progress bar for overall achievement completion
progress_percentage = unlocked_count / total_count
st.progress(progress_percentage, text=f"Unlocked {unlocked_count} of {total_count} achievements ({int(progress_percentage * 100)}%)")
# Group achievements by category
achievement_categories = group_achievements_by_category()
# Create tabs for different achievement categories
category_tabs = st.tabs(list(achievement_categories.keys()))
# Display achievements in each category tab
for i, (category, tab) in enumerate(zip(achievement_categories.keys(), category_tabs)):
with tab:
display_category_achievements(category, achievement_categories[category])
def group_achievements_by_category():
"""Group achievements into categories"""
achievement_categories = {
"Collection": [],
"Rarity": [],
"Progression": [],
"Special": []
}
# Categorize achievements
for achievement_id, achievement in ACHIEVEMENTS.items():
if "collector" in achievement_id or "Collector" in achievement.get("name", ""):
category = "Collection"
elif any(rarity in achievement_id for rarity in ["canard", "myth", "legend", "plague", "nightmare", "star", "impuritas"]):
category = "Rarity"
elif any(term in achievement_id for term in ["milestone", "master", "threshold"]):
category = "Progression"
else:
category = "Special"
achievement_categories[category].append((achievement_id, achievement))
return achievement_categories
def display_category_achievements(category, achievements_in_category):
"""Display achievements for a specific category"""
# If no achievements in this category, show a message
if not achievements_in_category:
st.info(f"No {category} achievements available yet.")
return
# Otherwise, display achievements in a grid
cols_per_row = 3
for j in range(0, len(achievements_in_category), cols_per_row):
cols = st.columns(cols_per_row)
for k in range(cols_per_row):
idx = j + k
if idx < len(achievements_in_category):
achievement_id, achievement = achievements_in_category[idx]
with cols[k]:
display_achievement_card(achievement_id, achievement)
def display_achievement_card(achievement_id, achievement):
"""Display a single achievement card"""
# Create a card-like container for each achievement
is_unlocked = achievement_id in st.session_state.achievements
# Set the card style based on unlock status
if is_unlocked:
card_style = "border:2px solid #4CAF50; border-radius:10px; padding:10px; margin:5px; background-color:rgba(76, 175, 80, 0.1);"
icon = "✅"
else:
card_style = "border:2px solid #cccccc; border-radius:10px; padding:10px; margin:5px; background-color:rgba(0, 0, 0, 0.05);"
icon = "🔒"
# Display achievement card
st.markdown(f"""
<div style="{card_style}">
<p style="font-size:18px; margin:0;">{icon} <b>{achievement.get('name', 'Unknown')}</b></p>
<p style="font-size:14px; margin:5px 0;">{achievement.get('description', '')}</p>
{f"<p style='font-size:12px; color:#666;'>Requires: {achievement.get('requirement', '')}</p>" if 'requirement' in achievement else ""}
{f"<p style='font-size:12px; color:#4CAF50;'>Reward: {', '.join([f'{k}: {v}' for k, v in achievement.get('reward', {}).items()])}</p>" if 'reward' in achievement and is_unlocked else ""}
</div>
""", unsafe_allow_html=True)
def check_achievements(session_state):
"""
Check for achievement completion based on the current game state.
Adds newly completed achievements to the session_state.achievements set
and applies their rewards.
Args:
session_state: Streamlit session state containing game data
Returns:
list: List of newly unlocked achievement names (empty if none)
"""
from game_constants import ACHIEVEMENTS, RARITY_LEVELS
# Ensure achievements set exists
if not hasattr(session_state, 'achievements'):
session_state.achievements = set()
newly_unlocked = []
# Helper function to apply achievement rewards
def apply_reward(achievement_id):
reward = ACHIEVEMENTS[achievement_id].get("reward", {})
# Apply tagcoin reward
if "tagcoins" in reward:
session_state.tag_currency += reward["tagcoins"]
# Apply coin bonus
if "coin_bonus" in reward:
if not hasattr(session_state, 'achievement_coin_bonus'):
session_state.achievement_coin_bonus = 0
session_state.achievement_coin_bonus += reward["coin_bonus"]
# Apply enkephalin reward
if "enkephalin" in reward:
session_state.enkephalin += reward["enkephalin"]
# Apply essence cost reduction
if "essence_cost_reduction" in reward:
if not hasattr(session_state, 'essence_cost_reduction'):
session_state.essence_cost_reduction = 0
session_state.essence_cost_reduction += reward["essence_cost_reduction"]
# Apply library cost reduction
if "library_cost_reduction" in reward:
if not hasattr(session_state, 'library_cost_reduction'):
session_state.library_cost_reduction = 0
session_state.library_cost_reduction += reward["library_cost_reduction"]
# Apply enkephalin bonus
if "enkephalin_bonus" in reward:
if not hasattr(session_state, 'enkephalin_bonus'):
session_state.enkephalin_bonus = 0
session_state.enkephalin_bonus += reward["enkephalin_bonus"]
# Check collection achievements
tag_count = len(session_state.collected_tags) if hasattr(session_state, 'collected_tags') else 0
for achievement_id, achievement in ACHIEVEMENTS.items():
# Skip already unlocked achievements
if achievement_id in session_state.achievements:
continue
# Check if this is a collection size achievement
if achievement_id.startswith("tag_collector_") or achievement_id.startswith("collection_milestone_") or achievement_id == "tag_master":
requirement = achievement.get("requirement", 0)
if tag_count >= requirement:
session_state.achievements.add(achievement_id)
apply_reward(achievement_id)
newly_unlocked.append(achievement["name"])
# Check rarity-based achievements
elif achievement_id.endswith("_collector") or achievement_id == "legendary_hunter" or achievement_id == "multi_legendary":
# Count tags by rarity
rarity_counts = {}
for tag_info in session_state.collected_tags.values():
rarity = tag_info.get("rarity", "Unknown")
if rarity not in rarity_counts:
rarity_counts[rarity] = 0
rarity_counts[rarity] += 1
# Check for specific rarity achievements
if achievement_id == "canard_collector" and rarity_counts.get("Canard", 0) >= achievement.get("requirement", 0):
session_state.achievements.add(achievement_id)
apply_reward(achievement_id)
newly_unlocked.append(achievement["name"])
elif achievement_id == "urban_myth_collector" and rarity_counts.get("Urban Myth", 0) >= achievement.get("requirement", 0):
session_state.achievements.add(achievement_id)
apply_reward(achievement_id)
newly_unlocked.append(achievement["name"])
elif achievement_id == "urban_legend_collector" and rarity_counts.get("Urban Legend", 0) >= achievement.get("requirement", 0):
session_state.achievements.add(achievement_id)
apply_reward(achievement_id)
newly_unlocked.append(achievement["name"])
elif achievement_id == "urban_plague_collector" and rarity_counts.get("Urban Plague", 0) >= achievement.get("requirement", 0):
session_state.achievements.add(achievement_id)
apply_reward(achievement_id)
newly_unlocked.append(achievement["name"])
elif achievement_id == "urban_nightmare_collector" and rarity_counts.get("Urban Nightmare", 0) >= achievement.get("requirement", 0):
session_state.achievements.add(achievement_id)
apply_reward(achievement_id)
newly_unlocked.append(achievement["name"])
elif achievement_id == "star_collector" and rarity_counts.get("Star of the City", 0) >= achievement.get("requirement", 0):
session_state.achievements.add(achievement_id)
apply_reward(achievement_id)
newly_unlocked.append(achievement["name"])
elif achievement_id == "impuritas_collector" and rarity_counts.get("Impuritas Civitas", 0) >= achievement.get("requirement", 0):
session_state.achievements.add(achievement_id)
apply_reward(achievement_id)
newly_unlocked.append(achievement["name"])
elif achievement_id == "legendary_hunter" and rarity_counts.get("Impuritas Civitas", 0) >= achievement.get("requirement", 0):
session_state.achievements.add(achievement_id)
apply_reward(achievement_id)
newly_unlocked.append(achievement["name"])
elif achievement_id == "multi_legendary" and rarity_counts.get("Impuritas Civitas", 0) >= achievement.get("requirement", 0):
session_state.achievements.add(achievement_id)
apply_reward(achievement_id)
newly_unlocked.append(achievement["name"])
# Check threshold achievements
elif achievement_id == "perfect_scanner":
effective_threshold = session_state.threshold
if hasattr(session_state, 'tag_power_bonus'):
effective_threshold -= session_state.tag_power_bonus
if effective_threshold <= 0.1: # MIN_THRESHOLD
session_state.achievements.add(achievement_id)
apply_reward(achievement_id)
newly_unlocked.append(achievement["name"])
elif achievement_id == "optimal_threshold":
if abs(session_state.threshold - 0.32857141) < 0.001: # Within 0.001 of optimal F1 score
session_state.achievements.add(achievement_id)
apply_reward(achievement_id)
newly_unlocked.append(achievement["name"])
# Check essence achievements
elif achievement_id == "essence_creator" or achievement_id == "essence_master":
essence_count = session_state.game_stats.get("essences_generated", 0)
if essence_count >= achievement.get("requirement", 0):
session_state.achievements.add(achievement_id)
apply_reward(achievement_id)
newly_unlocked.append(achievement["name"])
# Check tag explorer achievement
elif achievement_id == "tag_explorer":
explored_tiers = session_state.explored_library_tiers if hasattr(session_state, 'explored_library_tiers') else set()
if len(explored_tiers) >= achievement.get("requirement", 0):
session_state.achievements.add(achievement_id)
apply_reward(achievement_id)
newly_unlocked.append(achievement["name"])
# Check enkephalin master achievement
elif achievement_id == "enkephalin_master" or achievement_id == "enkephalin_harvester":
enkephalin_generated = session_state.game_stats.get("enkephalin_generated", 0)
if enkephalin_generated >= achievement.get("requirement", 0):
session_state.achievements.add(achievement_id)
apply_reward(achievement_id)
newly_unlocked.append(achievement["name"])
# Check sacrifice devotee achievement
elif achievement_id == "sacrifice_devotee":
tags_sacrificed = session_state.game_stats.get("tags_sacrificed", 0)
if tags_sacrificed >= achievement.get("requirement", 0):
session_state.achievements.add(achievement_id)
apply_reward(achievement_id)
newly_unlocked.append(achievement["name"])
# Check category explorer achievement
elif achievement_id == "category_explorer":
# Count unique categories
categories = set()
for tag_info in session_state.collected_tags.values():
category = tag_info.get("category", "unknown")
categories.add(category)
if len(categories) >= achievement.get("requirement", 0):
session_state.achievements.add(achievement_id)
apply_reward(achievement_id)
newly_unlocked.append(achievement["name"])
# Check series collector achievement
elif achievement_id == "series_collector":
completed_series = session_state.completed_series if hasattr(session_state, 'completed_series') else set()
if len(completed_series) >= achievement.get("requirement", 0):
session_state.achievements.add(achievement_id)
apply_reward(achievement_id)
newly_unlocked.append(achievement["name"])
# Check rapid tagger achievement
elif achievement_id == "rapid_tagger":
images_processed = session_state.game_stats.get("images_processed", 0)
if images_processed >= achievement.get("requirement", 0):
session_state.achievements.add(achievement_id)
apply_reward(achievement_id)
newly_unlocked.append(achievement["name"])
# Check library scholar achievement
elif achievement_id == "library_scholar":
extracted_tags = session_state.tags_extracted if hasattr(session_state, 'tags_extracted') else 0
if extracted_tags >= achievement.get("requirement", 0):
session_state.achievements.add(achievement_id)
apply_reward(achievement_id)
newly_unlocked.append(achievement["name"])
# Check rarity hunter achievement
elif achievement_id == "rarity_hunter":
# Count tags by rarity
rarity_counts = {}
for tag_info in session_state.collected_tags.values():
rarity = tag_info.get("rarity", "Unknown")
if rarity not in rarity_counts:
rarity_counts[rarity] = 0
rarity_counts[rarity] += 1
# Check if player has at least one tag of each rarity
has_all_rarities = all(rarity in rarity_counts and rarity_counts[rarity] > 0
for rarity in RARITY_LEVELS.keys())
if has_all_rarities:
session_state.achievements.add(achievement_id)
apply_reward(achievement_id)
newly_unlocked.append(achievement["name"])
# Check legendary librarian achievement
elif achievement_id == "legendary_librarian":
extracted_legendary = session_state.extracted_impuritas if hasattr(session_state, 'extracted_impuritas') else False
if extracted_legendary:
session_state.achievements.add(achievement_id)
apply_reward(achievement_id)
newly_unlocked.append(achievement["name"])
return newly_unlocked
def display_achievement_notifications(newly_unlocked):
"""
Display notifications for newly unlocked achievements.
Args:
newly_unlocked: List of newly unlocked achievement names
"""
import streamlit as st
if not newly_unlocked:
return
# Add CSS for achievement notifications
st.markdown("""
<style>
@keyframes slide-in {
0% { transform: translateX(100%); opacity: 0; }
10% { transform: translateX(0); opacity: 1; }
90% { transform: translateX(0); opacity: 1; }
100% { transform: translateX(100%); opacity: 0; }
}
.achievement-notification {
position: fixed;
top: 70px;
right: 20px;
background-color: #4CAF50;
color: white;
padding: 15px;
border-radius: 5px;
box-shadow: 0 4px 8px rgba(0,0,0,0.2);
z-index: 9999;
animation: slide-in 5s ease-in-out;
animation-fill-mode: forwards;
}
</style>
""", unsafe_allow_html=True)
# Generate notification for each achievement
for i, achievement_name in enumerate(newly_unlocked):
delay = i * 0.5 # Stagger notifications
notification_html = f"""
<div class="achievement-notification" style="animation-delay: {delay}s; top: {70 + i*70}px;">
<div>🏆 Achievement Unlocked!</div>
<div><strong>{achievement_name}</strong></div>
</div>
"""
st.markdown(notification_html, unsafe_allow_html=True)
def update_tag_power_bonuses():
"""
Update tag power bonuses based on the player's collection.
This affects threshold reduction and coin multiplier.
"""
import streamlit as st
from game_constants import TAG_POWER_BONUSES, RARITY_LEVELS
# Initialize tag power variables if they don't exist
if not hasattr(st.session_state, 'tag_power_bonus'):
st.session_state.tag_power_bonus = 0
if not hasattr(st.session_state, 'coin_multiplier'):
st.session_state.coin_multiplier = 1.0
# Reset to defaults
st.session_state.tag_power_bonus = 0
coin_multiplier_bonus = 0
# Calculate bonuses from rare tags
if hasattr(st.session_state, 'collected_tags'):
for tag, info in st.session_state.collected_tags.items():
rarity = info.get("rarity")
if rarity in TAG_POWER_BONUSES:
bonus = TAG_POWER_BONUSES[rarity]
# Accumulate coin multiplier bonus
coin_multiplier_bonus += bonus["coin_multiplier"]
# Apply coin multiplier (base 1.0 + bonuses)
st.session_state.coin_multiplier = 1.0 + coin_multiplier_bonus
# Apply achievement bonuses if they exist
if hasattr(st.session_state, 'achievement_coin_bonus'):
st.session_state.coin_multiplier += st.session_state.achievement_coin_bonus
return st.session_state.tag_power_bonus, st.session_state.coin_multiplier
def display_upgrade_shop():
"""Display the upgrade shop with preset threshold levels and visual enhancements"""
# Display header with visually appealing styling
st.markdown("""
<style>
.upgrade-shop-header {
background: linear-gradient(90deg, #0d6efd, #6610f2);
color: white;
padding: 15px;
border-radius: 8px;
margin-bottom: 20px;
display: flex;
flex-direction: column;
align-items: center;
}
.currency-display {
background-color: rgba(255, 255, 255, 0.1);
border-radius: 8px;
padding: 8px 15px;
margin-top: 10px;
font-size: 1.2em;
}
</style>
<div class="upgrade-shop-header">
<h2>🧪 Neural Scanner Upgrade Lab 🧪</h2>
<div>Enhance your scanner's capabilities to discover rarer tags!</div>
</div>
""", unsafe_allow_html=True)
# Add introduction if player has no purchased upgrades
purchased = set(st.session_state.purchased_upgrades) if hasattr(st.session_state, 'purchased_upgrades') else set()
# Get base threshold and tag power bonus
base_threshold = st.session_state.threshold
tag_power_bonus = st.session_state.tag_power_bonus if hasattr(st.session_state, 'tag_power_bonus') else 0
effective_threshold = max(MIN_THRESHOLD, base_threshold - tag_power_bonus)
st.divider()
# Create upgrade cards
display_available_upgrades(base_threshold, tag_power_bonus, purchased)
def display_available_upgrades(base_threshold, tag_power_bonus, purchased):
"""Display available upgrade options with progressive unlocking and visual effects"""
# Add CSS for upgrade card effects
st.markdown("""
<style>
@keyframes glow-effect {
0% { box-shadow: 0 0 5px rgba(0,123,255,0.5); }
50% { box-shadow: 0 0 15px rgba(0,123,255,0.8); }
100% { box-shadow: 0 0 5px rgba(0,123,255,0.5); }
}
.upgrade-card {
border: 1px solid #dee2e6;
border-radius: 8px;
padding: 15px;
margin-bottom: 15px;
background-color: #f8f9fa;
transition: transform 0.2s, box-shadow 0.2s;
}
.upgrade-card:hover {
transform: translateY(-2px);
box-shadow: 0 4px 8px rgba(0,0,0,0.1);
}
/* Rarity-based animations - matching the tag rarities */
@keyframes rainbow-border {
0% { border-color: red; }
14% { border-color: orange; }
28% { border-color: yellow; }
42% { border-color: green; }
57% { border-color: blue; }
71% { border-color: indigo; }
85% { border-color: violet; }
100% { border-color: red; }
}
@keyframes star-glow {
0% { box-shadow: 0 0 5px #FFD700; }
50% { box-shadow: 0 0 20px #FFD700; }
100% { box-shadow: 0 0 5px #FFD700; }
}
@keyframes nightmare-pulse {
0% { border-color: #FF9800; }
50% { border-color: #FF5722; }
100% { border-color: #FF9800; }
}
/* Upgrade card variants */
.upgrade-card-available {
border: 1px solid #2196F3; /* Urban Legend blue */
background-color: rgba(33, 150, 243, 0.05);
}
.upgrade-card-affordable {
border: 2px solid #9C27B0; /* Urban Plague purple */
background-color: rgba(156, 39, 176, 0.08);
box-shadow: 0 0 3px #9C27B0;
}
.upgrade-card-purchased {
border: 2px solid #5D9C59; /* Urban Myth green */
background-color: rgba(93, 156, 89, 0.08);
}
.upgrade-card-locked {
border: 1px solid #AAAAAA; /* Canard gray */
background-color: rgba(170, 170, 170, 0.05);
filter: grayscale(100%);
opacity: 0.7;
}
/* Special cards for high-tier upgrades */
.upgrade-card-nightmare {
border: 2px solid #FF9800; /* Urban Nightmare orange */
background-color: rgba(255, 152, 0, 0.08);
animation: nightmare-pulse 3s infinite;
}
.upgrade-card-star {
border: 2px solid #FFEB3B; /* Star of the City yellow/gold */
background-color: rgba(255, 235, 59, 0.08);
animation: star-glow 2s infinite;
}
.upgrade-card-impuritas {
border: 3px solid red; /* Impuritas Civitas red/rainbow */
background-color: rgba(0, 0, 0, 0.1);
animation: rainbow-border 4s linear infinite;
}
.upgrade-name {
font-weight: bold;
font-size: 1.1em;
margin-bottom: 5px;
}
.level-indicator {
display: flex;
margin-bottom: 10px;
}
.level-dot {
width: 12px;
height: 12px;
border-radius: 50%;
margin-right: 5px;
background-color: #dee2e6;
}
.level-dot-filled {
background-color: #0d6efd;
}
.level-dot-current {
background-color: #28a745;
box-shadow: 0 0 5px #28a745;
}
.locked-overlay {
font-size: 1.2em;
color: #6c757d;
}
</style>
""", unsafe_allow_html=True)
# Display purchased upgrades first
if purchased:
with st.expander("Your Purchased Upgrades", expanded=False):
for i, upgrade in enumerate(THRESHOLD_UPGRADES):
if upgrade["name"] in purchased:
# Create a completed upgrade card with appropriate rarity styling
card_class = "upgrade-card-purchased"
# Apply special styling based on upgrade level
if i >= 6: # Technological Singularity
card_class = "upgrade-card-impuritas"
elif i >= 5: # Consciousness Emulation
card_class = "upgrade-card-star"
elif i >= 4: # Recursive Self-Improvement
card_class = "upgrade-card-nightmare"
upgrade_html = f"""
<div class="upgrade-card {card_class}">
<div class="level-indicator">
{create_level_dots(i, len(THRESHOLD_UPGRADES), purchased)}
</div>
<div class="upgrade-name">{upgrade["name"]} ✓</div>
<p>{upgrade["description"]}</p>
<p><strong>Threshold setting:</strong> {upgrade["threshold_setting"]:.4f}</p>
</div>
"""
st.markdown(upgrade_html, unsafe_allow_html=True)
# Find the next available upgrade (first unpurchased)
next_available_index = None
for i, upgrade in enumerate(THRESHOLD_UPGRADES):
if upgrade["name"] not in purchased:
next_available_index = i
break
# Display if all upgrades are purchased
if next_available_index is None:
st.success("🎉 Congratulations! You've unlocked all available scanner upgrades!")
return
# Display available and locked upgrades
st.subheader("Available Upgrades")
# Show only next available upgrade and a preview of what's next
for i, upgrade in enumerate(THRESHOLD_UPGRADES):
# Skip if already purchased
if upgrade["name"] in purchased:
continue
# Only show the current upgrade and the next one
if i > next_available_index + 1:
continue
# Determine if this is the next available upgrade or a future one
is_next_upgrade = (i == next_available_index)
can_afford = st.session_state.tag_currency >= upgrade["cost"]
if is_next_upgrade:
# Create a card-like container for the next available upgrade
with st.container():
# Use the direct threshold setting
new_threshold = upgrade["threshold_setting"]
# Determine threshold change direction and create text
threshold_change = abs(new_threshold - base_threshold)
if new_threshold < base_threshold:
change_text = f"Lowers threshold to {new_threshold:.4f} (↓ {threshold_change:.4f})"
change_emoji = "⬇️"
else:
change_text = f"Raises threshold to {new_threshold:.4f} (↑ {threshold_change:.4f})"
change_emoji = "⬆️"
# Determine card class based on upgrade tier and affordability
card_class = ""
# First set base affordability class
base_class = "upgrade-card-affordable" if can_afford else "upgrade-card-available"
# Then add special rarity class based on upgrade level
if i >= 6: # Technological Singularity (highest level)
card_class = "upgrade-card-impuritas" # Impuritas Civitas style
elif i >= 5: # Consciousness Emulation
card_class = "upgrade-card-star" # Star of the City style
elif i >= 4: # Recursive Self-Improvement
card_class = "upgrade-card-nightmare" # Urban Nightmare style
else:
card_class = base_class
# Create the upgrade card HTML
upgrade_html = f"""
<div class="upgrade-card {card_class}">
<div class="level-indicator">
{create_level_dots(i, len(THRESHOLD_UPGRADES), purchased)}
</div>
<div class="upgrade-name">{upgrade["name"]}</div>
<p>{upgrade["description"]}</p>
<p><strong>{change_emoji} {change_text}</strong></p>
</div>
"""
st.markdown(upgrade_html, unsafe_allow_html=True)
# Show effective threshold with tag power bonus
if tag_power_bonus > 0:
effective_upgrade_threshold = max(MIN_THRESHOLD, new_threshold - tag_power_bonus)
st.info(f"Effective threshold: {effective_upgrade_threshold:.4f} with your Tag Power bonus of {tag_power_bonus:.4f}")
# Purchase button
col1, col2 = st.columns([3, 1])
with col1:
st.write(f"**Cost:** {upgrade['cost']} {TAG_CURRENCY_NAME}")
with col2:
if st.button("Purchase", key=f"upgrade_{i}", disabled=not can_afford, use_container_width=True):
purchase_upgrade(i)
else:
# Create a preview of the next locked upgrade
# Add a hint of the upgrade's rarity styling for locked cards
locked_class = "upgrade-card-locked"
rarity_hint = ""
if i >= 6: # Technological Singularity
rarity_hint = f'<div style="height: 3px; width: 50px; background: linear-gradient(to right, red, orange, yellow, green, blue, indigo, violet); margin: 5px 0;"></div>'
elif i >= 5: # Consciousness Emulation
rarity_hint = f'<div style="height: 3px; width: 50px; background: #FFEB3B; box-shadow: 0 0 3px #FFD700; margin: 5px 0;"></div>'
elif i >= 4: # Recursive Self-Improvement
rarity_hint = f'<div style="height: 3px; width: 50px; background: #FF9800; margin: 5px 0;"></div>'
locked_html = f"""
<div class="upgrade-card {locked_class}">
<div class="level-indicator">
{create_level_dots(i, len(THRESHOLD_UPGRADES), purchased)}
</div>
<div class="upgrade-name">{upgrade["name"]}</div>
{rarity_hint}
<p style="color: #6c757d;">Complete previous upgrade to unlock</p>
<p><strong>Cost:</strong> {upgrade['cost']} {TAG_CURRENCY_NAME}</p>
</div>
"""
st.markdown(locked_html, unsafe_allow_html=True)
# Add a hint about next upgrades
if next_available_index + 2 < len(THRESHOLD_UPGRADES):
remaining = len(THRESHOLD_UPGRADES) - (next_available_index + 2)
st.markdown(f"<div style='text-align:center;color:#6c757d;'>{remaining} more upgrades will be revealed as you progress</div>", unsafe_allow_html=True)
def create_level_dots(current_level, total_levels, purchased):
"""Create HTML for level indicator dots"""
dots_html = ""
for i in range(total_levels):
if f"Pattern Recognition Module" in purchased and i == 0:
# First upgrade is purchased
dot_class = "level-dot level-dot-filled"
elif i < current_level:
# Previous levels are filled
dot_class = "level-dot level-dot-filled"
elif i == current_level:
# Current level is highlighted
dot_class = "level-dot level-dot-current"
else:
# Future levels are empty
dot_class = "level-dot"
dots_html += f'<div class="{dot_class}"></div>'
return dots_html
def purchase_upgrade(upgrade_index):
"""Purchase a threshold upgrade"""
upgrade = THRESHOLD_UPGRADES[upgrade_index]
# Check if we have enough currency
if st.session_state.tag_currency >= upgrade["cost"]:
# Purchase the upgrade
st.session_state.tag_currency -= upgrade["cost"]
st.session_state.game_stats["currency_spent"] += upgrade["cost"]
# Apply new threshold setting directly instead of reduction
st.session_state.threshold = upgrade["threshold_setting"]
# Add to purchased upgrades
st.session_state.purchased_upgrades.append(upgrade["name"])
# Save immediately
save_game()
# Update state version to force a refresh
if 'state_version' in st.session_state:
st.session_state.state_version += 1
# Force refresh the UI to show updated state
st.rerun()
else:
st.error("Not enough currency!")
def display_neural_specialization():
"""Display neural specialization grid"""
st.subheader("Neural Specialization")
# Count tags by category
categories_count = {}
if hasattr(st.session_state, 'collected_tags'):
for tag, info in st.session_state.collected_tags.items():
category = info.get("category", "general")
if category not in categories_count:
categories_count[category] = 0
categories_count[category] += 1
# Check for mastered categories
mastered = st.session_state.mastered_categories if hasattr(st.session_state, 'mastered_categories') else {}
# Make a grid of category stats
cols = st.columns(3)
col_idx = 0
for category, info in TAG_CATEGORIES.items():
with cols[col_idx]:
count = categories_count.get(category, 0)
is_mastered = category in mastered
# Get color and status
if is_mastered:
color = info['color']
status = "MASTERED"
else:
color = "#AAAAAA" # Gray
status = "Active"
# Display category stats
st.markdown(f"""
<div style="border: 1px solid {color}; border-radius: 5px; padding: 10px; margin-bottom: 10px;">
<p style="margin: 0; font-weight: bold;">{info['icon']} {info['name']}</p>
<p style="margin: 0; font-size: 0.9em;">Tags: {count}</p>
<p style="margin: 0; font-size: 0.9em; color: {color};">{status}</p>
</div>
""", unsafe_allow_html=True)
# Move to next column
col_idx = (col_idx + 1) % 3
def display_discovery_tips():
"""Display tag discovery tips"""
with st.expander("💡 Tag Discovery Tips"):
st.write("""
**How to improve your model's cognitive abilities:**
1. **Collect diverse tags** across many categories to increase your collection level
2. **Master categories** by collecting many tags within each category
3. **Find tag combinations** by collecting specific sets of related tags
4. **Keep rare tags** in your collection to maintain tag power
5. **Extract tags** from the Library System to discover new tags
6. **Generate tag essences** to gain insight into what the AI recognizes
""")
# =============================================================================
# MAIN APPLICATION FUNCTION
# =============================================================================
def create_app_tabs():
tab1, tab2, tab3, tab4, tab5, tab6 = st.tabs([
"Scan Images",
"Tag Collection",
"Series Collections",
"Upgrade Shop",
"Library",
"Essence Generator" # New tab for the essence generator
])
return tab1, tab2, tab3, tab4, tab5, tab6
def main():
"""Main application function."""
# Set up title with emoji
st.title("🎮 Tag Collector Game")
# Apply tag animations and themes
apply_tag_animations()
load_game()
# Initialize game state
initialize_game_state()
initialize_library_system() # Initialize the library system
# Try to load the model
if 'model' not in st.session_state:
try:
model, thresholds, metadata = load_model()
st.session_state.model = model
st.session_state.thresholds = thresholds
st.session_state.metadata = metadata
except Exception as e:
st.error(f"Error loading model: {str(e)}")
st.info("Please make sure the model is properly exported.")
st.stop()
# Create game stats panel at the top
display_game_stats_panel()
# Create a simplified sidebar without game stats
create_sidebar()
# Create app tabs
tab1, tab2, tab3, tab4, tab5, tab6 = create_app_tabs()
# Fill tab content
with tab1:
display_scan_interface()
with tab2:
display_tag_collection()
with tab3:
display_series_mosaics()
with tab4:
display_upgrade_shop()
with tab5:
display_library_extraction()
with tab6:
# Display the essence generator in its own tab
from essence_generator import display_essence_generator
display_essence_generator()
if __name__ == "__main__":
main() |