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"""

Enhanced Tag Storage System for Tag Collector Game



This module provides functions for efficient storage and retrieval of tag data and game state,

reducing reliance on Streamlit's session state for better performance.

"""

import os
import json
import time
import streamlit as st
from typing import Dict, Any, Set, Optional, Tuple, List

# Define constants
DEFAULT_TAGS_FILE = "tag_collection.json"
DEFAULT_MOSAIC_DATA_FILE = "mosaic_data.json"
DEFAULT_GAME_STATE_FILE = "game_state.json"
DEFAULT_LIBRARY_STATE_FILE = "library_state.json"
DEFAULT_ESSENCE_STATE_FILE = "essence_state.json"
TAG_STORAGE_VERSION = "1.2.0"  # Updated version for new functionality

def ensure_storage_directory(directory: str = "storage") -> str:
    """Ensure the storage directory exists and return its path"""
    if not os.path.exists(directory):
        os.makedirs(directory)
    return directory

def get_storage_path(filename: str, directory: str = "storage") -> str:
    """Get the full path for a storage file"""
    storage_dir = ensure_storage_directory(directory)
    return os.path.join(storage_dir, filename)

def save_tag_collection(

    collected_tags: Dict[str, Dict[str, Any]],

    tag_history: List[Dict[str, Any]] = None,

    processed_tags: Optional[Set[str]] = None,

    filename: str = DEFAULT_TAGS_FILE

) -> bool:
    """

    Save the tag collection and related data to a JSON file

    

    Args:

        collected_tags: Dictionary of collected tags

        tag_history: List of recent tag discoveries

        processed_tags: Set of processed tags for mosaic visualization

        filename: Name of the file to save to

        

    Returns:

        Boolean indicating if the save was successful

    """
    try:
        filepath = get_storage_path(filename)
        
        # Prepare the data to save
        save_data = {
            "version": TAG_STORAGE_VERSION,
            "timestamp": time.time(),
            "save_date": time.strftime("%Y-%m-%d %H:%M:%S"),
            "collected_tags": collected_tags,
            "tag_history": tag_history if tag_history is not None else []
        }
        
        # Convert processed_tags set to list for JSON serialization
        if processed_tags is not None:
            save_data["processed_tags"] = list(processed_tags)
            
        # Save to file with pretty formatting
        with open(filepath, 'w', encoding='utf-8') as f:
            json.dump(save_data, f, indent=2, ensure_ascii=False)
            
        print(f"Saved {len(collected_tags)} tags to {filepath}")
        return True
        
    except Exception as e:
        print(f"Error saving tag collection: {str(e)}")
        return False

def load_tag_collection(filename: str = DEFAULT_TAGS_FILE) -> Tuple[Optional[Dict[str, Any]], Optional[List[Dict[str, Any]]], Optional[Set[str]]]:
    """

    Load the tag collection from a JSON file

    

    Args:

        filename: Name of the file to load from

        

    Returns:

        Tuple of (collected_tags, tag_history, processed_tags) or (None, None, None) if loading fails

    """
    try:
        filepath = get_storage_path(filename)
        
        if not os.path.exists(filepath):
            print(f"No tag collection file found at {filepath}")
            return None, None, None
            
        with open(filepath, 'r', encoding='utf-8') as f:
            data = json.load(f)
            
        collected_tags = data.get("collected_tags", {})
        tag_history = data.get("tag_history", [])
        
        # Convert processed_tags back to a set
        processed_tags = set(data.get("processed_tags", []))
        
        print(f"Loaded {len(collected_tags)} tags from {filepath}")
        return collected_tags, tag_history, processed_tags
        
    except Exception as e:
        print(f"Error loading tag collection: {str(e)}")
        return None, None, None

def add_tag_to_collection(

    collected_tags: Dict[str, Dict[str, Any]],

    tag: str,

    rarity: str,

    category: str,

    tag_history: List[Dict[str, Any]],

    is_update_only: bool = False

) -> Tuple[Dict[str, Dict[str, Any]], List[Dict[str, Any]], bool, int]:
    """

    Add or update a tag in the collection

    

    Args:

        collected_tags: Dictionary of collected tags

        tag: The tag name to add

        rarity: Tag rarity

        category: Tag category

        tag_history: Tag history list

        is_update_only: Only update existing tags, don't add new ones

        

    Returns:

        Tuple of (updated_collection, updated_history, is_new_tag, currency_earned)

    """
    # Initialize return values
    is_new_tag = False
    currency_earned = 0
    timestamp = time.strftime("%H:%M:%S")
    
    # Copy the collection to avoid modifying the original
    updated_collection = collected_tags.copy()
    updated_history = tag_history.copy() if tag_history else []
    
    # Check if this is a new tag
    if tag not in updated_collection:
        if is_update_only:
            # Skip adding if this is update-only mode
            return updated_collection, updated_history, False, 0
            
        # New tag discovery
        is_new_tag = True
        
        # Create new tag entry
        updated_collection[tag] = {
            "count": 1,
            "rarity": rarity,
            "category": category,
            "discovery_time": timestamp,
            "ever_sacrificed": False,  # Track if this tag has ever been sacrificed
            "is_unique": True          # All tags are unique when first discovered
        }
        
        # Calculate currency based on rarity (you'll need access to RARITY_LEVELS here)
        # For now we'll just use a placeholder
        # currency_earned = RARITY_LEVELS.get(rarity, {}).get("value", 0)
        # This would need to be implemented based on your game logic
        
        # Add to history for new discoveries
        updated_history.append({
            "tag": tag,
            "rarity": rarity,
            "value": currency_earned,
            "time": timestamp,
            "is_new": True
        })
        
    else:
        # Tag already exists, increment count
        updated_collection[tag]["count"] += 1
        
        # If count was previously 0 (all were sacrificed) and now it's 1,
        # we should update the is_unique flag
        if updated_collection[tag]["count"] == 1 and updated_collection[tag].get("is_unique", False) == False:
            updated_collection[tag]["is_unique"] = True
    
    return updated_collection, updated_history, is_new_tag, currency_earned

def mark_tag_sacrificed(

    collected_tags: Dict[str, Dict[str, Any]],

    tag: str,

    quantity: int = 1

) -> Dict[str, Dict[str, Any]]:
    """

    Mark a tag as sacrificed

    

    Args:

        collected_tags: Dictionary of collected tags

        tag: The tag name to sacrifice

        quantity: How many to sacrifice

        

    Returns:

        Updated collection dictionary

    """
    if tag not in collected_tags:
        return collected_tags
        
    # Copy the collection to avoid modifying the original
    updated_collection = collected_tags.copy()
    
    # Mark as sacrificed at least once
    updated_collection[tag]["ever_sacrificed"] = True
    
    # Reduce the count
    updated_collection[tag]["count"] = max(0, updated_collection[tag]["count"] - quantity)
    
    # If count reaches 0, it's no longer unique in the active collection
    if updated_collection[tag]["count"] == 0:
        updated_collection[tag]["is_unique"] = False
        
    return updated_collection

def save_game_state(

    st_state,

    filename: str = DEFAULT_GAME_STATE_FILE

) -> bool:
    """

    Save the full game state to a JSON file

    

    Args:

        st_state: Streamlit session state

        filename: Name of the file to save to

        

    Returns:

        Boolean indicating if the save was successful

    """
    try:
        filepath = get_storage_path(filename)
        
        # Extract core game state from session state
        game_data = {
            "version": TAG_STORAGE_VERSION,
            "timestamp": time.time(),
            "save_date": time.strftime("%Y-%m-%d %H:%M:%S"),
            "threshold": getattr(st_state, 'threshold', 0.50),
            "tag_currency": getattr(st_state, 'tag_currency', 0),
            "enkephalin": getattr(st_state, 'enkephalin', 0),
            "purchased_upgrades": getattr(st_state, 'purchased_upgrades', []),
            "achievements": list(getattr(st_state, 'achievements', set())),
            "game_stats": getattr(st_state, 'game_stats', {}),
            "tag_power_bonus": getattr(st_state, 'tag_power_bonus', 0),
            "coin_multiplier": getattr(st_state, 'coin_multiplier', 1.0),
            "unlocked_combinations": list(getattr(st_state, 'unlocked_combinations', set())),
            "combination_bonuses": getattr(st_state, 'combination_bonuses', {"threshold_reduction": 0, "coin_bonus": 0}),
            "sacrificed_tags": getattr(st_state, 'sacrificed_tags', {})
        }
        
        # Add mastered categories if they exist
        if hasattr(st_state, 'mastered_categories'):
            if isinstance(st_state.mastered_categories, set):
                game_data["mastered_categories"] = list(st_state.mastered_categories)
            else:
                game_data["mastered_categories"] = st_state.mastered_categories
            
        # Save to file with pretty formatting
        with open(filepath, 'w', encoding='utf-8') as f:
            json.dump(game_data, f, indent=2)
            
        print(f"Saved game state to {filepath}")
        return True
        
    except Exception as e:
        print(f"Error saving game state: {str(e)}")
        return False

def load_game_state(

    st_state,

    filename: str = DEFAULT_GAME_STATE_FILE

) -> bool:
    """

    Load the game state from a JSON file and update session state

    

    Args:

        st_state: Streamlit session state to update

        filename: Name of the file to load from

        

    Returns:

        Boolean indicating if the load was successful

    """
    try:
        filepath = get_storage_path(filename)
        
        if not os.path.exists(filepath):
            print(f"No game state file found at {filepath}")
            return False
            
        with open(filepath, 'r', encoding='utf-8') as f:
            game_data = json.load(f)
            
        # Update session state with loaded data
        st_state.threshold = game_data.get("threshold", 0.50)
        st_state.tag_currency = game_data.get("tag_currency", 0)
        st_state.enkephalin = game_data.get("enkephalin", 0)
        st_state.purchased_upgrades = game_data.get("purchased_upgrades", [])
        st_state.achievements = set(game_data.get("achievements", []))
        st_state.game_stats = game_data.get("game_stats", {})
        st_state.tag_power_bonus = game_data.get("tag_power_bonus", 0)
        st_state.coin_multiplier = game_data.get("coin_multiplier", 1.0)
        st_state.unlocked_combinations = set(game_data.get("unlocked_combinations", []))
        st_state.combination_bonuses = game_data.get("combination_bonuses", {"threshold_reduction": 0, "coin_bonus": 0})
        st_state.sacrificed_tags = game_data.get("sacrificed_tags", {})
        
        # Load mastered categories if available
        if "mastered_categories" in game_data:
            if isinstance(game_data["mastered_categories"], list):
                st_state.mastered_categories = set(game_data["mastered_categories"])
            else:
                st_state.mastered_categories = game_data["mastered_categories"]
        
        print(f"Loaded game state from {filepath}")
        return True
        
    except Exception as e:
        print(f"Error loading game state: {str(e)}")
        return False

def save_mosaic_data(

    processed_tags: Set[str],

    filled_cells: Set[Tuple[int, int]],

    highlighted_tags: List[Tuple[str, int, int, str]],

    mosaic_name: str = "main",

    filename: str = DEFAULT_MOSAIC_DATA_FILE

) -> bool:
    """

    Save mosaic-specific data to a JSON file

    

    Args:

        processed_tags: Set of tags that have been processed by the mosaic

        filled_cells: Set of grid coordinates that have been filled

        highlighted_tags: List of highlighted tags with their positions

        mosaic_name: Name of the mosaic

        filename: Name of the file to save to

        

    Returns:

        Boolean indicating if the save was successful

    """
    try:
        filepath = get_storage_path(filename)
        
        # Load existing data if available
        existing_data = {}
        if os.path.exists(filepath):
            with open(filepath, 'r', encoding='utf-8') as f:
                existing_data = json.load(f)
        
        # Convert sets to lists for JSON serialization
        mosaic_data = {
            "processed_tags": list(processed_tags),
            "filled_cells": [list(cell) for cell in filled_cells],
            "highlighted_tags": highlighted_tags,
            "last_updated": time.strftime("%Y-%m-%d %H:%M:%S")
        }
        
        # Update just this mosaic's data
        existing_data[mosaic_name] = mosaic_data
        
        # Save to file
        with open(filepath, 'w', encoding='utf-8') as f:
            json.dump(existing_data, f, indent=2)
            
        print(f"Saved mosaic data for {mosaic_name} with {len(processed_tags)} processed tags")
        return True
        
    except Exception as e:
        print(f"Error saving mosaic data: {str(e)}")
        return False

def load_mosaic_data(

    mosaic_name: str = "main",

    filename: str = DEFAULT_MOSAIC_DATA_FILE

) -> Tuple[Optional[Set[str]], Optional[Set[Tuple[int, int]]], Optional[List[Tuple[str, int, int, str]]]]:
    """

    Load mosaic-specific data from a JSON file

    

    Args:

        mosaic_name: Name of the mosaic to load

        filename: Name of the file to load from

        

    Returns:

        Tuple of (processed_tags, filled_cells, highlighted_tags) or (None, None, None) if loading fails

    """
    try:
        filepath = get_storage_path(filename)
        
        if not os.path.exists(filepath):
            print(f"No mosaic data file found at {filepath}")
            return None, None, None
            
        with open(filepath, 'r', encoding='utf-8') as f:
            all_data = json.load(f)
            
        # Get this specific mosaic's data
        if mosaic_name not in all_data:
            print(f"No data found for mosaic {mosaic_name}")
            return None, None, None
            
        mosaic_data = all_data[mosaic_name]
        
        # Convert lists back to sets where needed
        processed_tags = set(mosaic_data.get("processed_tags", []))
        filled_cells = {tuple(cell) for cell in mosaic_data.get("filled_cells", [])}
        highlighted_tags = mosaic_data.get("highlighted_tags", [])
        
        print(f"Loaded mosaic data for {mosaic_name} with {len(processed_tags)} processed tags")
        return processed_tags, filled_cells, highlighted_tags
        
    except Exception as e:
        print(f"Error loading mosaic data: {str(e)}")
        return None, None, None

def update_tag_storage_from_session(st_state) -> bool:
    """

    Update the tag storage from the current session state

    

    Args:

        st_state: Streamlit session state object

        

    Returns:

        Boolean indicating if the update was successful

    """
    try:
        # Extract tag data from session state
        collected_tags = getattr(st_state, 'collected_tags', {})
        tag_history = getattr(st_state, 'tag_history', [])
        
        # Extract mosaic data if available
        processed_tags = None
        if hasattr(st_state, 'tag_mosaic') and hasattr(st_state.tag_mosaic, 'processed_tags'):
            processed_tags = st_state.tag_mosaic.processed_tags
            
        # Save the tag collection
        tag_save_success = save_tag_collection(collected_tags, tag_history, processed_tags)
        
        # Save the game state
        game_save_success = save_game_state(st_state)
        
        return tag_save_success and game_save_success
        
    except Exception as e:
        print(f"Error updating storage from session: {str(e)}")
        return False

def update_session_from_tag_storage(st_state) -> bool:
    """

    Update the session state from the tag storage

    

    Args:

        st_state: Streamlit session state object

        

    Returns:

        Boolean indicating if the update was successful

    """
    try:
        # Load tag data
        collected_tags, tag_history, processed_tags = load_tag_collection()
        
        if collected_tags is None:
            # No tag data to load, check if we have game state data at least
            if not os.path.exists(get_storage_path(DEFAULT_GAME_STATE_FILE)):
                # No data at all
                return False
        else:
            # Update tag-related session state
            st_state.collected_tags = collected_tags
            
            if tag_history is not None:
                st_state.tag_history = tag_history
                
            # Update mosaic data if available
            if processed_tags is not None and hasattr(st_state, 'tag_mosaic'):
                st_state.tag_mosaic.processed_tags = processed_tags
        
        # Load game state (even if no tag data was found)
        game_state_loaded = load_game_state(st_state)
            
        return game_state_loaded
        
    except Exception as e:
        print(f"Error updating session from storage: {str(e)}")
        return False

def ensure_tag_tracking_fields(st_state):
    """

    Make sure all tags in the collection have the required tracking fields

    

    Args:

        st_state: Streamlit session state object

    """
    if not hasattr(st_state, 'collected_tags') or not st_state.collected_tags:
        return
        
    for tag, info in st_state.collected_tags.items():
        # Add ever_sacrificed field if it doesn't exist
        if "ever_sacrificed" not in info:
            info["ever_sacrificed"] = False
            
        # Add is_unique field if it doesn't exist
        if "is_unique" not in info:
            info["is_unique"] = info["count"] > 0

def periodic_save(st_state, interval_minutes: int = 5) -> None:
    """

    Periodically save tag data based on the last save time

    

    Args:

        st_state: Streamlit session state object

        interval_minutes: How often to save (in minutes)

    """
    # Initialize last save time if not exists
    if not hasattr(st_state, 'last_tag_save_time'):
        st_state.last_tag_save_time = time.time()
        
    # Check if it's time to save again
    current_time = time.time()
    elapsed_minutes = (current_time - st_state.last_tag_save_time) / 60
    
    if elapsed_minutes >= interval_minutes:
        if save_game(st_state):
            # Update the last save time
            st_state.last_tag_save_time = current_time
            print(f"Performed periodic save after {elapsed_minutes:.1f} minutes")

# ========================= NEW FUNCTIONS BELOW ===========================

def save_library_state(

    library_state: Optional[Dict[str, Any]] = None,

    session_state = None,

    filename: str = DEFAULT_LIBRARY_STATE_FILE

) -> bool:
    """

    Save the library state to a JSON file

    

    Args:

        library_state: Library state data dictionary (optional)

        session_state: Streamlit session state to extract from (optional)

        filename: Name of the file to save to

        

    Returns:

        Boolean indicating if the save was successful

    """
    try:
        filepath = get_storage_path(filename)
        
        # If library_state is not provided but session_state is, extract from session_state
        if library_state is None and session_state is not None:
            library_state = {
                "discovered_tags": getattr(session_state, 'discovered_tags', {}),
                "library_exploration_history": getattr(session_state, 'library_exploration_history', []),
                "expedition_results": getattr(session_state, 'expedition_results', []),
                "library_growth": getattr(session_state, 'library_growth', {
                    "total_discoveries": 0,
                    "last_discovery_time": time.time()
                }),
                "library_upgrades": getattr(session_state, 'library_upgrades', {
                    "speed": 1,
                    "capacity": 1,
                    "rarity": 1
                }),
                "last_expedition_time": getattr(session_state, 'last_expedition_time', 0)
            }
            
            # Add explored library tiers if they exist
            if hasattr(session_state, 'explored_library_tiers'):
                if isinstance(session_state.explored_library_tiers, set):
                    library_state["explored_library_tiers"] = list(session_state.explored_library_tiers)
                else:
                    library_state["explored_library_tiers"] = session_state.explored_library_tiers
        
        if library_state is None:
            print("No library state to save.")
            return False
            
        # Add metadata
        library_state["version"] = TAG_STORAGE_VERSION
        library_state["timestamp"] = time.time()
        library_state["save_date"] = time.strftime("%Y-%m-%d %H:%M:%S")
        
        # Ensure discovered_tags has proper metadata
        if "discovered_tags" in library_state:
            for tag, info in library_state["discovered_tags"].items():
                # Add category if missing
                if "category" not in info:
                    info["category"] = "unknown"
                    
                # Add discovery_count if missing
                if "discovery_count" not in info:
                    info["discovery_count"] = 1
        
        # Save to file
        with open(filepath, 'w', encoding='utf-8') as f:
            json.dump(library_state, f, indent=2, ensure_ascii=False)
            
        print(f"Saved library state to {filepath}")
        return True
        
    except Exception as e:
        print(f"Error saving library state: {str(e)}")
        return False

def load_library_state(

    session_state = None,

    filename: str = DEFAULT_LIBRARY_STATE_FILE

) -> Dict[str, Any]:
    """

    Load the library state from a JSON file

    

    Args:

        session_state: Streamlit session state to update (optional)

        filename: Name of the file to load from

        

    Returns:

        Dictionary of loaded library state or None if loading fails

    """
    try:
        filepath = get_storage_path(filename)
        
        if not os.path.exists(filepath):
            print(f"No library state file found at {filepath}")
            return None
            
        with open(filepath, 'r', encoding='utf-8') as f:
            library_state = json.load(f)
        
        # Update session state if provided
        if session_state is not None:
            # Update discovered tags
            if "discovered_tags" in library_state:
                session_state.discovered_tags = library_state["discovered_tags"]
                
            # Update library exploration history
            if "library_exploration_history" in library_state:
                session_state.library_exploration_history = library_state["library_exploration_history"]
                
            # Update expedition results
            if "expedition_results" in library_state:
                session_state.expedition_results = library_state["expedition_results"]
                
            # Update library growth
            if "library_growth" in library_state:
                session_state.library_growth = library_state["library_growth"]
                
            # Update library upgrades
            if "library_upgrades" in library_state:
                session_state.library_upgrades = library_state["library_upgrades"]
                
            # Update last expedition time
            if "last_expedition_time" in library_state:
                session_state.last_expedition_time = library_state["last_expedition_time"]
                
            # Update explored library tiers
            if "explored_library_tiers" in library_state:
                if isinstance(library_state["explored_library_tiers"], list):
                    session_state.explored_library_tiers = set(library_state["explored_library_tiers"])
                else:
                    session_state.explored_library_tiers = library_state["explored_library_tiers"]
        
        print(f"Loaded library state from {filepath}")
        return library_state
        
    except Exception as e:
        print(f"Error loading library state: {str(e)}")
        return None

def add_discovered_tag(

    tag: str,

    rarity: str,

    session_state,

    library_floor: str = None,

    category: str = "unknown"

) -> bool:
    """

    Add a tag to the discovered tags with enriched metadata

    

    Args:

        tag: The tag name

        rarity: The tag rarity level

        session_state: Streamlit session state

        library_floor: The library floor where it was discovered (optional)

        category: The tag category (optional)

        

    Returns:

        Boolean indicating if it's a new discovery

    """
    # Initialize discovered_tags if not present
    if not hasattr(session_state, 'discovered_tags'):
        session_state.discovered_tags = {}
        
    # Initialize explored_library_tiers if not present
    if not hasattr(session_state, 'explored_library_tiers'):
        session_state.explored_library_tiers = set()
    
    # Check if this is a new discovery
    is_new = tag not in session_state.discovered_tags
    
    # Get current time
    timestamp = time.strftime("%Y-%m-%d %H:%M:%S")
    
    # Try to get tag category from metadata
    if category == "unknown":
        # First check metadata.tag_to_category
        if hasattr(session_state, 'metadata') and 'tag_to_category' in session_state.metadata:
            if tag in session_state.metadata['tag_to_category']:
                category = session_state.metadata['tag_to_category'][tag]
        
        # If not found, check tag_rarity_metadata
        elif hasattr(session_state, 'tag_rarity_metadata') and session_state.tag_rarity_metadata:
            if tag in session_state.tag_rarity_metadata:
                tag_info = session_state.tag_rarity_metadata[tag]
                if isinstance(tag_info, dict) and "category" in tag_info:
                    category = tag_info["category"]
    
    # Get or update tag info
    if is_new:
        # Create new tag entry with rich metadata
        session_state.discovered_tags[tag] = {
            "rarity": rarity,
            "discovery_time": timestamp,
            "category": category,
            "discovery_count": 1,
            "last_seen": timestamp
        }
        
        # Add library floor if provided
        if library_floor:
            session_state.discovered_tags[tag]["library_floor"] = library_floor
            
            # Track exploration of library tiers
            session_state.explored_library_tiers.add(library_floor)
    else:
        # Update existing tag
        tag_info = session_state.discovered_tags[tag]
        tag_info["discovery_count"] = tag_info.get("discovery_count", 1) + 1
        tag_info["last_seen"] = timestamp
        
        # Update category if we found a better one and current is "unknown"
        if category != "unknown" and tag_info.get("category", "unknown") == "unknown":
            tag_info["category"] = category
        
        # Only update library floor if provided
        if library_floor:
            tag_info["library_floor"] = library_floor
            
            # Track exploration
            session_state.explored_library_tiers.add(library_floor)
    
    # Save library state after updating
    save_library_state(session_state=session_state)
    
    return is_new

def purchase_library_upgrade(

    upgrade_type: str,

    session_state,

    calculate_cost_func = None

) -> bool:
    """

    Purchase a library upgrade

    

    Args:

        upgrade_type: The type of upgrade ("speed", "capacity", or "rarity")

        session_state: Streamlit session state

        calculate_cost_func: Function to calculate the cost (optional)

        

    Returns:

        Boolean indicating if the purchase was successful

    """
    # Initialize library_upgrades if not present
    if not hasattr(session_state, 'library_upgrades'):
        session_state.library_upgrades = {
            "speed": 1,
            "capacity": 1,
            "rarity": 1
        }
    
    # Get current level
    current_level = session_state.library_upgrades.get(upgrade_type, 1)
    
    # Calculate cost using provided function or default formula
    if calculate_cost_func:
        cost = calculate_cost_func(upgrade_type, current_level)
    else:
        # Default cost calculation
        base_cost = {
            "speed": 50,
            "capacity": 100,
            "rarity": 150
        }.get(upgrade_type, 100)
        
        cost = int(base_cost * (current_level * 1.5))
    
    # Check if player can afford it
    if not hasattr(session_state, 'tag_currency') or session_state.tag_currency < cost:
        print(f"Cannot afford {upgrade_type} upgrade: needs {cost}, has {getattr(session_state, 'tag_currency', 0)}")
        return False
    
    # Apply purchase
    session_state.tag_currency -= cost
    session_state.library_upgrades[upgrade_type] = current_level + 1
    
    # Update stats
    if hasattr(session_state, 'game_stats'):
        if "currency_spent" not in session_state.game_stats:
            session_state.game_stats["currency_spent"] = 0
        session_state.game_stats["currency_spent"] += cost
    
    # Save library state after purchasing
    save_library_state(session_state=session_state)
    save_game_state(session_state)
    
    print(f"Purchased {upgrade_type} upgrade to level {current_level + 1} for {cost}")
    return True

def save_essence_state(

    essence_state: Optional[Dict[str, Any]] = None,

    session_state = None,

    filename: str = DEFAULT_ESSENCE_STATE_FILE

) -> bool:
    """

    Save the essence generator state to a JSON file

    

    Args:

        essence_state: Essence state data dictionary (optional)

        session_state: Streamlit session state to extract from (optional)

        filename: Name of the file to save to

        

    Returns:

        Boolean indicating if the save was successful

    """
    try:
        filepath = get_storage_path(filename)
        
        # If essence_state is not provided but session_state is, extract from session_state
        if essence_state is None and session_state is not None:
            essence_state = {
                "generated_essences": getattr(session_state, 'generated_essences', {}),
                "essence_custom_settings": getattr(session_state, 'essence_custom_settings', {}),
                "manual_tags": getattr(session_state, 'manual_tags', {})
            }
        
        if essence_state is None:
            print("No essence state to save.")
            return False
            
        # Add metadata
        essence_state["version"] = TAG_STORAGE_VERSION
        essence_state["timestamp"] = time.time()
        essence_state["save_date"] = time.strftime("%Y-%m-%d %H:%M:%S")
        
        # Remove paths from generated_essences to keep only metadata
        if "generated_essences" in essence_state:
            for tag, info in essence_state["generated_essences"].items():
                if "path" in info:
                    # Store just the filename, not the full path
                    info["path"] = os.path.basename(info["path"])
        
        # Save to file
        with open(filepath, 'w', encoding='utf-8') as f:
            json.dump(essence_state, f, indent=2, ensure_ascii=False)
            
        print(f"Saved essence state to {filepath}")
        return True
        
    except Exception as e:
        print(f"Error saving essence state: {str(e)}")
        return False

def load_essence_state(

    session_state = None,

    filename: str = DEFAULT_ESSENCE_STATE_FILE

) -> Dict[str, Any]:
    """

    Load the essence generator state from a JSON file

    

    Args:

        session_state: Streamlit session state to update (optional)

        filename: Name of the file to load from

        

    Returns:

        Dictionary of loaded essence state or None if loading fails

    """
    try:
        filepath = get_storage_path(filename)
        
        if not os.path.exists(filepath):
            print(f"No essence state file found at {filepath}")
            return None
            
        with open(filepath, 'r', encoding='utf-8') as f:
            essence_state = json.load(f)
        
        # Update session state if provided
        if session_state is not None:
            # Update generated essences
            if "generated_essences" in essence_state:
                generated_essences = essence_state["generated_essences"]
                
                # Restore full paths for essence images
                essence_dir = os.path.join(os.path.dirname(os.path.dirname(os.path.abspath(__file__))), "game_data", "essences")
                for tag, info in generated_essences.items():
                    if "path" in info and not os.path.isabs(info["path"]):
                        info["path"] = os.path.join(essence_dir, os.path.basename(info["path"]))
                
                session_state.generated_essences = generated_essences
                
            # Update essence custom settings
            if "essence_custom_settings" in essence_state:
                session_state.essence_custom_settings = essence_state["essence_custom_settings"]
                
            # Update manual tags
            if "manual_tags" in essence_state:
                session_state.manual_tags = essence_state["manual_tags"]
        
        print(f"Loaded essence state from {filepath}")
        return essence_state
        
    except Exception as e:
        print(f"Error loading essence state: {str(e)}")
        return None

def save_game(st_state) -> bool:
    """

    Save all game data including tags, game state, library state, and essence state

    

    Args:

        st_state: Streamlit session state object

        

    Returns:

        Boolean indicating if the save was successful

    """
    try:
        # First, make sure any existing tags have the new fields for tracking
        ensure_tag_tracking_fields(st_state)
        
        # Save all components
        tag_success = update_tag_storage_from_session(st_state)
        library_success = save_library_state(session_state=st_state)
        essence_success = save_essence_state(session_state=st_state)
        
        # Log results
        if tag_success and library_success and essence_success:
            print("Successfully saved all game components")
        else:
            print(f"Partial save - Tags: {tag_success}, Library: {library_success}, Essence: {essence_success}")
        
        return tag_success
    except Exception as e:
        print(f"Error in full game save: {str(e)}")
        return False

def load_game(st_state) -> bool:
    """

    Load all game data including tags, game state, library state, and essence state

    

    Args:

        st_state: Streamlit session state object

        

    Returns:

        Boolean indicating if the load was successful

    """
    try:
        # Load all components
        tag_success = update_session_from_tag_storage(st_state)
        
        # Try to load library and essence data even if tag load failed
        library_success = load_library_state(st_state) is not None
        essence_success = load_essence_state(st_state) is not None
        
        # Ensure tag tracking fields exist after loading
        if tag_success:
            ensure_tag_tracking_fields(st_state)
            
        # Log results
        if tag_success and library_success and essence_success:
            print("Successfully loaded all game components")
        else:
            print(f"Partial load - Tags: {tag_success}, Library: {library_success}, Essence: {essence_success}")
        
        return tag_success or library_success or essence_success
    except Exception as e:
        print(f"Error in full game load: {str(e)}")
        return False

# Automatic save when imported (useful for debugging)
if __name__ == "__main__":
    print("Enhanced tag storage module loaded. Run directly for testing.")