camie-tagger / game /tag_storage.py
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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.")