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from __future__ import annotations
from . import __version__ as version
from typing import Iterable, Tuple, Optional

import matplotlib.pyplot as plt
from matplotlib.backends.backend_agg import FigureCanvasAgg as FigureCanvas
from matplotlib import colors as mcolors
import tempfile
import os
import streamlit as st
from PIL import Image
import numpy as np

from .generator import generate_puzzle, sort_word_file
from .logic import build_letter_map, reveal_cell, guess_word, is_game_over, compute_tier
from .models import Coord, GameState, Puzzle
from .word_loader import get_wordlist_files, load_word_list  # use loader directly


CoordLike = Tuple[int, int]

def fig_to_pil_rgba(fig):
    canvas = FigureCanvas(fig)
    canvas.draw()
    w, h = fig.canvas.get_width_height()
    img = np.frombuffer(canvas.buffer_rgba(), dtype=np.uint8).reshape(h, w, 4)
    return Image.fromarray(img, mode="RGBA")

def _coord_to_xy(c) -> CoordLike:
    # Supports dataclass Coord(x, y) or a 2-tuple/list.
    if hasattr(c, "x") and hasattr(c, "y"):
        return int(c.x), int(c.y)
    if isinstance(c, (tuple, list)) and len(c) == 2:
        return int(c[0]), int(c[1])
    raise TypeError(f"Unsupported Coord type: {type(c)!r}")


def _normalize_revealed(revealed: Iterable) -> set[CoordLike]:
    return {(_coord_to_xy(c) if not (isinstance(c, tuple) and len(c) == 2 and isinstance(c[0], int)) else c) for c in revealed}


def _build_letter_map(puzzle) -> dict[CoordLike, str]:
    letters: dict[CoordLike, str] = {}
    for w in getattr(puzzle, "words", []):
        text = getattr(w, "text", "")
        cells = getattr(w, "cells", [])
        for i, c in enumerate(cells):
            xy = _coord_to_xy(c)
            if 0 <= i < len(text):
                letters[xy] = text[i]
    return letters


def inject_styles() -> None:
    st.markdown(
        """
        <style>
          /* Base grid cell visuals */
          .bw-row { display: flex; gap: 0.1rem; flex-wrap: nowrap; }
          .bw-cell {
            width: 100%;
            aspect-ratio: 1 / 1;
            display: flex;
            align-items: center;
            justify-content: center;
            border: 1px solid #3a3a3a;
            border-radius: 0;
            font-weight: 700;
            user-select: none;
            padding: 0.25rem 0.75rem;
            min-height: 2.5rem;
            transition: background 0.2s ease, color 0.2s ease, border-color 0.2s ease;
            background: #1d64c8;   /* Base cell color */
            color: #ffffff;         /* Base text color for contrast */
          }
          /* Found letter cells */
          .bw-cell.letter { background: #d7faff; color: #050057; }
          /* Optional empty state if ever used */
          .bw-cell.empty  { background: #3a3a3a; color: #ffffff; }
          /* Completed word cells */
          .bw-cell.bw-cell-complete { background: #050057 !important; color: #d7faff !important; }

          /* Final score style */
          .bw-final-score { color: #1ca41c !important; font-weight: 800; }

          /* Make grid buttons square and fill their column */
          div[data-testid="stButton"]{
            margin: 0 auto;
            text-align: center;
          }
          div[data-testid="stButton"] button {
            max-width: 100%;            
            aspect-ratio: 1 / 1;
            border-radius: 0;
            #border: 1px solid #1d64c8;
            background: #1d64c8;
            color: #ffffff;
            font-weight: 700;
            padding: 0.25rem 0.75rem;
            min-height: 2.5rem;
          }
          .st-key-new_game_btn, .st-key-sort_wordlist_btn {
            margin: 0 auto;
            aspect-ratio: unset;
          }
          .st-key-new_game_btn > div[data-testid="stButton"] button, .st-key-sort_wordlist_btn > div[data-testid="stButton"] button {
            aspect-ratio: unset;
            text-align:center;
            height: auto;
          }

          /* Ensure grid cell columns expand equally for both buttons and revealed cells */
          div[data-testid="column"], .st-emotion-cache-zh2fnc {
            width: auto !important;
            flex: 1 1 auto !important;
            min-width: 100% !important;
            max-width: 100% !important;            
          }
          .st-emotion-cache-1permvm, .st-emotion-cache-1n6tfoc {
            gap:0.1rem !important;
          }

          /* Ensure grid rows generated via st.columns do not wrap and can scroll horizontally. */
          .bw-grid-row-anchor + div[data-testid="stHorizontalBlock"] {
            flex-wrap: nowrap !important;
            overflow-x: auto !important;
            margin: 2px 0 !important;      /* Reduce gap between rows */
          }
          .bw-grid-row-anchor + div[data-testid="stHorizontalBlock"] > div[data-testid="column"] {
            flex: 0 0 auto !important;
          }
          .bw-grid-row-anchor { height: 0; margin: 0; padding: 0; }
          .st-emotion-cache-1n6tfoc {  
            background: linear-gradient(-45deg, #a1a1a1, #ffffff, #a1a1a1, #666666);
            gap: 0.1rem !important;
            color: white;
            # border: 10px solid;
            # border-image: linear-gradient(-45deg, #a1a1a1, #ffffff, #a1a1a1, #666666) 1;
            border-radius:15px; 
            padding: 10px;
          }
          .st-emotion-cache-1n6tfoc::before {
            content: '';
            position: absolute;
            top: 0; left: 0; right: 0; bottom: 0;
            border-radius: 10px;            
            margin: 5px; /* Border thickness */
          }

          /* Mobile styles */
          @media (max-width: 640px) {
            /* Reverse the main two-column layout (radar above grid) and force full width */
            #bw-main-anchor + div[data-testid="stHorizontalBlock"] {
              flex-direction: column-reverse !important;
              width: 100% !important;
              max-width: 100vw !important;
            }
            #bw-main-anchor + div[data-testid="stHorizontalBlock"] > div[data-testid="column"] {
              width: 100% !important;
              min-width: 100% !important;
              max-width: 100% !important;
              flex: 1 1 100% !important;              
            }

            /* Keep grid rows on one line on small screens too */
            .bw-grid-row-anchor + div[data-testid="stHorizontalBlock"] {
              flex-wrap: nowrap !important;
              overflow-x: auto !important;
              margin: 2px 0 !important;    /* Keep tighter row gap on mobile */
            }
           .st-emotion-cache-17i4tbh {
                min-width: calc(8.33333% - 1rem);
            }
          }

        .metal-border {
          position: relative;
          padding: 20px;
          background: #333;
          color: white;
          border: 4px solid;
          border-image: linear-gradient(45deg, #a1a1a1, #ffffff, #a1a1a1, #666666) 1;
          border-radius: 8px;
        }

        .shiny-border {
          position: relative;
          padding: 20px;
          background: #333;
          color: white;
          border-radius: 8px;
          overflow: hidden;
        }

        .shiny-border::before {
          content: '';
          position: absolute;
          top: 0;
          left: -100%;
          width: 100%;
          height: 100%;
          background: linear-gradient(90deg, transparent, rgba(255,255,255,0.4), transparent);
          transition: left 0.5s;
        }

        .shiny-border:hover::before {
          left: 100%;
        }

        /* Hit/Miss radio indicators - circular group */
        .bw-radio-group { display:flex; align-items:center; gap: 10px; flex-flow: column;}
        .bw-radio-item { display:flex; flex-direction:column; align-items:center; gap:6px; }
        .bw-radio-circle {
          width: 46px; height: 46px; border-radius: 50%;
          border: 4px solid; /* border-image: linear-gradient(45deg, #a1a1a1, #ffffff, #a1a1a1, #666666) 1; */
          background: rgba(255,255,255,0.06);
          display: grid; place-items: center; color:#fff; font-weight:700;
        }
        .bw-radio-circle .dot { width: 14px; height: 14px; border-radius: 50%; background:#777; box-shadow: inset 0 0 0 2px rgba(255,255,255,0.25); }
        .bw-radio-circle.active.hit { background: linear-gradient(135deg, rgba(0,255,127,0.18), rgba(0,128,64,0.38)); }
        .bw-radio-circle.active.hit .dot { background:#20d46c; box-shadow: 0 0 10px rgba(32,212,108,0.85); }
        .bw-radio-circle.active.miss { background: linear-gradient(135deg, rgba(255,0,0,0.18), rgba(128,0,0,0.38)); }
        .bw-radio-circle.active.miss .dot { background:#ff4b4b; box-shadow: 0 0 10px rgba(255,75,75,0.85); }
        .bw-radio-caption { font-size: 0.8rem; color:#fff; opacity:0.85; letter-spacing:0.5px; }
        </style>
        """,
        unsafe_allow_html=True,
    )


def _init_session() -> None:
    if "initialized" in st.session_state and st.session_state.initialized:
        return

    # Ensure a default selection exists before creating the puzzle
    files = get_wordlist_files()
    if "selected_wordlist" not in st.session_state and files:
        st.session_state.selected_wordlist = "classic.txt"
    if "game_mode" not in st.session_state:
        st.session_state.game_mode = "standard"

    words = load_word_list(st.session_state.get("selected_wordlist"))
    puzzle = generate_puzzle(grid_size=12, words_by_len=words)

    st.session_state.puzzle = puzzle
    st.session_state.grid_size = 12
    st.session_state.revealed = set()
    st.session_state.guessed = set()
    st.session_state.score = 0
    st.session_state.last_action = "Welcome to Battlewords! Reveal a cell to begin."
    st.session_state.can_guess = False
    st.session_state.points_by_word = {}
    st.session_state.letter_map = build_letter_map(puzzle)
    st.session_state.initialized = True
    st.session_state.radar_gif_path = None  # Add this line
    # Ensure game_mode is set
    if "game_mode" not in st.session_state:
        st.session_state.game_mode = "standard"


def _new_game() -> None:
    selected = st.session_state.get("selected_wordlist")
    mode = st.session_state.get("game_mode")
    st.session_state.clear()
    if selected:
        st.session_state.selected_wordlist = selected
    if mode:
        st.session_state.game_mode = mode
    st.session_state.radar_gif_path = None  # Reset radar GIF path
    _init_session()


def _to_state() -> GameState:
    return GameState(
        grid_size=st.session_state.grid_size,
        puzzle=st.session_state.puzzle,
        revealed=st.session_state.revealed,
        guessed=st.session_state.guessed,
        score=st.session_state.score,
        last_action=st.session_state.last_action,
        can_guess=st.session_state.can_guess,
        game_mode=st.session_state.get("game_mode", "standard"),
        points_by_word=st.session_state.points_by_word,
    )


def _sync_back(state: GameState) -> None:
    st.session_state.revealed = state.revealed
    st.session_state.guessed = state.guessed
    st.session_state.score = state.score
    st.session_state.last_action = state.last_action
    st.session_state.can_guess = state.can_guess
    st.session_state.points_by_word = state.points_by_word


def _render_header():
    st.title(f"Battlewords (Proof Of Concept) v {version}")
    st.subheader("Reveal cells, then guess the hidden words.")
    st.markdown(
        "- Grid is 12×12 with 6 words (two 4-letter, two 5-letter, two 6-letter).\n"
        "- After each reveal, you may submit one word guess below.\n"
        "- Scoring: length + unrevealed letters of that word at guess time.\n"
        "- Score Board: radar of last letter of word, score and status.\n"
        "- Words do not overlap, but may be touching.")
    inject_styles()


def _render_sidebar():
    with st.sidebar:
        st.header("SETTINGS")        

        st.header("Game Mode")
        game_modes = ["standard", "too easy"]
        default_mode = "standard"
        if "game_mode" not in st.session_state:
            st.session_state.game_mode = default_mode
        current_mode = st.session_state.game_mode
        st.selectbox(
            "Select game mode",
            options=game_modes,
            index=game_modes.index(current_mode) if current_mode in game_modes else 0,
            key="game_mode",
            on_change=_new_game,
        )

        st.header("Wordlist Controls")
        wordlist_files = get_wordlist_files()

        if wordlist_files:
            # Ensure current selection is valid
            if st.session_state.get("selected_wordlist") not in wordlist_files:
                st.session_state.selected_wordlist = wordlist_files[0]

            # Use filenames as options, show without extension
            current_index = wordlist_files.index(st.session_state.selected_wordlist)
            st.selectbox(
                "Select list",
                options=wordlist_files,
                index=current_index,
                format_func=lambda f: f.rsplit(".", 1)[0],
                key="selected_wordlist",
                on_change=_new_game,  # immediately start a new game with the selected list
            )

            if st.button("Sort Wordlist", width=125, key="sort_wordlist_btn"):
                _sort_wordlist(st.session_state.selected_wordlist)
        else:
            st.info("No word lists found in words/ directory. Using built-in fallback.")

def get_scope_image(size=4, bgcolor="none", scope_color="green", img_name="scope.gif"):
    scope_path = os.path.join(os.path.dirname(__file__), img_name)
    if not os.path.exists(scope_path):
        fig, ax = _create_radar_scope(size=size, bgcolor=bgcolor, scope_color=scope_color)
        imgscope = fig_to_pil_rgba(fig)
        imgscope.save(scope_path)
        plt.close(fig)
    return Image.open(scope_path)

def _create_radar_scope(size=4, bgcolor="none", scope_color="green"):
    fig, ax = plt.subplots(figsize=(size, size), dpi=100)
    ax.set_facecolor(bgcolor)
    fig.patch.set_alpha(0.5)
    ax.set_zorder(0)
    
    
    # Hide decorations but keep patch/frame on
    for spine in ax.spines.values():
        spine.set_visible(False)
    ax.set_xticks([])
    ax.set_yticks([])
    
    # Center lines
    ax.axhline(0, color=scope_color, alpha=0.8, zorder=1)
    ax.axvline(0, color=scope_color, alpha=0.8, zorder=1)
    # ax.set_xticks(range(1, size + 1))
    # ax.set_yticks(range(1, size + 1))
    
    # Circles at 25% and 50% radius
    for radius in [0.33, 0.66, 1.0]:
        circle = plt.Circle((0, 0), radius, fill=False, color=scope_color, alpha=0.8, zorder=1)
        ax.add_patch(circle)
    
    # Radial lines at 0, 30, 45, 90 degrees
    angles = [0, 30, 60, 120, 150, 210, 240, 300, 330]
    for angle in angles:
        rad = np.deg2rad(angle)
        x = np.cos(rad)
        y = np.sin(rad)
        ax.plot([0, x], [0, y], color=scope_color, alpha=0.5, zorder=1)
    
    # Set limits and remove axes
    #ax.set_xlim(-0.5, 0.5)
    #ax.set_ylim(-0.5, 0.5)
    ax.set_aspect('equal', adjustable='box')
    #ax.axis('off')
    
    return fig, ax

def _render_radar(puzzle: Puzzle, size: int, r_max: float = 0.85, max_frames: int = 30, sinusoid_expand: bool = True, stagger_radar: bool = False):
    import numpy as np
    import matplotlib.pyplot as plt
    from matplotlib.animation import FuncAnimation, PillowWriter
    from matplotlib.patches import Circle
    from matplotlib import colors as mcolors
    import tempfile
    import os

    xs = np.array([c.y + 1 for c in puzzle.radar])
    ys = np.array([c.x + 1 for c in puzzle.radar])
    n_points = len(xs)

    r_min = 0.15
    ring_linewidth = 4

    rgba_labels = mcolors.to_rgba("#FFFFFF", 0.7)
    rgba_ticks  = mcolors.to_rgba("#FFFFFF", 0.66) 
    bgcolor="#4b7bc4"
    scope_size=3
    scope_color="#ffffff"

    imgscope = get_scope_image(size=scope_size, bgcolor=bgcolor, scope_color=scope_color, img_name="scope_blue.png")
    fig, ax = plt.subplots(figsize=(scope_size, scope_size))    
    ax.set_xlim(0.2, size)
    ax.set_ylim(size, 0.2)
    ax.set_xticks(range(1, size + 1))
    ax.set_yticks(range(1, size + 1))
    ax.tick_params(axis="both", which="both", labelcolor=rgba_labels)
    ax.tick_params(axis="both", which="both", colors=rgba_ticks)
    ax.set_aspect('equal', adjustable='box')

    def _make_linear_gradient(width: int, height: int, angle_deg: float,
                              colors_hex: list[str], stops: list[float]) -> np.ndarray:
        yy, xx = np.meshgrid(np.linspace(0, 1, height), np.linspace(0, 1, width), indexing='ij')
        theta = np.deg2rad(angle_deg)
        proj = np.cos(theta) * xx + np.sin(theta) * yy
        corners = np.array([[0, 0], [1, 0], [0, 1], [1, 1]], dtype=float)
        pc = np.cos(theta) * corners[:, 0] + np.sin(theta) * corners[:, 1]
        proj = (proj - pc.min()) / (pc.max() - pc.min() + 1e-12)
        proj = np.clip(proj, 0.0, 1.0)

        stop_arr = np.asarray(stops, dtype=float)
        cols = np.asarray([mcolors.to_rgb(c) for c in colors_hex], dtype=float)

        j = np.clip(np.searchsorted(stop_arr, proj, side='right') - 1, 0, len(stop_arr) - 2)
        a = stop_arr[j]
        b = stop_arr[j + 1]
        w = ((proj - a) / (b - a + 1e-12))[..., None]
        c0 = cols[j]
        c1 = cols[j + 1]
        img = (1.0 - w) * c0 + w * c1
        return img

    fig_w, fig_h = [int(v) for v in fig.canvas.get_width_height()]
    grad_img = _make_linear_gradient(
        width=fig_w,
        height=fig_h,
        angle_deg=-45.0,
        colors_hex=['#a1a1a1', '#ffffff', '#a1a1a1', '#666666'],
        stops=[0.0, 1.0 / 3.0, 2.0 / 3.0, 1.0],
    )
    bg_ax = fig.add_axes([0, 0, 1, 1], zorder=0)
    bg_ax.imshow(grad_img, aspect='auto', interpolation='bilinear')
    bg_ax.axis('off')

    scope_ax = fig.add_axes([-0.075, -0.075, 1.15, 1.15], zorder=1)    
    scope_ax.imshow(imgscope, aspect='auto', interpolation='lanczos')
    scope_ax.axis('off')

    ax.set_facecolor('none')
    ax.set_zorder(2)
    for spine in ax.spines.values():
        spine.set_visible(False)

    rings: list[Circle] = []
    for x, y in zip(xs, ys):
        ring = Circle((x, y), radius=r_min, fill=False, edgecolor='#9ceffe', linewidth=ring_linewidth, alpha=1.0, zorder=3)
        ax.add_patch(ring)
        rings.append(ring)

    def update(frame):
        if sinusoid_expand:
            phase = 2 * np.pi * frame / max_frames
            r = r_min + (r_max - r_min) * (0.5 + 0.5 * np.sin(phase))
            alpha = 0.5 + 0.5 * np.cos(phase)
            for ring in rings:
                ring.set_radius(r)
                ring.set_alpha(alpha)
        else:
            base_t = (frame % max_frames) / max_frames
            offset = max(1, max_frames // max(1, n_points)) if stagger_radar else 0
            for idx, ring in enumerate(rings):
                t_i = ((frame + idx * offset) % max_frames) / max_frames if stagger_radar else base_t
                r_i = r_min + (r_max - r_min) * t_i
                alpha_i = 1.0 - t_i
                ring.set_radius(r_i)
                ring.set_alpha(alpha_i)
        return rings

    # Use persistent GIF if available
    gif_path = st.session_state.get("radar_gif_path")
    if gif_path and os.path.exists(gif_path):
        with open(gif_path, "rb") as f:
            gif_bytes = f.read()
        st.image(gif_bytes, width='content', output_format="auto")
        plt.close(fig)
        return

    # Otherwise, generate and persist
    with tempfile.NamedTemporaryFile(suffix=".gif", delete=False) as tmpfile:
        ani = FuncAnimation(fig, update, frames=max_frames, interval=50, blit=True)
        ani.save(tmpfile.name, writer=PillowWriter(fps=20))
        plt.close(fig)
        tmpfile.seek(0)
        gif_bytes = tmpfile.read()
        st.session_state.radar_gif_path = tmpfile.name  # Save path for reuse
    st.image(gif_bytes, width='content', output_format="auto")

def _render_grid(state: GameState, letter_map):
    size = state.grid_size
    clicked: Optional[Coord] = None

    # Inject CSS for grid lines
    st.markdown(
        """
        <style>
        div[data-testid="column"] {
            padding: 0 !important;
        }
        button[data-testid="stButton"] {
            width: 32px !important;
            height: 32px !important;
            min-width: 32px !important;
            min-height: 32px !important;
            padding: 0 !important;
            margin: 0 !important;
            border: 1px solid #1d64c8 !important;
            border-radius: 0 !important;
            background: #1d64c8 !important;
            color: #ffffff !important;
            font-weight: bold;
            font-size: 1rem;
        }
        /* Further tighten vertical spacing between rows inside the grid container */
        .bw-grid-row-anchor + div[data-testid="stHorizontalBlock"] {
            margin: 2px 0 !important;
        }
        .st-emotion-cache-14d5v98 {
            position:relative;
        }
        .st-emotion-cache-7czcpc > img {
            border-radius: 1.25rem;
            max-width:300px !important;
            margin: 0 auto !important;
        }
        .st-emotion-cache-ig7yu6 {
            width: calc(30% - 1rem);
            flex: 1 1 calc(20% - 1rem);
        }
        @media (max-width: 640px) {
            .st-emotion-cache-1s1xxaz {
                min-width: calc(33% - 1.5rem);
            }
            .st-emotion-cache-ig7yu6 {
                min-width: calc(30% - 1.5rem);
            }
        }
        </style>
        """,
        unsafe_allow_html=True,
    )

    grid_container = st.container()
    with grid_container:        
        for r in range(size):
            st.markdown('<div class="bw-grid-row-anchor"></div>', unsafe_allow_html=True)
            cols = st.columns(size, gap="small")
            for c in range(size):
                coord = Coord(r, c)
                revealed = coord in state.revealed
                label = letter_map.get(coord, " ") if revealed else " "

                is_completed_cell = False
                if revealed:
                    for w in state.puzzle.words:
                        if w.text in state.guessed and coord in w.cells:
                            is_completed_cell = True
                            break

                key = f"cell_{r}_{c}"
                tooltip = f"({r+1},{c+1})"

                if is_completed_cell:
                    # Render a styled non-button cell for a completed word with native browser tooltip
                    safe_label = (label or " ")
                    cols[c].markdown(
                        f'<div class="bw-cell bw-cell-complete" title="{tooltip}">{safe_label}</div>',
                        unsafe_allow_html=True,
                    )
                elif revealed:
                    # Use 'letter' when a letter exists, otherwise 'empty'
                    safe_label = (label or " ")
                    has_letter = safe_label.strip() != ""
                    cell_class = "letter" if has_letter else "empty"
                    display = safe_label if has_letter else "&nbsp;"
                    cols[c].markdown(
                        f'<div class="bw-cell {cell_class}" title="{tooltip}">{display}</div>',
                        unsafe_allow_html=True,
                    )
                else:
                    # Unrevealed: render a button to allow click/reveal with tooltip
                    if cols[c].button(" ", key=key, help=tooltip):
                        clicked = coord
        
    if clicked is not None:
        reveal_cell(state, letter_map, clicked)
        st.session_state.letter_map = build_letter_map(st.session_state.puzzle)
        _sync_back(state)
        st.rerun()


def _render_hit_miss(state: GameState):
    # Determine last reveal outcome from last_action string
    action = (state.last_action or "").strip()
    is_hit = action.startswith("Revealed '")
    is_miss = action.startswith("Revealed empty")

    # Render as a circular radio group, side-by-side
    st.markdown(
        f"""
        <div class="bw-radio-group" role="radiogroup" aria-label="Hit or Miss">
          <div class="bw-radio-item">
            <div class="bw-radio-circle {'active hit' if is_hit else ''}" role="radio" aria-checked="{'true' if is_hit else 'false'}" aria-label="Hit">
              <span class="dot"></span>
            </div>
            <div class="bw-radio-caption">HIT</div>
          </div>
          <div class="bw-radio-item">
            <div class="bw-radio-circle {'active miss' if is_miss else ''}" role="radio" aria-checked="{'true' if is_miss else 'false'}" aria-label="Miss">
              <span class="dot"></span>
            </div>
            <div class="bw-radio-caption">MISS</div>
          </div>
        </div>
        """,
        unsafe_allow_html=True,
    )


def _render_correct_try_again(state: GameState):
    # Determine last guess outcome from last_action string
    action = (state.last_action or "").strip()
    is_correct = action.startswith("Correct!")
    is_try_again = action.startswith("Try Again!")

    st.markdown(
        """
        <style>
        .bw-radio-caption.inactive { display: none !important; }
        </style>
        """,
        unsafe_allow_html=True,
    )

    st.markdown(
        f"""
        <div class="bw-radio-group" role="radiogroup" aria-label="Correct or Try Again">
          <div class="bw-radio-item">
            <div class="bw-radio-circle {'active hit' if is_correct else ''}" role="radio" aria-checked="{'true' if is_correct else 'false'}" aria-label="Correct">
              <span class="dot"></span>
            </div>
            <div class="bw-radio-caption{' inactive' if not is_correct else ''}">CORRECT!</div>
          </div>
          <div class="bw-radio-item">
            <div class="bw-radio-circle {'active miss' if is_try_again else ''}" role="radio" aria-checked="{'true' if is_try_again else 'false'}" aria-label="Try Again">
              <span class="dot"></span>
            </div>
            <div class="bw-radio-caption{' inactive' if not is_try_again else ''}">TRY AGAIN</div>
          </div>
        </div>
        """,
        unsafe_allow_html=True,
    )


def _render_guess_form(state: GameState):
    with st.form("guess_form"):
        guess_text = st.text_input("Your guess", value="", max_chars=12)
        submitted = st.form_submit_button("OK", disabled=not state.can_guess, width="stretch")
        if submitted:
            correct, _ = guess_word(state, guess_text)
            _sync_back(state)            
            st.rerun()  # Immediately rerun to reflect guess result in UI


def _render_score_panel(state: GameState):
    col1, col2 = st.columns([1, 3])
    with col1:
        st.metric("Score", state.score)
    with col2:
        st.markdown(f"Last action: {state.last_action}")
    if is_game_over(state):
        _render_game_over(state)
    else:
        with st.expander("Game summary", expanded=True):
            header_cols = st.columns([1, 1, 1])
            header_cols[0].markdown("**Word**")
            header_cols[1].markdown("**Letters**")
            header_cols[2].markdown("**Extra**")
            for w in state.puzzle.words:
                pts = state.points_by_word.get(w.text, 0)
                if pts > 0 or state.game_mode=="too easy":
                    word_display = w.text 
                    letters_display = str(len(w.text))
                    extra_display = f"+{pts} points"
                    row_cols = st.columns([1, 1, 1])
                    row_cols[0].markdown(f"{word_display}")
                    row_cols[1].markdown(f"{letters_display}")
                    row_cols[2].markdown(f"{extra_display}")
            st.markdown(f"**Total**: {state.score}")


def _render_game_over(state: GameState):
    st.subheader("Game Over")
    tier = compute_tier(state.score)
    # Final score in green
    st.markdown(
        f"<span class=\"bw-final-score\">Final score: {state.score}</span> — Tier: <strong>{tier}</strong>",
        unsafe_allow_html=True,
    )

    with st.expander("Game summary", expanded=True):
        header_cols = st.columns([2, 1, 2])
        header_cols[0].markdown("**Word**")
        header_cols[1].markdown("**Letters**")
        header_cols[2].markdown("**Extra**")
        for w in state.puzzle.words:
            pts = state.points_by_word.get(w.text, 0)
            word_display = w.text 
            letters_display = str(len(w.text))
            extra_display = f"+{pts} points"
            row_cols = st.columns([1, 1, 1])
            row_cols[0].markdown(f"{word_display}")
            row_cols[1].markdown(f"{letters_display}")
            row_cols[2].markdown(f"{extra_display}")
        st.markdown(f"**Total**: {state.score}")

    st.stop()


def _sort_wordlist(filename):
    import os
    import time  # Add this import

    WORDS_DIR = os.path.join(os.path.dirname(__file__), "words")
    filepath = os.path.join(WORDS_DIR, filename)
    sorted_words = sort_word_file(filepath)
    # Optionally, write sorted words back to file
    with open(filepath, "w", encoding="utf-8") as f:
        # Re-add header if needed
        f.write("# Optional: place a large A–Z word list here (one word per line).\n")
        f.write("# The app falls back to built-in pools if fewer than 500 words per length are found.\n")
        for word in sorted_words:
            f.write(f"{word}\n")
    # Show a message in Streamlit
    st.success(f"{filename} sorted by length and alphabetically. Starting new game in 5 seconds...")
    time.sleep(5)  # 5 second delay before starting new game
    _new_game()


def run_app():
    _init_session()
    _render_header()
    _render_sidebar()

    state = _to_state()

    # Anchor to target the main two-column layout for mobile reversal
    st.markdown('<div id="bw-main-anchor"></div>', unsafe_allow_html=True)
    left, right = st.columns([2, 2], gap="medium")
    with left:
        _render_grid(state, st.session_state.letter_map)
        st.button("New Game", width=125, on_click=_new_game, key="new_game_btn")

    with right:
        _render_radar(state.puzzle, size=state.grid_size, r_max=1.6, max_frames=60, sinusoid_expand=False, stagger_radar=True)    
        one, two = st.columns([1, 5], gap="medium")
        with one:
            _render_correct_try_again(state)
            #_render_hit_miss(state)
        with two:              
            _render_guess_form(state)
        #st.divider()        
        _render_score_panel(state)


    # End condition
    state = _to_state()
    if is_game_over(state):
        _render_game_over(state)