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Create app.py
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app.py
ADDED
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| 1 |
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import streamlit as st
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| 2 |
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import streamlit.components.v1 as components
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| 3 |
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st.set_page_config(page_title="City Evolution Simulator", layout="wide")
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st.title("City Evolution Simulator")
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st.write("Watch a city grow using L-Grammar and Three.js")
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html_code = """
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<title>City Evolution Simulator</title>
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| 15 |
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<style>
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body { margin: 0; overflow: hidden; }
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canvas { width: 100%; height: 100%; display: block; }
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.ui-panel {
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position: absolute;
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top: 10px;
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right: 10px;
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background: rgba(0,0,0,0.7);
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padding: 15px;
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border-radius: 5px;
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color: white;
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font-family: Arial, sans-serif;
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z-index: 1000;
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}
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.ui-panel button {
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margin: 5px 0;
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padding: 5px 10px;
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width: 100%;
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background: #4CAF50;
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color: white;
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border: none;
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border-radius: 3px;
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cursor: pointer;
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}
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.ui-panel button:hover { background: #45a049; }
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| 40 |
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</style>
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| 41 |
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</head>
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| 42 |
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<body>
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| 43 |
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<div class="ui-panel">
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<h3>City Controls</h3>
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<button id="evolve">Evolve City</button>
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<button id="reset">Reset View</button>
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<div id="stats">
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<p>Buildings: <span id="building-count">0</span></p>
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<p>Generation: <span id="generation">0</span></p>
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</div>
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</div>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r134/three.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/controls/OrbitControls.js"></script>
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<script>
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class CityLGrammar {
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constructor() {
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this.axiom = "F";
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this.rules = {
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"F": ["F[+F]F[-F]", "F[+F][-F]F", "FF", "F[+F]"],
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"+": ["+"],
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"-": ["-"],
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"[": ["["],
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"]": ["]"]
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| 65 |
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};
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this.generation = 0;
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| 67 |
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this.angle = Math.PI / 4;
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| 68 |
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this.currentString = this.axiom;
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}
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evolve() {
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this.generation++;
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let result = this.currentString;
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let newString = "";
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| 75 |
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for (let char of result) {
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| 77 |
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if (this.rules[char]) {
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const possibleRules = this.rules[char];
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const selectedRule = possibleRules[Math.floor(Math.random() * possibleRules.length)];
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| 80 |
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newString += selectedRule;
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| 81 |
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} else {
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newString += char;
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| 83 |
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}
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| 84 |
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}
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this.currentString = newString;
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| 86 |
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return this.currentString;
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| 87 |
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}
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| 88 |
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| 89 |
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buildCity(scene) {
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| 90 |
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while(scene.children.length > 2) { // Keep lights
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scene.remove(scene.children[2]);
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| 92 |
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}
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| 93 |
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| 94 |
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const stack = [];
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| 95 |
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let position = new THREE.Vector3(0, 0, 0);
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| 96 |
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let direction = new THREE.Vector3(0, 1, 0);
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| 97 |
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let buildingCount = 0;
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| 98 |
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| 99 |
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// Add ground plane
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| 100 |
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const groundGeo = new THREE.PlaneGeometry(100, 100);
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| 101 |
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const groundMat = new THREE.MeshPhongMaterial({ color: 0x4a7043 });
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| 102 |
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const ground = new THREE.Mesh(groundGeo, groundMat);
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ground.rotation.x = -Math.PI / 2;
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ground.position.y = -0.1;
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scene.add(ground);
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for (let char of this.currentString) {
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switch(char) {
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| 109 |
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case 'F':
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| 110 |
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const height = 2 + Math.random() * 6;
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| 111 |
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const width = 1 + Math.random() * 2;
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| 113 |
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// Create building
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| 114 |
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const buildingGeo = new THREE.BoxGeometry(width, height, width);
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| 115 |
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const buildingMat = new THREE.MeshPhongMaterial({
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| 116 |
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color: new THREE.Color(0.5 + Math.random() * 0.5,
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| 117 |
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0.5 + Math.random() * 0.5,
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| 118 |
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0.5 + Math.random() * 0.5),
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| 119 |
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shininess: 30
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| 120 |
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});
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| 121 |
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const building = new THREE.Mesh(buildingGeo, buildingMat);
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| 122 |
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| 123 |
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building.position.copy(position);
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| 124 |
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building.position.y = height / 2;
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| 125 |
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building.rotation.y = Math.random() * Math.PI;
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| 126 |
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scene.add(building);
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| 128 |
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position.add(direction.clone().multiplyScalar(height));
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| 129 |
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buildingCount++;
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| 130 |
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break;
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case '+':
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| 133 |
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direction.applyAxisAngle(new THREE.Vector3(0, 0, 1), this.angle);
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| 134 |
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break;
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| 136 |
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case '-':
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direction.applyAxisAngle(new THREE.Vector3(0, 0, 1), -this.angle);
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| 138 |
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break;
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| 139 |
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| 140 |
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case '[':
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stack.push({
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| 142 |
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position: position.clone(),
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| 143 |
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direction: direction.clone()
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| 144 |
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});
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| 145 |
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break;
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| 146 |
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| 147 |
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case ']':
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| 148 |
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if (stack.length > 0) {
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| 149 |
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const state = stack.pop();
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| 150 |
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position = state.position;
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| 151 |
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direction = state.direction;
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| 152 |
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}
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| 153 |
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break;
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| 154 |
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}
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| 155 |
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}
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| 156 |
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| 157 |
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document.getElementById('building-count').textContent = buildingCount;
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| 158 |
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document.getElementById('generation').textContent = this.generation;
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| 159 |
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}
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| 160 |
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}
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| 161 |
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| 162 |
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// Three.js setup
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| 163 |
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let scene, camera, renderer, controls;
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| 164 |
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let city;
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| 165 |
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| 166 |
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function init() {
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| 167 |
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const container = document.body;
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| 168 |
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| 169 |
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// Scene
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| 170 |
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scene = new THREE.Scene();
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| 171 |
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scene.background = new THREE.Color(0x87CEEB);
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| 172 |
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| 173 |
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// Camera
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| 174 |
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camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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| 175 |
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camera.position.set(0, 20, 30);
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| 176 |
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| 177 |
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// Renderer
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| 178 |
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renderer = new THREE.WebGLRenderer({ antialias: true });
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| 179 |
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renderer.setSize(window.innerWidth, window.innerHeight);
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| 180 |
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container.appendChild(renderer.domElement);
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| 181 |
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| 182 |
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// Lights
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| 183 |
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scene.add(new THREE.AmbientLight(0x404040));
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| 184 |
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const sun = new THREE.DirectionalLight(0xffffff, 0.8);
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| 185 |
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sun.position.set(50, 50, 50);
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| 186 |
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scene.add(sun);
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| 187 |
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| 188 |
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// Controls
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| 189 |
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controls = new THREE.OrbitControls(camera, renderer.domElement);
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| 190 |
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controls.enableDamping = true;
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| 191 |
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controls.target.set(0, 0, 0);
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| 192 |
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| 193 |
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// Initialize city
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| 194 |
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city = new CityLGrammar();
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| 195 |
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city.buildCity(scene);
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// Events
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| 198 |
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window.addEventListener('resize', onWindowResize);
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| 199 |
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document.getElementById('evolve').addEventListener('click', evolveCity);
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| 200 |
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document.getElementById('reset').addEventListener('click', resetView);
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| 201 |
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| 202 |
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animate();
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| 203 |
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}
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| 204 |
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| 205 |
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function evolveCity() {
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| 206 |
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city.evolve();
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| 207 |
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city.buildCity(scene);
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| 208 |
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}
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| 209 |
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| 210 |
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function resetView() {
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| 211 |
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camera.position.set(0, 20, 30);
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| 212 |
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controls.target.set(0, 0, 0);
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| 213 |
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controls.update();
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| 214 |
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}
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| 215 |
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| 216 |
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function onWindowResize() {
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| 217 |
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camera.aspect = window.innerWidth / window.innerHeight;
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| 218 |
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camera.updateProjectionMatrix();
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| 219 |
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renderer.setSize(window.innerWidth, window.innerHeight);
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| 220 |
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}
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| 221 |
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| 222 |
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function animate() {
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| 223 |
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requestAnimationFrame(animate);
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| 224 |
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controls.update();
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| 225 |
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renderer.render(scene, camera);
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| 226 |
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}
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| 227 |
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| 228 |
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init();
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| 229 |
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</script>
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| 230 |
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</body>
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| 231 |
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</html>
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| 232 |
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"""
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| 234 |
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# Render the HTML component
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| 235 |
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components.html(html_code, height=600)
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| 236 |
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st.sidebar.title("City Evolution Simulator")
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| 238 |
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st.sidebar.write("""
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| 239 |
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## How to Play
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| 240 |
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| 241 |
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Watch a city evolve through generations using L-System grammar rules.
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| 242 |
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| 243 |
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### Controls:
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| 244 |
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- **Evolve City**: Generate next city generation
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| 245 |
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- **Reset View**: Return to default view
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| 246 |
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- **Left-click + drag**: Rotate view
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| 247 |
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- **Right-click + drag**: Pan view
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| 248 |
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- **Scroll**: Zoom in/out
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| 249 |
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| 250 |
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### Evolution Rules:
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| 251 |
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- Each generation adds more buildings
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| 252 |
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- Buildings branch out from existing structures
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| 253 |
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- Random heights and sizes create variety
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| 254 |
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- Roads implicitly form between buildings
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| 255 |
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| 256 |
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Track progress with building count and generation number!
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| 257 |
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""")
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