| |
| """ |
| ██████╗ ███████╗███████╗███████╗██████╗ █████╗ ██████╗ ███████╗ |
| ██╔══██╗██╔════╝██╔════╝██╔════╝██╔══██╗██╔══██╗██╔══██╗██╔════╝ |
| ██████╔╝█████╗ █████╗ █████╗ ██████╔╝███████║██████╔╝█████╗ |
| ██╔══██╗██╔══╝ ██╔══╝ ██╔══╝ ██╔══██╗██╔══██║██╔══██╗██╔══╝ |
| ██║ ██║███████╗██║ ███████╗██║ ██║██║ ██║██║ ██║███████╗ |
| ╚═╝ ╚═╝╚══════╝╚═╝ ╚══════╝╚═╝ ╚═╝╚═╝ ╚═╝╚═╝ ╚═╝╚══════╝ |
| |
| A hyper-structured, enterprise-grade dungeon crawler simulation with: |
| - Procedural dungeon generation (Recursive Division Algorithm) |
| - A* Pathfinding for enemy AI |
| - Component-Based Entity System |
| - JSON Save/Load with cryptographic signing |
| - Multithreaded event handling |
| - Comprehensive error logging |
| - State machine architecture |
| - Type hints and docstring documentation |
| ---------------------------------------------- |
| |
| Developer: YSNRFD |
| Telegram: @ysnrfd |
| """ |
|
|
| import json |
| import time |
| import threading |
| import logging |
| import hashlib |
| import hmac |
| import secrets |
| from enum import Enum, auto |
| from heapq import heappop, heappush |
| from typing import ( |
| Dict, |
| List, |
| Tuple, |
| Optional, |
| Set, |
| Any, |
| Callable, |
| TypeVar, |
| Generic, |
| cast |
| ) |
|
|
| |
| |
| |
| SECRET_KEY = secrets.token_bytes(32) |
| LOG_FILE = "dungeon_crawler.log" |
| SAVE_FILE = "game_state.encrypted" |
| MAX_ROOMS = 15 |
| ROOM_MIN_SIZE = 4 |
| ROOM_MAX_SIZE = 8 |
| ENEMY_SPAWN_RATE = 0.3 |
| ITEM_SPAWN_RATE = 0.25 |
|
|
| |
| |
| |
| logging.basicConfig( |
| level=logging.INFO, |
| format='%(asctime)s - %(name)s - %(levelname)s - %(message)s', |
| handlers=[ |
| logging.FileHandler(LOG_FILE), |
| logging.StreamHandler() |
| ] |
| ) |
| logger = logging.getLogger("DungeonCrawler") |
|
|
| |
| |
| |
| class DungeonGenerationError(Exception): |
| """Raised when dungeon generation fails""" |
| pass |
|
|
| class SaveFileCorruptedError(Exception): |
| """Raised when save file integrity check fails""" |
| pass |
|
|
| class InvalidGameStateError(Exception): |
| """Raised when game state violates business rules""" |
| pass |
|
|
| |
| |
| |
| class Direction(Enum): |
| NORTH = auto() |
| EAST = auto() |
| SOUTH = auto() |
| WEST = auto() |
|
|
| class ItemType(Enum): |
| WEAPON = auto() |
| ARMOR = auto() |
| POTION = auto() |
| QUEST = auto() |
|
|
| class EntityState(Enum): |
| IDLE = auto() |
| PATROLLING = auto() |
| CHASING = auto() |
| COMBAT = auto() |
| DEAD = auto() |
|
|
| |
| |
| |
| T = TypeVar('T') |
| class BoundedQueue(Generic[T]): |
| """Thread-safe bounded queue with priority support""" |
| def __init__(self, max_size: int = 10): |
| self.max_size = max_size |
| self._queue: List[Tuple[int, T]] = [] |
| self._lock = threading.RLock() |
| |
| def push(self, priority: int, item: T) -> None: |
| with self._lock: |
| heappush(self._queue, (priority, item)) |
| if len(self._queue) > self.max_size: |
| self._queue.pop() |
| |
| def pop(self) -> T: |
| with self._lock: |
| return heappop(self._queue)[1] |
| |
| def clear(self) -> None: |
| with self._lock: |
| self._queue.clear() |
|
|
| class Vector2D: |
| """Immutable 2D coordinate system""" |
| __slots__ = ('x', 'y') |
| |
| def __init__(self, x: int, y: int): |
| self.x = x |
| self.y = y |
| |
| def __add__(self, other: 'Vector2D') -> 'Vector2D': |
| return Vector2D(self.x + other.x, self.y + other.y) |
| |
| def __sub__(self, other: 'Vector2D') -> 'Vector2D': |
| return Vector2D(self.x - other.x, self.y - other.y) |
| |
| def __eq__(self, other: object) -> bool: |
| if not isinstance(other, Vector2D): |
| return False |
| return self.x == other.x and self.y == other.y |
| |
| def __hash__(self) -> int: |
| return hash((self.x, self.y)) |
| |
| def __repr__(self) -> str: |
| return f"Vector2D({self.x}, {self.y})" |
|
|
| |
| |
| |
| class Room: |
| """Represents a dungeon room with spatial properties""" |
| def __init__(self, origin: Vector2D, width: int, height: int): |
| self.origin = origin |
| self.width = width |
| self.height = height |
| self.connections: Dict[Direction, 'Room'] = {} |
| self.items: List['Item'] = [] |
| self.enemies: List['Enemy'] = [] |
| self.explored = False |
| |
| @property |
| def center(self) -> Vector2D: |
| return Vector2D( |
| self.origin.x + self.width // 2, |
| self.origin.y + self.height // 2 |
| ) |
| |
| def intersects(self, other: 'Room') -> bool: |
| """Check if this room intersects with another room""" |
| return ( |
| self.origin.x <= other.origin.x + other.width and |
| self.origin.x + self.width >= other.origin.x and |
| self.origin.y <= other.origin.y + other.height and |
| self.origin.y + self.height >= other.origin.y |
| ) |
|
|
| class Dungeon: |
| """Procedurally generated dungeon using recursive division""" |
| def __init__(self, width: int, height: int): |
| self.width = width |
| self.height = height |
| self.rooms: List[Room] = [] |
| self.tiles: List[List[bool]] = [ |
| [False for _ in range(height)] |
| for _ in range(width) |
| ] |
| self.player_start = Vector2D(0, 0) |
| self.exit = Vector2D(0, 0) |
| |
| def generate(self) -> None: |
| """Generate dungeon using recursive division algorithm""" |
| start_time = time.time() |
| self._recursive_division(0, 0, self.width, self.height) |
| |
| |
| self._connect_rooms() |
| |
| |
| if not self.rooms: |
| raise DungeonGenerationError("No rooms generated") |
| |
| self.player_start = self.rooms[0].center |
| self.exit = self.rooms[-1].center |
| |
| |
| self._populate_dungeon() |
| |
| logger.info(f"Dungeon generated in {time.time() - start_time:.4f}s") |
| |
| def _recursive_division(self, x: int, y: int, w: int, h: int) -> None: |
| """Recursive division algorithm for room generation""" |
| if w <= ROOM_MIN_SIZE * 2 or h <= ROOM_MIN_SIZE * 2: |
| return |
| |
| |
| split_x = x + ROOM_MIN_SIZE + random.randint(0, w - ROOM_MIN_SIZE * 2) |
| split_y = y + ROOM_MIN_SIZE + random.randint(0, h - ROOM_MIN_SIZE * 2) |
| |
| |
| room_w = random.randint(ROOM_MIN_SIZE, min(ROOM_MAX_SIZE, w // 2)) |
| room_h = random.randint(ROOM_MIN_SIZE, min(ROOM_MAX_SIZE, h // 2)) |
| new_room = Room(Vector2D(split_x, split_y), room_w, room_h) |
| |
| |
| if not any(new_room.intersects(r) for r in self.rooms): |
| self.rooms.append(new_room) |
| |
| |
| for i in range(new_room.origin.x, new_room.origin.x + new_room.width): |
| for j in range(new_room.origin.y, new_room.origin.y + new_room.height): |
| if 0 <= i < self.width and 0 <= j < self.height: |
| self.tiles[i][j] = True |
| |
| |
| self._recursive_division(x, y, split_x - x, split_y - y) |
| self._recursive_division(split_x, y, w - (split_x - x), split_y - y) |
| self._recursive_division(x, split_y, split_x - x, h - (split_y - y)) |
| self._recursive_division(split_x, split_y, w - (split_x - x), h - (split_y - y)) |
| |
| def _connect_rooms(self) -> None: |
| """Connect all rooms with corridors""" |
| for i in range(len(self.rooms) - 1): |
| room_a = self.rooms[i] |
| room_b = self.rooms[i + 1] |
| |
| |
| x1, y1 = room_a.center.x, room_a.center.y |
| x2, y2 = room_b.center.x, room_b.center.y |
| |
| |
| for x in range(min(x1, x2), max(x1, x2) + 1): |
| self.tiles[x][y1] = True |
| for y in range(min(y1, y2), max(y1, y2) + 1): |
| self.tiles[x2][y] = True |
| |
| |
| room_a.connections[Direction.EAST] = room_b |
| room_b.connections[Direction.WEST] = room_a |
| |
| def _populate_dungeon(self) -> None: |
| """Populate dungeon with items and enemies""" |
| for room in self.rooms: |
| |
| if random.random() < ENEMY_SPAWN_RATE: |
| enemy = Enemy( |
| position=room.center, |
| enemy_type=random.choice(list(EnemyType)) |
| ) |
| room.enemies.append(enemy) |
| |
| |
| if random.random() < ITEM_SPAWN_RATE: |
| item = Item.create_random(room.center) |
| room.items.append(item) |
|
|
| class Item: |
| """Base class for all in-game items""" |
| def __init__(self, position: Vector2D, item_type: ItemType, name: str, value: int): |
| self.position = position |
| self.item_type = item_type |
| self.name = name |
| self.value = value |
| self.equipped = False |
| |
| @classmethod |
| def create_random(cls, position: Vector2D) -> 'Item': |
| """Factory method for random item generation""" |
| item_type = random.choice(list(ItemType)) |
| if item_type == ItemType.WEAPON: |
| return Weapon( |
| position, |
| f"{random.choice(['Iron', 'Steel', 'Mithril'])} {random.choice(['Sword', 'Axe', 'Dagger'])}", |
| random.randint(5, 15) |
| ) |
| elif item_type == ItemType.ARMOR: |
| return Armor( |
| position, |
| f"{random.choice(['Leather', 'Chainmail', 'Plate'])} {random.choice(['Armor', 'Helmet', 'Shield'])}", |
| random.randint(3, 10) |
| ) |
| elif item_type == ItemType.POTION: |
| return Potion( |
| position, |
| f"{random.choice(['Healing', 'Mana', 'Strength'])} Potion", |
| random.randint(10, 30) |
| ) |
| else: |
| return QuestItem( |
| position, |
| f"{random.choice(['Ancient', 'Cursed', 'Sacred'])} {random.choice(['Artifact', 'Relic', 'Scroll'])}", |
| random.randint(50, 100) |
| ) |
| |
| def to_dict(self) -> Dict[str, Any]: |
| """Serialize item to dictionary""" |
| return { |
| 'type': self.__class__.__name__, |
| 'position': (self.position.x, self.position.y), |
| 'name': self.name, |
| 'value': self.value, |
| 'equipped': self.equipped |
| } |
| |
| @staticmethod |
| def from_dict( Dict[str, Any]) -> 'Item': |
| """Deserialize item from dictionary""" |
| position = Vector2D(data['position'][0], data['position'][1]) |
| if data['type'] == 'Weapon': |
| return Weapon(position, data['name'], data['value']) |
| |
| raise ValueError(f"Unknown item type: {data['type']}") |
|
|
| class Weapon(Item): |
| def __init__(self, position: Vector2D, name: str, damage: int): |
| super().__init__(position, ItemType.WEAPON, name, damage) |
| self.damage = damage |
|
|
| class Armor(Item): |
| def __init__(self, position: Vector2D, name: str, defense: int): |
| super().__init__(position, ItemType.ARMOR, name, defense) |
| self.defense = defense |
|
|
| class Potion(Item): |
| def __init__(self, position: Vector2D, name: str, heal_amount: int): |
| super().__init__(position, ItemType.POTION, name, heal_amount) |
| self.heal_amount = heal_amount |
|
|
| class QuestItem(Item): |
| def __init__(self, position: Vector2D, name: str, quest_value: int): |
| super().__init__(position, ItemType.QUEST, name, quest_value) |
| self.quest_value = quest_value |
|
|
| |
| |
| |
| class Entity: |
| """Base class for all game entities""" |
| def __init__(self, position: Vector2D): |
| self.position = position |
| self.components: Dict[str, Any] = {} |
| |
| def add_component(self, name: str, component: Any) -> None: |
| self.components[name] = component |
| |
| def get_component(self, name: str) -> Optional[Any]: |
| return self.components.get(name) |
|
|
| class CombatStats: |
| """Component for combat-related statistics""" |
| def __init__(self, hp: int, max_hp: int, attack: int, defense: int): |
| self.hp = hp |
| self.max_hp = max_hp |
| self.attack = attack |
| self.defense = defense |
|
|
| class Inventory: |
| """Component for inventory management""" |
| def __init__(self, capacity: int = 10): |
| self.capacity = capacity |
| self.items: List[Item] = [] |
| self.equipped: Dict[ItemType, Optional[Item]] = { |
| ItemType.WEAPON: None, |
| ItemType.ARMOR: None |
| } |
| |
| def add_item(self, item: Item) -> bool: |
| if len(self.items) >= self.capacity: |
| return False |
| self.items.append(item) |
| return True |
| |
| def equip_item(self, item: Item) -> bool: |
| if item.item_type not in self.equipped: |
| return False |
| if item.item_type == ItemType.WEAPON or item.item_type == ItemType.ARMOR: |
| self.equipped[item.item_type] = item |
| item.equipped = True |
| return True |
| return False |
|
|
| class Player(Entity): |
| """Player character with advanced state management""" |
| def __init__(self, position: Vector2D): |
| super().__init__(position) |
| self.add_component("combat", CombatStats(100, 100, 10, 5)) |
| self.add_component("inventory", Inventory()) |
| self.experience = 0 |
| self.level = 1 |
| |
| def take_damage(self, amount: int) -> bool: |
| """Apply damage and return if entity is dead""" |
| combat = cast(CombatStats, self.get_component("combat")) |
| actual_damage = max(1, amount - combat.defense) |
| combat.hp -= actual_damage |
| logger.info(f"Player took {actual_damage} damage. HP: {combat.hp}/{combat.max_hp}") |
| return combat.hp <= 0 |
| |
| def heal(self, amount: int) -> None: |
| combat = cast(CombatStats, self.get_component("combat")) |
| combat.hp = min(combat.max_hp, combat.hp + amount) |
| logger.info(f"Player healed for {amount}. HP: {combat.hp}/{combat.max_hp}") |
|
|
| class EnemyType(Enum): |
| GOBLIN = ("Goblin", 30, 5, 2) |
| ORC = ("Orc", 50, 8, 4) |
| TROLL = ("Troll", 80, 12, 6) |
| |
| def __init__(self, name: str, hp: int, attack: int, defense: int): |
| self.display_name = name |
| self.default_hp = hp |
| self.default_attack = attack |
| self.default_defense = defense |
|
|
| class Enemy(Entity): |
| """Enemy with state-based AI behavior""" |
| def __init__(self, position: Vector2D, enemy_type: EnemyType): |
| super().__init__(position) |
| self.enemy_type = enemy_type |
| self.state = EntityState.PATROLLING |
| self.path: List[Vector2D] = [] |
| self.vision_range = 5 |
| self.add_component("combat", CombatStats( |
| enemy_type.default_hp, |
| enemy_type.default_hp, |
| enemy_type.default_attack, |
| enemy_type.default_defense |
| )) |
| |
| def update_ai(self, player_pos: Vector2D, dungeon: Dungeon) -> None: |
| """Update enemy state based on player position""" |
| distance = abs(player_pos.x - self.position.x) + abs(player_pos.y - self.position.y) |
| |
| if distance <= self.vision_range: |
| self.state = EntityState.CHASING |
| else: |
| self.state = EntityState.PATROLLING |
| |
| |
| if self.state == EntityState.CHASING and (not self.path or random.random() < 0.1): |
| self.path = self._find_path(player_pos, dungeon) |
| |
| |
| if self.path: |
| self.position = self.path.pop(0) |
| |
| def _find_path(self, target: Vector2D, dungeon: Dungeon) -> List[Vector2D]: |
| """A* pathfinding implementation""" |
| open_set = BoundedQueue() |
| open_set.push(0, (self.position, [])) |
| closed_set: Set[Vector2D] = set() |
| |
| while open_set: |
| current, path = open_set.pop() |
| if current == target: |
| return path[1:] |
| |
| if current in closed_set: |
| continue |
| |
| closed_set.add(current) |
| for direction in [Vector2D(0, -1), Vector2D(1, 0), Vector2D(0, 1), Vector2D(-1, 0)]: |
| neighbor = current + direction |
| if ( |
| 0 <= neighbor.x < dungeon.width and |
| 0 <= neighbor.y < dungeon.height and |
| dungeon.tiles[neighbor.x][neighbor.y] and |
| neighbor not in closed_set |
| ): |
| new_path = path + [neighbor] |
| priority = len(new_path) + abs(neighbor.x - target.x) + abs(neighbor.y - target.y) |
| open_set.push(priority, (neighbor, new_path)) |
| |
| return [] |
|
|
| |
| |
| |
| class GameState(Enum): |
| MAIN_MENU = auto() |
| PLAYING = auto() |
| PAUSED = auto() |
| GAME_OVER = auto() |
| VICTORY = auto() |
|
|
| class GameContext: |
| """Holds global game state and services""" |
| def __init__(self): |
| self.state = GameState.MAIN_MENU |
| self.dungeon = Dungeon(80, 40) |
| self.player = Player(Vector2D(0, 0)) |
| self.enemies: List[Enemy] = [] |
| self.current_room: Optional[Room] = None |
| self.event_queue = BoundedQueue[Callable[[], None]]() |
| self.thread = threading.Thread(target=self._process_events, daemon=True) |
| self.thread.start() |
| self.last_update = time.time() |
| self.fps = 0 |
| |
| def _process_events(self) -> None: |
| """Process queued events in separate thread""" |
| while True: |
| try: |
| event = self.event_queue.pop() |
| event() |
| except IndexError: |
| time.sleep(0.01) |
| |
| def save_game(self) -> None: |
| """Save game state with cryptographic integrity check""" |
| start_time = time.time() |
| state = { |
| 'player': { |
| 'position': (self.player.position.x, self.player.position.y), |
| 'health': self.player.get_component("combat").hp, |
| 'level': self.player.level |
| }, |
| 'dungeon': { |
| 'width': self.dungeon.width, |
| 'height': self.dungeon.height |
| }, |
| 'timestamp': time.time() |
| } |
| |
| |
| serialized = json.dumps(state).encode() |
| signature = hmac.new(SECRET_KEY, serialized, hashlib.sha256).digest() |
| encrypted = serialized + signature |
| |
| with open(SAVE_FILE, 'wb') as f: |
| f.write(encrypted) |
| |
| logger.info(f"Game saved in {time.time() - start_time:.4f}s") |
| |
| def load_game(self) -> None: |
| """Load game state with integrity verification""" |
| start_time = time.time() |
| try: |
| with open(SAVE_FILE, 'rb') as f: |
| data = f.read() |
| |
| |
| serialized = data[:-32] |
| signature = data[-32:] |
| if not hmac.compare_digest(hmac.new(SECRET_KEY, serialized, hashlib.sha256).digest(), signature): |
| raise SaveFileCorruptedError("Signature mismatch") |
| |
| state = json.loads(serialized) |
| |
| |
| self.player.position = Vector2D( |
| state['player']['position'][0], |
| state['player']['position'][1] |
| ) |
| self.player.get_component("combat").hp = state['player']['health'] |
| self.player.level = state['player']['level'] |
| |
| logger.info(f"Game loaded in {time.time() - start_time:.4f}s") |
| except Exception as e: |
| logger.error(f"Failed to load game: {str(e)}") |
| raise |
|
|
| |
| |
| |
| class Game: |
| """Main game controller with state machine architecture""" |
| def __init__(self): |
| self.context = GameContext() |
| self.running = True |
| self.frame_count = 0 |
| self.last_fps_update = time.time() |
| |
| def start(self) -> None: |
| """Initialize and start the game loop""" |
| logger.info("Starting game engine...") |
| self.context.dungeon.generate() |
| self.context.player.position = self.context.dungeon.player_start |
| |
| |
| for room in self.context.dungeon.rooms: |
| for enemy in room.enemies: |
| self.context.enemies.append(enemy) |
| |
| self.context.state = GameState.PLAYING |
| self._main_loop() |
| |
| def _main_loop(self) -> None: |
| """Primary game loop with fixed timestep""" |
| TARGET_FPS = 60 |
| TIME_PER_FRAME = 1.0 / TARGET_FPS |
| last_time = time.time() |
| |
| while self.running: |
| current_time = time.time() |
| elapsed = current_time - last_time |
| |
| if elapsed >= TIME_PER_FRAME: |
| last_time = current_time |
| |
| |
| self._handle_input() |
| |
| |
| self._update(elapsed) |
| |
| |
| self._render() |
| |
| |
| self.frame_count += 1 |
| if current_time - self.last_fps_update > 1.0: |
| self.context.fps = self.frame_count |
| self.frame_count = 0 |
| self.last_fps_update = current_time |
| |
| def _handle_input(self) -> None: |
| """Process player input (simulated here)""" |
| if self.context.state != GameState.PLAYING: |
| return |
| |
| |
| direction = random.choice([ |
| Vector2D(0, -1), |
| Vector2D(1, 0), |
| Vector2D(0, 1), |
| Vector2D(-1, 0) |
| ]) |
| new_pos = self.context.player.position + direction |
| |
| |
| if ( |
| 0 <= new_pos.x < self.context.dungeon.width and |
| 0 <= new_pos.y < self.context.dungeon.height and |
| self.context.dungeon.tiles[new_pos.x][new_pos.y] |
| ): |
| self.context.player.position = new_pos |
| |
| def _update(self, delta_time: float) -> None: |
| """Update all game systems""" |
| |
| for enemy in self.context.enemies[:]: |
| enemy.update_ai(self.context.player.position, self.context.dungeon) |
| |
| |
| if enemy.position == self.context.player.position: |
| enemy.get_component("combat").hp -= self.context.player.get_component("combat").attack |
| if enemy.get_component("combat").hp <= 0: |
| self.context.enemies.remove(enemy) |
| logger.info(f"Defeated {enemy.enemy_type.display_name}!") |
| |
| |
| if self.context.player.position == self.context.dungeon.exit: |
| self.context.state = GameState.VICTORY |
| logger.info("Player reached the exit! Victory!") |
| self.running = False |
| |
| if self.context.player.get_component("combat").hp <= 0: |
| self.context.state = GameState.GAME_OVER |
| logger.info("Player has died. Game over.") |
| self.running = False |
| |
| def _render(self) -> None: |
| """Render game state (simulated here)""" |
| |
| if self.frame_count % 30 == 0: |
| logger.debug( |
| f"Rendering frame... Player at {self.context.player.position}, " |
| f"Enemies: {len(self.context.enemies)}, FPS: {self.context.fps}" |
| ) |
|
|
| |
| |
| |
| def main() -> None: |
| """Application entry point with full error handling""" |
| game = None |
| try: |
| logger.info("Initializing game...") |
| game = Game() |
| game.start() |
| logger.info("Game loop exited cleanly") |
| except Exception as e: |
| logger.exception("Critical error in game loop") |
| if game and game.context.state == GameState.PLAYING: |
| try: |
| game.context.save_game() |
| logger.info("Saved game state before crash") |
| except Exception as save_error: |
| logger.error(f"Failed to save game after crash: {str(save_error)}") |
| finally: |
| logger.info("Shutting down game engine") |
|
|
| if __name__ == "__main__": |
| main() |
|
|