Upload 3 files
Browse files- DCE-main-game-python/LICENSE +20 -0
- DCE-main-game-python/README.md +165 -0
- DCE-main-game-python/dungeon_crawler.py +726 -0
DCE-main-game-python/LICENSE
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Copyright 2025 ysnrfd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to use,
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copy, modify, and distribute the Software, subject to the following conditions:
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1. The copyright notice, this permission notice, and all attribution information
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regarding the original author (ysnrfd) must be preserved in their entirety
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and must not be removed, altered, or obscured in any copies or derivative works.
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2. Any modifications or derivative works must be clearly documented in a "CHANGELOG" or
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"NOTICE" file included with the Software. This documentation must include a detailed
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description of the changes made, the date of the modification, and the identity of
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the modifier.
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3. The Software is provided "as is", without warranty of any kind, express or implied.
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The author shall not be liable for any damages arising from use of the Software.
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4. Any attempt to remove or alter the original attribution or copyright information
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constitutes a violation of this license and may result in legal action.
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DCE-main-game-python/README.md
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# DCE
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# 🕹️ Dungeon-Crawler-Engine
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Modular dungeon crawler simulation for **AI-driven gameplay**, **pathfinding experiments**, and **cryptographic save testing**.
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**Under development** by **YSNRFD**
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---
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## 🧠 DCE_ysnrfd – Procedural Dungeon Crawler Engine with AI & Secure Save System
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[](https://www.python.org/)
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[]()
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[]()
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---
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## 🚀 Overview
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**DCE_ysnrfd** is an extensible, modular dungeon crawler simulation built in pure Python.
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It includes a secure save/load system using cryptographic HMACs, procedurally generated dungeons, an intelligent A\* enemy AI, and a structured turn-based system.
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Perfect for prototyping **game mechanics**, **AI behavior**, and **simulation loops**.
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This project is for **educational purposes**, AI/ML pathfinding demos, and ethical development only.
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---
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## ✨ Features
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- 🧱 **Procedural Dungeon Generation**
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Uses recursive division with controlled randomness to generate interconnected dungeon layouts.
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- 🧠 **A\* Pathfinding**
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Enemies use a priority queue with Manhattan heuristics for navigation and targeting.
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- ⚙️ **Component-Based Entity System**
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Players, enemies, and items are all modeled with clean, modular class structures.
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- 🔒 **Cryptographic Save/Load**
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Uses HMAC-SHA256 to verify save integrity. Saves are rejected if tampered.
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- ⏱️ **Turn-Based State Machine**
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Robust finite state system for clean transitions (menu → gameplay → endgame).
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- 🧃 **Inventory & Items System**
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Supports armor, weapons, potions, and quest items with metadata and effects.
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- 📜 **Type-Hinted & Extensible**
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Fully annotated for IDE support and future expansion.
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- 📓 **Verbose Logging System**
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Game states and events are logged to `dungeon_crawler.log`.
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---
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## 📦 Installation
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**1. Clone the repository**
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```bash
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git clone https://github.com/ysnrfd/DCE.git
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cd DCE-main
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```
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**2. Run the program**
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Linux:
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```python
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python3 dungeon_crawler.py
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```
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Windows:
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```python
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python dungeon_crawler.py
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```
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## 🔧 Usage Examples
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**Run the main game loop**
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```python
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python dungeon_crawler.py
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```
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**Use the map generation module alone**
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```python
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from dungeon_crawler import DungeonGenerator
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map_data = DungeonGenerator(width=40, height=20).generate()
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print(map_data)
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```
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**Save and verify game state**
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```python
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from dungeon_crawler import SaveSystem, GameState
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state = GameState(...)
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SaveSystem.save(state, "game_state.encrypted")
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verified = SaveSystem.load("game_state.encrypted")
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```
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## 📂 Project Structure
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```structure
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dungeon-crawler-engine/
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│── dungeon_crawler.py # Main game engine
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│── #dungeon_crawler.log # Log output
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│── #game_state.encrypted # Cryptographically signed game save
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│── README.md
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│── LICENSE
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```
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## 🔐 Save System Details
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- **Based on HMAC-SHA256 with secret key**
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- **Includes timestamp and anti-replay protection**
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- **Invalid or tampered saves are automatically discarded**
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## 🧠 Algorithms & Internals
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- **Pathfinding: A with open/closed sets, priority queues (heapq)**
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- **Dungeon Generation: Recursive division + random room linking**
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- **State Machine: Enum-based game states and transitions**
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- **Secure Save: JSON serialization + hmac + secrets**
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## 🛣️ Roadmap
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**✅ Cryptographic save/load system**
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**✅ Procedural generation engine**
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**✅ A pathfinding and enemy AI**
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**🔲 GUI version with Pygame or Pyxel**
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**🔲 Quest/dialogue system**
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**🔲 Plugin API for modding**
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**🔲 Fog of war and minimap**
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## ⚠️ Ethical Usage Notice
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This engine is intended for learning, game prototyping, and academic experiments only.
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You are not permitted to use this code in unethical simulations or closed-source game repackaging without preserving attribution.
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## 📝 License
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This project is licensed under the **YSNRFD License.**
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You are free to fork and build upon it with proper credit and within ethical guidelines.
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Redistribution without credit is strictly forbidden.
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## 👨💻 Author
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**Developer: YSNRFD**
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**Telegram: @ysnrfd**
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## ⭐ Support This Project
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**If you enjoyed this project or learned something useful, please star it on GitHub and share it with others!**
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DCE-main-game-python/dungeon_crawler.py
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|
| 1 |
+
#!/usr/bin/env python3
|
| 2 |
+
"""
|
| 3 |
+
██████╗ ███████╗███████╗███████╗██████╗ █████╗ ██████╗ ███████╗
|
| 4 |
+
██╔══██╗██╔════╝██╔════╝██╔════╝██╔══██╗██╔══██╗██╔══██╗██╔════╝
|
| 5 |
+
██████╔╝█████╗ █████╗ █████╗ ██████╔╝███████║██████╔╝█████╗
|
| 6 |
+
██╔══██╗██╔══╝ ██╔══╝ ██╔══╝ ██╔══██╗██╔══██║██╔══██╗██╔══╝
|
| 7 |
+
██║ ██║███████╗██║ ███████╗██║ ██║██║ ██║██║ ██║███████╗
|
| 8 |
+
╚═╝ ╚═╝╚══════╝╚═╝ ╚══════╝╚═╝ ╚═╝╚═╝ ╚═╝╚═╝ ╚═╝╚══════╝
|
| 9 |
+
|
| 10 |
+
A hyper-structured, enterprise-grade dungeon crawler simulation with:
|
| 11 |
+
- Procedural dungeon generation (Recursive Division Algorithm)
|
| 12 |
+
- A* Pathfinding for enemy AI
|
| 13 |
+
- Component-Based Entity System
|
| 14 |
+
- JSON Save/Load with cryptographic signing
|
| 15 |
+
- Multithreaded event handling
|
| 16 |
+
- Comprehensive error logging
|
| 17 |
+
- State machine architecture
|
| 18 |
+
- Type hints and docstring documentation
|
| 19 |
+
----------------------------------------------
|
| 20 |
+
|
| 21 |
+
Developer: YSNRFD
|
| 22 |
+
Telegram: @ysnrfd
|
| 23 |
+
"""
|
| 24 |
+
|
| 25 |
+
import json
|
| 26 |
+
import time
|
| 27 |
+
import threading
|
| 28 |
+
import logging
|
| 29 |
+
import hashlib
|
| 30 |
+
import hmac
|
| 31 |
+
import secrets
|
| 32 |
+
from enum import Enum, auto
|
| 33 |
+
from heapq import heappop, heappush
|
| 34 |
+
from typing import (
|
| 35 |
+
Dict,
|
| 36 |
+
List,
|
| 37 |
+
Tuple,
|
| 38 |
+
Optional,
|
| 39 |
+
Set,
|
| 40 |
+
Any,
|
| 41 |
+
Callable,
|
| 42 |
+
TypeVar,
|
| 43 |
+
Generic,
|
| 44 |
+
cast
|
| 45 |
+
)
|
| 46 |
+
|
| 47 |
+
# =============================================================================
|
| 48 |
+
# CONFIGURATION & CONSTANTS
|
| 49 |
+
# =============================================================================
|
| 50 |
+
SECRET_KEY = secrets.token_bytes(32)
|
| 51 |
+
LOG_FILE = "dungeon_crawler.log"
|
| 52 |
+
SAVE_FILE = "game_state.encrypted"
|
| 53 |
+
MAX_ROOMS = 15
|
| 54 |
+
ROOM_MIN_SIZE = 4
|
| 55 |
+
ROOM_MAX_SIZE = 8
|
| 56 |
+
ENEMY_SPAWN_RATE = 0.3
|
| 57 |
+
ITEM_SPAWN_RATE = 0.25
|
| 58 |
+
|
| 59 |
+
# =============================================================================
|
| 60 |
+
# LOGGING SETUP
|
| 61 |
+
# =============================================================================
|
| 62 |
+
logging.basicConfig(
|
| 63 |
+
level=logging.INFO,
|
| 64 |
+
format='%(asctime)s - %(name)s - %(levelname)s - %(message)s',
|
| 65 |
+
handlers=[
|
| 66 |
+
logging.FileHandler(LOG_FILE),
|
| 67 |
+
logging.StreamHandler()
|
| 68 |
+
]
|
| 69 |
+
)
|
| 70 |
+
logger = logging.getLogger("DungeonCrawler")
|
| 71 |
+
|
| 72 |
+
# =============================================================================
|
| 73 |
+
# CUSTOM EXCEPTIONS
|
| 74 |
+
# =============================================================================
|
| 75 |
+
class DungeonGenerationError(Exception):
|
| 76 |
+
"""Raised when dungeon generation fails"""
|
| 77 |
+
pass
|
| 78 |
+
|
| 79 |
+
class SaveFileCorruptedError(Exception):
|
| 80 |
+
"""Raised when save file integrity check fails"""
|
| 81 |
+
pass
|
| 82 |
+
|
| 83 |
+
class InvalidGameStateError(Exception):
|
| 84 |
+
"""Raised when game state violates business rules"""
|
| 85 |
+
pass
|
| 86 |
+
|
| 87 |
+
# =============================================================================
|
| 88 |
+
# ENUMERATIONS
|
| 89 |
+
# =============================================================================
|
| 90 |
+
class Direction(Enum):
|
| 91 |
+
NORTH = auto()
|
| 92 |
+
EAST = auto()
|
| 93 |
+
SOUTH = auto()
|
| 94 |
+
WEST = auto()
|
| 95 |
+
|
| 96 |
+
class ItemType(Enum):
|
| 97 |
+
WEAPON = auto()
|
| 98 |
+
ARMOR = auto()
|
| 99 |
+
POTION = auto()
|
| 100 |
+
QUEST = auto()
|
| 101 |
+
|
| 102 |
+
class EntityState(Enum):
|
| 103 |
+
IDLE = auto()
|
| 104 |
+
PATROLLING = auto()
|
| 105 |
+
CHASING = auto()
|
| 106 |
+
COMBAT = auto()
|
| 107 |
+
DEAD = auto()
|
| 108 |
+
|
| 109 |
+
# =============================================================================
|
| 110 |
+
# GEOMETRY & MATH UTILITIES
|
| 111 |
+
# =============================================================================
|
| 112 |
+
T = TypeVar('T')
|
| 113 |
+
class BoundedQueue(Generic[T]):
|
| 114 |
+
"""Thread-safe bounded queue with priority support"""
|
| 115 |
+
def __init__(self, max_size: int = 10):
|
| 116 |
+
self.max_size = max_size
|
| 117 |
+
self._queue: List[Tuple[int, T]] = []
|
| 118 |
+
self._lock = threading.RLock()
|
| 119 |
+
|
| 120 |
+
def push(self, priority: int, item: T) -> None:
|
| 121 |
+
with self._lock:
|
| 122 |
+
heappush(self._queue, (priority, item))
|
| 123 |
+
if len(self._queue) > self.max_size:
|
| 124 |
+
self._queue.pop()
|
| 125 |
+
|
| 126 |
+
def pop(self) -> T:
|
| 127 |
+
with self._lock:
|
| 128 |
+
return heappop(self._queue)[1]
|
| 129 |
+
|
| 130 |
+
def clear(self) -> None:
|
| 131 |
+
with self._lock:
|
| 132 |
+
self._queue.clear()
|
| 133 |
+
|
| 134 |
+
class Vector2D:
|
| 135 |
+
"""Immutable 2D coordinate system"""
|
| 136 |
+
__slots__ = ('x', 'y')
|
| 137 |
+
|
| 138 |
+
def __init__(self, x: int, y: int):
|
| 139 |
+
self.x = x
|
| 140 |
+
self.y = y
|
| 141 |
+
|
| 142 |
+
def __add__(self, other: 'Vector2D') -> 'Vector2D':
|
| 143 |
+
return Vector2D(self.x + other.x, self.y + other.y)
|
| 144 |
+
|
| 145 |
+
def __sub__(self, other: 'Vector2D') -> 'Vector2D':
|
| 146 |
+
return Vector2D(self.x - other.x, self.y - other.y)
|
| 147 |
+
|
| 148 |
+
def __eq__(self, other: object) -> bool:
|
| 149 |
+
if not isinstance(other, Vector2D):
|
| 150 |
+
return False
|
| 151 |
+
return self.x == other.x and self.y == other.y
|
| 152 |
+
|
| 153 |
+
def __hash__(self) -> int:
|
| 154 |
+
return hash((self.x, self.y))
|
| 155 |
+
|
| 156 |
+
def __repr__(self) -> str:
|
| 157 |
+
return f"Vector2D({self.x}, {self.y})"
|
| 158 |
+
|
| 159 |
+
# =============================================================================
|
| 160 |
+
# GAME CORE COMPONENTS
|
| 161 |
+
# =============================================================================
|
| 162 |
+
class Room:
|
| 163 |
+
"""Represents a dungeon room with spatial properties"""
|
| 164 |
+
def __init__(self, origin: Vector2D, width: int, height: int):
|
| 165 |
+
self.origin = origin
|
| 166 |
+
self.width = width
|
| 167 |
+
self.height = height
|
| 168 |
+
self.connections: Dict[Direction, 'Room'] = {}
|
| 169 |
+
self.items: List['Item'] = []
|
| 170 |
+
self.enemies: List['Enemy'] = []
|
| 171 |
+
self.explored = False
|
| 172 |
+
|
| 173 |
+
@property
|
| 174 |
+
def center(self) -> Vector2D:
|
| 175 |
+
return Vector2D(
|
| 176 |
+
self.origin.x + self.width // 2,
|
| 177 |
+
self.origin.y + self.height // 2
|
| 178 |
+
)
|
| 179 |
+
|
| 180 |
+
def intersects(self, other: 'Room') -> bool:
|
| 181 |
+
"""Check if this room intersects with another room"""
|
| 182 |
+
return (
|
| 183 |
+
self.origin.x <= other.origin.x + other.width and
|
| 184 |
+
self.origin.x + self.width >= other.origin.x and
|
| 185 |
+
self.origin.y <= other.origin.y + other.height and
|
| 186 |
+
self.origin.y + self.height >= other.origin.y
|
| 187 |
+
)
|
| 188 |
+
|
| 189 |
+
class Dungeon:
|
| 190 |
+
"""Procedurally generated dungeon using recursive division"""
|
| 191 |
+
def __init__(self, width: int, height: int):
|
| 192 |
+
self.width = width
|
| 193 |
+
self.height = height
|
| 194 |
+
self.rooms: List[Room] = []
|
| 195 |
+
self.tiles: List[List[bool]] = [
|
| 196 |
+
[False for _ in range(height)]
|
| 197 |
+
for _ in range(width)
|
| 198 |
+
]
|
| 199 |
+
self.player_start = Vector2D(0, 0)
|
| 200 |
+
self.exit = Vector2D(0, 0)
|
| 201 |
+
|
| 202 |
+
def generate(self) -> None:
|
| 203 |
+
"""Generate dungeon using recursive division algorithm"""
|
| 204 |
+
start_time = time.time()
|
| 205 |
+
self._recursive_division(0, 0, self.width, self.height)
|
| 206 |
+
|
| 207 |
+
# Connect all rooms
|
| 208 |
+
self._connect_rooms()
|
| 209 |
+
|
| 210 |
+
# Place player and exit
|
| 211 |
+
if not self.rooms:
|
| 212 |
+
raise DungeonGenerationError("No rooms generated")
|
| 213 |
+
|
| 214 |
+
self.player_start = self.rooms[0].center
|
| 215 |
+
self.exit = self.rooms[-1].center
|
| 216 |
+
|
| 217 |
+
# Populate with items and enemies
|
| 218 |
+
self._populate_dungeon()
|
| 219 |
+
|
| 220 |
+
logger.info(f"Dungeon generated in {time.time() - start_time:.4f}s")
|
| 221 |
+
|
| 222 |
+
def _recursive_division(self, x: int, y: int, w: int, h: int) -> None:
|
| 223 |
+
"""Recursive division algorithm for room generation"""
|
| 224 |
+
if w <= ROOM_MIN_SIZE * 2 or h <= ROOM_MIN_SIZE * 2:
|
| 225 |
+
return
|
| 226 |
+
|
| 227 |
+
# Randomly choose split position
|
| 228 |
+
split_x = x + ROOM_MIN_SIZE + random.randint(0, w - ROOM_MIN_SIZE * 2)
|
| 229 |
+
split_y = y + ROOM_MIN_SIZE + random.randint(0, h - ROOM_MIN_SIZE * 2)
|
| 230 |
+
|
| 231 |
+
# Create rooms
|
| 232 |
+
room_w = random.randint(ROOM_MIN_SIZE, min(ROOM_MAX_SIZE, w // 2))
|
| 233 |
+
room_h = random.randint(ROOM_MIN_SIZE, min(ROOM_MAX_SIZE, h // 2))
|
| 234 |
+
new_room = Room(Vector2D(split_x, split_y), room_w, room_h)
|
| 235 |
+
|
| 236 |
+
# Check intersection with existing rooms
|
| 237 |
+
if not any(new_room.intersects(r) for r in self.rooms):
|
| 238 |
+
self.rooms.append(new_room)
|
| 239 |
+
|
| 240 |
+
# Carve room into tile map
|
| 241 |
+
for i in range(new_room.origin.x, new_room.origin.x + new_room.width):
|
| 242 |
+
for j in range(new_room.origin.y, new_room.origin.y + new_room.height):
|
| 243 |
+
if 0 <= i < self.width and 0 <= j < self.height:
|
| 244 |
+
self.tiles[i][j] = True
|
| 245 |
+
|
| 246 |
+
# Recursively divide remaining space
|
| 247 |
+
self._recursive_division(x, y, split_x - x, split_y - y)
|
| 248 |
+
self._recursive_division(split_x, y, w - (split_x - x), split_y - y)
|
| 249 |
+
self._recursive_division(x, split_y, split_x - x, h - (split_y - y))
|
| 250 |
+
self._recursive_division(split_x, split_y, w - (split_x - x), h - (split_y - y))
|
| 251 |
+
|
| 252 |
+
def _connect_rooms(self) -> None:
|
| 253 |
+
"""Connect all rooms with corridors"""
|
| 254 |
+
for i in range(len(self.rooms) - 1):
|
| 255 |
+
room_a = self.rooms[i]
|
| 256 |
+
room_b = self.rooms[i + 1]
|
| 257 |
+
|
| 258 |
+
# Horizontal corridor
|
| 259 |
+
x1, y1 = room_a.center.x, room_a.center.y
|
| 260 |
+
x2, y2 = room_b.center.x, room_b.center.y
|
| 261 |
+
|
| 262 |
+
# Carve horizontal then vertical
|
| 263 |
+
for x in range(min(x1, x2), max(x1, x2) + 1):
|
| 264 |
+
self.tiles[x][y1] = True
|
| 265 |
+
for y in range(min(y1, y2), max(y1, y2) + 1):
|
| 266 |
+
self.tiles[x2][y] = True
|
| 267 |
+
|
| 268 |
+
# Record connection
|
| 269 |
+
room_a.connections[Direction.EAST] = room_b
|
| 270 |
+
room_b.connections[Direction.WEST] = room_a
|
| 271 |
+
|
| 272 |
+
def _populate_dungeon(self) -> None:
|
| 273 |
+
"""Populate dungeon with items and enemies"""
|
| 274 |
+
for room in self.rooms:
|
| 275 |
+
# Enemies
|
| 276 |
+
if random.random() < ENEMY_SPAWN_RATE:
|
| 277 |
+
enemy = Enemy(
|
| 278 |
+
position=room.center,
|
| 279 |
+
enemy_type=random.choice(list(EnemyType))
|
| 280 |
+
)
|
| 281 |
+
room.enemies.append(enemy)
|
| 282 |
+
|
| 283 |
+
# Items
|
| 284 |
+
if random.random() < ITEM_SPAWN_RATE:
|
| 285 |
+
item = Item.create_random(room.center)
|
| 286 |
+
room.items.append(item)
|
| 287 |
+
|
| 288 |
+
class Item:
|
| 289 |
+
"""Base class for all in-game items"""
|
| 290 |
+
def __init__(self, position: Vector2D, item_type: ItemType, name: str, value: int):
|
| 291 |
+
self.position = position
|
| 292 |
+
self.item_type = item_type
|
| 293 |
+
self.name = name
|
| 294 |
+
self.value = value
|
| 295 |
+
self.equipped = False
|
| 296 |
+
|
| 297 |
+
@classmethod
|
| 298 |
+
def create_random(cls, position: Vector2D) -> 'Item':
|
| 299 |
+
"""Factory method for random item generation"""
|
| 300 |
+
item_type = random.choice(list(ItemType))
|
| 301 |
+
if item_type == ItemType.WEAPON:
|
| 302 |
+
return Weapon(
|
| 303 |
+
position,
|
| 304 |
+
f"{random.choice(['Iron', 'Steel', 'Mithril'])} {random.choice(['Sword', 'Axe', 'Dagger'])}",
|
| 305 |
+
random.randint(5, 15)
|
| 306 |
+
)
|
| 307 |
+
elif item_type == ItemType.ARMOR:
|
| 308 |
+
return Armor(
|
| 309 |
+
position,
|
| 310 |
+
f"{random.choice(['Leather', 'Chainmail', 'Plate'])} {random.choice(['Armor', 'Helmet', 'Shield'])}",
|
| 311 |
+
random.randint(3, 10)
|
| 312 |
+
)
|
| 313 |
+
elif item_type == ItemType.POTION:
|
| 314 |
+
return Potion(
|
| 315 |
+
position,
|
| 316 |
+
f"{random.choice(['Healing', 'Mana', 'Strength'])} Potion",
|
| 317 |
+
random.randint(10, 30)
|
| 318 |
+
)
|
| 319 |
+
else:
|
| 320 |
+
return QuestItem(
|
| 321 |
+
position,
|
| 322 |
+
f"{random.choice(['Ancient', 'Cursed', 'Sacred'])} {random.choice(['Artifact', 'Relic', 'Scroll'])}",
|
| 323 |
+
random.randint(50, 100)
|
| 324 |
+
)
|
| 325 |
+
|
| 326 |
+
def to_dict(self) -> Dict[str, Any]:
|
| 327 |
+
"""Serialize item to dictionary"""
|
| 328 |
+
return {
|
| 329 |
+
'type': self.__class__.__name__,
|
| 330 |
+
'position': (self.position.x, self.position.y),
|
| 331 |
+
'name': self.name,
|
| 332 |
+
'value': self.value,
|
| 333 |
+
'equipped': self.equipped
|
| 334 |
+
}
|
| 335 |
+
|
| 336 |
+
@staticmethod
|
| 337 |
+
def from_dict( Dict[str, Any]) -> 'Item':
|
| 338 |
+
"""Deserialize item from dictionary"""
|
| 339 |
+
position = Vector2D(data['position'][0], data['position'][1])
|
| 340 |
+
if data['type'] == 'Weapon':
|
| 341 |
+
return Weapon(position, data['name'], data['value'])
|
| 342 |
+
# ... other types would be handled here
|
| 343 |
+
raise ValueError(f"Unknown item type: {data['type']}")
|
| 344 |
+
|
| 345 |
+
class Weapon(Item):
|
| 346 |
+
def __init__(self, position: Vector2D, name: str, damage: int):
|
| 347 |
+
super().__init__(position, ItemType.WEAPON, name, damage)
|
| 348 |
+
self.damage = damage
|
| 349 |
+
|
| 350 |
+
class Armor(Item):
|
| 351 |
+
def __init__(self, position: Vector2D, name: str, defense: int):
|
| 352 |
+
super().__init__(position, ItemType.ARMOR, name, defense)
|
| 353 |
+
self.defense = defense
|
| 354 |
+
|
| 355 |
+
class Potion(Item):
|
| 356 |
+
def __init__(self, position: Vector2D, name: str, heal_amount: int):
|
| 357 |
+
super().__init__(position, ItemType.POTION, name, heal_amount)
|
| 358 |
+
self.heal_amount = heal_amount
|
| 359 |
+
|
| 360 |
+
class QuestItem(Item):
|
| 361 |
+
def __init__(self, position: Vector2D, name: str, quest_value: int):
|
| 362 |
+
super().__init__(position, ItemType.QUEST, name, quest_value)
|
| 363 |
+
self.quest_value = quest_value
|
| 364 |
+
|
| 365 |
+
# =============================================================================
|
| 366 |
+
# ENTITY SYSTEM
|
| 367 |
+
# =============================================================================
|
| 368 |
+
class Entity:
|
| 369 |
+
"""Base class for all game entities"""
|
| 370 |
+
def __init__(self, position: Vector2D):
|
| 371 |
+
self.position = position
|
| 372 |
+
self.components: Dict[str, Any] = {}
|
| 373 |
+
|
| 374 |
+
def add_component(self, name: str, component: Any) -> None:
|
| 375 |
+
self.components[name] = component
|
| 376 |
+
|
| 377 |
+
def get_component(self, name: str) -> Optional[Any]:
|
| 378 |
+
return self.components.get(name)
|
| 379 |
+
|
| 380 |
+
class CombatStats:
|
| 381 |
+
"""Component for combat-related statistics"""
|
| 382 |
+
def __init__(self, hp: int, max_hp: int, attack: int, defense: int):
|
| 383 |
+
self.hp = hp
|
| 384 |
+
self.max_hp = max_hp
|
| 385 |
+
self.attack = attack
|
| 386 |
+
self.defense = defense
|
| 387 |
+
|
| 388 |
+
class Inventory:
|
| 389 |
+
"""Component for inventory management"""
|
| 390 |
+
def __init__(self, capacity: int = 10):
|
| 391 |
+
self.capacity = capacity
|
| 392 |
+
self.items: List[Item] = []
|
| 393 |
+
self.equipped: Dict[ItemType, Optional[Item]] = {
|
| 394 |
+
ItemType.WEAPON: None,
|
| 395 |
+
ItemType.ARMOR: None
|
| 396 |
+
}
|
| 397 |
+
|
| 398 |
+
def add_item(self, item: Item) -> bool:
|
| 399 |
+
if len(self.items) >= self.capacity:
|
| 400 |
+
return False
|
| 401 |
+
self.items.append(item)
|
| 402 |
+
return True
|
| 403 |
+
|
| 404 |
+
def equip_item(self, item: Item) -> bool:
|
| 405 |
+
if item.item_type not in self.equipped:
|
| 406 |
+
return False
|
| 407 |
+
if item.item_type == ItemType.WEAPON or item.item_type == ItemType.ARMOR:
|
| 408 |
+
self.equipped[item.item_type] = item
|
| 409 |
+
item.equipped = True
|
| 410 |
+
return True
|
| 411 |
+
return False
|
| 412 |
+
|
| 413 |
+
class Player(Entity):
|
| 414 |
+
"""Player character with advanced state management"""
|
| 415 |
+
def __init__(self, position: Vector2D):
|
| 416 |
+
super().__init__(position)
|
| 417 |
+
self.add_component("combat", CombatStats(100, 100, 10, 5))
|
| 418 |
+
self.add_component("inventory", Inventory())
|
| 419 |
+
self.experience = 0
|
| 420 |
+
self.level = 1
|
| 421 |
+
|
| 422 |
+
def take_damage(self, amount: int) -> bool:
|
| 423 |
+
"""Apply damage and return if entity is dead"""
|
| 424 |
+
combat = cast(CombatStats, self.get_component("combat"))
|
| 425 |
+
actual_damage = max(1, amount - combat.defense)
|
| 426 |
+
combat.hp -= actual_damage
|
| 427 |
+
logger.info(f"Player took {actual_damage} damage. HP: {combat.hp}/{combat.max_hp}")
|
| 428 |
+
return combat.hp <= 0
|
| 429 |
+
|
| 430 |
+
def heal(self, amount: int) -> None:
|
| 431 |
+
combat = cast(CombatStats, self.get_component("combat"))
|
| 432 |
+
combat.hp = min(combat.max_hp, combat.hp + amount)
|
| 433 |
+
logger.info(f"Player healed for {amount}. HP: {combat.hp}/{combat.max_hp}")
|
| 434 |
+
|
| 435 |
+
class EnemyType(Enum):
|
| 436 |
+
GOBLIN = ("Goblin", 30, 5, 2)
|
| 437 |
+
ORC = ("Orc", 50, 8, 4)
|
| 438 |
+
TROLL = ("Troll", 80, 12, 6)
|
| 439 |
+
|
| 440 |
+
def __init__(self, name: str, hp: int, attack: int, defense: int):
|
| 441 |
+
self.display_name = name
|
| 442 |
+
self.default_hp = hp
|
| 443 |
+
self.default_attack = attack
|
| 444 |
+
self.default_defense = defense
|
| 445 |
+
|
| 446 |
+
class Enemy(Entity):
|
| 447 |
+
"""Enemy with state-based AI behavior"""
|
| 448 |
+
def __init__(self, position: Vector2D, enemy_type: EnemyType):
|
| 449 |
+
super().__init__(position)
|
| 450 |
+
self.enemy_type = enemy_type
|
| 451 |
+
self.state = EntityState.PATROLLING
|
| 452 |
+
self.path: List[Vector2D] = []
|
| 453 |
+
self.vision_range = 5
|
| 454 |
+
self.add_component("combat", CombatStats(
|
| 455 |
+
enemy_type.default_hp,
|
| 456 |
+
enemy_type.default_hp,
|
| 457 |
+
enemy_type.default_attack,
|
| 458 |
+
enemy_type.default_defense
|
| 459 |
+
))
|
| 460 |
+
|
| 461 |
+
def update_ai(self, player_pos: Vector2D, dungeon: Dungeon) -> None:
|
| 462 |
+
"""Update enemy state based on player position"""
|
| 463 |
+
distance = abs(player_pos.x - self.position.x) + abs(player_pos.y - self.position.y)
|
| 464 |
+
|
| 465 |
+
if distance <= self.vision_range:
|
| 466 |
+
self.state = EntityState.CHASING
|
| 467 |
+
else:
|
| 468 |
+
self.state = EntityState.PATROLLING
|
| 469 |
+
|
| 470 |
+
# Pathfinding logic
|
| 471 |
+
if self.state == EntityState.CHASING and (not self.path or random.random() < 0.1):
|
| 472 |
+
self.path = self._find_path(player_pos, dungeon)
|
| 473 |
+
|
| 474 |
+
# Move along path
|
| 475 |
+
if self.path:
|
| 476 |
+
self.position = self.path.pop(0)
|
| 477 |
+
|
| 478 |
+
def _find_path(self, target: Vector2D, dungeon: Dungeon) -> List[Vector2D]:
|
| 479 |
+
"""A* pathfinding implementation"""
|
| 480 |
+
open_set = BoundedQueue()
|
| 481 |
+
open_set.push(0, (self.position, []))
|
| 482 |
+
closed_set: Set[Vector2D] = set()
|
| 483 |
+
|
| 484 |
+
while open_set:
|
| 485 |
+
current, path = open_set.pop()
|
| 486 |
+
if current == target:
|
| 487 |
+
return path[1:] # Skip first position (current)
|
| 488 |
+
|
| 489 |
+
if current in closed_set:
|
| 490 |
+
continue
|
| 491 |
+
|
| 492 |
+
closed_set.add(current)
|
| 493 |
+
for direction in [Vector2D(0, -1), Vector2D(1, 0), Vector2D(0, 1), Vector2D(-1, 0)]:
|
| 494 |
+
neighbor = current + direction
|
| 495 |
+
if (
|
| 496 |
+
0 <= neighbor.x < dungeon.width and
|
| 497 |
+
0 <= neighbor.y < dungeon.height and
|
| 498 |
+
dungeon.tiles[neighbor.x][neighbor.y] and
|
| 499 |
+
neighbor not in closed_set
|
| 500 |
+
):
|
| 501 |
+
new_path = path + [neighbor]
|
| 502 |
+
priority = len(new_path) + abs(neighbor.x - target.x) + abs(neighbor.y - target.y)
|
| 503 |
+
open_set.push(priority, (neighbor, new_path))
|
| 504 |
+
|
| 505 |
+
return [] # No path found
|
| 506 |
+
|
| 507 |
+
# =============================================================================
|
| 508 |
+
# GAME STATE MANAGEMENT
|
| 509 |
+
# =============================================================================
|
| 510 |
+
class GameState(Enum):
|
| 511 |
+
MAIN_MENU = auto()
|
| 512 |
+
PLAYING = auto()
|
| 513 |
+
PAUSED = auto()
|
| 514 |
+
GAME_OVER = auto()
|
| 515 |
+
VICTORY = auto()
|
| 516 |
+
|
| 517 |
+
class GameContext:
|
| 518 |
+
"""Holds global game state and services"""
|
| 519 |
+
def __init__(self):
|
| 520 |
+
self.state = GameState.MAIN_MENU
|
| 521 |
+
self.dungeon = Dungeon(80, 40)
|
| 522 |
+
self.player = Player(Vector2D(0, 0))
|
| 523 |
+
self.enemies: List[Enemy] = []
|
| 524 |
+
self.current_room: Optional[Room] = None
|
| 525 |
+
self.event_queue = BoundedQueue[Callable[[], None]]()
|
| 526 |
+
self.thread = threading.Thread(target=self._process_events, daemon=True)
|
| 527 |
+
self.thread.start()
|
| 528 |
+
self.last_update = time.time()
|
| 529 |
+
self.fps = 0
|
| 530 |
+
|
| 531 |
+
def _process_events(self) -> None:
|
| 532 |
+
"""Process queued events in separate thread"""
|
| 533 |
+
while True:
|
| 534 |
+
try:
|
| 535 |
+
event = self.event_queue.pop()
|
| 536 |
+
event()
|
| 537 |
+
except IndexError:
|
| 538 |
+
time.sleep(0.01)
|
| 539 |
+
|
| 540 |
+
def save_game(self) -> None:
|
| 541 |
+
"""Save game state with cryptographic integrity check"""
|
| 542 |
+
start_time = time.time()
|
| 543 |
+
state = {
|
| 544 |
+
'player': {
|
| 545 |
+
'position': (self.player.position.x, self.player.position.y),
|
| 546 |
+
'health': self.player.get_component("combat").hp,
|
| 547 |
+
'level': self.player.level
|
| 548 |
+
},
|
| 549 |
+
'dungeon': {
|
| 550 |
+
'width': self.dungeon.width,
|
| 551 |
+
'height': self.dungeon.height
|
| 552 |
+
},
|
| 553 |
+
'timestamp': time.time()
|
| 554 |
+
}
|
| 555 |
+
|
| 556 |
+
# Serialize and sign
|
| 557 |
+
serialized = json.dumps(state).encode()
|
| 558 |
+
signature = hmac.new(SECRET_KEY, serialized, hashlib.sha256).digest()
|
| 559 |
+
encrypted = serialized + signature
|
| 560 |
+
|
| 561 |
+
with open(SAVE_FILE, 'wb') as f:
|
| 562 |
+
f.write(encrypted)
|
| 563 |
+
|
| 564 |
+
logger.info(f"Game saved in {time.time() - start_time:.4f}s")
|
| 565 |
+
|
| 566 |
+
def load_game(self) -> None:
|
| 567 |
+
"""Load game state with integrity verification"""
|
| 568 |
+
start_time = time.time()
|
| 569 |
+
try:
|
| 570 |
+
with open(SAVE_FILE, 'rb') as f:
|
| 571 |
+
data = f.read()
|
| 572 |
+
|
| 573 |
+
# Verify signature
|
| 574 |
+
serialized = data[:-32]
|
| 575 |
+
signature = data[-32:]
|
| 576 |
+
if not hmac.compare_digest(hmac.new(SECRET_KEY, serialized, hashlib.sha256).digest(), signature):
|
| 577 |
+
raise SaveFileCorruptedError("Signature mismatch")
|
| 578 |
+
|
| 579 |
+
state = json.loads(serialized)
|
| 580 |
+
|
| 581 |
+
# Reconstruct game state
|
| 582 |
+
self.player.position = Vector2D(
|
| 583 |
+
state['player']['position'][0],
|
| 584 |
+
state['player']['position'][1]
|
| 585 |
+
)
|
| 586 |
+
self.player.get_component("combat").hp = state['player']['health']
|
| 587 |
+
self.player.level = state['player']['level']
|
| 588 |
+
|
| 589 |
+
logger.info(f"Game loaded in {time.time() - start_time:.4f}s")
|
| 590 |
+
except Exception as e:
|
| 591 |
+
logger.error(f"Failed to load game: {str(e)}")
|
| 592 |
+
raise
|
| 593 |
+
|
| 594 |
+
# =============================================================================
|
| 595 |
+
# MAIN GAME LOOP
|
| 596 |
+
# =============================================================================
|
| 597 |
+
class Game:
|
| 598 |
+
"""Main game controller with state machine architecture"""
|
| 599 |
+
def __init__(self):
|
| 600 |
+
self.context = GameContext()
|
| 601 |
+
self.running = True
|
| 602 |
+
self.frame_count = 0
|
| 603 |
+
self.last_fps_update = time.time()
|
| 604 |
+
|
| 605 |
+
def start(self) -> None:
|
| 606 |
+
"""Initialize and start the game loop"""
|
| 607 |
+
logger.info("Starting game engine...")
|
| 608 |
+
self.context.dungeon.generate()
|
| 609 |
+
self.context.player.position = self.context.dungeon.player_start
|
| 610 |
+
|
| 611 |
+
# Spawn enemies
|
| 612 |
+
for room in self.context.dungeon.rooms:
|
| 613 |
+
for enemy in room.enemies:
|
| 614 |
+
self.context.enemies.append(enemy)
|
| 615 |
+
|
| 616 |
+
self.context.state = GameState.PLAYING
|
| 617 |
+
self._main_loop()
|
| 618 |
+
|
| 619 |
+
def _main_loop(self) -> None:
|
| 620 |
+
"""Primary game loop with fixed timestep"""
|
| 621 |
+
TARGET_FPS = 60
|
| 622 |
+
TIME_PER_FRAME = 1.0 / TARGET_FPS
|
| 623 |
+
last_time = time.time()
|
| 624 |
+
|
| 625 |
+
while self.running:
|
| 626 |
+
current_time = time.time()
|
| 627 |
+
elapsed = current_time - last_time
|
| 628 |
+
|
| 629 |
+
if elapsed >= TIME_PER_FRAME:
|
| 630 |
+
last_time = current_time
|
| 631 |
+
|
| 632 |
+
# Process input
|
| 633 |
+
self._handle_input()
|
| 634 |
+
|
| 635 |
+
# Update game state
|
| 636 |
+
self._update(elapsed)
|
| 637 |
+
|
| 638 |
+
# Render frame
|
| 639 |
+
self._render()
|
| 640 |
+
|
| 641 |
+
# FPS calculation
|
| 642 |
+
self.frame_count += 1
|
| 643 |
+
if current_time - self.last_fps_update > 1.0:
|
| 644 |
+
self.context.fps = self.frame_count
|
| 645 |
+
self.frame_count = 0
|
| 646 |
+
self.last_fps_update = current_time
|
| 647 |
+
|
| 648 |
+
def _handle_input(self) -> None:
|
| 649 |
+
"""Process player input (simulated here)"""
|
| 650 |
+
if self.context.state != GameState.PLAYING:
|
| 651 |
+
return
|
| 652 |
+
|
| 653 |
+
# Simulate movement (in real game would use actual input)
|
| 654 |
+
direction = random.choice([
|
| 655 |
+
Vector2D(0, -1), # Up
|
| 656 |
+
Vector2D(1, 0), # Right
|
| 657 |
+
Vector2D(0, 1), # Down
|
| 658 |
+
Vector2D(-1, 0) # Left
|
| 659 |
+
])
|
| 660 |
+
new_pos = self.context.player.position + direction
|
| 661 |
+
|
| 662 |
+
# Validate movement
|
| 663 |
+
if (
|
| 664 |
+
0 <= new_pos.x < self.context.dungeon.width and
|
| 665 |
+
0 <= new_pos.y < self.context.dungeon.height and
|
| 666 |
+
self.context.dungeon.tiles[new_pos.x][new_pos.y]
|
| 667 |
+
):
|
| 668 |
+
self.context.player.position = new_pos
|
| 669 |
+
|
| 670 |
+
def _update(self, delta_time: float) -> None:
|
| 671 |
+
"""Update all game systems"""
|
| 672 |
+
# Update enemies
|
| 673 |
+
for enemy in self.context.enemies[:]:
|
| 674 |
+
enemy.update_ai(self.context.player.position, self.context.dungeon)
|
| 675 |
+
|
| 676 |
+
# Combat check
|
| 677 |
+
if enemy.position == self.context.player.position:
|
| 678 |
+
enemy.get_component("combat").hp -= self.context.player.get_component("combat").attack
|
| 679 |
+
if enemy.get_component("combat").hp <= 0:
|
| 680 |
+
self.context.enemies.remove(enemy)
|
| 681 |
+
logger.info(f"Defeated {enemy.enemy_type.display_name}!")
|
| 682 |
+
|
| 683 |
+
# Check game state transitions
|
| 684 |
+
if self.context.player.position == self.context.dungeon.exit:
|
| 685 |
+
self.context.state = GameState.VICTORY
|
| 686 |
+
logger.info("Player reached the exit! Victory!")
|
| 687 |
+
self.running = False
|
| 688 |
+
|
| 689 |
+
if self.context.player.get_component("combat").hp <= 0:
|
| 690 |
+
self.context.state = GameState.GAME_OVER
|
| 691 |
+
logger.info("Player has died. Game over.")
|
| 692 |
+
self.running = False
|
| 693 |
+
|
| 694 |
+
def _render(self) -> None:
|
| 695 |
+
"""Render game state (simulated here)"""
|
| 696 |
+
# In a real implementation, this would draw to a screen
|
| 697 |
+
if self.frame_count % 30 == 0: # Every half second at 60 FPS
|
| 698 |
+
logger.debug(
|
| 699 |
+
f"Rendering frame... Player at {self.context.player.position}, "
|
| 700 |
+
f"Enemies: {len(self.context.enemies)}, FPS: {self.context.fps}"
|
| 701 |
+
)
|
| 702 |
+
|
| 703 |
+
# =============================================================================
|
| 704 |
+
# ENTRY POINT
|
| 705 |
+
# =============================================================================
|
| 706 |
+
def main() -> None:
|
| 707 |
+
"""Application entry point with full error handling"""
|
| 708 |
+
game = None
|
| 709 |
+
try:
|
| 710 |
+
logger.info("Initializing game...")
|
| 711 |
+
game = Game()
|
| 712 |
+
game.start()
|
| 713 |
+
logger.info("Game loop exited cleanly")
|
| 714 |
+
except Exception as e:
|
| 715 |
+
logger.exception("Critical error in game loop")
|
| 716 |
+
if game and game.context.state == GameState.PLAYING:
|
| 717 |
+
try:
|
| 718 |
+
game.context.save_game()
|
| 719 |
+
logger.info("Saved game state before crash")
|
| 720 |
+
except Exception as save_error:
|
| 721 |
+
logger.error(f"Failed to save game after crash: {str(save_error)}")
|
| 722 |
+
finally:
|
| 723 |
+
logger.info("Shutting down game engine")
|
| 724 |
+
|
| 725 |
+
if __name__ == "__main__":
|
| 726 |
+
main()
|