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| # cooperative_system.py | |
| import time | |
| from typing import Dict, Optional | |
| from uuid import uuid4 | |
| from game_engine import Vector2D, GauchoCharacter, PhysicsEngine | |
| class CompanionSystem: | |
| """Sistema de compa帽ero de mate para combate cooperativo""" | |
| def __init__(self): | |
| self.pairs: Dict[str, dict] = {} | |
| self.session_timeout = 300 # 5 minutos | |
| def create_session(self, player1: GauchoCharacter) -> str: | |
| session_id = str(uuid4()) | |
| self.pairs[session_id] = { | |
| 'player1': player1, | |
| 'player2': None, | |
| 'last_activity': time.time(), | |
| 'combos': { | |
| 'mate_sync': False, | |
| 'asado_power': 0.0, | |
| 'cultural_chain': 0 | |
| } | |
| } | |
| return session_id | |
| def join_session(self, session_id: str, player2: GauchoCharacter) -> bool: | |
| if session_id in self.pairs and self.pairs[session_id]['player2'] is None: | |
| self.pairs[session_id]['player2'] = player2 | |
| self.pairs[session_id]['last_activity'] = time.time() | |
| return True | |
| return False | |
| def calculate_cultural_synergy(self, session_id: str) -> float: | |
| """Calcula la sinergia basada en valores argentinos compartidos""" | |
| session = self.pairs.get(session_id) | |
| if not session: | |
| return 0.0 | |
| common_values = sum( | |
| 1 for valor in session['player1'].inventory['cristales'] | |
| if session['player1'].inventory['cristales'][valor] and | |
| session['player2'].inventory['cristales'][valor] | |
| ) | |
| return min(1.0, common_values / 7) # Normalizado a 7 valores | |
| def update_combat_state(self, session_id: str, player_inputs: dict): | |
| """Actualiza el estado del combate cooperativo""" | |
| session = self.pairs.get(session_id) | |
| if not session: | |
| return | |
| # L贸gica de combos culturales | |
| if player_inputs['player1'].get('action') == 'mate' and \ | |
| player_inputs['player2'].get('action') == 'mate': | |
| session['combos']['mate_sync'] = True | |
| session['combos']['asado_power'] += 0.1 | |
| # Resetear si hay desincronizaci贸n | |
| if time.time() - session['last_activity'] > self.session_timeout: | |
| self.pairs.pop(session_id, None) | |
| class AlienAlgorithmEnemy: | |
| """IA para enemigos algor铆tmicos con patrones adaptativos""" | |
| def __init__(self, difficulty: str): | |
| self.difficulty = difficulty | |
| self.patterns = { | |
| 'homogenization_wave': self._homogenization_pattern, | |
| 'cultural_erasure': self._erasure_pattern, | |
| 'identity_fragmentation': self._fragmentation_pattern | |
| } | |
| self.current_pattern = None | |
| def _homogenization_pattern(self, player_pos: Vector2D) -> Vector2D: | |
| """Patr贸n de ataque que busca limitar movimiento""" | |
| return Vector2D( | |
| math.copysign(2.5, player_pos.x), | |
| math.copysign(1.8, player_pos.y) | |
| ) | |
| def _cultural_erasure(self, player: GauchoCharacter) -> dict: | |
| """Ataque que reduce habilidades culturales""" | |
| return { | |
| 'disable_abilities': [ | |
| ability for ability, unlocked in player.abilities.items() | |
| if unlocked | |
| ][:1] | |
| } | |
| def update_ai(self, players: list, physics: PhysicsEngine): | |
| """Actualiza la IA basada en el estado de los jugadores""" | |
| # L贸gica compleja de selecci贸n de patrones | |
| pass | |