RetroGame / cooperative_system.py
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Create cooperative_system.py
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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