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Create cooperative_system.py

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  1. cooperative_system.py +93 -0
cooperative_system.py ADDED
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+ # cooperative_system.py
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+ import time
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+ from typing import Dict, Optional
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+ from uuid import uuid4
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+ from game_engine import Vector2D, GauchoCharacter, PhysicsEngine
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+
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+ class CompanionSystem:
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+ """Sistema de compa帽ero de mate para combate cooperativo"""
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+ def __init__(self):
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+ self.pairs: Dict[str, dict] = {}
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+ self.session_timeout = 300 # 5 minutos
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+
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+ def create_session(self, player1: GauchoCharacter) -> str:
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+ session_id = str(uuid4())
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+ self.pairs[session_id] = {
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+ 'player1': player1,
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+ 'player2': None,
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+ 'last_activity': time.time(),
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+ 'combos': {
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+ 'mate_sync': False,
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+ 'asado_power': 0.0,
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+ 'cultural_chain': 0
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+ }
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+ }
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+ return session_id
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+
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+ def join_session(self, session_id: str, player2: GauchoCharacter) -> bool:
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+ if session_id in self.pairs and self.pairs[session_id]['player2'] is None:
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+ self.pairs[session_id]['player2'] = player2
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+ self.pairs[session_id]['last_activity'] = time.time()
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+ return True
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+ return False
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+
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+ def calculate_cultural_synergy(self, session_id: str) -> float:
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+ """Calcula la sinergia basada en valores argentinos compartidos"""
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+ session = self.pairs.get(session_id)
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+ if not session:
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+ return 0.0
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+
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+ common_values = sum(
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+ 1 for valor in session['player1'].inventory['cristales']
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+ if session['player1'].inventory['cristales'][valor] and
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+ session['player2'].inventory['cristales'][valor]
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+ )
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+ return min(1.0, common_values / 7) # Normalizado a 7 valores
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+
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+ def update_combat_state(self, session_id: str, player_inputs: dict):
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+ """Actualiza el estado del combate cooperativo"""
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+ session = self.pairs.get(session_id)
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+ if not session:
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+ return
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+
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+ # L贸gica de combos culturales
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+ if player_inputs['player1'].get('action') == 'mate' and \
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+ player_inputs['player2'].get('action') == 'mate':
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+ session['combos']['mate_sync'] = True
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+ session['combos']['asado_power'] += 0.1
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+
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+ # Resetear si hay desincronizaci贸n
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+ if time.time() - session['last_activity'] > self.session_timeout:
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+ self.pairs.pop(session_id, None)
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+
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+ class AlienAlgorithmEnemy:
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+ """IA para enemigos algor铆tmicos con patrones adaptativos"""
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+ def __init__(self, difficulty: str):
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+ self.difficulty = difficulty
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+ self.patterns = {
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+ 'homogenization_wave': self._homogenization_pattern,
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+ 'cultural_erasure': self._erasure_pattern,
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+ 'identity_fragmentation': self._fragmentation_pattern
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+ }
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+ self.current_pattern = None
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+
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+ def _homogenization_pattern(self, player_pos: Vector2D) -> Vector2D:
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+ """Patr贸n de ataque que busca limitar movimiento"""
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+ return Vector2D(
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+ math.copysign(2.5, player_pos.x),
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+ math.copysign(1.8, player_pos.y)
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+ )
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+
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+ def _cultural_erasure(self, player: GauchoCharacter) -> dict:
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+ """Ataque que reduce habilidades culturales"""
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+ return {
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+ 'disable_abilities': [
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+ ability for ability, unlocked in player.abilities.items()
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+ if unlocked
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+ ][:1]
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+ }
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+
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+ def update_ai(self, players: list, physics: PhysicsEngine):
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+ """Actualiza la IA basada en el estado de los jugadores"""
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+ # L贸gica compleja de selecci贸n de patrones
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+ pass