# 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 compañero 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 # Lógica 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 desincronización if time.time() - session['last_activity'] > self.session_timeout: self.pairs.pop(session_id, None) class AlienAlgorithmEnemy: """IA para enemigos algorítmicos 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: """Patrón 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""" # Lógica compleja de selección de patrones pass