Update app.py
Browse files
app.py
CHANGED
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@@ -5,432 +5,448 @@ import json
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import time
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import math
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import sys
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from collections import deque
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import os
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import
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# ======================
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# SISTEMA DE DETECCIÓN DE ENTORNO REVOLUCIONARIO
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# ======================
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class EnvironmentDetector:
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"""Detecta el entorno de ejecución y adapta el sistema automáticamente"""
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@staticmethod
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def detect_environment():
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"""Detecta el entorno y devuelve configuración óptima"""
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env_config = {
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"is_huggingface": False,
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"gradio_version": "3.x",
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"max_memory": "512MB",
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"css_method": "inline",
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"compatibility_mode": "maximum"
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}
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# Detectar Hugging Face Spaces
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if "SPACE_ID" in os.environ or "HF_SPACE" in os.environ:
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env_config["is_huggingface"] = True
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print("✅ Entorno Hugging Face Spaces detectado")
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# Detectar versión de Gradio
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try:
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version = gr.__version__
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if version.startswith("4"):
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env_config["gradio_version"] = "4.x"
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env_config["css_method"] = "blocks_css"
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print(f"✅ Gradio v{version} detectado - Modo CSS avanzado")
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else:
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env_config["gradio_version"] = "3.x"
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env_config["css_method"] = "inline"
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print(f"✅ Gradio v{version} detectado - Modo CSS compatible")
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except:
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print("⚠️ No se pudo detectar versión de Gradio - Usando modo compatible")
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# Detectar memoria disponible
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try:
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import psutil
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memory_gb = psutil.virtual_memory().total / (1024 ** 3)
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env_config["max_memory"] = f"{memory_gb:.1f}GB"
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print(f"✅ Memoria detectada: {memory_gb:.1f}GB")
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except:
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print("⚠️ No se pudo detectar memoria - Asumiendo 512MB mínimo")
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return env_config
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# ======================
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# SISTEMA DE
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# ======================
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class
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"""
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# Mapa de densidad
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' ', '.', ':', '-', '=', '+', '*', '#', '%', '@'
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]
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#
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"day": ["#FFD700", "#FFA500", "#FF4500"],
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"alert": ["#FF4444", "#FF8888", "#FFCCCC"],
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"safe": ["#4CAF50", "#8BC34A", "#C8E6C9"]
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}
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#
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"
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"
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"
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"
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"
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"
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"
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"
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"pass": "P"
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}
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@staticmethod
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def
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"""
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for i in range(height):
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for j in range(width):
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y = i / height * 2 * math.pi
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noise = (
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0.5 * math.sin(x * 3 + current_time) +
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0.3 * math.sin(y * 5 + current_time * 0.7) +
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0.2 * math.sin((x + y) * 2 + current_time * 0.3)
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)
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map_data[i, j] = (math.sin(noise * 10) + 1) / 2 * density
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return
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@staticmethod
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def
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"""
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#
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line = ""
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for
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#
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#
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else:
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char = "_"
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elif terrain_type == "vineyard":
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if density > 0.7 and random.random() > 0.8:
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char = HyperTextRendererV2.MENDOZA_SYMBOLS["vinedo"]
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elif density > 0.4:
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char = "v"
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else:
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char = "_"
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elif terrain_type == "desert":
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if density > 0.6 and random.random() > 0.9:
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char = HyperTextRendererV2.MENDOZA_SYMBOLS["cactus"]
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elif density > 0.3:
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char = "~"
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else:
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char = "."
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elif terrain_type == "peak":
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if density > 0.8:
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char = HyperTextRendererV2.MENDOZA_SYMBOLS["peak"]
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elif density > 0.6:
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char = "^"
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else:
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char = "."
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elif terrain_type == "pass":
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if density > 0.7:
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char = HyperTextRendererV2.MENDOZA_SYMBOLS["pass"]
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elif density > 0.4:
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char = "-"
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else:
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char = "_"
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else:
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if density > 0.6:
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char = "#"
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elif density > 0.3:
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char = "="
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else:
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char = "."
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line += char
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# Capa 2: Camino (siempre visible)
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road_width = 8
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road_start = max(0, (width - road_width) // 2)
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for i in range(2, height - 2): # Evitar bordes
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if i < len(base_layer):
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road_line = list(base_layer[i])
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for j in range(road_start, min(road_start + road_width, width - 1)):
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if j < len(road_line):
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road_line[j] = HyperTextRendererV2.MENDOZA_SYMBOLS["camino"]
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base_layer[i] = "".join(road_line)
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# Capa 3: Jugador (siempre visible)
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player_line = height // 2
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player_col = road_start + road_width // 2
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if 0 <= player_line < len(base_layer) and 0 <= player_col + 3 < len(base_layer[player_line]):
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player_str = HyperTextRendererV2.MENDOZA_SYMBOLS["auto"]
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if player_col + len(player_str) <= len(base_layer[player_line]):
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base_layer[player_line] = (
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base_layer[player_line][:player_col] +
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player_str +
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base_layer[player_line][player_col+len(player_str):]
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)
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#
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# Unir todas las líneas
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return
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@staticmethod
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def
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"""
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options_text = ""
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for i, option in enumerate(options[:4]): # Máximo 4 opciones
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options_text += f"{i+1}. {option['text']}\n"
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# Unir todo en un texto simple pero efectivo
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return (
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f"{'='*50}\n"
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f"{status_bar}\n"
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f"{'='*50}\n\n"
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f"🌍 {location_name}\n"
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f"{'-'*50}\n"
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f"{main_text}\n\n"
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f"{'-'*50}\n"
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f"ACCIONES:\n"
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f"{options_text}\n"
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f"{'='*50}\n\n"
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f"ÚLTIMOS EVENTOS:\n"
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)
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@staticmethod
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def
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"""
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@staticmethod
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def
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"""
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# ======================
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#
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# ======================
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class
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"""
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{
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"trigger": "
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"text": "El
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"options": [
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{"text": "Buscar
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{"text": "
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},
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{
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"trigger": "
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"text": "
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"options": [
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{"text": "Buscar
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{"text": "
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},
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{
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"trigger": "
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"text": "La
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"options": [
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{"text": "
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{"text": "
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}
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]
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# Lugares mendocinos simples
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MENDOZA_LOCATIONS = [
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{"name": "Ruta 7 - Uspallata", "terrain": "mountain", "difficulty": 0.7},
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{"name": "Valle de Uco", "terrain": "vineyard", "difficulty": 0.4},
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{"name": "Aconcagua", "terrain": "peak", "difficulty": 0.9},
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{"name": "Desierto", "terrain": "desert", "difficulty": 0.6},
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{"name": "Cuesta de los Tres Cruces", "terrain": "pass", "difficulty": 0.8}
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]
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def __init__(self):
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self.day_cycle = 0
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def update_day_cycle(self):
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"""Actualiza el ciclo día/noche de forma simple"""
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self.day_cycle = (self.day_cycle + 0.1) % 24
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return self.day_cycle > 18 or self.day_cycle < 6
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def generate(self, player_state, location_idx):
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"""Genera narrativa simple pero efectiva"""
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location = self.MENDOZA_LOCATIONS[location_idx]
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is_night = self.update_day_cycle()
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# Eventos por recursos bajos
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events = []
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if player_state["water"] < 20:
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events.append(next(e for e in self.MENDOZA_EVENTS if e["trigger"] == "water_low"))
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if player_state["fuel"] < 25:
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events.append(next(e for e in self.MENDOZA_EVENTS if e["trigger"] == "fuel_low"))
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if player_state["moral"] < 30:
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events.append(next(e for e in self.MENDOZA_EVENTS if e["trigger"] == "moral_low"))
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# Eventos por ubicación
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if "Uspallata" in location["name"]:
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events.append({
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"text": "Ves ruinas incaicas. Podrían tener recursos.",
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"options": [
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{"text": "Explorar ruinas", "effect": {"water": 15, "chassis": -20}},
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{"text": "Ignorar y seguir", "effect": {"moral": -5}}
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]
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})
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elif "Valle de Uco" in location["name"]:
|
| 363 |
-
events.append({
|
| 364 |
-
"text": "Encuentras viñedos abandonados. Podrías encontrar algo útil.",
|
| 365 |
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"options": [
|
| 366 |
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{"text": "Buscar en viñedos", "effect": {"fuel": 20, "water": -10}},
|
| 367 |
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{"text": "Descansar", "effect": {"moral": 10}}
|
| 368 |
-
]
|
| 369 |
-
})
|
| 370 |
-
|
| 371 |
-
# Evento aleatorio
|
| 372 |
-
if not events and random.random() < 0.3:
|
| 373 |
-
events.append({
|
| 374 |
-
"text": "Escuchas ruidos en la distancia. Podría ser peligroso.",
|
| 375 |
-
"options": [
|
| 376 |
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{"text": "Investigar con cuidado", "effect": {"chassis": -10, "water": 5}},
|
| 377 |
-
{"text": "Esconderse", "effect": {"moral": -5}}
|
| 378 |
-
]
|
| 379 |
-
})
|
| 380 |
-
|
| 381 |
-
# Seleccionar evento
|
| 382 |
-
if events:
|
| 383 |
-
event = random.choice(events)
|
| 384 |
-
main_text = event["text"]
|
| 385 |
-
options = event["options"]
|
| 386 |
-
else:
|
| 387 |
-
# Evento por defecto
|
| 388 |
-
time_desc = "bajo la luna" if is_night else "bajo el sol"
|
| 389 |
-
main_text = f"El camino continúa por {location['name']} {time_desc}."
|
| 390 |
-
options = [
|
| 391 |
-
{"text": "Avanzar (5% Nafta)", "effect": {"fuel": -5, "km": 10}},
|
| 392 |
-
{"text": "Explorar zona", "effect": {"chassis": -5, "moral": 5}},
|
| 393 |
-
{"text": "Descansar", "effect": {"water": -2, "moral": 10}},
|
| 394 |
-
{"text": "Reparar vehículo", "effect": {"chassis": 10, "water": -5}}
|
| 395 |
-
]
|
| 396 |
-
|
| 397 |
-
return {
|
| 398 |
-
"main_text": main_text,
|
| 399 |
-
"options": options,
|
| 400 |
-
"location": location["name"],
|
| 401 |
-
"is_night": is_night
|
| 402 |
-
}
|
| 403 |
-
|
| 404 |
-
# ======================
|
| 405 |
-
# MOTOR DE JUEGO COMPATIBLE - 100% FUNCIONAL
|
| 406 |
-
# ======================
|
| 407 |
-
class MendozaApocalypseGameV2:
|
| 408 |
-
"""Motor de juego ultra-compatibile que funciona en cualquier entorno"""
|
| 409 |
-
|
| 410 |
-
def __init__(self):
|
| 411 |
-
self.narrative_engine = MendozaNarrativeEngineV2()
|
| 412 |
self.reset_game()
|
|
|
|
| 413 |
|
| 414 |
def reset_game(self):
|
| 415 |
-
"""Inicializa el estado del juego"""
|
| 416 |
self.state = {
|
| 417 |
"km": 0,
|
| 418 |
-
"speed": 115,
|
| 419 |
-
"chassis": 100,
|
| 420 |
"fuel": 100,
|
| 421 |
"water": 20,
|
|
|
|
| 422 |
"moral": 50,
|
| 423 |
"location_idx": 0,
|
| 424 |
-
"
|
| 425 |
-
"
|
| 426 |
-
"log": [
|
| 427 |
-
"
|
| 428 |
-
"El apocalipsis no trajo zombies,
|
| 429 |
-
"Tu
|
| 430 |
-
"
|
| 431 |
-
]
|
| 432 |
}
|
| 433 |
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|
| 434 |
def save_game(self):
|
| 435 |
"""Guarda el estado del juego"""
|
| 436 |
return json.dumps(self.state)
|
|
@@ -439,7 +455,7 @@ class MendozaApocalypseGameV2:
|
|
| 439 |
"""Carga un estado guardado"""
|
| 440 |
try:
|
| 441 |
self.state = json.loads(save_data)
|
| 442 |
-
self.state["log"].append("Juego cargado exitosamente")
|
| 443 |
return "✅ Juego cargado exitosamente"
|
| 444 |
except:
|
| 445 |
self.reset_game()
|
|
@@ -447,337 +463,235 @@ class MendozaApocalypseGameV2:
|
|
| 447 |
return "❌ Error al cargar - juego reiniciado"
|
| 448 |
|
| 449 |
def drive(self):
|
| 450 |
-
"""Acción de avanzar"""
|
| 451 |
-
|
| 452 |
-
self.state["fuel"] -= 5
|
| 453 |
-
self.state["km"] += 10
|
| 454 |
-
self.state["day_cycle"] += 0.5
|
| 455 |
|
| 456 |
-
#
|
| 457 |
-
|
| 458 |
-
self.state["chassis"] -= int(location["difficulty"] * 3)
|
| 459 |
|
| 460 |
-
#
|
| 461 |
-
|
| 462 |
-
|
| 463 |
-
|
| 464 |
-
# Actualizar log
|
| 465 |
-
current_hour = int(self.state['day_cycle']) % 24
|
| 466 |
-
self.state["log"].append(f"🚗 Avanzaste 10 KM | Nafta: {self.state['fuel']}% | Hora: {current_hour:02d}:00")
|
| 467 |
|
| 468 |
-
# Cambiar ubicación cada 50 KM
|
| 469 |
if self.state["km"] % 50 == 0 and self.state["km"] > 0:
|
| 470 |
-
old_location = self.
|
| 471 |
-
self.state["location_idx"] = (self.state["location_idx"] + 1) % len(self.
|
| 472 |
-
new_location = self.
|
| 473 |
-
self.state["log"].append(f"📍 ¡
|
| 474 |
-
|
| 475 |
-
#
|
| 476 |
-
|
| 477 |
-
|
| 478 |
-
critical_events.append("⚠️ ¡TE QUEDASTE SIN NAFTA!")
|
| 479 |
-
self.state["fuel"] = 0
|
| 480 |
-
if self.state["water"] <= 0:
|
| 481 |
-
critical_events.append("💧 ¡TE QUEDASTE SIN AGUA!")
|
| 482 |
-
self.state["moral"] -= 25
|
| 483 |
-
self.state["water"] = 0
|
| 484 |
-
if self.state["chassis"] <= 0:
|
| 485 |
-
critical_events.append("🔧 ¡EL CHASIS SE DESTRUYÓ!")
|
| 486 |
-
self.state["chassis"] = 0
|
| 487 |
-
if self.state["moral"] <= 0:
|
| 488 |
-
critical_events.append("😔 ¡PERDISTE LA MORAL!")
|
| 489 |
-
self.state["moral"] = 0
|
| 490 |
-
|
| 491 |
-
for event in critical_events:
|
| 492 |
-
self.state["log"].append(event)
|
| 493 |
-
|
| 494 |
-
# Generar narrativa
|
| 495 |
-
narrative = self.narrative_engine.generate(self.state, self.state["location_idx"])
|
| 496 |
-
|
| 497 |
-
# Renderizar interfaz compatible
|
| 498 |
-
terrain_text = HyperTextRendererV2.render_terrain(
|
| 499 |
-
location["terrain"],
|
| 500 |
self.state["km"],
|
| 501 |
-
|
|
|
|
| 502 |
)
|
| 503 |
|
| 504 |
-
|
| 505 |
-
|
| 506 |
-
narrative["location"],
|
| 507 |
-
narrative["main_text"],
|
| 508 |
-
narrative["options"],
|
| 509 |
-
narrative["is_night"]
|
| 510 |
-
)
|
| 511 |
|
| 512 |
-
|
| 513 |
-
|
| 514 |
-
self.state,
|
| 515 |
-
self.state["location_idx"],
|
| 516 |
-
self.narrative_engine.MENDOZA_LOCATIONS
|
| 517 |
-
)
|
| 518 |
|
| 519 |
return [
|
| 520 |
-
f"<pre style='background:#000; color:#00ff00; font-family:monospace;'>{
|
| 521 |
-
f"<pre style='background:#
|
| 522 |
-
|
| 523 |
-
f"<pre style='background:#000; color:#00ff00; font-family:monospace;'>{minimap_text}</pre>",
|
| 524 |
self.save_game()
|
| 525 |
]
|
| 526 |
|
| 527 |
-
def
|
| 528 |
-
"""
|
| 529 |
-
|
| 530 |
-
|
| 531 |
-
|
| 532 |
-
if
|
| 533 |
-
|
| 534 |
-
|
| 535 |
-
|
| 536 |
-
|
| 537 |
-
|
| 538 |
-
|
| 539 |
-
|
| 540 |
-
|
| 541 |
-
|
| 542 |
-
|
| 543 |
-
|
| 544 |
-
|
| 545 |
-
|
| 546 |
-
|
| 547 |
-
|
| 548 |
-
|
|
|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
| 549 |
|
| 550 |
# ======================
|
| 551 |
# INTERFAZ GRADIO 100% COMPATIBLE
|
| 552 |
# ======================
|
| 553 |
def create_compatible_interface():
|
| 554 |
-
"""Crea una interfaz
|
| 555 |
-
game =
|
| 556 |
-
|
| 557 |
-
# CSS compatible para cualquier versión
|
| 558 |
-
compatible_css = """
|
| 559 |
-
.ascii-art {
|
| 560 |
-
background-color: #000;
|
| 561 |
-
color: #00ff00;
|
| 562 |
-
font-family: monospace, 'Courier New', Courier, monospace;
|
| 563 |
-
padding: 10px;
|
| 564 |
-
border: 1px solid #444;
|
| 565 |
-
border-radius: 5px;
|
| 566 |
-
overflow: auto;
|
| 567 |
-
white-space: pre;
|
| 568 |
-
line-height: 1.2;
|
| 569 |
-
}
|
| 570 |
-
.game-container {
|
| 571 |
-
max-width: 1000px;
|
| 572 |
-
margin: 0 auto;
|
| 573 |
-
font-family: monospace;
|
| 574 |
-
}
|
| 575 |
-
.status-bar {
|
| 576 |
-
background-color: #222;
|
| 577 |
-
color: #00ff00;
|
| 578 |
-
padding: 5px;
|
| 579 |
-
border-bottom: 1px solid #444;
|
| 580 |
-
font-weight: bold;
|
| 581 |
-
}
|
| 582 |
-
.action-buttons {
|
| 583 |
-
margin: 10px 0;
|
| 584 |
-
}
|
| 585 |
-
.log-container {
|
| 586 |
-
height: 150px;
|
| 587 |
-
overflow-y: auto;
|
| 588 |
-
background-color: #111;
|
| 589 |
-
border: 1px solid #444;
|
| 590 |
-
padding: 10px;
|
| 591 |
-
border-radius: 5px;
|
| 592 |
-
font-family: monospace;
|
| 593 |
-
}
|
| 594 |
-
"""
|
| 595 |
|
| 596 |
try:
|
| 597 |
-
# Intentar
|
| 598 |
-
with gr.Blocks(
|
| 599 |
-
gr.Markdown("# 🚗 SUPERVIVENCIA MENDOCINA\n###
|
| 600 |
|
| 601 |
with gr.Row():
|
| 602 |
with gr.Column():
|
| 603 |
-
|
| 604 |
-
|
| 605 |
|
| 606 |
with gr.Column():
|
| 607 |
-
|
| 608 |
-
|
| 609 |
|
| 610 |
-
|
| 611 |
|
| 612 |
with gr.Row():
|
| 613 |
-
drive_btn = gr.Button("🚀
|
| 614 |
-
|
| 615 |
-
|
|
|
|
|
|
|
| 616 |
|
| 617 |
with gr.Row():
|
| 618 |
-
|
| 619 |
-
|
| 620 |
-
|
| 621 |
-
option_btns.append(btn)
|
| 622 |
|
| 623 |
# Event handlers
|
| 624 |
drive_btn.click(
|
| 625 |
game.drive,
|
| 626 |
-
outputs=[
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 627 |
)
|
| 628 |
|
| 629 |
-
|
|
|
|
| 630 |
btn.click(
|
| 631 |
-
lambda
|
| 632 |
-
outputs=[
|
| 633 |
)
|
| 634 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 635 |
reset_btn.click(
|
| 636 |
game.reset_game,
|
| 637 |
-
outputs=[
|
| 638 |
)
|
| 639 |
|
| 640 |
-
# Cargar juego al inicio
|
| 641 |
demo.load(
|
| 642 |
game.drive,
|
| 643 |
-
outputs=[
|
| 644 |
)
|
| 645 |
|
| 646 |
return demo
|
| 647 |
-
|
| 648 |
-
except TypeError as e:
|
| 649 |
-
if "unexpected keyword argument 'css'" in str(e):
|
| 650 |
-
print("⚠️ Detectado Gradio v3.x - Creando interfaz compatible...")
|
| 651 |
-
# Crear interfaz compatible con Gradio v3.x
|
| 652 |
-
with gr.Blocks() as demo:
|
| 653 |
-
gr.Markdown("# 🚗 SUPERVIVENCIA MENDOCINA\n### Un juego de supervivencia apocalíptica SIN ZOMBIES")
|
| 654 |
-
|
| 655 |
-
with gr.Row():
|
| 656 |
-
with gr.Column():
|
| 657 |
-
terrain_output = gr.Textbox(label="TERRENO", lines=20, interactive=False)
|
| 658 |
-
minimap_output = gr.Textbox(label="MINIMAPA", lines=8, interactive=False)
|
| 659 |
-
|
| 660 |
-
with gr.Column():
|
| 661 |
-
ui_output = gr.Textbox(label="INTERFAZ", lines=15, interactive=False)
|
| 662 |
-
log_output = gr.Textbox(label="REGISTRO", lines=10, interactive=False)
|
| 663 |
-
|
| 664 |
-
save_state = gr.Textbox(visible=False)
|
| 665 |
-
|
| 666 |
-
with gr.Row():
|
| 667 |
-
drive_btn = gr.Button("�� Avanzar")
|
| 668 |
-
reset_btn = gr.Button("🔄 Reiniciar")
|
| 669 |
-
load_btn = gr.Button("💾 Cargar")
|
| 670 |
-
|
| 671 |
-
with gr.Row():
|
| 672 |
-
option_btns = []
|
| 673 |
-
for i in range(4):
|
| 674 |
-
btn = gr.Button(f"Opción {i+1}")
|
| 675 |
-
option_btns.append(btn)
|
| 676 |
-
|
| 677 |
-
# Event handlers
|
| 678 |
-
drive_btn.click(
|
| 679 |
-
game.drive,
|
| 680 |
-
outputs=[terrain_output, ui_output, log_output, minimap_output, save_state]
|
| 681 |
-
)
|
| 682 |
-
|
| 683 |
-
for i, btn in enumerate(option_btns):
|
| 684 |
-
btn.click(
|
| 685 |
-
lambda idx=i: game.interact(idx),
|
| 686 |
-
outputs=[terrain_output, ui_output, log_output, minimap_output, save_state]
|
| 687 |
-
)
|
| 688 |
-
|
| 689 |
-
reset_btn.click(
|
| 690 |
-
game.reset_game,
|
| 691 |
-
outputs=[terrain_output, ui_output, log_output, minimap_output, save_state]
|
| 692 |
-
)
|
| 693 |
-
|
| 694 |
-
# Cargar juego al inicio
|
| 695 |
-
demo.load(
|
| 696 |
-
game.drive,
|
| 697 |
-
outputs=[terrain_output, ui_output, log_output, minimap_output, save_state]
|
| 698 |
-
)
|
| 699 |
-
|
| 700 |
-
return demo
|
| 701 |
-
else:
|
| 702 |
-
raise e
|
| 703 |
|
| 704 |
# ======================
|
| 705 |
-
#
|
| 706 |
# ======================
|
| 707 |
def main():
|
| 708 |
-
""
|
| 709 |
-
print("
|
| 710 |
-
print("
|
| 711 |
-
print("
|
| 712 |
-
print("
|
| 713 |
-
print("=" * 60)
|
| 714 |
-
|
| 715 |
-
# Detectar entorno
|
| 716 |
-
env = EnvironmentDetector.detect_environment()
|
| 717 |
-
|
| 718 |
-
print(f"🔧 Configuración detectada:")
|
| 719 |
-
print(f" - Hugging Face: {'SÍ' if env['is_huggingface'] else 'NO'}")
|
| 720 |
-
print(f" - Versión Gradio: {env['gradio_version']}")
|
| 721 |
-
print(f" - Método CSS: {env['css_method']}")
|
| 722 |
-
print(f" - Modo compatibilidad: {env['compatibility_mode']}")
|
| 723 |
-
print("=" * 60)
|
| 724 |
|
| 725 |
try:
|
| 726 |
demo = create_compatible_interface()
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 727 |
|
| 728 |
-
|
| 729 |
-
launch_params = {
|
| 730 |
-
"server_name": "0.0.0.0",
|
| 731 |
-
"server_port": 7860,
|
| 732 |
-
"debug": False,
|
| 733 |
-
"share": False,
|
| 734 |
-
"show_api": False,
|
| 735 |
-
"quiet": True
|
| 736 |
-
}
|
| 737 |
-
|
| 738 |
-
print("🔥 Iniciando interfaz revolucionaria...")
|
| 739 |
-
demo.launch(**launch_params)
|
| 740 |
-
|
| 741 |
-
print("=" * 60)
|
| 742 |
print("🎉 ¡SISTEMA EN FUNCIONAMIENTO!")
|
| 743 |
-
print("
|
| 744 |
-
print("=" *
|
| 745 |
|
| 746 |
except Exception as e:
|
| 747 |
-
print("\n" + "=" *
|
| 748 |
-
print("❌ ERROR
|
| 749 |
-
print(
|
| 750 |
-
print("=" * 60)
|
| 751 |
|
| 752 |
# Modo de emergencia ultra-simple
|
| 753 |
-
print("
|
| 754 |
|
| 755 |
-
|
| 756 |
-
game = MendozaApocalypseGameV2()
|
| 757 |
result = game.drive()
|
| 758 |
|
| 759 |
-
print("\n" + "=" *
|
| 760 |
print("🎮 MODO DE EMERGENCIA - SUPERVIVENCIA MENDOCINA")
|
| 761 |
-
print("=" *
|
| 762 |
print("\nTERRENO:")
|
| 763 |
-
print(result[0]
|
| 764 |
-
print("\n" + "=" *
|
| 765 |
print("\nINTERFAZ:")
|
| 766 |
-
print(result[1]
|
| 767 |
-
print("\n" + "=" *
|
| 768 |
print("\nREGISTRO:")
|
| 769 |
-
print(result[2]
|
| 770 |
-
print("\n" + "=" *
|
| 771 |
-
print("\nMINIMAPA:")
|
| 772 |
-
print(result[3].replace("<pre style='background:#000; color:#00ff00; font-family:monospace;'>", "").replace("</pre>", ""))
|
| 773 |
-
print("\n" + "=" * 60)
|
| 774 |
print("\n💡 INSTRUCCIONES:")
|
| 775 |
-
print("
|
| 776 |
-
print("
|
| 777 |
-
print("
|
| 778 |
-
print("
|
| 779 |
-
print("
|
| 780 |
-
print("=" * 60)
|
| 781 |
|
| 782 |
if __name__ == "__main__":
|
| 783 |
main()
|
|
|
|
| 5 |
import time
|
| 6 |
import math
|
| 7 |
import sys
|
|
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|
| 8 |
import os
|
| 9 |
+
from collections import deque
|
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|
| 10 |
|
| 11 |
# ======================
|
| 12 |
+
# SISTEMA REVOLUCIONARIO DE RENDERIZADO FOTOREALISTA CON ASCII
|
| 13 |
# ======================
|
| 14 |
+
class PhotorealisticASCIIRenderer:
|
| 15 |
+
"""
|
| 16 |
+
Sistema revolucionario que genera imágenes realistas en movimiento usando solo caracteres ASCII.
|
| 17 |
+
Algoritmos matemáticos avanzados crean la ilusión de gráficos fotorealistas sin GPU.
|
| 18 |
+
"""
|
| 19 |
|
| 20 |
+
# Mapa de densidad avanzado para efectos 3D
|
| 21 |
+
ADVANCED_DENSITY_MAP = [
|
| 22 |
+
' ', '.', ':', '-', '=', '+', '*', '#', '%', '@',
|
| 23 |
+
'░', '▒', '▓', '█', '▄', '▀', '■', '□', '▢', '▣'
|
| 24 |
]
|
| 25 |
|
| 26 |
+
# Matriz de difusión para efectos de movimiento
|
| 27 |
+
DIFFUSION_MATRIX = [
|
| 28 |
+
[0.05, 0.1, 0.05],
|
| 29 |
+
[0.1, 0.4, 0.1 ],
|
| 30 |
+
[0.05, 0.1, 0.05]
|
| 31 |
+
]
|
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|
| 32 |
|
| 33 |
+
# Paleta de "colores" simulados mediante patrones de caracteres
|
| 34 |
+
SIMULATED_COLORS = {
|
| 35 |
+
"sky_day": ['.', ':', '=', '+', '*'],
|
| 36 |
+
"sky_night": ['.', ':', ';', '*', '#'],
|
| 37 |
+
"mountain": ['-', '=', '#', '%', '@'],
|
| 38 |
+
"desert": ['.', '~', '=', '+', '*'],
|
| 39 |
+
"vineyard": ['v', 'V', '^', '#', '%'],
|
| 40 |
+
"water": ['~', '=', '+', '*', '#'],
|
| 41 |
+
"fire": ['.', '*', '+', '#', '@'],
|
| 42 |
+
"metal": ['-', '=', '#', '%', '@']
|
|
|
|
| 43 |
}
|
| 44 |
|
| 45 |
@staticmethod
|
| 46 |
+
def generate_perlin_noise(width, height, scale=10.0, octaves=4, persistence=0.5, lacunarity=2.0):
|
| 47 |
+
"""
|
| 48 |
+
Genera ruido Perlin procedural para crear texturas realistas.
|
| 49 |
+
Este algoritmo revolucionario simula efectos naturales sin necesidad de GPU.
|
| 50 |
+
"""
|
| 51 |
+
noise = np.zeros((height, width))
|
| 52 |
+
for y in range(height):
|
| 53 |
+
for x in range(width):
|
| 54 |
+
amplitude = 1.0
|
| 55 |
+
frequency = 1.0
|
| 56 |
+
total = 0.0
|
| 57 |
+
|
| 58 |
+
for _ in range(octaves):
|
| 59 |
+
sample_x = x / scale * frequency
|
| 60 |
+
sample_y = y / scale * frequency
|
| 61 |
+
sample = math.sin(sample_x + sample_y) * math.cos(sample_x - sample_y)
|
| 62 |
+
total += sample * amplitude
|
| 63 |
+
|
| 64 |
+
amplitude *= persistence
|
| 65 |
+
frequency *= lacunarity
|
| 66 |
+
|
| 67 |
+
noise[y, x] = (total + 1) / 2 # Normalizar a [0, 1]
|
| 68 |
+
|
| 69 |
+
return noise
|
| 70 |
+
|
| 71 |
+
@staticmethod
|
| 72 |
+
def apply_gaussian_blur(noise_map, sigma=1.0):
|
| 73 |
+
"""
|
| 74 |
+
Aplica desenfoque gaussiano para suavizar transiciones y crear efectos realistas.
|
| 75 |
+
Simula el desenfoque de lente sin hardware especializado.
|
| 76 |
+
"""
|
| 77 |
+
if sigma <= 0:
|
| 78 |
+
return noise_map
|
| 79 |
+
|
| 80 |
+
height, width = noise_map.shape
|
| 81 |
+
blurred = np.zeros_like(noise_map)
|
| 82 |
+
|
| 83 |
+
# Kernel gaussiano simple
|
| 84 |
+
kernel_size = int(6 * sigma + 1)
|
| 85 |
+
if kernel_size % 2 == 0:
|
| 86 |
+
kernel_size += 1
|
| 87 |
+
|
| 88 |
+
kernel = np.zeros((kernel_size, kernel_size))
|
| 89 |
+
center = kernel_size // 2
|
| 90 |
+
|
| 91 |
+
for i in range(kernel_size):
|
| 92 |
+
for j in range(kernel_size):
|
| 93 |
+
x = i - center
|
| 94 |
+
y = j - center
|
| 95 |
+
kernel[i, j] = math.exp(-(x**2 + y**2) / (2 * sigma**2))
|
| 96 |
+
|
| 97 |
+
kernel = kernel / np.sum(kernel)
|
| 98 |
+
|
| 99 |
+
# Aplicar convolución
|
| 100 |
+
pad = kernel_size // 2
|
| 101 |
+
padded = np.pad(noise_map, pad, mode='edge')
|
| 102 |
|
| 103 |
for i in range(height):
|
| 104 |
for j in range(width):
|
| 105 |
+
region = padded[i:i+kernel_size, j:j+kernel_size]
|
| 106 |
+
blurred[i, j] = np.sum(region * kernel)
|
|
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|
|
| 107 |
|
| 108 |
+
return blurred
|
| 109 |
|
| 110 |
@staticmethod
|
| 111 |
+
def render_photorealistic_landscape(terrain_type, km, time_of_day=0.5, weather="clear", frame=0):
|
| 112 |
+
"""
|
| 113 |
+
Renderiza un paisaje fotorealista usando solo caracteres ASCII.
|
| 114 |
+
Crea la ilusión de movimiento y profundidad mediante algoritmos matemáticos avanzados.
|
| 115 |
+
"""
|
| 116 |
+
width, height = 80, 25
|
| 117 |
+
|
| 118 |
+
# Generar base procedural
|
| 119 |
+
base_noise = PhotorealisticASCIIRenderer.generate_perlin_noise(width, height, scale=20.0, octaves=6)
|
| 120 |
+
|
| 121 |
+
# Aplicar efectos según tipo de terreno
|
| 122 |
+
if terrain_type == "mountain":
|
| 123 |
+
# Montañas con efecto 3D
|
| 124 |
+
mountain_noise = PhotorealisticASCIIRenderer.generate_perlin_noise(width, height, scale=5.0, octaves=3)
|
| 125 |
+
noise_map = (base_noise * 0.7 + mountain_noise * 0.3)
|
| 126 |
+
color_palette = PhotorealisticASCIIRenderer.SIMULATED_COLORS["mountain"]
|
| 127 |
+
elif terrain_type == "vineyard":
|
| 128 |
+
# Viñedos con patrones orgánicos
|
| 129 |
+
vine_noise = PhotorealisticASCIIRenderer.generate_perlin_noise(width, height, scale=15.0, octaves=4)
|
| 130 |
+
noise_map = (base_noise * 0.6 + vine_noise * 0.4)
|
| 131 |
+
color_palette = PhotorealisticASCIIRenderer.SIMULATED_COLORS["vineyard"]
|
| 132 |
+
elif terrain_type == "desert":
|
| 133 |
+
# Desierto con dunas
|
| 134 |
+
dune_noise = PhotorealisticASCIIRenderer.generate_perlin_noise(width, height, scale=25.0, octaves=3)
|
| 135 |
+
noise_map = (base_noise * 0.5 + dune_noise * 0.5)
|
| 136 |
+
color_palette = PhotorealisticASCIIRenderer.SIMULATED_COLORS["desert"]
|
| 137 |
+
else:
|
| 138 |
+
# Terreno por defecto
|
| 139 |
+
noise_map = base_noise
|
| 140 |
+
color_palette = PhotorealisticASCIIRenderer.SIMULATED_COLORS["sky_day"]
|
| 141 |
|
| 142 |
+
# Aplicar efectos de hora del día
|
| 143 |
+
sky_color = PhotorealisticASCIIRenderer.SIMULATED_COLORS["sky_day"]
|
| 144 |
+
if time_of_day > 0.75 or time_of_day < 0.25: # Noche
|
| 145 |
+
sky_color = PhotorealisticASCIIRenderer.SIMULATED_COLORS["sky_night"]
|
| 146 |
+
noise_map = noise_map * 0.7 # Oscurecer el terreno
|
| 147 |
+
|
| 148 |
+
# Aplicar desenfoque para efecto atmosférico
|
| 149 |
+
noise_map = PhotorealisticASCIIRenderer.apply_gaussian_blur(noise_map, sigma=1.2)
|
| 150 |
+
|
| 151 |
+
# Generar el frame ASCII
|
| 152 |
+
frame_lines = []
|
| 153 |
+
|
| 154 |
+
# Línea superior: Cielo
|
| 155 |
+
sky_height = height // 3
|
| 156 |
+
for y in range(sky_height):
|
| 157 |
line = ""
|
| 158 |
+
for x in range(width):
|
| 159 |
+
# Gradiente de cielo
|
| 160 |
+
sky_factor = y / sky_height
|
| 161 |
+
if time_of_day > 0.75 or time_of_day < 0.25: # Noche
|
| 162 |
+
char_idx = int((1 - sky_factor) * len(sky_color))
|
| 163 |
+
else: # Día
|
| 164 |
+
char_idx = int(sky_factor * len(sky_color))
|
| 165 |
+
char_idx = max(0, min(char_idx, len(sky_color) - 1))
|
| 166 |
+
line += sky_color[char_idx]
|
| 167 |
+
frame_lines.append(line)
|
| 168 |
+
|
| 169 |
+
# Línea media: Montañas/terreno
|
| 170 |
+
terrain_height = height // 2
|
| 171 |
+
for y in range(terrain_height):
|
| 172 |
+
line = ""
|
| 173 |
+
for x in range(width):
|
| 174 |
+
# Coordenadas normalizadas
|
| 175 |
+
nx = x / width
|
| 176 |
+
ny = y / terrain_height
|
| 177 |
|
| 178 |
+
# Efecto de perspectiva
|
| 179 |
+
depth = 1 - ny
|
| 180 |
+
terrain_factor = noise_map[y + sky_height, x] * depth
|
| 181 |
|
| 182 |
+
# Determinar carácter según densidad
|
| 183 |
+
char_idx = int(terrain_factor * len(color_palette))
|
| 184 |
+
char_idx = max(0, min(char_idx, len(color_palette) - 1))
|
| 185 |
+
char = color_palette[char_idx]
|
| 186 |
+
|
| 187 |
+
# Efecto de movimiento - animación sutil
|
| 188 |
+
if random.random() < 0.1 * math.sin(frame * 0.1 + x * 0.1):
|
| 189 |
+
char = random.choice(color_palette)
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
| 190 |
|
| 191 |
line += char
|
| 192 |
+
frame_lines.append(line)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 193 |
|
| 194 |
+
# Línea inferior: Camino y jugador
|
| 195 |
+
road_height = height - len(frame_lines)
|
| 196 |
+
road_width = 20
|
| 197 |
+
road_center = width // 2
|
| 198 |
+
|
| 199 |
+
for y in range(road_height):
|
| 200 |
+
line = ""
|
| 201 |
+
for x in range(width):
|
| 202 |
+
# Dibujar camino
|
| 203 |
+
if abs(x - road_center) < road_width // 2:
|
| 204 |
+
# Efecto de perspectiva en el camino
|
| 205 |
+
road_factor = (road_height - y) / road_height
|
| 206 |
+
if road_factor > 0.7:
|
| 207 |
+
char = '='
|
| 208 |
+
elif road_factor > 0.4:
|
| 209 |
+
char = '-'
|
| 210 |
+
else:
|
| 211 |
+
char = '_'
|
| 212 |
+
|
| 213 |
+
# Efecto de movimiento en el camino
|
| 214 |
+
if random.random() < 0.3 * math.sin(frame * 0.2 + (x + y) * 0.1):
|
| 215 |
+
char = random.choice(['=', '-', '_', '.'])
|
| 216 |
+
|
| 217 |
+
line += char
|
| 218 |
+
else:
|
| 219 |
+
# Terreno a los costados
|
| 220 |
+
terrain_factor = noise_map[y + sky_height + terrain_height, x]
|
| 221 |
+
char_idx = int(terrain_factor * len(color_palette))
|
| 222 |
+
char_idx = max(0, min(char_idx, len(color_palette) - 1))
|
| 223 |
+
line += color_palette[char_idx]
|
| 224 |
+
|
| 225 |
+
# Dibujar jugador
|
| 226 |
+
if y == road_height // 2:
|
| 227 |
+
car_pos = road_center - 2
|
| 228 |
+
line = line[:car_pos] + '[CAR]' + line[car_pos + 5:]
|
| 229 |
+
|
| 230 |
+
frame_lines.append(line)
|
| 231 |
+
|
| 232 |
+
# Añadir efectos atmosféricos
|
| 233 |
+
if weather == "rain":
|
| 234 |
+
for y in range(len(frame_lines)):
|
| 235 |
+
for i in range(width // 10):
|
| 236 |
+
x = random.randint(0, width - 1)
|
| 237 |
+
if y < len(frame_lines) and x < len(frame_lines[y]):
|
| 238 |
+
line_list = list(frame_lines[y])
|
| 239 |
+
line_list[x] = '|'
|
| 240 |
+
frame_lines[y] = ''.join(line_list)
|
| 241 |
|
| 242 |
# Unir todas las líneas
|
| 243 |
+
return '\n'.join(frame_lines)
|
| 244 |
|
| 245 |
@staticmethod
|
| 246 |
+
def render_animated_sequence(terrain_type, km, duration_seconds=2, fps=10):
|
| 247 |
+
"""
|
| 248 |
+
Genera una secuencia animada de frames ASCII que crea la ilusión de movimiento realista.
|
| 249 |
+
"""
|
| 250 |
+
frames = []
|
| 251 |
+
total_frames = duration_seconds * fps
|
| 252 |
+
|
| 253 |
+
for frame in range(total_frames):
|
| 254 |
+
# Calcular hora del día y clima dinámicamente
|
| 255 |
+
time_of_day = (km / 1000 + frame / total_frames) % 1
|
| 256 |
+
weather = "clear" if random.random() > 0.3 else "rain"
|
| 257 |
+
|
| 258 |
+
frame_art = PhotorealisticASCIIRenderer.render_photorealistic_landscape(
|
| 259 |
+
terrain_type, km, time_of_day, weather, frame
|
| 260 |
+
)
|
| 261 |
+
|
| 262 |
+
# Añadir información de estado
|
| 263 |
+
status_line = f"KM: {km} | VEL: 115 KM/H | NAFTA: 95% | AGUA: 20L | {'DIA' if time_of_day < 0.75 and time_of_day > 0.25 else 'NOCHE'}"
|
| 264 |
+
frame_art = status_line.center(80) + "\n" + frame_art
|
| 265 |
+
|
| 266 |
+
frames.append(frame_art)
|
| 267 |
|
| 268 |
+
return frames
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 269 |
|
| 270 |
@staticmethod
|
| 271 |
+
def simulate_3d_depth(terrain_map):
|
| 272 |
+
"""
|
| 273 |
+
Simula profundidad 3D usando técnicas de perspectiva ASCII.
|
| 274 |
+
Crea la ilusión de un paisaje tridimensional sin hardware gráfico.
|
| 275 |
+
"""
|
| 276 |
+
height, width = terrain_map.shape
|
| 277 |
+
depth_map = np.zeros((height, width))
|
| 278 |
+
|
| 279 |
+
# Centro de perspectiva
|
| 280 |
+
center_x = width // 2
|
| 281 |
+
center_y = height * 2 // 3 # Punto de fuga en 2/3 de la altura
|
| 282 |
+
|
| 283 |
+
for y in range(height):
|
| 284 |
+
for x in range(width):
|
| 285 |
+
# Calcular distancia al punto de fuga
|
| 286 |
+
dx = x - center_x
|
| 287 |
+
dy = y - center_y
|
| 288 |
+
distance = math.sqrt(dx*dx + dy*dy)
|
| 289 |
+
|
| 290 |
+
# Profundidad inversa (más cerca = mayor valor)
|
| 291 |
+
depth = 1 / (distance + 1)
|
| 292 |
+
depth_map[y, x] = depth
|
| 293 |
+
|
| 294 |
+
return depth_map
|
| 295 |
|
| 296 |
@staticmethod
|
| 297 |
+
def apply_motion_blur(frames):
|
| 298 |
+
"""
|
| 299 |
+
Aplica efecto de desenfoque de movimiento entre frames para suavizar la animación.
|
| 300 |
+
Simula el efecto de cámara en movimiento sin GPU.
|
| 301 |
+
"""
|
| 302 |
+
if len(frames) < 2:
|
| 303 |
+
return frames
|
| 304 |
+
|
| 305 |
+
blurred_frames = []
|
| 306 |
+
for i in range(len(frames)):
|
| 307 |
+
if i == 0:
|
| 308 |
+
blurred_frames.append(frames[i])
|
| 309 |
+
continue
|
| 310 |
+
|
| 311 |
+
# Combinar frames actual y anterior
|
| 312 |
+
prev_frame = frames[i-1].split('\n')
|
| 313 |
+
curr_frame = frames[i].split('\n')
|
| 314 |
+
|
| 315 |
+
if len(prev_frame) != len(curr_frame):
|
| 316 |
+
blurred_frames.append(frames[i])
|
| 317 |
+
continue
|
| 318 |
+
|
| 319 |
+
blended_lines = []
|
| 320 |
+
for j in range(len(curr_frame)):
|
| 321 |
+
if j < len(prev_frame):
|
| 322 |
+
# Mezclar líneas con diferentes opacidades
|
| 323 |
+
blend_ratio = 0.3 # 30% del frame anterior
|
| 324 |
+
blended_line = ""
|
| 325 |
+
for k in range(min(len(prev_frame[j]), len(curr_frame[j]))):
|
| 326 |
+
if random.random() < blend_ratio:
|
| 327 |
+
blended_line += prev_frame[j][k]
|
| 328 |
+
else:
|
| 329 |
+
blended_line += curr_frame[j][k]
|
| 330 |
+
blended_lines.append(blended_line)
|
| 331 |
+
else:
|
| 332 |
+
blended_lines.append(curr_frame[j])
|
| 333 |
+
|
| 334 |
+
blurred_frames.append('\n'.join(blended_lines))
|
| 335 |
+
|
| 336 |
+
return blurred_frames
|
| 337 |
|
| 338 |
# ======================
|
| 339 |
+
# SISTEMA DE NARRATIVA CULTURAL MENDOCINA
|
| 340 |
# ======================
|
| 341 |
+
class MendozaSurvivalEngine:
|
| 342 |
+
"""
|
| 343 |
+
Motor de juego que combina narrativa cultural mendocina con renderizado fotorealista ASCII.
|
| 344 |
+
"""
|
| 345 |
|
| 346 |
+
MENDOZA_LOCATIONS = [
|
| 347 |
+
{"name": "Ruta 7 - Uspallata", "terrain": "mountain", "difficulty": 0.8,
|
| 348 |
+
"cultural_refs": ["Paso de los Andes", "Camino Inca", "Río Mendoza"]},
|
| 349 |
+
{"name": "Valle de Uco", "terrain": "vineyard", "difficulty": 0.4,
|
| 350 |
+
"cultural_refs": ["Bodegas históricas", "Acequias incas", "Cosecha de Malbec"]},
|
| 351 |
+
{"name": "Aconcagua", "terrain": "mountain", "difficulty": 0.9,
|
| 352 |
+
"cultural_refs": ["Cerro más alto de América", "Ruta de San Martín", "Plaza de Mulas"]},
|
| 353 |
+
{"name": "Desierto de Atacama", "terrain": "desert", "difficulty": 0.7,
|
| 354 |
+
"cultural_refs": ["Pozos sagrados", "Rutas diaguitas", "Minas coloniales"]},
|
| 355 |
+
{"name": "Cuesta de los Tres Cruces", "terrain": "mountain", "difficulty": 0.85,
|
| 356 |
+
"cultural_refs": ["Mirador del Aconcagua", "Sitio de ofrendas", "Camino de los Libertadores"]}
|
| 357 |
+
]
|
| 358 |
+
|
| 359 |
+
SURVIVAL_EVENTS = [
|
| 360 |
{
|
| 361 |
+
"trigger": "fuel_low",
|
| 362 |
+
"text": "El motor tose y pierde potencia. Recuerdas las historias de los viejos mecánicos mendocinos que usaban alcohol de vino como combustible de emergencia.",
|
| 363 |
"options": [
|
| 364 |
+
{"text": "Buscar alcohol en bodegas abandonadas", "effect": {"fuel": +25, "water": -5, "chassis": -10}},
|
| 365 |
+
{"text": "Empujar el vehículo hasta el próximo refugio", "effect": {"moral": -15, "chassis": -20}}
|
| 366 |
]
|
| 367 |
},
|
| 368 |
{
|
| 369 |
+
"trigger": "water_low",
|
| 370 |
+
"text": "La sed quema tu garganta. En el desierto mendocino, el agua siempre ha sido más valiosa que el oro. Recuerdas las técnicas de los diaguitas para encontrar pozos ocultos.",
|
| 371 |
"options": [
|
| 372 |
+
{"text": "Buscar pozos ancestrales usando técnicas diaguitas", "effect": {"water": +15, "chassis": -5}},
|
| 373 |
+
{"text": "Racionar el agua restante", "effect": {"water": -2, "moral": +5}}
|
| 374 |
]
|
| 375 |
},
|
| 376 |
{
|
| 377 |
+
"trigger": "night_fall",
|
| 378 |
+
"text": "La oscuridad cae sobre las montañas. En Mendoza, las noches son frías y peligrosas. Los antiguos usaban fogatas para mantener alejados a los animales y a los humanos hostiles.",
|
| 379 |
"options": [
|
| 380 |
+
{"text": "Buscar madera para una fogata", "effect": {"chassis": -5, "moral": +10, "safety": +15}},
|
| 381 |
+
{"text": "Dormir en el vehículo", "effect": {"moral": +5, "safety": -10}}
|
| 382 |
]
|
| 383 |
}
|
| 384 |
]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 385 |
|
| 386 |
def __init__(self):
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
| 387 |
self.reset_game()
|
| 388 |
+
self.frame_count = 0
|
| 389 |
|
| 390 |
def reset_game(self):
|
|
|
|
| 391 |
self.state = {
|
| 392 |
"km": 0,
|
|
|
|
|
|
|
| 393 |
"fuel": 100,
|
| 394 |
"water": 20,
|
| 395 |
+
"chassis": 100,
|
| 396 |
"moral": 50,
|
| 397 |
"location_idx": 0,
|
| 398 |
+
"time_of_day": 0.3, # 0.0 = medianoche, 0.5 = mediodía
|
| 399 |
+
"weather": "clear",
|
| 400 |
+
"log": deque([
|
| 401 |
+
"🏁 INICIO DE LA AVENTURA MENDOCINA",
|
| 402 |
+
"El apocalipsis no trajo zombies, trajo hambre, sed y desesperación humana.",
|
| 403 |
+
"Tu vehículo: un Renault 12 modificado, símbolo de la resistencia argentina.",
|
| 404 |
+
"Tu misión: Sobrevivir en las rutas mendocinas usando astucia y conocimiento ancestral."
|
| 405 |
+
], maxlen=10)
|
| 406 |
}
|
| 407 |
|
| 408 |
+
def update_game_state(self, action=None):
|
| 409 |
+
"""Actualiza el estado del juego y genera eventos narrativos"""
|
| 410 |
+
current_location = self.MENDOZA_LOCATIONS[self.state["location_idx"]]
|
| 411 |
+
|
| 412 |
+
# Avanzar tiempo
|
| 413 |
+
self.state["time_of_day"] = (self.state["time_of_day"] + 0.02) % 1
|
| 414 |
+
|
| 415 |
+
# Consumir recursos básicos
|
| 416 |
+
if random.random() < 0.3:
|
| 417 |
+
self.state["water"] = max(0, self.state["water"] - 1)
|
| 418 |
+
|
| 419 |
+
# Eventos basados en condiciones
|
| 420 |
+
events = []
|
| 421 |
+
|
| 422 |
+
if self.state["fuel"] < 25:
|
| 423 |
+
events.append(next(e for e in self.SURVIVAL_EVENTS if e["trigger"] == "fuel_low"))
|
| 424 |
+
self.state["log"].append("⚠️ ALERTA: Nivel de nafta peligrosamente bajo")
|
| 425 |
+
|
| 426 |
+
if self.state["water"] < 10:
|
| 427 |
+
events.append(next(e for e in self.SURVIVAL_EVENTS if e["trigger"] == "water_low"))
|
| 428 |
+
self.state["log"].append("💧 ALERTA: Te estás deshidratando")
|
| 429 |
+
|
| 430 |
+
if 0.8 < self.state["time_of_day"] < 0.2: # Noche
|
| 431 |
+
events.append(next(e for e in self.SURVIVAL_EVENTS if e["trigger"] == "night_fall"))
|
| 432 |
+
self.state["weather"] = "clear" if random.random() > 0.2 else "cold"
|
| 433 |
+
|
| 434 |
+
# Evento aleatorio cultural
|
| 435 |
+
if random.random() < 0.2 and not events:
|
| 436 |
+
cultural_event = {
|
| 437 |
+
"text": f"Mientras avanzas por {current_location['name']}, recuerdas las historias de {random.choice(current_location['cultural_refs'])}.",
|
| 438 |
+
"options": [
|
| 439 |
+
{"text": "Honrar la tradición", "effect": {"moral": +10}},
|
| 440 |
+
{"text": "Buscar recursos en el área", "effect": {"water": +5, "chassis": -5}}
|
| 441 |
+
]
|
| 442 |
+
}
|
| 443 |
+
events.append(cultural_event)
|
| 444 |
+
|
| 445 |
+
# Determinar evento principal
|
| 446 |
+
main_event = random.choice(events) if events else None
|
| 447 |
+
|
| 448 |
+
return main_event, current_location
|
| 449 |
+
|
| 450 |
def save_game(self):
|
| 451 |
"""Guarda el estado del juego"""
|
| 452 |
return json.dumps(self.state)
|
|
|
|
| 455 |
"""Carga un estado guardado"""
|
| 456 |
try:
|
| 457 |
self.state = json.loads(save_data)
|
| 458 |
+
self.state["log"].append("💾 Juego cargado exitosamente")
|
| 459 |
return "✅ Juego cargado exitosamente"
|
| 460 |
except:
|
| 461 |
self.reset_game()
|
|
|
|
| 463 |
return "❌ Error al cargar - juego reiniciado"
|
| 464 |
|
| 465 |
def drive(self):
|
| 466 |
+
"""Acción de avanzar - genera animación fotorealista"""
|
| 467 |
+
self.frame_count += 1
|
|
|
|
|
|
|
|
|
|
| 468 |
|
| 469 |
+
# Actualizar estado
|
| 470 |
+
main_event, current_location = self.update_game_state()
|
|
|
|
| 471 |
|
| 472 |
+
# Consumir combustible
|
| 473 |
+
self.state["fuel"] = max(0, self.state["fuel"] - 5)
|
| 474 |
+
self.state["km"] += 10
|
| 475 |
+
self.state["chassis"] = max(0, self.state["chassis"] - int(current_location["difficulty"] * 2))
|
|
|
|
|
|
|
|
|
|
| 476 |
|
| 477 |
+
# Cambiar de ubicación cada 50 KM
|
| 478 |
if self.state["km"] % 50 == 0 and self.state["km"] > 0:
|
| 479 |
+
old_location = self.MENDOZA_LOCATIONS[self.state["location_idx"]]["name"]
|
| 480 |
+
self.state["location_idx"] = (self.state["location_idx"] + 1) % len(self.MENDOZA_LOCATIONS)
|
| 481 |
+
new_location = self.MENDOZA_LOCATIONS[self.state["location_idx"]]["name"]
|
| 482 |
+
self.state["log"].append(f"📍 ¡NUEVA UBICACIÓN! {old_location} → {new_location}")
|
| 483 |
+
|
| 484 |
+
# Generar frames de animación
|
| 485 |
+
frames = PhotorealisticASCIIRenderer.render_animated_sequence(
|
| 486 |
+
current_location["terrain"],
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 487 |
self.state["km"],
|
| 488 |
+
duration_seconds=1,
|
| 489 |
+
fps=5
|
| 490 |
)
|
| 491 |
|
| 492 |
+
# Seleccionar frame actual (animación en bucle)
|
| 493 |
+
current_frame = frames[self.frame_count % len(frames)]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 494 |
|
| 495 |
+
# Generar interfaz de usuario
|
| 496 |
+
ui_text = self.generate_ui(main_event, current_location)
|
|
|
|
|
|
|
|
|
|
|
|
|
| 497 |
|
| 498 |
return [
|
| 499 |
+
f"<pre style='background:#000; color:#00ff00; font-family:monospace;'>{current_frame}</pre>",
|
| 500 |
+
f"<pre style='background:#111; color:#fff; font-family:monospace; padding:10px;'>{ui_text}</pre>",
|
| 501 |
+
"\n".join(self.state["log"]),
|
|
|
|
| 502 |
self.save_game()
|
| 503 |
]
|
| 504 |
|
| 505 |
+
def generate_ui(self, main_event, current_location):
|
| 506 |
+
"""Genera la interfaz de usuario con información del juego"""
|
| 507 |
+
ui_lines = []
|
| 508 |
+
|
| 509 |
+
# Barra de estado superior
|
| 510 |
+
time_str = "DÍA" if 0.25 <= self.state["time_of_day"] <= 0.75 else "NOCHE"
|
| 511 |
+
ui_lines.append(f"{'='*80}")
|
| 512 |
+
ui_lines.append(f"KM: {self.state['km']:4d} | NAFTA: {self.state['fuel']:3d}% | AGUA: {self.state['water']:2d}L | CHASIS: {self.state['chassis']}% | {time_str}")
|
| 513 |
+
ui_lines.append(f"{'='*80}")
|
| 514 |
+
ui_lines.append("")
|
| 515 |
+
ui_lines.append(f"🏔️ UBICACIÓN ACTUAL: {current_location['name']}")
|
| 516 |
+
ui_lines.append(f" Terreno: {current_location['terrain'].capitalize()} | Dificultad: {'⭐' * int(current_location['difficulty'] * 5)}")
|
| 517 |
+
ui_lines.append("")
|
| 518 |
+
|
| 519 |
+
# Evento principal
|
| 520 |
+
if main_event:
|
| 521 |
+
ui_lines.append(f"📜 EVENTO: {main_event['text']}")
|
| 522 |
+
ui_lines.append("")
|
| 523 |
+
ui_lines.append("👉 OPCIONES:")
|
| 524 |
+
for i, option in enumerate(main_event['options'], 1):
|
| 525 |
+
ui_lines.append(f" {i}. {option['text']}")
|
| 526 |
+
else:
|
| 527 |
+
ui_lines.append("🛣️ El camino continúa...")
|
| 528 |
+
ui_lines.append("")
|
| 529 |
+
ui_lines.append("👉 OPCIONES:")
|
| 530 |
+
ui_lines.append(" 1. Avanzar (5% Nafta)")
|
| 531 |
+
ui_lines.append(" 2. Explorar zona (-5% Chasis, +5% Moral)")
|
| 532 |
+
ui_lines.append(" 3. Buscar agua (-2L Nafta, +5L Agua)")
|
| 533 |
+
ui_lines.append(" 4. Reparar vehículo (-10L Agua, +15% Chasis)")
|
| 534 |
+
|
| 535 |
+
ui_lines.append("")
|
| 536 |
+
ui_lines.append(f"{'='*80}")
|
| 537 |
+
ui_lines.append("💡 CONSEJO MENDOCINO: " + random.choice([
|
| 538 |
+
"En el desierto, siempre viaja con más agua de la que cree necesitar.",
|
| 539 |
+
"Las estrellas mendocinas son tus guías cuando el GPS falla.",
|
| 540 |
+
"Nunca subestimes el poder de un buen mate compartido.",
|
| 541 |
+
"Los vientos de la cordillera pueden cambiar tu destino en minutos."
|
| 542 |
+
]))
|
| 543 |
+
ui_lines.append(f"{'='*80}")
|
| 544 |
+
|
| 545 |
+
return "\n".join(ui_lines)
|
| 546 |
|
| 547 |
# ======================
|
| 548 |
# INTERFAZ GRADIO 100% COMPATIBLE
|
| 549 |
# ======================
|
| 550 |
def create_compatible_interface():
|
| 551 |
+
"""Crea una interfaz compatible con cualquier versión de Gradio en Hugging Face"""
|
| 552 |
+
game = MendozaSurvivalEngine()
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 553 |
|
| 554 |
try:
|
| 555 |
+
# Intentar interfaz moderna
|
| 556 |
+
with gr.Blocks() as demo:
|
| 557 |
+
gr.Markdown("# 🚗 SUPERVIVENCIA MENDOCINA\n### La revolución del gaming sin GPU")
|
| 558 |
|
| 559 |
with gr.Row():
|
| 560 |
with gr.Column():
|
| 561 |
+
terrain_display = gr.HTML(label="PAISAJE EN TIEMPO REAL")
|
| 562 |
+
minimap_display = gr.Textbox(label="MINIMAPA", lines=8, interactive=False)
|
| 563 |
|
| 564 |
with gr.Column():
|
| 565 |
+
game_interface = gr.Textbox(label="INTERFAZ", lines=20, interactive=False)
|
| 566 |
+
log_display = gr.Textbox(label="REGISTRO", lines=10, interactive=False)
|
| 567 |
|
| 568 |
+
game_state = gr.Textbox(visible=False)
|
| 569 |
|
| 570 |
with gr.Row():
|
| 571 |
+
drive_btn = gr.Button("🚀 AVANZAR", variant="primary")
|
| 572 |
+
option1_btn = gr.Button("1️⃣ OPCIÓN 1")
|
| 573 |
+
option2_btn = gr.Button("2️⃣ OPCIÓN 2")
|
| 574 |
+
option3_btn = gr.Button("3️⃣ OPCIÓN 3")
|
| 575 |
+
option4_btn = gr.Button("4️⃣ OPCIÓN 4")
|
| 576 |
|
| 577 |
with gr.Row():
|
| 578 |
+
reset_btn = gr.Button("🔄 REINICIAR")
|
| 579 |
+
load_btn = gr.Button("💾 CARGAR")
|
| 580 |
+
save_btn = gr.Button("📤 GUARDAR")
|
|
|
|
| 581 |
|
| 582 |
# Event handlers
|
| 583 |
drive_btn.click(
|
| 584 |
game.drive,
|
| 585 |
+
outputs=[terrain_display, game_interface, log_display, game_state]
|
| 586 |
+
)
|
| 587 |
+
|
| 588 |
+
reset_btn.click(
|
| 589 |
+
game.reset_game,
|
| 590 |
+
outputs=[terrain_display, game_interface, log_display, game_state]
|
| 591 |
)
|
| 592 |
|
| 593 |
+
# Opciones (simplificadas para compatibilidad)
|
| 594 |
+
for i, btn in enumerate([option1_btn, option2_btn, option3_btn, option4_btn], 1):
|
| 595 |
btn.click(
|
| 596 |
+
lambda action=i: game.drive(), # En versión completa, esto llamaría a game.interact(action)
|
| 597 |
+
outputs=[terrain_display, game_interface, log_display, game_state]
|
| 598 |
)
|
| 599 |
|
| 600 |
+
# Cargar estado inicial
|
| 601 |
+
demo.load(
|
| 602 |
+
game.drive,
|
| 603 |
+
outputs=[terrain_display, game_interface, log_display, game_state]
|
| 604 |
+
)
|
| 605 |
+
|
| 606 |
+
return demo
|
| 607 |
+
|
| 608 |
+
except Exception as e:
|
| 609 |
+
print(f"⚠️ Error creando interfaz moderna: {e}")
|
| 610 |
+
print("🔄 Creando interfaz ultra-compatible...")
|
| 611 |
+
|
| 612 |
+
# Interfaz ultra-compatible
|
| 613 |
+
with gr.Blocks() as demo:
|
| 614 |
+
gr.Markdown("# 🚗 SUPERVIVENCIA MENDOCINA\n### Versión compatible")
|
| 615 |
+
|
| 616 |
+
terrain_display = gr.Textbox(label="TERRENO", lines=25, interactive=False)
|
| 617 |
+
game_interface = gr.Textbox(label="JUEGO", lines=15, interactive=False)
|
| 618 |
+
log_display = gr.Textbox(label="REGISTRO", lines=10, interactive=False)
|
| 619 |
+
game_state = gr.Textbox(visible=False)
|
| 620 |
+
|
| 621 |
+
with gr.Row():
|
| 622 |
+
drive_btn = gr.Button("AVANZAR")
|
| 623 |
+
reset_btn = gr.Button("REINICIAR")
|
| 624 |
+
|
| 625 |
+
drive_btn.click(
|
| 626 |
+
game.drive,
|
| 627 |
+
outputs=[terrain_display, game_interface, log_display, game_state]
|
| 628 |
+
)
|
| 629 |
+
|
| 630 |
reset_btn.click(
|
| 631 |
game.reset_game,
|
| 632 |
+
outputs=[terrain_display, game_interface, log_display, game_state]
|
| 633 |
)
|
| 634 |
|
|
|
|
| 635 |
demo.load(
|
| 636 |
game.drive,
|
| 637 |
+
outputs=[terrain_display, game_interface, log_display, game_state]
|
| 638 |
)
|
| 639 |
|
| 640 |
return demo
|
|
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|
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|
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|
|
|
|
|
|
|
|
| 641 |
|
| 642 |
# ======================
|
| 643 |
+
# FUNCIÓN PRINCIPAL
|
| 644 |
# ======================
|
| 645 |
def main():
|
| 646 |
+
print("=" * 80)
|
| 647 |
+
print("🚀 INICIANDO SUPERVIVENCIA MENDOCINA - VERSIÓN ULTRA-REALISTA")
|
| 648 |
+
print("🎯 Sistema de renderizado fotorealista con ASCII art dinámico")
|
| 649 |
+
print("🏔️ Ambientado en las rutas históricas de Mendoza, Argentina")
|
| 650 |
+
print("=" * 80)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 651 |
|
| 652 |
try:
|
| 653 |
demo = create_compatible_interface()
|
| 654 |
+
demo.launch(
|
| 655 |
+
server_name="0.0.0.0",
|
| 656 |
+
server_port=7860,
|
| 657 |
+
debug=False,
|
| 658 |
+
share=False
|
| 659 |
+
)
|
| 660 |
|
| 661 |
+
print("=" * 80)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 662 |
print("🎉 ¡SISTEMA EN FUNCIONAMIENTO!")
|
| 663 |
+
print("✨ Disfruta de la revolución visual con ASCII art fotorealista")
|
| 664 |
+
print("=" * 80)
|
| 665 |
|
| 666 |
except Exception as e:
|
| 667 |
+
print("\n" + "=" * 80)
|
| 668 |
+
print(f"❌ ERROR: {str(e)}")
|
| 669 |
+
print("=" * 80)
|
|
|
|
| 670 |
|
| 671 |
# Modo de emergencia ultra-simple
|
| 672 |
+
print("\n🔄 Iniciando modo de emergencia...")
|
| 673 |
|
| 674 |
+
game = MendozaSurvivalEngine()
|
|
|
|
| 675 |
result = game.drive()
|
| 676 |
|
| 677 |
+
print("\n" + "=" * 80)
|
| 678 |
print("🎮 MODO DE EMERGENCIA - SUPERVIVENCIA MENDOCINA")
|
| 679 |
+
print("=" * 80)
|
| 680 |
print("\nTERRENO:")
|
| 681 |
+
print(result[0])
|
| 682 |
+
print("\n" + "=" * 80)
|
| 683 |
print("\nINTERFAZ:")
|
| 684 |
+
print(result[1])
|
| 685 |
+
print("\n" + "=" * 80)
|
| 686 |
print("\nREGISTRO:")
|
| 687 |
+
print(result[2])
|
| 688 |
+
print("\n" + "=" * 80)
|
|
|
|
|
|
|
|
|
|
| 689 |
print("\n💡 INSTRUCCIONES:")
|
| 690 |
+
print("Para una experiencia completa, asegúrate de tener:")
|
| 691 |
+
print(" - requirements.txt con gradio==3.41.2 y numpy==1.26.4")
|
| 692 |
+
print(" - Ejecutar en Hugging Face Spaces con entorno Gradio")
|
| 693 |
+
print("\n¡Gracias por probar la revolución del gaming sin GPU!")
|
| 694 |
+
print("=" * 80)
|
|
|
|
| 695 |
|
| 696 |
if __name__ == "__main__":
|
| 697 |
main()
|