Upload 3 files
Browse files- DCE-main-game-python/LICENSE +20 -0
- DCE-main-game-python/README.md +165 -0
- DCE-main-game-python/dungeon_crawler.py +726 -0
DCE-main-game-python/LICENSE
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Copyright 2025 ysnrfd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to use,
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copy, modify, and distribute the Software, subject to the following conditions:
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1. The copyright notice, this permission notice, and all attribution information
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regarding the original author (ysnrfd) must be preserved in their entirety
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and must not be removed, altered, or obscured in any copies or derivative works.
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2. Any modifications or derivative works must be clearly documented in a "CHANGELOG" or
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"NOTICE" file included with the Software. This documentation must include a detailed
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description of the changes made, the date of the modification, and the identity of
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the modifier.
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3. The Software is provided "as is", without warranty of any kind, express or implied.
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The author shall not be liable for any damages arising from use of the Software.
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4. Any attempt to remove or alter the original attribution or copyright information
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constitutes a violation of this license and may result in legal action.
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DCE-main-game-python/README.md
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# DCE
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# 🕹️ Dungeon-Crawler-Engine
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Modular dungeon crawler simulation for **AI-driven gameplay**, **pathfinding experiments**, and **cryptographic save testing**.
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**Under development** by **YSNRFD**
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---
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## 🧠 DCE_ysnrfd – Procedural Dungeon Crawler Engine with AI & Secure Save System
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[](https://www.python.org/)
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[]()
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[]()
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---
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## 🚀 Overview
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**DCE_ysnrfd** is an extensible, modular dungeon crawler simulation built in pure Python.
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It includes a secure save/load system using cryptographic HMACs, procedurally generated dungeons, an intelligent A\* enemy AI, and a structured turn-based system.
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Perfect for prototyping **game mechanics**, **AI behavior**, and **simulation loops**.
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This project is for **educational purposes**, AI/ML pathfinding demos, and ethical development only.
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---
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## ✨ Features
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- 🧱 **Procedural Dungeon Generation**
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Uses recursive division with controlled randomness to generate interconnected dungeon layouts.
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- 🧠 **A\* Pathfinding**
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Enemies use a priority queue with Manhattan heuristics for navigation and targeting.
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- ⚙️ **Component-Based Entity System**
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Players, enemies, and items are all modeled with clean, modular class structures.
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- 🔒 **Cryptographic Save/Load**
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Uses HMAC-SHA256 to verify save integrity. Saves are rejected if tampered.
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- ⏱️ **Turn-Based State Machine**
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Robust finite state system for clean transitions (menu → gameplay → endgame).
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- 🧃 **Inventory & Items System**
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Supports armor, weapons, potions, and quest items with metadata and effects.
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- 📜 **Type-Hinted & Extensible**
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Fully annotated for IDE support and future expansion.
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- 📓 **Verbose Logging System**
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Game states and events are logged to `dungeon_crawler.log`.
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---
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## 📦 Installation
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**1. Clone the repository**
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```bash
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git clone https://github.com/ysnrfd/DCE.git
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cd DCE-main
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```
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**2. Run the program**
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Linux:
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```python
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python3 dungeon_crawler.py
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```
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Windows:
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```python
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python dungeon_crawler.py
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```
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## 🔧 Usage Examples
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**Run the main game loop**
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```python
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python dungeon_crawler.py
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```
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**Use the map generation module alone**
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```python
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from dungeon_crawler import DungeonGenerator
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map_data = DungeonGenerator(width=40, height=20).generate()
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print(map_data)
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```
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**Save and verify game state**
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```python
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from dungeon_crawler import SaveSystem, GameState
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state = GameState(...)
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SaveSystem.save(state, "game_state.encrypted")
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verified = SaveSystem.load("game_state.encrypted")
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```
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## 📂 Project Structure
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```structure
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dungeon-crawler-engine/
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│── dungeon_crawler.py # Main game engine
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│── #dungeon_crawler.log # Log output
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│── #game_state.encrypted # Cryptographically signed game save
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│── README.md
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│── LICENSE
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```
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## 🔐 Save System Details
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- **Based on HMAC-SHA256 with secret key**
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- **Includes timestamp and anti-replay protection**
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- **Invalid or tampered saves are automatically discarded**
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## 🧠 Algorithms & Internals
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- **Pathfinding: A with open/closed sets, priority queues (heapq)**
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- **Dungeon Generation: Recursive division + random room linking**
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- **State Machine: Enum-based game states and transitions**
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- **Secure Save: JSON serialization + hmac + secrets**
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## 🛣️ Roadmap
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**✅ Cryptographic save/load system**
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**✅ Procedural generation engine**
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**✅ A pathfinding and enemy AI**
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**🔲 GUI version with Pygame or Pyxel**
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**🔲 Quest/dialogue system**
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**🔲 Plugin API for modding**
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**🔲 Fog of war and minimap**
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## ⚠️ Ethical Usage Notice
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This engine is intended for learning, game prototyping, and academic experiments only.
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You are not permitted to use this code in unethical simulations or closed-source game repackaging without preserving attribution.
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## 📝 License
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This project is licensed under the **YSNRFD License.**
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You are free to fork and build upon it with proper credit and within ethical guidelines.
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Redistribution without credit is strictly forbidden.
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## 👨💻 Author
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**Developer: YSNRFD**
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**Telegram: @ysnrfd**
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## ⭐ Support This Project
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**If you enjoyed this project or learned something useful, please star it on GitHub and share it with others!**
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DCE-main-game-python/dungeon_crawler.py
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|
1 |
+
#!/usr/bin/env python3
|
2 |
+
"""
|
3 |
+
██████╗ ███████╗███████╗███████╗██████╗ █████╗ ██████╗ ███████╗
|
4 |
+
██╔══██╗██╔════╝██╔════╝██╔════╝██╔══██╗██╔══██╗██╔══██╗██╔════╝
|
5 |
+
██████╔╝█████╗ █████╗ █████╗ ██████╔╝███████║██████╔╝█████╗
|
6 |
+
██╔══██╗██╔══╝ ██╔══╝ ██╔══╝ ██╔══██╗██╔══██║██╔══██╗██╔══╝
|
7 |
+
██║ ██║███████╗██║ ███████╗██║ ██║██║ ██║██║ ██║███████╗
|
8 |
+
╚═╝ ╚═╝╚══════╝╚═╝ ╚══════╝╚═╝ ╚═╝╚═╝ ╚═╝╚═╝ ╚═╝╚══════╝
|
9 |
+
|
10 |
+
A hyper-structured, enterprise-grade dungeon crawler simulation with:
|
11 |
+
- Procedural dungeon generation (Recursive Division Algorithm)
|
12 |
+
- A* Pathfinding for enemy AI
|
13 |
+
- Component-Based Entity System
|
14 |
+
- JSON Save/Load with cryptographic signing
|
15 |
+
- Multithreaded event handling
|
16 |
+
- Comprehensive error logging
|
17 |
+
- State machine architecture
|
18 |
+
- Type hints and docstring documentation
|
19 |
+
----------------------------------------------
|
20 |
+
|
21 |
+
Developer: YSNRFD
|
22 |
+
Telegram: @ysnrfd
|
23 |
+
"""
|
24 |
+
|
25 |
+
import json
|
26 |
+
import time
|
27 |
+
import threading
|
28 |
+
import logging
|
29 |
+
import hashlib
|
30 |
+
import hmac
|
31 |
+
import secrets
|
32 |
+
from enum import Enum, auto
|
33 |
+
from heapq import heappop, heappush
|
34 |
+
from typing import (
|
35 |
+
Dict,
|
36 |
+
List,
|
37 |
+
Tuple,
|
38 |
+
Optional,
|
39 |
+
Set,
|
40 |
+
Any,
|
41 |
+
Callable,
|
42 |
+
TypeVar,
|
43 |
+
Generic,
|
44 |
+
cast
|
45 |
+
)
|
46 |
+
|
47 |
+
# =============================================================================
|
48 |
+
# CONFIGURATION & CONSTANTS
|
49 |
+
# =============================================================================
|
50 |
+
SECRET_KEY = secrets.token_bytes(32)
|
51 |
+
LOG_FILE = "dungeon_crawler.log"
|
52 |
+
SAVE_FILE = "game_state.encrypted"
|
53 |
+
MAX_ROOMS = 15
|
54 |
+
ROOM_MIN_SIZE = 4
|
55 |
+
ROOM_MAX_SIZE = 8
|
56 |
+
ENEMY_SPAWN_RATE = 0.3
|
57 |
+
ITEM_SPAWN_RATE = 0.25
|
58 |
+
|
59 |
+
# =============================================================================
|
60 |
+
# LOGGING SETUP
|
61 |
+
# =============================================================================
|
62 |
+
logging.basicConfig(
|
63 |
+
level=logging.INFO,
|
64 |
+
format='%(asctime)s - %(name)s - %(levelname)s - %(message)s',
|
65 |
+
handlers=[
|
66 |
+
logging.FileHandler(LOG_FILE),
|
67 |
+
logging.StreamHandler()
|
68 |
+
]
|
69 |
+
)
|
70 |
+
logger = logging.getLogger("DungeonCrawler")
|
71 |
+
|
72 |
+
# =============================================================================
|
73 |
+
# CUSTOM EXCEPTIONS
|
74 |
+
# =============================================================================
|
75 |
+
class DungeonGenerationError(Exception):
|
76 |
+
"""Raised when dungeon generation fails"""
|
77 |
+
pass
|
78 |
+
|
79 |
+
class SaveFileCorruptedError(Exception):
|
80 |
+
"""Raised when save file integrity check fails"""
|
81 |
+
pass
|
82 |
+
|
83 |
+
class InvalidGameStateError(Exception):
|
84 |
+
"""Raised when game state violates business rules"""
|
85 |
+
pass
|
86 |
+
|
87 |
+
# =============================================================================
|
88 |
+
# ENUMERATIONS
|
89 |
+
# =============================================================================
|
90 |
+
class Direction(Enum):
|
91 |
+
NORTH = auto()
|
92 |
+
EAST = auto()
|
93 |
+
SOUTH = auto()
|
94 |
+
WEST = auto()
|
95 |
+
|
96 |
+
class ItemType(Enum):
|
97 |
+
WEAPON = auto()
|
98 |
+
ARMOR = auto()
|
99 |
+
POTION = auto()
|
100 |
+
QUEST = auto()
|
101 |
+
|
102 |
+
class EntityState(Enum):
|
103 |
+
IDLE = auto()
|
104 |
+
PATROLLING = auto()
|
105 |
+
CHASING = auto()
|
106 |
+
COMBAT = auto()
|
107 |
+
DEAD = auto()
|
108 |
+
|
109 |
+
# =============================================================================
|
110 |
+
# GEOMETRY & MATH UTILITIES
|
111 |
+
# =============================================================================
|
112 |
+
T = TypeVar('T')
|
113 |
+
class BoundedQueue(Generic[T]):
|
114 |
+
"""Thread-safe bounded queue with priority support"""
|
115 |
+
def __init__(self, max_size: int = 10):
|
116 |
+
self.max_size = max_size
|
117 |
+
self._queue: List[Tuple[int, T]] = []
|
118 |
+
self._lock = threading.RLock()
|
119 |
+
|
120 |
+
def push(self, priority: int, item: T) -> None:
|
121 |
+
with self._lock:
|
122 |
+
heappush(self._queue, (priority, item))
|
123 |
+
if len(self._queue) > self.max_size:
|
124 |
+
self._queue.pop()
|
125 |
+
|
126 |
+
def pop(self) -> T:
|
127 |
+
with self._lock:
|
128 |
+
return heappop(self._queue)[1]
|
129 |
+
|
130 |
+
def clear(self) -> None:
|
131 |
+
with self._lock:
|
132 |
+
self._queue.clear()
|
133 |
+
|
134 |
+
class Vector2D:
|
135 |
+
"""Immutable 2D coordinate system"""
|
136 |
+
__slots__ = ('x', 'y')
|
137 |
+
|
138 |
+
def __init__(self, x: int, y: int):
|
139 |
+
self.x = x
|
140 |
+
self.y = y
|
141 |
+
|
142 |
+
def __add__(self, other: 'Vector2D') -> 'Vector2D':
|
143 |
+
return Vector2D(self.x + other.x, self.y + other.y)
|
144 |
+
|
145 |
+
def __sub__(self, other: 'Vector2D') -> 'Vector2D':
|
146 |
+
return Vector2D(self.x - other.x, self.y - other.y)
|
147 |
+
|
148 |
+
def __eq__(self, other: object) -> bool:
|
149 |
+
if not isinstance(other, Vector2D):
|
150 |
+
return False
|
151 |
+
return self.x == other.x and self.y == other.y
|
152 |
+
|
153 |
+
def __hash__(self) -> int:
|
154 |
+
return hash((self.x, self.y))
|
155 |
+
|
156 |
+
def __repr__(self) -> str:
|
157 |
+
return f"Vector2D({self.x}, {self.y})"
|
158 |
+
|
159 |
+
# =============================================================================
|
160 |
+
# GAME CORE COMPONENTS
|
161 |
+
# =============================================================================
|
162 |
+
class Room:
|
163 |
+
"""Represents a dungeon room with spatial properties"""
|
164 |
+
def __init__(self, origin: Vector2D, width: int, height: int):
|
165 |
+
self.origin = origin
|
166 |
+
self.width = width
|
167 |
+
self.height = height
|
168 |
+
self.connections: Dict[Direction, 'Room'] = {}
|
169 |
+
self.items: List['Item'] = []
|
170 |
+
self.enemies: List['Enemy'] = []
|
171 |
+
self.explored = False
|
172 |
+
|
173 |
+
@property
|
174 |
+
def center(self) -> Vector2D:
|
175 |
+
return Vector2D(
|
176 |
+
self.origin.x + self.width // 2,
|
177 |
+
self.origin.y + self.height // 2
|
178 |
+
)
|
179 |
+
|
180 |
+
def intersects(self, other: 'Room') -> bool:
|
181 |
+
"""Check if this room intersects with another room"""
|
182 |
+
return (
|
183 |
+
self.origin.x <= other.origin.x + other.width and
|
184 |
+
self.origin.x + self.width >= other.origin.x and
|
185 |
+
self.origin.y <= other.origin.y + other.height and
|
186 |
+
self.origin.y + self.height >= other.origin.y
|
187 |
+
)
|
188 |
+
|
189 |
+
class Dungeon:
|
190 |
+
"""Procedurally generated dungeon using recursive division"""
|
191 |
+
def __init__(self, width: int, height: int):
|
192 |
+
self.width = width
|
193 |
+
self.height = height
|
194 |
+
self.rooms: List[Room] = []
|
195 |
+
self.tiles: List[List[bool]] = [
|
196 |
+
[False for _ in range(height)]
|
197 |
+
for _ in range(width)
|
198 |
+
]
|
199 |
+
self.player_start = Vector2D(0, 0)
|
200 |
+
self.exit = Vector2D(0, 0)
|
201 |
+
|
202 |
+
def generate(self) -> None:
|
203 |
+
"""Generate dungeon using recursive division algorithm"""
|
204 |
+
start_time = time.time()
|
205 |
+
self._recursive_division(0, 0, self.width, self.height)
|
206 |
+
|
207 |
+
# Connect all rooms
|
208 |
+
self._connect_rooms()
|
209 |
+
|
210 |
+
# Place player and exit
|
211 |
+
if not self.rooms:
|
212 |
+
raise DungeonGenerationError("No rooms generated")
|
213 |
+
|
214 |
+
self.player_start = self.rooms[0].center
|
215 |
+
self.exit = self.rooms[-1].center
|
216 |
+
|
217 |
+
# Populate with items and enemies
|
218 |
+
self._populate_dungeon()
|
219 |
+
|
220 |
+
logger.info(f"Dungeon generated in {time.time() - start_time:.4f}s")
|
221 |
+
|
222 |
+
def _recursive_division(self, x: int, y: int, w: int, h: int) -> None:
|
223 |
+
"""Recursive division algorithm for room generation"""
|
224 |
+
if w <= ROOM_MIN_SIZE * 2 or h <= ROOM_MIN_SIZE * 2:
|
225 |
+
return
|
226 |
+
|
227 |
+
# Randomly choose split position
|
228 |
+
split_x = x + ROOM_MIN_SIZE + random.randint(0, w - ROOM_MIN_SIZE * 2)
|
229 |
+
split_y = y + ROOM_MIN_SIZE + random.randint(0, h - ROOM_MIN_SIZE * 2)
|
230 |
+
|
231 |
+
# Create rooms
|
232 |
+
room_w = random.randint(ROOM_MIN_SIZE, min(ROOM_MAX_SIZE, w // 2))
|
233 |
+
room_h = random.randint(ROOM_MIN_SIZE, min(ROOM_MAX_SIZE, h // 2))
|
234 |
+
new_room = Room(Vector2D(split_x, split_y), room_w, room_h)
|
235 |
+
|
236 |
+
# Check intersection with existing rooms
|
237 |
+
if not any(new_room.intersects(r) for r in self.rooms):
|
238 |
+
self.rooms.append(new_room)
|
239 |
+
|
240 |
+
# Carve room into tile map
|
241 |
+
for i in range(new_room.origin.x, new_room.origin.x + new_room.width):
|
242 |
+
for j in range(new_room.origin.y, new_room.origin.y + new_room.height):
|
243 |
+
if 0 <= i < self.width and 0 <= j < self.height:
|
244 |
+
self.tiles[i][j] = True
|
245 |
+
|
246 |
+
# Recursively divide remaining space
|
247 |
+
self._recursive_division(x, y, split_x - x, split_y - y)
|
248 |
+
self._recursive_division(split_x, y, w - (split_x - x), split_y - y)
|
249 |
+
self._recursive_division(x, split_y, split_x - x, h - (split_y - y))
|
250 |
+
self._recursive_division(split_x, split_y, w - (split_x - x), h - (split_y - y))
|
251 |
+
|
252 |
+
def _connect_rooms(self) -> None:
|
253 |
+
"""Connect all rooms with corridors"""
|
254 |
+
for i in range(len(self.rooms) - 1):
|
255 |
+
room_a = self.rooms[i]
|
256 |
+
room_b = self.rooms[i + 1]
|
257 |
+
|
258 |
+
# Horizontal corridor
|
259 |
+
x1, y1 = room_a.center.x, room_a.center.y
|
260 |
+
x2, y2 = room_b.center.x, room_b.center.y
|
261 |
+
|
262 |
+
# Carve horizontal then vertical
|
263 |
+
for x in range(min(x1, x2), max(x1, x2) + 1):
|
264 |
+
self.tiles[x][y1] = True
|
265 |
+
for y in range(min(y1, y2), max(y1, y2) + 1):
|
266 |
+
self.tiles[x2][y] = True
|
267 |
+
|
268 |
+
# Record connection
|
269 |
+
room_a.connections[Direction.EAST] = room_b
|
270 |
+
room_b.connections[Direction.WEST] = room_a
|
271 |
+
|
272 |
+
def _populate_dungeon(self) -> None:
|
273 |
+
"""Populate dungeon with items and enemies"""
|
274 |
+
for room in self.rooms:
|
275 |
+
# Enemies
|
276 |
+
if random.random() < ENEMY_SPAWN_RATE:
|
277 |
+
enemy = Enemy(
|
278 |
+
position=room.center,
|
279 |
+
enemy_type=random.choice(list(EnemyType))
|
280 |
+
)
|
281 |
+
room.enemies.append(enemy)
|
282 |
+
|
283 |
+
# Items
|
284 |
+
if random.random() < ITEM_SPAWN_RATE:
|
285 |
+
item = Item.create_random(room.center)
|
286 |
+
room.items.append(item)
|
287 |
+
|
288 |
+
class Item:
|
289 |
+
"""Base class for all in-game items"""
|
290 |
+
def __init__(self, position: Vector2D, item_type: ItemType, name: str, value: int):
|
291 |
+
self.position = position
|
292 |
+
self.item_type = item_type
|
293 |
+
self.name = name
|
294 |
+
self.value = value
|
295 |
+
self.equipped = False
|
296 |
+
|
297 |
+
@classmethod
|
298 |
+
def create_random(cls, position: Vector2D) -> 'Item':
|
299 |
+
"""Factory method for random item generation"""
|
300 |
+
item_type = random.choice(list(ItemType))
|
301 |
+
if item_type == ItemType.WEAPON:
|
302 |
+
return Weapon(
|
303 |
+
position,
|
304 |
+
f"{random.choice(['Iron', 'Steel', 'Mithril'])} {random.choice(['Sword', 'Axe', 'Dagger'])}",
|
305 |
+
random.randint(5, 15)
|
306 |
+
)
|
307 |
+
elif item_type == ItemType.ARMOR:
|
308 |
+
return Armor(
|
309 |
+
position,
|
310 |
+
f"{random.choice(['Leather', 'Chainmail', 'Plate'])} {random.choice(['Armor', 'Helmet', 'Shield'])}",
|
311 |
+
random.randint(3, 10)
|
312 |
+
)
|
313 |
+
elif item_type == ItemType.POTION:
|
314 |
+
return Potion(
|
315 |
+
position,
|
316 |
+
f"{random.choice(['Healing', 'Mana', 'Strength'])} Potion",
|
317 |
+
random.randint(10, 30)
|
318 |
+
)
|
319 |
+
else:
|
320 |
+
return QuestItem(
|
321 |
+
position,
|
322 |
+
f"{random.choice(['Ancient', 'Cursed', 'Sacred'])} {random.choice(['Artifact', 'Relic', 'Scroll'])}",
|
323 |
+
random.randint(50, 100)
|
324 |
+
)
|
325 |
+
|
326 |
+
def to_dict(self) -> Dict[str, Any]:
|
327 |
+
"""Serialize item to dictionary"""
|
328 |
+
return {
|
329 |
+
'type': self.__class__.__name__,
|
330 |
+
'position': (self.position.x, self.position.y),
|
331 |
+
'name': self.name,
|
332 |
+
'value': self.value,
|
333 |
+
'equipped': self.equipped
|
334 |
+
}
|
335 |
+
|
336 |
+
@staticmethod
|
337 |
+
def from_dict( Dict[str, Any]) -> 'Item':
|
338 |
+
"""Deserialize item from dictionary"""
|
339 |
+
position = Vector2D(data['position'][0], data['position'][1])
|
340 |
+
if data['type'] == 'Weapon':
|
341 |
+
return Weapon(position, data['name'], data['value'])
|
342 |
+
# ... other types would be handled here
|
343 |
+
raise ValueError(f"Unknown item type: {data['type']}")
|
344 |
+
|
345 |
+
class Weapon(Item):
|
346 |
+
def __init__(self, position: Vector2D, name: str, damage: int):
|
347 |
+
super().__init__(position, ItemType.WEAPON, name, damage)
|
348 |
+
self.damage = damage
|
349 |
+
|
350 |
+
class Armor(Item):
|
351 |
+
def __init__(self, position: Vector2D, name: str, defense: int):
|
352 |
+
super().__init__(position, ItemType.ARMOR, name, defense)
|
353 |
+
self.defense = defense
|
354 |
+
|
355 |
+
class Potion(Item):
|
356 |
+
def __init__(self, position: Vector2D, name: str, heal_amount: int):
|
357 |
+
super().__init__(position, ItemType.POTION, name, heal_amount)
|
358 |
+
self.heal_amount = heal_amount
|
359 |
+
|
360 |
+
class QuestItem(Item):
|
361 |
+
def __init__(self, position: Vector2D, name: str, quest_value: int):
|
362 |
+
super().__init__(position, ItemType.QUEST, name, quest_value)
|
363 |
+
self.quest_value = quest_value
|
364 |
+
|
365 |
+
# =============================================================================
|
366 |
+
# ENTITY SYSTEM
|
367 |
+
# =============================================================================
|
368 |
+
class Entity:
|
369 |
+
"""Base class for all game entities"""
|
370 |
+
def __init__(self, position: Vector2D):
|
371 |
+
self.position = position
|
372 |
+
self.components: Dict[str, Any] = {}
|
373 |
+
|
374 |
+
def add_component(self, name: str, component: Any) -> None:
|
375 |
+
self.components[name] = component
|
376 |
+
|
377 |
+
def get_component(self, name: str) -> Optional[Any]:
|
378 |
+
return self.components.get(name)
|
379 |
+
|
380 |
+
class CombatStats:
|
381 |
+
"""Component for combat-related statistics"""
|
382 |
+
def __init__(self, hp: int, max_hp: int, attack: int, defense: int):
|
383 |
+
self.hp = hp
|
384 |
+
self.max_hp = max_hp
|
385 |
+
self.attack = attack
|
386 |
+
self.defense = defense
|
387 |
+
|
388 |
+
class Inventory:
|
389 |
+
"""Component for inventory management"""
|
390 |
+
def __init__(self, capacity: int = 10):
|
391 |
+
self.capacity = capacity
|
392 |
+
self.items: List[Item] = []
|
393 |
+
self.equipped: Dict[ItemType, Optional[Item]] = {
|
394 |
+
ItemType.WEAPON: None,
|
395 |
+
ItemType.ARMOR: None
|
396 |
+
}
|
397 |
+
|
398 |
+
def add_item(self, item: Item) -> bool:
|
399 |
+
if len(self.items) >= self.capacity:
|
400 |
+
return False
|
401 |
+
self.items.append(item)
|
402 |
+
return True
|
403 |
+
|
404 |
+
def equip_item(self, item: Item) -> bool:
|
405 |
+
if item.item_type not in self.equipped:
|
406 |
+
return False
|
407 |
+
if item.item_type == ItemType.WEAPON or item.item_type == ItemType.ARMOR:
|
408 |
+
self.equipped[item.item_type] = item
|
409 |
+
item.equipped = True
|
410 |
+
return True
|
411 |
+
return False
|
412 |
+
|
413 |
+
class Player(Entity):
|
414 |
+
"""Player character with advanced state management"""
|
415 |
+
def __init__(self, position: Vector2D):
|
416 |
+
super().__init__(position)
|
417 |
+
self.add_component("combat", CombatStats(100, 100, 10, 5))
|
418 |
+
self.add_component("inventory", Inventory())
|
419 |
+
self.experience = 0
|
420 |
+
self.level = 1
|
421 |
+
|
422 |
+
def take_damage(self, amount: int) -> bool:
|
423 |
+
"""Apply damage and return if entity is dead"""
|
424 |
+
combat = cast(CombatStats, self.get_component("combat"))
|
425 |
+
actual_damage = max(1, amount - combat.defense)
|
426 |
+
combat.hp -= actual_damage
|
427 |
+
logger.info(f"Player took {actual_damage} damage. HP: {combat.hp}/{combat.max_hp}")
|
428 |
+
return combat.hp <= 0
|
429 |
+
|
430 |
+
def heal(self, amount: int) -> None:
|
431 |
+
combat = cast(CombatStats, self.get_component("combat"))
|
432 |
+
combat.hp = min(combat.max_hp, combat.hp + amount)
|
433 |
+
logger.info(f"Player healed for {amount}. HP: {combat.hp}/{combat.max_hp}")
|
434 |
+
|
435 |
+
class EnemyType(Enum):
|
436 |
+
GOBLIN = ("Goblin", 30, 5, 2)
|
437 |
+
ORC = ("Orc", 50, 8, 4)
|
438 |
+
TROLL = ("Troll", 80, 12, 6)
|
439 |
+
|
440 |
+
def __init__(self, name: str, hp: int, attack: int, defense: int):
|
441 |
+
self.display_name = name
|
442 |
+
self.default_hp = hp
|
443 |
+
self.default_attack = attack
|
444 |
+
self.default_defense = defense
|
445 |
+
|
446 |
+
class Enemy(Entity):
|
447 |
+
"""Enemy with state-based AI behavior"""
|
448 |
+
def __init__(self, position: Vector2D, enemy_type: EnemyType):
|
449 |
+
super().__init__(position)
|
450 |
+
self.enemy_type = enemy_type
|
451 |
+
self.state = EntityState.PATROLLING
|
452 |
+
self.path: List[Vector2D] = []
|
453 |
+
self.vision_range = 5
|
454 |
+
self.add_component("combat", CombatStats(
|
455 |
+
enemy_type.default_hp,
|
456 |
+
enemy_type.default_hp,
|
457 |
+
enemy_type.default_attack,
|
458 |
+
enemy_type.default_defense
|
459 |
+
))
|
460 |
+
|
461 |
+
def update_ai(self, player_pos: Vector2D, dungeon: Dungeon) -> None:
|
462 |
+
"""Update enemy state based on player position"""
|
463 |
+
distance = abs(player_pos.x - self.position.x) + abs(player_pos.y - self.position.y)
|
464 |
+
|
465 |
+
if distance <= self.vision_range:
|
466 |
+
self.state = EntityState.CHASING
|
467 |
+
else:
|
468 |
+
self.state = EntityState.PATROLLING
|
469 |
+
|
470 |
+
# Pathfinding logic
|
471 |
+
if self.state == EntityState.CHASING and (not self.path or random.random() < 0.1):
|
472 |
+
self.path = self._find_path(player_pos, dungeon)
|
473 |
+
|
474 |
+
# Move along path
|
475 |
+
if self.path:
|
476 |
+
self.position = self.path.pop(0)
|
477 |
+
|
478 |
+
def _find_path(self, target: Vector2D, dungeon: Dungeon) -> List[Vector2D]:
|
479 |
+
"""A* pathfinding implementation"""
|
480 |
+
open_set = BoundedQueue()
|
481 |
+
open_set.push(0, (self.position, []))
|
482 |
+
closed_set: Set[Vector2D] = set()
|
483 |
+
|
484 |
+
while open_set:
|
485 |
+
current, path = open_set.pop()
|
486 |
+
if current == target:
|
487 |
+
return path[1:] # Skip first position (current)
|
488 |
+
|
489 |
+
if current in closed_set:
|
490 |
+
continue
|
491 |
+
|
492 |
+
closed_set.add(current)
|
493 |
+
for direction in [Vector2D(0, -1), Vector2D(1, 0), Vector2D(0, 1), Vector2D(-1, 0)]:
|
494 |
+
neighbor = current + direction
|
495 |
+
if (
|
496 |
+
0 <= neighbor.x < dungeon.width and
|
497 |
+
0 <= neighbor.y < dungeon.height and
|
498 |
+
dungeon.tiles[neighbor.x][neighbor.y] and
|
499 |
+
neighbor not in closed_set
|
500 |
+
):
|
501 |
+
new_path = path + [neighbor]
|
502 |
+
priority = len(new_path) + abs(neighbor.x - target.x) + abs(neighbor.y - target.y)
|
503 |
+
open_set.push(priority, (neighbor, new_path))
|
504 |
+
|
505 |
+
return [] # No path found
|
506 |
+
|
507 |
+
# =============================================================================
|
508 |
+
# GAME STATE MANAGEMENT
|
509 |
+
# =============================================================================
|
510 |
+
class GameState(Enum):
|
511 |
+
MAIN_MENU = auto()
|
512 |
+
PLAYING = auto()
|
513 |
+
PAUSED = auto()
|
514 |
+
GAME_OVER = auto()
|
515 |
+
VICTORY = auto()
|
516 |
+
|
517 |
+
class GameContext:
|
518 |
+
"""Holds global game state and services"""
|
519 |
+
def __init__(self):
|
520 |
+
self.state = GameState.MAIN_MENU
|
521 |
+
self.dungeon = Dungeon(80, 40)
|
522 |
+
self.player = Player(Vector2D(0, 0))
|
523 |
+
self.enemies: List[Enemy] = []
|
524 |
+
self.current_room: Optional[Room] = None
|
525 |
+
self.event_queue = BoundedQueue[Callable[[], None]]()
|
526 |
+
self.thread = threading.Thread(target=self._process_events, daemon=True)
|
527 |
+
self.thread.start()
|
528 |
+
self.last_update = time.time()
|
529 |
+
self.fps = 0
|
530 |
+
|
531 |
+
def _process_events(self) -> None:
|
532 |
+
"""Process queued events in separate thread"""
|
533 |
+
while True:
|
534 |
+
try:
|
535 |
+
event = self.event_queue.pop()
|
536 |
+
event()
|
537 |
+
except IndexError:
|
538 |
+
time.sleep(0.01)
|
539 |
+
|
540 |
+
def save_game(self) -> None:
|
541 |
+
"""Save game state with cryptographic integrity check"""
|
542 |
+
start_time = time.time()
|
543 |
+
state = {
|
544 |
+
'player': {
|
545 |
+
'position': (self.player.position.x, self.player.position.y),
|
546 |
+
'health': self.player.get_component("combat").hp,
|
547 |
+
'level': self.player.level
|
548 |
+
},
|
549 |
+
'dungeon': {
|
550 |
+
'width': self.dungeon.width,
|
551 |
+
'height': self.dungeon.height
|
552 |
+
},
|
553 |
+
'timestamp': time.time()
|
554 |
+
}
|
555 |
+
|
556 |
+
# Serialize and sign
|
557 |
+
serialized = json.dumps(state).encode()
|
558 |
+
signature = hmac.new(SECRET_KEY, serialized, hashlib.sha256).digest()
|
559 |
+
encrypted = serialized + signature
|
560 |
+
|
561 |
+
with open(SAVE_FILE, 'wb') as f:
|
562 |
+
f.write(encrypted)
|
563 |
+
|
564 |
+
logger.info(f"Game saved in {time.time() - start_time:.4f}s")
|
565 |
+
|
566 |
+
def load_game(self) -> None:
|
567 |
+
"""Load game state with integrity verification"""
|
568 |
+
start_time = time.time()
|
569 |
+
try:
|
570 |
+
with open(SAVE_FILE, 'rb') as f:
|
571 |
+
data = f.read()
|
572 |
+
|
573 |
+
# Verify signature
|
574 |
+
serialized = data[:-32]
|
575 |
+
signature = data[-32:]
|
576 |
+
if not hmac.compare_digest(hmac.new(SECRET_KEY, serialized, hashlib.sha256).digest(), signature):
|
577 |
+
raise SaveFileCorruptedError("Signature mismatch")
|
578 |
+
|
579 |
+
state = json.loads(serialized)
|
580 |
+
|
581 |
+
# Reconstruct game state
|
582 |
+
self.player.position = Vector2D(
|
583 |
+
state['player']['position'][0],
|
584 |
+
state['player']['position'][1]
|
585 |
+
)
|
586 |
+
self.player.get_component("combat").hp = state['player']['health']
|
587 |
+
self.player.level = state['player']['level']
|
588 |
+
|
589 |
+
logger.info(f"Game loaded in {time.time() - start_time:.4f}s")
|
590 |
+
except Exception as e:
|
591 |
+
logger.error(f"Failed to load game: {str(e)}")
|
592 |
+
raise
|
593 |
+
|
594 |
+
# =============================================================================
|
595 |
+
# MAIN GAME LOOP
|
596 |
+
# =============================================================================
|
597 |
+
class Game:
|
598 |
+
"""Main game controller with state machine architecture"""
|
599 |
+
def __init__(self):
|
600 |
+
self.context = GameContext()
|
601 |
+
self.running = True
|
602 |
+
self.frame_count = 0
|
603 |
+
self.last_fps_update = time.time()
|
604 |
+
|
605 |
+
def start(self) -> None:
|
606 |
+
"""Initialize and start the game loop"""
|
607 |
+
logger.info("Starting game engine...")
|
608 |
+
self.context.dungeon.generate()
|
609 |
+
self.context.player.position = self.context.dungeon.player_start
|
610 |
+
|
611 |
+
# Spawn enemies
|
612 |
+
for room in self.context.dungeon.rooms:
|
613 |
+
for enemy in room.enemies:
|
614 |
+
self.context.enemies.append(enemy)
|
615 |
+
|
616 |
+
self.context.state = GameState.PLAYING
|
617 |
+
self._main_loop()
|
618 |
+
|
619 |
+
def _main_loop(self) -> None:
|
620 |
+
"""Primary game loop with fixed timestep"""
|
621 |
+
TARGET_FPS = 60
|
622 |
+
TIME_PER_FRAME = 1.0 / TARGET_FPS
|
623 |
+
last_time = time.time()
|
624 |
+
|
625 |
+
while self.running:
|
626 |
+
current_time = time.time()
|
627 |
+
elapsed = current_time - last_time
|
628 |
+
|
629 |
+
if elapsed >= TIME_PER_FRAME:
|
630 |
+
last_time = current_time
|
631 |
+
|
632 |
+
# Process input
|
633 |
+
self._handle_input()
|
634 |
+
|
635 |
+
# Update game state
|
636 |
+
self._update(elapsed)
|
637 |
+
|
638 |
+
# Render frame
|
639 |
+
self._render()
|
640 |
+
|
641 |
+
# FPS calculation
|
642 |
+
self.frame_count += 1
|
643 |
+
if current_time - self.last_fps_update > 1.0:
|
644 |
+
self.context.fps = self.frame_count
|
645 |
+
self.frame_count = 0
|
646 |
+
self.last_fps_update = current_time
|
647 |
+
|
648 |
+
def _handle_input(self) -> None:
|
649 |
+
"""Process player input (simulated here)"""
|
650 |
+
if self.context.state != GameState.PLAYING:
|
651 |
+
return
|
652 |
+
|
653 |
+
# Simulate movement (in real game would use actual input)
|
654 |
+
direction = random.choice([
|
655 |
+
Vector2D(0, -1), # Up
|
656 |
+
Vector2D(1, 0), # Right
|
657 |
+
Vector2D(0, 1), # Down
|
658 |
+
Vector2D(-1, 0) # Left
|
659 |
+
])
|
660 |
+
new_pos = self.context.player.position + direction
|
661 |
+
|
662 |
+
# Validate movement
|
663 |
+
if (
|
664 |
+
0 <= new_pos.x < self.context.dungeon.width and
|
665 |
+
0 <= new_pos.y < self.context.dungeon.height and
|
666 |
+
self.context.dungeon.tiles[new_pos.x][new_pos.y]
|
667 |
+
):
|
668 |
+
self.context.player.position = new_pos
|
669 |
+
|
670 |
+
def _update(self, delta_time: float) -> None:
|
671 |
+
"""Update all game systems"""
|
672 |
+
# Update enemies
|
673 |
+
for enemy in self.context.enemies[:]:
|
674 |
+
enemy.update_ai(self.context.player.position, self.context.dungeon)
|
675 |
+
|
676 |
+
# Combat check
|
677 |
+
if enemy.position == self.context.player.position:
|
678 |
+
enemy.get_component("combat").hp -= self.context.player.get_component("combat").attack
|
679 |
+
if enemy.get_component("combat").hp <= 0:
|
680 |
+
self.context.enemies.remove(enemy)
|
681 |
+
logger.info(f"Defeated {enemy.enemy_type.display_name}!")
|
682 |
+
|
683 |
+
# Check game state transitions
|
684 |
+
if self.context.player.position == self.context.dungeon.exit:
|
685 |
+
self.context.state = GameState.VICTORY
|
686 |
+
logger.info("Player reached the exit! Victory!")
|
687 |
+
self.running = False
|
688 |
+
|
689 |
+
if self.context.player.get_component("combat").hp <= 0:
|
690 |
+
self.context.state = GameState.GAME_OVER
|
691 |
+
logger.info("Player has died. Game over.")
|
692 |
+
self.running = False
|
693 |
+
|
694 |
+
def _render(self) -> None:
|
695 |
+
"""Render game state (simulated here)"""
|
696 |
+
# In a real implementation, this would draw to a screen
|
697 |
+
if self.frame_count % 30 == 0: # Every half second at 60 FPS
|
698 |
+
logger.debug(
|
699 |
+
f"Rendering frame... Player at {self.context.player.position}, "
|
700 |
+
f"Enemies: {len(self.context.enemies)}, FPS: {self.context.fps}"
|
701 |
+
)
|
702 |
+
|
703 |
+
# =============================================================================
|
704 |
+
# ENTRY POINT
|
705 |
+
# =============================================================================
|
706 |
+
def main() -> None:
|
707 |
+
"""Application entry point with full error handling"""
|
708 |
+
game = None
|
709 |
+
try:
|
710 |
+
logger.info("Initializing game...")
|
711 |
+
game = Game()
|
712 |
+
game.start()
|
713 |
+
logger.info("Game loop exited cleanly")
|
714 |
+
except Exception as e:
|
715 |
+
logger.exception("Critical error in game loop")
|
716 |
+
if game and game.context.state == GameState.PLAYING:
|
717 |
+
try:
|
718 |
+
game.context.save_game()
|
719 |
+
logger.info("Saved game state before crash")
|
720 |
+
except Exception as save_error:
|
721 |
+
logger.error(f"Failed to save game after crash: {str(save_error)}")
|
722 |
+
finally:
|
723 |
+
logger.info("Shutting down game engine")
|
724 |
+
|
725 |
+
if __name__ == "__main__":
|
726 |
+
main()
|