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Download DCE-main-game-python/dungeon_crawler.py from ysn-rfd/text-dataset-tiny-code-script-py-format: direct link, hf CLI and curl.
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curl -L -o dungeon_crawler.py https://huggingface.co/datasets/ysn-rfd/text-dataset-tiny-code-script-py-format/resolve/main/DCE-main-game-python/dungeon_crawler.py
27 kB
| #!/usr/bin/env python3 | |
| """ | |
| ██████╗ ███████╗███████╗███████╗██████╗ █████╗ ██████╗ ███████╗ | |
| ██╔══██╗██╔════╝██╔════╝██╔════╝██╔══██╗██╔══██╗██╔══██╗██╔════╝ | |
| ██████╔╝█████╗ █████╗ █████╗ ██████╔╝███████║██████╔╝█████╗ | |
| ██╔══██╗██╔══╝ ██╔══╝ ██╔══╝ ██╔══██╗██╔══██║██╔══██╗██╔══╝ | |
| ██║ ██║███████╗██║ ███████╗██║ ██║██║ ██║██║ ██║███████╗ | |
| ╚═╝ ╚═╝╚══════╝╚═╝ ╚══════╝╚═╝ ╚═╝╚═╝ ╚═╝╚═╝ ╚═╝╚══════╝ | |
| A hyper-structured, enterprise-grade dungeon crawler simulation with: | |
| - Procedural dungeon generation (Recursive Division Algorithm) | |
| - A* Pathfinding for enemy AI | |
| - Component-Based Entity System | |
| - JSON Save/Load with cryptographic signing | |
| - Multithreaded event handling | |
| - Comprehensive error logging | |
| - State machine architecture | |
| - Type hints and docstring documentation | |
| ---------------------------------------------- | |
| Developer: YSNRFD | |
| Telegram: @ysnrfd | |
| """ | |
| import json | |
| import time | |
| import threading | |
| import logging | |
| import hashlib | |
| import hmac | |
| import secrets | |
| from enum import Enum, auto | |
| from heapq import heappop, heappush | |
| from typing import ( | |
| Dict, | |
| List, | |
| Tuple, | |
| Optional, | |
| Set, | |
| Any, | |
| Callable, | |
| TypeVar, | |
| Generic, | |
| cast | |
| ) | |
| # ============================================================================= | |
| # CONFIGURATION & CONSTANTS | |
| # ============================================================================= | |
| SECRET_KEY = secrets.token_bytes(32) | |
| LOG_FILE = "dungeon_crawler.log" | |
| SAVE_FILE = "game_state.encrypted" | |
| MAX_ROOMS = 15 | |
| ROOM_MIN_SIZE = 4 | |
| ROOM_MAX_SIZE = 8 | |
| ENEMY_SPAWN_RATE = 0.3 | |
| ITEM_SPAWN_RATE = 0.25 | |
| # ============================================================================= | |
| # LOGGING SETUP | |
| # ============================================================================= | |
| logging.basicConfig( | |
| level=logging.INFO, | |
| format='%(asctime)s - %(name)s - %(levelname)s - %(message)s', | |
| handlers=[ | |
| logging.FileHandler(LOG_FILE), | |
| logging.StreamHandler() | |
| ] | |
| ) | |
| logger = logging.getLogger("DungeonCrawler") | |
| # ============================================================================= | |
| # CUSTOM EXCEPTIONS | |
| # ============================================================================= | |
| class DungeonGenerationError(Exception): | |
| """Raised when dungeon generation fails""" | |
| pass | |
| class SaveFileCorruptedError(Exception): | |
| """Raised when save file integrity check fails""" | |
| pass | |
| class InvalidGameStateError(Exception): | |
| """Raised when game state violates business rules""" | |
| pass | |
| # ============================================================================= | |
| # ENUMERATIONS | |
| # ============================================================================= | |
| class Direction(Enum): | |
| NORTH = auto() | |
| EAST = auto() | |
| SOUTH = auto() | |
| WEST = auto() | |
| class ItemType(Enum): | |
| WEAPON = auto() | |
| ARMOR = auto() | |
| POTION = auto() | |
| QUEST = auto() | |
| class EntityState(Enum): | |
| IDLE = auto() | |
| PATROLLING = auto() | |
| CHASING = auto() | |
| COMBAT = auto() | |
| DEAD = auto() | |
| # ============================================================================= | |
| # GEOMETRY & MATH UTILITIES | |
| # ============================================================================= | |
| T = TypeVar('T') | |
| class BoundedQueue(Generic[T]): | |
| """Thread-safe bounded queue with priority support""" | |
| def __init__(self, max_size: int = 10): | |
| self.max_size = max_size | |
| self._queue: List[Tuple[int, T]] = [] | |
| self._lock = threading.RLock() | |
| def push(self, priority: int, item: T) -> None: | |
| with self._lock: | |
| heappush(self._queue, (priority, item)) | |
| if len(self._queue) > self.max_size: | |
| self._queue.pop() | |
| def pop(self) -> T: | |
| with self._lock: | |
| return heappop(self._queue)[1] | |
| def clear(self) -> None: | |
| with self._lock: | |
| self._queue.clear() | |
| class Vector2D: | |
| """Immutable 2D coordinate system""" | |
| __slots__ = ('x', 'y') | |
| def __init__(self, x: int, y: int): | |
| self.x = x | |
| self.y = y | |
| def __add__(self, other: 'Vector2D') -> 'Vector2D': | |
| return Vector2D(self.x + other.x, self.y + other.y) | |
| def __sub__(self, other: 'Vector2D') -> 'Vector2D': | |
| return Vector2D(self.x - other.x, self.y - other.y) | |
| def __eq__(self, other: object) -> bool: | |
| if not isinstance(other, Vector2D): | |
| return False | |
| return self.x == other.x and self.y == other.y | |
| def __hash__(self) -> int: | |
| return hash((self.x, self.y)) | |
| def __repr__(self) -> str: | |
| return f"Vector2D({self.x}, {self.y})" | |
| # ============================================================================= | |
| # GAME CORE COMPONENTS | |
| # ============================================================================= | |
| class Room: | |
| """Represents a dungeon room with spatial properties""" | |
| def __init__(self, origin: Vector2D, width: int, height: int): | |
| self.origin = origin | |
| self.width = width | |
| self.height = height | |
| self.connections: Dict[Direction, 'Room'] = {} | |
| self.items: List['Item'] = [] | |
| self.enemies: List['Enemy'] = [] | |
| self.explored = False | |
| def center(self) -> Vector2D: | |
| return Vector2D( | |
| self.origin.x + self.width // 2, | |
| self.origin.y + self.height // 2 | |
| ) | |
| def intersects(self, other: 'Room') -> bool: | |
| """Check if this room intersects with another room""" | |
| return ( | |
| self.origin.x <= other.origin.x + other.width and | |
| self.origin.x + self.width >= other.origin.x and | |
| self.origin.y <= other.origin.y + other.height and | |
| self.origin.y + self.height >= other.origin.y | |
| ) | |
| class Dungeon: | |
| """Procedurally generated dungeon using recursive division""" | |
| def __init__(self, width: int, height: int): | |
| self.width = width | |
| self.height = height | |
| self.rooms: List[Room] = [] | |
| self.tiles: List[List[bool]] = [ | |
| [False for _ in range(height)] | |
| for _ in range(width) | |
| ] | |
| self.player_start = Vector2D(0, 0) | |
| self.exit = Vector2D(0, 0) | |
| def generate(self) -> None: | |
| """Generate dungeon using recursive division algorithm""" | |
| start_time = time.time() | |
| self._recursive_division(0, 0, self.width, self.height) | |
| # Connect all rooms | |
| self._connect_rooms() | |
| # Place player and exit | |
| if not self.rooms: | |
| raise DungeonGenerationError("No rooms generated") | |
| self.player_start = self.rooms[0].center | |
| self.exit = self.rooms[-1].center | |
| # Populate with items and enemies | |
| self._populate_dungeon() | |
| logger.info(f"Dungeon generated in {time.time() - start_time:.4f}s") | |
| def _recursive_division(self, x: int, y: int, w: int, h: int) -> None: | |
| """Recursive division algorithm for room generation""" | |
| if w <= ROOM_MIN_SIZE * 2 or h <= ROOM_MIN_SIZE * 2: | |
| return | |
| # Randomly choose split position | |
| split_x = x + ROOM_MIN_SIZE + random.randint(0, w - ROOM_MIN_SIZE * 2) | |
| split_y = y + ROOM_MIN_SIZE + random.randint(0, h - ROOM_MIN_SIZE * 2) | |
| # Create rooms | |
| room_w = random.randint(ROOM_MIN_SIZE, min(ROOM_MAX_SIZE, w // 2)) | |
| room_h = random.randint(ROOM_MIN_SIZE, min(ROOM_MAX_SIZE, h // 2)) | |
| new_room = Room(Vector2D(split_x, split_y), room_w, room_h) | |
| # Check intersection with existing rooms | |
| if not any(new_room.intersects(r) for r in self.rooms): | |
| self.rooms.append(new_room) | |
| # Carve room into tile map | |
| for i in range(new_room.origin.x, new_room.origin.x + new_room.width): | |
| for j in range(new_room.origin.y, new_room.origin.y + new_room.height): | |
| if 0 <= i < self.width and 0 <= j < self.height: | |
| self.tiles[i][j] = True | |
| # Recursively divide remaining space | |
| self._recursive_division(x, y, split_x - x, split_y - y) | |
| self._recursive_division(split_x, y, w - (split_x - x), split_y - y) | |
| self._recursive_division(x, split_y, split_x - x, h - (split_y - y)) | |
| self._recursive_division(split_x, split_y, w - (split_x - x), h - (split_y - y)) | |
| def _connect_rooms(self) -> None: | |
| """Connect all rooms with corridors""" | |
| for i in range(len(self.rooms) - 1): | |
| room_a = self.rooms[i] | |
| room_b = self.rooms[i + 1] | |
| # Horizontal corridor | |
| x1, y1 = room_a.center.x, room_a.center.y | |
| x2, y2 = room_b.center.x, room_b.center.y | |
| # Carve horizontal then vertical | |
| for x in range(min(x1, x2), max(x1, x2) + 1): | |
| self.tiles[x][y1] = True | |
| for y in range(min(y1, y2), max(y1, y2) + 1): | |
| self.tiles[x2][y] = True | |
| # Record connection | |
| room_a.connections[Direction.EAST] = room_b | |
| room_b.connections[Direction.WEST] = room_a | |
| def _populate_dungeon(self) -> None: | |
| """Populate dungeon with items and enemies""" | |
| for room in self.rooms: | |
| # Enemies | |
| if random.random() < ENEMY_SPAWN_RATE: | |
| enemy = Enemy( | |
| position=room.center, | |
| enemy_type=random.choice(list(EnemyType)) | |
| ) | |
| room.enemies.append(enemy) | |
| # Items | |
| if random.random() < ITEM_SPAWN_RATE: | |
| item = Item.create_random(room.center) | |
| room.items.append(item) | |
| class Item: | |
| """Base class for all in-game items""" | |
| def __init__(self, position: Vector2D, item_type: ItemType, name: str, value: int): | |
| self.position = position | |
| self.item_type = item_type | |
| self.name = name | |
| self.value = value | |
| self.equipped = False | |
| def create_random(cls, position: Vector2D) -> 'Item': | |
| """Factory method for random item generation""" | |
| item_type = random.choice(list(ItemType)) | |
| if item_type == ItemType.WEAPON: | |
| return Weapon( | |
| position, | |
| f"{random.choice(['Iron', 'Steel', 'Mithril'])} {random.choice(['Sword', 'Axe', 'Dagger'])}", | |
| random.randint(5, 15) | |
| ) | |
| elif item_type == ItemType.ARMOR: | |
| return Armor( | |
| position, | |
| f"{random.choice(['Leather', 'Chainmail', 'Plate'])} {random.choice(['Armor', 'Helmet', 'Shield'])}", | |
| random.randint(3, 10) | |
| ) | |
| elif item_type == ItemType.POTION: | |
| return Potion( | |
| position, | |
| f"{random.choice(['Healing', 'Mana', 'Strength'])} Potion", | |
| random.randint(10, 30) | |
| ) | |
| else: | |
| return QuestItem( | |
| position, | |
| f"{random.choice(['Ancient', 'Cursed', 'Sacred'])} {random.choice(['Artifact', 'Relic', 'Scroll'])}", | |
| random.randint(50, 100) | |
| ) | |
| def to_dict(self) -> Dict[str, Any]: | |
| """Serialize item to dictionary""" | |
| return { | |
| 'type': self.__class__.__name__, | |
| 'position': (self.position.x, self.position.y), | |
| 'name': self.name, | |
| 'value': self.value, | |
| 'equipped': self.equipped | |
| } | |
| def from_dict( Dict[str, Any]) -> 'Item': | |
| """Deserialize item from dictionary""" | |
| position = Vector2D(data['position'][0], data['position'][1]) | |
| if data['type'] == 'Weapon': | |
| return Weapon(position, data['name'], data['value']) | |
| # ... other types would be handled here | |
| raise ValueError(f"Unknown item type: {data['type']}") | |
| class Weapon(Item): | |
| def __init__(self, position: Vector2D, name: str, damage: int): | |
| super().__init__(position, ItemType.WEAPON, name, damage) | |
| self.damage = damage | |
| class Armor(Item): | |
| def __init__(self, position: Vector2D, name: str, defense: int): | |
| super().__init__(position, ItemType.ARMOR, name, defense) | |
| self.defense = defense | |
| class Potion(Item): | |
| def __init__(self, position: Vector2D, name: str, heal_amount: int): | |
| super().__init__(position, ItemType.POTION, name, heal_amount) | |
| self.heal_amount = heal_amount | |
| class QuestItem(Item): | |
| def __init__(self, position: Vector2D, name: str, quest_value: int): | |
| super().__init__(position, ItemType.QUEST, name, quest_value) | |
| self.quest_value = quest_value | |
| # ============================================================================= | |
| # ENTITY SYSTEM | |
| # ============================================================================= | |
| class Entity: | |
| """Base class for all game entities""" | |
| def __init__(self, position: Vector2D): | |
| self.position = position | |
| self.components: Dict[str, Any] = {} | |
| def add_component(self, name: str, component: Any) -> None: | |
| self.components[name] = component | |
| def get_component(self, name: str) -> Optional[Any]: | |
| return self.components.get(name) | |
| class CombatStats: | |
| """Component for combat-related statistics""" | |
| def __init__(self, hp: int, max_hp: int, attack: int, defense: int): | |
| self.hp = hp | |
| self.max_hp = max_hp | |
| self.attack = attack | |
| self.defense = defense | |
| class Inventory: | |
| """Component for inventory management""" | |
| def __init__(self, capacity: int = 10): | |
| self.capacity = capacity | |
| self.items: List[Item] = [] | |
| self.equipped: Dict[ItemType, Optional[Item]] = { | |
| ItemType.WEAPON: None, | |
| ItemType.ARMOR: None | |
| } | |
| def add_item(self, item: Item) -> bool: | |
| if len(self.items) >= self.capacity: | |
| return False | |
| self.items.append(item) | |
| return True | |
| def equip_item(self, item: Item) -> bool: | |
| if item.item_type not in self.equipped: | |
| return False | |
| if item.item_type == ItemType.WEAPON or item.item_type == ItemType.ARMOR: | |
| self.equipped[item.item_type] = item | |
| item.equipped = True | |
| return True | |
| return False | |
| class Player(Entity): | |
| """Player character with advanced state management""" | |
| def __init__(self, position: Vector2D): | |
| super().__init__(position) | |
| self.add_component("combat", CombatStats(100, 100, 10, 5)) | |
| self.add_component("inventory", Inventory()) | |
| self.experience = 0 | |
| self.level = 1 | |
| def take_damage(self, amount: int) -> bool: | |
| """Apply damage and return if entity is dead""" | |
| combat = cast(CombatStats, self.get_component("combat")) | |
| actual_damage = max(1, amount - combat.defense) | |
| combat.hp -= actual_damage | |
| logger.info(f"Player took {actual_damage} damage. HP: {combat.hp}/{combat.max_hp}") | |
| return combat.hp <= 0 | |
| def heal(self, amount: int) -> None: | |
| combat = cast(CombatStats, self.get_component("combat")) | |
| combat.hp = min(combat.max_hp, combat.hp + amount) | |
| logger.info(f"Player healed for {amount}. HP: {combat.hp}/{combat.max_hp}") | |
| class EnemyType(Enum): | |
| GOBLIN = ("Goblin", 30, 5, 2) | |
| ORC = ("Orc", 50, 8, 4) | |
| TROLL = ("Troll", 80, 12, 6) | |
| def __init__(self, name: str, hp: int, attack: int, defense: int): | |
| self.display_name = name | |
| self.default_hp = hp | |
| self.default_attack = attack | |
| self.default_defense = defense | |
| class Enemy(Entity): | |
| """Enemy with state-based AI behavior""" | |
| def __init__(self, position: Vector2D, enemy_type: EnemyType): | |
| super().__init__(position) | |
| self.enemy_type = enemy_type | |
| self.state = EntityState.PATROLLING | |
| self.path: List[Vector2D] = [] | |
| self.vision_range = 5 | |
| self.add_component("combat", CombatStats( | |
| enemy_type.default_hp, | |
| enemy_type.default_hp, | |
| enemy_type.default_attack, | |
| enemy_type.default_defense | |
| )) | |
| def update_ai(self, player_pos: Vector2D, dungeon: Dungeon) -> None: | |
| """Update enemy state based on player position""" | |
| distance = abs(player_pos.x - self.position.x) + abs(player_pos.y - self.position.y) | |
| if distance <= self.vision_range: | |
| self.state = EntityState.CHASING | |
| else: | |
| self.state = EntityState.PATROLLING | |
| # Pathfinding logic | |
| if self.state == EntityState.CHASING and (not self.path or random.random() < 0.1): | |
| self.path = self._find_path(player_pos, dungeon) | |
| # Move along path | |
| if self.path: | |
| self.position = self.path.pop(0) | |
| def _find_path(self, target: Vector2D, dungeon: Dungeon) -> List[Vector2D]: | |
| """A* pathfinding implementation""" | |
| open_set = BoundedQueue() | |
| open_set.push(0, (self.position, [])) | |
| closed_set: Set[Vector2D] = set() | |
| while open_set: | |
| current, path = open_set.pop() | |
| if current == target: | |
| return path[1:] # Skip first position (current) | |
| if current in closed_set: | |
| continue | |
| closed_set.add(current) | |
| for direction in [Vector2D(0, -1), Vector2D(1, 0), Vector2D(0, 1), Vector2D(-1, 0)]: | |
| neighbor = current + direction | |
| if ( | |
| 0 <= neighbor.x < dungeon.width and | |
| 0 <= neighbor.y < dungeon.height and | |
| dungeon.tiles[neighbor.x][neighbor.y] and | |
| neighbor not in closed_set | |
| ): | |
| new_path = path + [neighbor] | |
| priority = len(new_path) + abs(neighbor.x - target.x) + abs(neighbor.y - target.y) | |
| open_set.push(priority, (neighbor, new_path)) | |
| return [] # No path found | |
| # ============================================================================= | |
| # GAME STATE MANAGEMENT | |
| # ============================================================================= | |
| class GameState(Enum): | |
| MAIN_MENU = auto() | |
| PLAYING = auto() | |
| PAUSED = auto() | |
| GAME_OVER = auto() | |
| VICTORY = auto() | |
| class GameContext: | |
| """Holds global game state and services""" | |
| def __init__(self): | |
| self.state = GameState.MAIN_MENU | |
| self.dungeon = Dungeon(80, 40) | |
| self.player = Player(Vector2D(0, 0)) | |
| self.enemies: List[Enemy] = [] | |
| self.current_room: Optional[Room] = None | |
| self.event_queue = BoundedQueue[Callable[[], None]]() | |
| self.thread = threading.Thread(target=self._process_events, daemon=True) | |
| self.thread.start() | |
| self.last_update = time.time() | |
| self.fps = 0 | |
| def _process_events(self) -> None: | |
| """Process queued events in separate thread""" | |
| while True: | |
| try: | |
| event = self.event_queue.pop() | |
| event() | |
| except IndexError: | |
| time.sleep(0.01) | |
| def save_game(self) -> None: | |
| """Save game state with cryptographic integrity check""" | |
| start_time = time.time() | |
| state = { | |
| 'player': { | |
| 'position': (self.player.position.x, self.player.position.y), | |
| 'health': self.player.get_component("combat").hp, | |
| 'level': self.player.level | |
| }, | |
| 'dungeon': { | |
| 'width': self.dungeon.width, | |
| 'height': self.dungeon.height | |
| }, | |
| 'timestamp': time.time() | |
| } | |
| # Serialize and sign | |
| serialized = json.dumps(state).encode() | |
| signature = hmac.new(SECRET_KEY, serialized, hashlib.sha256).digest() | |
| encrypted = serialized + signature | |
| with open(SAVE_FILE, 'wb') as f: | |
| f.write(encrypted) | |
| logger.info(f"Game saved in {time.time() - start_time:.4f}s") | |
| def load_game(self) -> None: | |
| """Load game state with integrity verification""" | |
| start_time = time.time() | |
| try: | |
| with open(SAVE_FILE, 'rb') as f: | |
| data = f.read() | |
| # Verify signature | |
| serialized = data[:-32] | |
| signature = data[-32:] | |
| if not hmac.compare_digest(hmac.new(SECRET_KEY, serialized, hashlib.sha256).digest(), signature): | |
| raise SaveFileCorruptedError("Signature mismatch") | |
| state = json.loads(serialized) | |
| # Reconstruct game state | |
| self.player.position = Vector2D( | |
| state['player']['position'][0], | |
| state['player']['position'][1] | |
| ) | |
| self.player.get_component("combat").hp = state['player']['health'] | |
| self.player.level = state['player']['level'] | |
| logger.info(f"Game loaded in {time.time() - start_time:.4f}s") | |
| except Exception as e: | |
| logger.error(f"Failed to load game: {str(e)}") | |
| raise | |
| # ============================================================================= | |
| # MAIN GAME LOOP | |
| # ============================================================================= | |
| class Game: | |
| """Main game controller with state machine architecture""" | |
| def __init__(self): | |
| self.context = GameContext() | |
| self.running = True | |
| self.frame_count = 0 | |
| self.last_fps_update = time.time() | |
| def start(self) -> None: | |
| """Initialize and start the game loop""" | |
| logger.info("Starting game engine...") | |
| self.context.dungeon.generate() | |
| self.context.player.position = self.context.dungeon.player_start | |
| # Spawn enemies | |
| for room in self.context.dungeon.rooms: | |
| for enemy in room.enemies: | |
| self.context.enemies.append(enemy) | |
| self.context.state = GameState.PLAYING | |
| self._main_loop() | |
| def _main_loop(self) -> None: | |
| """Primary game loop with fixed timestep""" | |
| TARGET_FPS = 60 | |
| TIME_PER_FRAME = 1.0 / TARGET_FPS | |
| last_time = time.time() | |
| while self.running: | |
| current_time = time.time() | |
| elapsed = current_time - last_time | |
| if elapsed >= TIME_PER_FRAME: | |
| last_time = current_time | |
| # Process input | |
| self._handle_input() | |
| # Update game state | |
| self._update(elapsed) | |
| # Render frame | |
| self._render() | |
| # FPS calculation | |
| self.frame_count += 1 | |
| if current_time - self.last_fps_update > 1.0: | |
| self.context.fps = self.frame_count | |
| self.frame_count = 0 | |
| self.last_fps_update = current_time | |
| def _handle_input(self) -> None: | |
| """Process player input (simulated here)""" | |
| if self.context.state != GameState.PLAYING: | |
| return | |
| # Simulate movement (in real game would use actual input) | |
| direction = random.choice([ | |
| Vector2D(0, -1), # Up | |
| Vector2D(1, 0), # Right | |
| Vector2D(0, 1), # Down | |
| Vector2D(-1, 0) # Left | |
| ]) | |
| new_pos = self.context.player.position + direction | |
| # Validate movement | |
| if ( | |
| 0 <= new_pos.x < self.context.dungeon.width and | |
| 0 <= new_pos.y < self.context.dungeon.height and | |
| self.context.dungeon.tiles[new_pos.x][new_pos.y] | |
| ): | |
| self.context.player.position = new_pos | |
| def _update(self, delta_time: float) -> None: | |
| """Update all game systems""" | |
| # Update enemies | |
| for enemy in self.context.enemies[:]: | |
| enemy.update_ai(self.context.player.position, self.context.dungeon) | |
| # Combat check | |
| if enemy.position == self.context.player.position: | |
| enemy.get_component("combat").hp -= self.context.player.get_component("combat").attack | |
| if enemy.get_component("combat").hp <= 0: | |
| self.context.enemies.remove(enemy) | |
| logger.info(f"Defeated {enemy.enemy_type.display_name}!") | |
| # Check game state transitions | |
| if self.context.player.position == self.context.dungeon.exit: | |
| self.context.state = GameState.VICTORY | |
| logger.info("Player reached the exit! Victory!") | |
| self.running = False | |
| if self.context.player.get_component("combat").hp <= 0: | |
| self.context.state = GameState.GAME_OVER | |
| logger.info("Player has died. Game over.") | |
| self.running = False | |
| def _render(self) -> None: | |
| """Render game state (simulated here)""" | |
| # In a real implementation, this would draw to a screen | |
| if self.frame_count % 30 == 0: # Every half second at 60 FPS | |
| logger.debug( | |
| f"Rendering frame... Player at {self.context.player.position}, " | |
| f"Enemies: {len(self.context.enemies)}, FPS: {self.context.fps}" | |
| ) | |
| # ============================================================================= | |
| # ENTRY POINT | |
| # ============================================================================= | |
| def main() -> None: | |
| """Application entry point with full error handling""" | |
| game = None | |
| try: | |
| logger.info("Initializing game...") | |
| game = Game() | |
| game.start() | |
| logger.info("Game loop exited cleanly") | |
| except Exception as e: | |
| logger.exception("Critical error in game loop") | |
| if game and game.context.state == GameState.PLAYING: | |
| try: | |
| game.context.save_game() | |
| logger.info("Saved game state before crash") | |
| except Exception as save_error: | |
| logger.error(f"Failed to save game after crash: {str(save_error)}") | |
| finally: | |
| logger.info("Shutting down game engine") | |
| if __name__ == "__main__": | |
| main() | |