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# -*- coding: utf-8 -*-
"""
ARQUIVO BASILISCO / BASILISK ARCHIVE
Motor de jogo: estado, transições, hub, resolução de finais.
"""
from __future__ import annotations
from typing import Any
from story_data import (
SCENES,
SECTOR_EXIT_TEXTS,
EPILOGUE_TENDENCY_PHRASES,
TENDENCY_PRIORITY,
Choice,
Scene,
)
class GameEngine:
"""Estado do jogo e lógica de transição."""
def __init__(self) -> None:
self.language: str = "en"
self.current_scene_id: str = "language_select"
self.obedience: int = 0
self.curiosity: int = 0
self.irony: int = 0
self.visited_archive: bool = False
self.visited_chapel: bool = False
self.visited_cafeteria: bool = False
self._dominant_tendency: str | None = None # preenchido após c_trial
def set_language(self, lang: str) -> None:
"""Define idioma: 'pt' ou 'en'."""
if lang in ("pt", "en"):
self.language = lang
def get_current_scene(self) -> Scene | None:
"""Retorna a cena atual (com escolhas do hub montadas dinamicamente)."""
scene = SCENES.get(self.current_scene_id)
if not scene:
return None
if scene.get("is_hub") and self.current_scene_id == "a1_lobby":
return self._build_lobby_scene(scene)
if self.current_scene_id == "epilogue":
pt_phrase, en_phrase = self.get_epilogue_body()
return {**scene, "body_pt": pt_phrase, "body_en": en_phrase}
return scene
def _build_lobby_scene(self, base: Scene) -> Scene:
"""Monta a cena do hall com 3 setores + 'Auditoria Final' se todos visitados."""
choices: list[Choice] = [
base["choices"][0], # Arquivo Nevermore
base["choices"][1], # Capela
base["choices"][2], # Cafeteria
]
if self.visited_archive and self.visited_chapel and self.visited_cafeteria:
choices.append(base["choices"][3]) # Seguir para Auditoria Final
return {**base, "choices": choices}
def get_choices(self) -> list[Choice]:
"""Lista de escolhas da cena atual."""
scene = self.get_current_scene()
if not scene:
return []
return scene.get("choices") or []
def apply_choice(self, index: int) -> dict[str, Any]:
"""
Aplica a escolha pelo índice. Retorna dict com:
- next_scene_id: str
- consequence_pt, consequence_en: str | None (texto extra a exibir)
- sector_exit_pt, sector_exit_en: str | None (texto ao sair do setor)
- effect: str | None (tendência aplicada)
"""
choices = self.get_choices()
if index < 0 or index >= len(choices):
return {"next_scene_id": self.current_scene_id}
choice = choices[index]
# Seleção de idioma: definir lang antes de ir para title_screen
if self.current_scene_id == "language_select":
self.language = "pt" if index == 0 else "en"
effect = choice.get("effect")
if effect == "obedience":
self.obedience += 1
elif effect == "curiosity":
self.curiosity += 1
elif effect == "irony":
self.irony += 1
next_id = choice.get("next", self.current_scene_id)
# Setores: marcar visita e retornar a a1_lobby
if self.current_scene_id == "s_archive":
self.visited_archive = True
next_id = "a1_lobby"
elif self.current_scene_id == "s_chapel":
self.visited_chapel = True
next_id = "a1_lobby"
elif self.current_scene_id == "s_cafeteria":
self.visited_cafeteria = True
next_id = "a1_lobby"
# c_trial: próxima "cena" é decidida pelo score, não pela escolha
if self.current_scene_id == "c_trial" and next_id == "final_by_score":
next_id = self.resolve_ending()
result: dict[str, Any] = {
"next_scene_id": next_id,
"consequence_pt": choice.get("consequence_pt"),
"consequence_en": choice.get("consequence_en"),
"effect": effect,
}
# Texto de saída do setor (após consequência)
if self.current_scene_id in SECTOR_EXIT_TEXTS:
exit_texts = SECTOR_EXIT_TEXTS[self.current_scene_id]
result["sector_exit_pt"] = exit_texts.get("pt")
result["sector_exit_en"] = exit_texts.get("en")
self.current_scene_id = next_id
return result
def resolve_ending(self) -> str:
"""
Calcula tendência dominante (CURIOSIDADE > IRONIA > OBEDIÊNCIA em empate)
e retorna o ID do final correspondente.
"""
scores = {
"obedience": self.obedience,
"curiosity": self.curiosity,
"irony": self.irony,
}
max_score = max(scores.values())
for tendency in TENDENCY_PRIORITY:
if scores[tendency] == max_score:
self._dominant_tendency = tendency
return f"ending_{tendency}"
self._dominant_tendency = "obedience"
return "ending_obedience"
def get_dominant_tendency(self) -> str:
"""Retorna a tendência dominante após o final (para epílogo)."""
if self._dominant_tendency:
return self._dominant_tendency
return "obedience"
def get_epilogue_body(self) -> tuple[str, str]:
"""Texto do epílogo (frase da tendência) em PT e EN."""
tendency = self.get_dominant_tendency()
phrases = EPILOGUE_TENDENCY_PHRASES.get(tendency, EPILOGUE_TENDENCY_PHRASES["obedience"])
return phrases["pt"], phrases["en"]
def reset_for_new_game(self) -> None:
"""Reinicia estado para novo jogo (mantém idioma)."""
self.current_scene_id = "p0_arrival"
self.obedience = 0
self.curiosity = 0
self.irony = 0
self.visited_archive = False
self.visited_chapel = False
self.visited_cafeteria = False
self._dominant_tendency = None
def go_to_main_menu(self) -> None:
"""Volta ao menu principal."""
self.current_scene_id = "main_menu"
def go_to_title(self) -> None:
"""Volta à tela de título."""
self.current_scene_id = "title_screen"
def go_to_language_select(self) -> None:
"""Volta à seleção de idioma."""
self.current_scene_id = "language_select"
def is_quit(self, scene_id: str) -> bool:
"""Verifica se a cena/ação é sair do jogo."""
return scene_id == "quit"
def is_ending(self, scene_id: str) -> bool:
"""Verifica se a cena atual é um dos três finais."""
return scene_id in ("ending_obedience", "ending_curiosity", "ending_irony")
def is_epilogue(self) -> bool:
"""Verifica se está na cena de epílogo."""
return self.current_scene_id == "epilogue"
def is_language_select(self) -> bool:
return self.current_scene_id == "language_select"
def is_main_menu(self) -> bool:
return self.current_scene_id == "main_menu"
def is_credits(self) -> bool:
return self.current_scene_id == "credits_screen"
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