見出し画像

TOPOS-Ξで「サイレン」を記述しみてみた。

space HorrorGame {
    properties {
        continuous: Topology<Boolean> = true
        quantum_state: Topology<Boolean> = true  // 視界ジャックの量子的状態管理
        dimension: Topology<Number> = 3
    }

    // 視界ジャックシステムの核となる部分
    shape SightjackSystem {
        properties {
            quantum_entanglement: Boolean = true  // 視点の量子もつれ状態
            sight_range: Number
            interference_level: Number
            target_entity: Entity
        }

        invariants {
            consciousness_preservation: Boolean = true  // プレイヤーの意識状態の保持
            vision_continuity: Boolean = true         // 視覚の連続性
        }

        // 視界ジャック実行の写像
        mapping perform_sightjack() {
            properties {
                continuous: Boolean = true
                reversible: Boolean = true
            }

            path {
                detect_targets ->
                establish_connection ->
                merge_consciousness ->
                apply_interference ->
                maintain_quantum_state
            }
        }

        // 視覚情報の処理
        mapping process_vision() {
            properties {
                quantum: Boolean = true
            }

            path {
                capture_target_vision ->
                apply_distortion ->
                merge_with_player_vision ->
                render_final_view
            }
        }
    }

    // プレイヤーエンティティ
    shape PlayerCharacter {
        properties {
            position: Vector3D
            mental_state: Topology<Number>  // 精神状態の位相的表現
            stamina: Number
            fear_level: Topology<Number>
        }

        // プレイヤーの状態更新
        mapping update_state() {
            properties {
                continuous: Boolean = true
            }

            path {
                process_input ->
                update_position ->
                calculate_mental_state ->
                adjust_fear_level ->
                verify_state
            }
        }

        // 恐怖レベルの管理
        mapping manage_fear() {
            properties {
                quantum: Boolean = true
            }

            path {
                analyze_surroundings ->
                calculate_fear_factor ->
                update_mental_state ->
                apply_effects
            }
        }
    }

    // 敵エンティティシステム
    shape EnemySystem {
        properties {
            entities: Collection<Entity>
            awareness_state: Topology<Number>
            patrol_patterns: Collection<Path>
        }

        // AI行動制御
        mapping control_behavior() {
            properties {
                continuous: Boolean = true
            }

            path {
                assess_situation ->
                determine_behavior ->
                update_position ->
                check_player_interaction
            }
        }

        // 異常な動きのパターン生成
        mapping generate_movement() {
            properties {
                topology_preserving: Boolean = true
            }

            path {
                calculate_pattern ->
                apply_distortion ->
                verify_pathfinding ->
                update_position
            }
        }
    }

    // 環境効果システム
    shape EnvironmentSystem {
        properties {
            weather_state: Topology<Weather>
            ambient_light: Number
            sound_environment: Topology<Sound>
        }

        // 環境の状態更新
        mapping update_environment() {
            properties {
                continuous: Boolean = true
            }

            path {
                update_weather ->
                calculate_lighting ->
                process_ambient_sound ->
                apply_effects
            }
        }

        // 恐怖演出の制御
        mapping control_horror_effects() {
            properties {
                quantum: Boolean = true  // 不確定性を利用した演出
            }

            path {
                analyze_tension ->
                generate_effects ->
                apply_distortion ->
                maintain_atmosphere
            }
        }
    }

    // ゲーム状態管理
    shape GameStateManager {
        properties {
            current_phase: Topology<GamePhase>
            time: Topology<Number>
            world_state: Topology<WorldState>
        }

        // ゲーム状態の更新
        mapping update_game_state() {
            properties {
                continuous: Boolean = true
            }

            path {
                process_events ->
                update_world_state ->
                manage_entities ->
                verify_consistency
            }
        }
    }
}

ADD:

Sample of In play:

BGM: