
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:
