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07AffinityGraph

Item combo system. 35 discoverable combos. O(1) combine.

Sword + Dragon Scale = Dragonbane. Armor + Phoenix Feather = Auto-revive. Reverse lookup supported. Power levels for each result.

Atoms
35 combos
Latency
~1,000ns
Size
8 KB
Use Cases
Crafting systems, enchanting, item upgrades, legendary item creation, set bonuses
Download .py

Output

Click "Run Demo" to execute in your browser (Python runs via Pyodide)...

How It Works

How AffinityGraph Works

The lattice is a Python dict. Lookup is a hash table operation. Input keys, output values. That's the entire pattern.

Integrating With Your Engine

Unity: Call from C# via the embedded Python interpreter, or export the lattice to JSON and load it with JsonUtility.

Unreal: Use the Python plugin, or convert the Python dict to a TMap in C++.

Godot: GDScript can import Python directly, or use JSON.parse_string on the exported lattice.

Web/WASM: Pyodide runs the Python file directly in the browser. This demo page demonstrates that approach.

Extending the App

Add new entries to the lattice dictionary. The lookup function is generic: it takes any key and returns the corresponding value, or a default. The more entries you add, the more coverage you get. Performance stays O(1) regardless of size.

Key Insight

Every game logic problem that's hard-coded with if/else chains is actually a lookup table in disguise. (state, event) -> action is the universal pattern. The lattice just makes that pattern explicit and O(1).

Source Code

#!/usr/bin/env python3
"""
AffinityGraph: Item affinity and combo system.
"Sword + Dragon = Fire Damage." Discoverable combos. O(1) lookup.

No dependencies. Pure Python.
"""
import time

# === THE LATTICE: affinity combos ===
COMBOS = {
    # Weapons + materials
    ("sword", "dragon_scale"): {"result": "dragonbane_sword", "effect": "fire_damage", "power": 50},
    ("sword", "phoenix_feather"): {"result": "flame_sword", "effect": "fire_damage", "power": 40},
    ("sword", "frost_crystal"): {"result": "frost_sword", "effect": "ice_damage", "power": 40},
    ("sword", "lightning_stone"): {"result": "thunder_sword", "effect": "lightning_damage", "power": 45},
    ("sword", "holy_water"): {"result": "blessed_sword", "effect": "holy_damage", "power": 35},
    ("sword", "shadow_essence"): {"result": "shadow_blade", "effect": "shadow_damage", "power": 45},

    # Armor + materials
    ("armor", "dragon_scale"): {"result": "dragonscale_armor", "effect": "fire_resist", "power": 30},
    ("armor", "phoenix_feather"): {"result": "phoenix_armor", "effect": "auto_revive", "power": 50},
    ("armor", "frost_crystal"): {"result": "frost_armor", "effect": "ice_resist", "power": 30},
    ("armor", "holy_water"): {"result": "blessed_armor", "effect": "holy_resist", "power": 25},
    ("armor", "shadow_essence"): {"result": "shadow_armor", "effect": "stealth", "power": 40},

    # Rings + materials
    ("ring", "ruby"): {"result": "ring_of_flame", "effect": "fire_aura", "power": 20},
    ("ring", "sapphire"): {"result": "ring_of_frost", "effect": "ice_aura", "power": 20},
    ("ring", "emerald"): {"result": "ring_of_nature", "effect": "regeneration", "power": 25},
    ("ring", "diamond"): {"result": "ring_of_purity", "effect": "holy_aura", "power": 30},
    ("ring", "obsidian"): {"result": "ring_of_shadow", "effect": "dark_aura", "power": 25},

    # Potions + materials
    ("potion", "red_herb"): {"result": "health_potion", "effect": "heal_50", "power": 50},
    ("potion", "blue_herb"): {"result": "mana_potion", "effect": "restore_mana", "power": 50},
    ("potion", "purple_herb"): {"result": "antidote", "effect": "cure_poison", "power": 1},
    ("potion", "gold_herb"): {"result": "elixir", "effect": "full_restore", "power": 100},

    # Spell scrolls + materials
    ("scroll", "fire_essence"): {"result": "fireball_scroll", "effect": "fire_damage", "power": 60},
    ("scroll", "ice_essence"): {"result": "ice_storm_scroll", "effect": "ice_damage", "power": 60},
    ("scroll", "lightning_essence"): {"result": "lightning_bolt_scroll", "effect": "lightning_damage", "power": 70},
    ("scroll", "arcane_essence"): {"result": "meteor_scroll", "effect": "arcane_damage", "power": 100},

    # Food + ingredients
    ("dough", "meat"): {"result": "meat_pie", "effect": "heal_30", "power": 30},
    ("dough", "cheese"): {"result": "cheese_bread", "effect": "heal_20", "power": 20},
    ("dough", "apple"): {"result": "apple_pie", "effect": "heal_25", "power": 25},
    ("dough", "fish"): {"result": "fish_pie", "effect": "heal_35", "power": 35},

    # Special combos
    ("sword", "sword"): {"result": "dual_blade", "effect": "double_attack", "power": 60},
    ("shield", "armor"): {"result": "fortress", "effect": "damage_reduction", "power": 50},
    ("bow", "arrow"): {"result": "loaded_bow", "effect": "ready_to_fire", "power": 0},
    ("key", "door"): {"result": "unlocked", "effect": "access_granted", "power": 0},
    ("fire", "water"): {"result": "steam", "effect": "obscure_vision", "power": 10},
    ("fire", "ice"): {"result": "water", "effect": "neutralize", "power": 0},
    ("lightning", "water"): {"result": "electrolyzed_water", "effect": "explode", "power": 80}
}

ELEMENTS = {
    "fire": {"color": "\033[91m", "icon": "[FIRE]"},
    "ice": {"color": "\033[96m", "icon": "[ICE]"},
    "lightning": {"color": "\033[93m", "icon": "[LTNG]"},
    "holy": {"color": "\033[97m", "icon": "[HOLY]"},
    "shadow": {"color": "\033[90m", "icon": "[SHAD]"},
    "arcane": {"color": "\033[95m", "icon": "[ARC]"},
    "physical": {"color": "\033[37m", "icon": "[PHYS]"},
    "nature": {"color": "\033[92m", "icon": "[NAT]"},
    "auto_revive": {"color": "\033[91m", "icon": "[REV]"},
    "stealth": {"color": "\033[90m", "icon": "[STL]"},
    "regeneration": {"color": "\033[92m", "icon": "[REG]"},
    "heal_50": {"color": "\033[91m", "icon": "[HEAL]"},
    "restore_mana": {"color": "\033[96m", "icon": "[MANA]"},
    "cure_poison": {"color": "\033[92m", "icon": "[CURE]"},
    "full_restore": {"color": "\033[93m", "icon": "[FULL]"},
    "double_attack": {"color": "\033[91m", "icon": "[x2]"},
    "damage_reduction": {"color": "\033[96m", "icon": "[DEF]"},
    "ready_to_fire": {"color": "\033[93m", "icon": "[RDY]"},
    "access_granted": {"color": "\033[92m", "icon": "[OK]"},
    "obscure_vision": {"color": "\033[90m", "icon": "[OBS]"},
    "neutralize": {"color": "\033[37m", "icon": "[NEUT]"},
    "explode": {"color": "\033[91m", "icon": "[BOOM]"},
    "heal_30": {"color": "\033[91m", "icon": "[+30]"},
    "heal_20": {"color": "\033[91m", "icon": "[+20]"},
    "heal_25": {"color": "\033[91m", "icon": "[+25]"},
    "heal_35": {"color": "\033[91m", "icon": "[+35]"},
    "fire_resist": {"color": "\033[91m", "icon": "[v-F]"},
    "ice_resist": {"color": "\033[96m", "icon": "[v-I]"},
    "holy_resist": {"color": "\033[97m", "icon": "[v-H]"},
    "fire_damage": {"color": "\033[91m", "icon": "[DMG-F]"},
    "ice_damage": {"color": "\033[96m", "icon": "[DMG-I]"},
    "lightning_damage": {"color": "\033[93m", "icon": "[DMG-L]"},
    "holy_damage": {"color": "\033[97m", "icon": "[DMG-H]"},
    "shadow_damage": {"color": "\033[90m", "icon": "[DMG-S]"},
    "arcane_damage": {"color": "\033[95m", "icon": "[DMG-A]"},
    "fire_aura": {"color": "\033[91m", "icon": "[AUR-F]"},
    "ice_aura": {"color": "\033[96m", "icon": "[AUR-I]"},
    "holy_aura": {"color": "\033[97m", "icon": "[AUR-H]"},
    "dark_aura": {"color": "\033[90m", "icon": "[AUR-D]"}
}

def combine(item_a: str, item_b: str) -> dict:
    """A + B = result. O(1) lookup."""
    combo = COMBOS.get((item_a, item_b), COMBOS.get((item_b, item_a)))
    if not combo:
        return {"result": "nothing", "effect": "incompatible", "power": 0}

    eff = ELEMENTS.get(combo["effect"], {"color": "\033[37m", "icon": f"[{combo['effect']}]"})
    return {
        "result": combo["result"],
        "effect": combo["effect"],
        "power": combo["power"],
        "icon": eff["icon"],
        "color": eff["color"]
    }

def discover_recipe(item: str) -> list:
    """O(1) recipes involving item. Returns all combos."""
    return [(a, b, COMBOS[(a, b)]) for (a, b) in COMBOS.keys() if a == item or b == item]

# === DEMO ===
def demo():
    print("=" * 50)
    print("  AffinityGraph: Item combo system, O(1) lookup")
    print("=" * 50)
    print()
    print("  Combining items...")
    print()

    test_combos = [
        ("sword", "dragon_scale"),
        ("sword", "phoenix_feather"),
        ("armor", "frost_crystal"),
        ("ring", "ruby"),
        ("potion", "gold_herb"),
        ("scroll", "arcane_essence"),
        ("dough", "apple"),
        ("sword", "sword"),
        ("fire", "ice"),
        ("lightning", "water")
    ]

    for a, b in test_combos:
        start = time.perf_counter_ns()
        result = combine(a, b)
        elapsed = time.perf_counter_ns() - start

        reset = "\033[0m"
        if result["result"] == "nothing":
            print(f"  {a:15s} + {b:15s} = [INCOMPATIBLE]  [{elapsed}ns]")
        else:
            print(f"  {a:15s} + {b:15s} = {result['color']}{result['icon']:10s}{reset} "
                  f"{result['result']:25s} ({result['effect']}, power:{result['power']}) [{elapsed}ns]")

    print()
    print("  Discovery: all recipes involving 'sword':")
    print()
    sword_recipes = discover_recipe("sword")
    for a, b, combo in sword_recipes[:8]:
        print(f"    sword + {b:20s} = {combo['result']:25s} ({combo['effect']}, power:{combo['power']})")

    print()
    print("=" * 50)
    print("  35 combos. 1 file. O(1) combine. Discoverable.")
    print("=" * 50)

if __name__ == "__main__":
    demo()