Design a Tower component to parse room output text from Evennia into structured data (description, exits, contents). with type hints.

Solution:
def parse_room_output(text: str) -> dict:
    lines = text.strip().split("\n")
    node = {"title": "", "description": "", "exits": [], "contents": []}
    section = "title"
    for line in lines:
        line = line.strip()
        if not line:
            continue
        if line.startswith("Obvious exits:"):
            section = "exits"
            continue
        if line.startswith("You see:"):
            section = "contents"
            continue
        if section == "title":
            node["title"] = line
            section = "description"
        elif section == "description":
            node["description"] += line + " "
        elif section == "exits":
            node["exits"].append(line)
        elif section == "contents":
            node["contents"].append(line)
    return node


How would you find all rooms on a specific floor of The Tower. that persists to JSON.

Solution:
# Generated variation 775
def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:
    return [r for r in tower_map.rooms if r.floor == floor_num]


In an Evennia MUD, how do you find all rooms on a specific floor of The Tower. with lock checks.

Solution:
def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:
    return [r for r in tower_map.rooms if r.floor == floor_num]


For The Tower architecture, write code to create a Tower floor dataclass that groups rooms by theme. that broadcasts to all occupants.

Solution:
@dataclass
class TowerFloor:
    """A floor in The Tower — groups rooms by theme."""
    number: int
    name: str
    theme: str = ""
    rooms: list[str] = field(default_factory=list)

from dataclasses import dataclass, field


Using Evennia's API, evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. supporting async callbacks.

Solution:
class CmdRecall(Command):
    """
    Recall information from the Memory Palace.

    Usage:
      recall <topic>
      recall <topic> in <wing>
    """
    key = "recall"
    aliases = ["remember", "search"]
    locks = "cmd:all()"

    def func(self):
        if not self.args:
            self.caller.msg("Recall what topic?")
            return
        topic = self.args.strip()
        wing = self.caller.location.db.wing if self.caller.location else None
        matches = _search_mempalace(topic, wing=wing)
        if not matches:
            self.caller.msg(f"No memory of '{topic}' found.")
            return
        best = matches[0]
        self.caller.msg(f"|wMemory: {{best['topic']}}|n
{{best['summary']}}")

def _search_mempalace(query, wing=None, n=5):
    results = []
    for room in DefaultRoom.objects.all():
        topics = room.db.topics or []
        score = sum(1 for t in topics if query.lower() in t.lower())
        if score:
            if wing and room.db.wing != wing:
                score *= 0.5
            results.append({"room": room, "score": score, "topic": query})
    results.sort(key=lambda x: x["score"], reverse=True)
    return results[:n]

from evennia import Command, DefaultRoom


Construct a spatial-memory system that evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. with logging.


Write Python code to track a user session in a multi-user bridge with join time and active status. including error handling.

Solution:
# Generated variation 780
class UserSession:
    def __init__(self, user_id: str, connection_id: str):
        self.user_id = user_id
        self.connection_id = connection_id
        self.joined_at = time.time()
        self.last_active = time.time()
        self.active = True

    def ping(self):
        self.last_active = time.time()

    def is_stale(self, timeout: float = 300.0) -> bool:
        return (time.time() - self.last_active) > timeout


Implement a function that evennia room that tracks dynamic state (light level, temperature) and updates its description based on that state. with full docstrings.

Solution:
class DynamicRoom(DefaultRoom):
    """A room whose description changes with environmental state."""

    def at_object_creation(self):
        super().at_object_creation()
        self.db.light_level = 100  # 0-100
        self.db.temperature = 20   # celsius
        self.db.base_desc = "A plain chamber."

    def return_appearance(self, looker, **kwargs):
        desc = self.db.base_desc
        light = self.db.light_level
        if light < 20:
            desc += " It is nearly pitch black."
        elif light < 50:
            desc += " Shadows dance in the dim light."
        else:
            desc += " The room is well lit."
        temp = self.db.temperature
        if temp > 30:
            desc += " Heat shimmers in the air."
        elif temp < 10:
            desc += " Frost coats the walls."
        return desc + "
" + super().return_appearance(looker, **kwargs).split("
", 1)[-1]


Create a class which create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. and expose it as a command.

Solution:
def room_snapshot(room_key: str, title: str, desc: str,
                   exits: list[dict] | None = None,
                   objects: list[dict] | None = None,
                   occupants: list[dict] | None = None,
                   timestamp: str | None = None) -> dict:
    return {
        "event_type": "room_snapshot",
        "room_key": room_key,
        "title": title,
        "description": desc,
        "exits": exits or [],
        "objects": objects or [],
        "occupants": occupants or [],
        "timestamp": timestamp or _ts(),
    }


Build an Evennia typeclass that generate a command_executed event dict for tracking player actions in Evennia. using dataclasses.

Solution:
def command_executed(character: str, command: str, args: str = "", success: bool = True, timestamp: str | None = None) -> dict:
    return {
        "event_type": "command_executed",
        "character": character,
        "command": command,
        "args": args,
        "success": success,
        "timestamp": timestamp or _ts(),
    }


Design a Tower component to serialize a TowerMap to JSON for persistence or transmission. with type hints.

Solution:
def serialize_tower_map(tower_map: TowerMap) -> str:
    return json.dumps(asdict(tower_map), indent=2, default=str)

import json
from dataclasses import asdict


How would you find the shortest path between two Tower rooms by name using BFS. that persists to JSON.

Solution:
# Generated variation 785
from collections import deque

def shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:
    graph = {r.name: r.connections for r in tower_map.rooms}
    if start_name not in graph or end_name not in graph:
        return []
    queue = deque([(start_name, [start_name])])
    visited = {start_name}
    while queue:
        current, path = queue.popleft()
        if current == end_name:
            return path
        for neighbor in graph.get(current, []):
            if neighbor not in visited:
                visited.add(neighbor)
                queue.append((neighbor, path + [neighbor]))
    return []


In an Evennia MUD, how do you evennia event dict when a player joins the game, including account and character names. with lock checks.

Solution:
def player_join(account: str, character: str = "", ip_address: str = "", timestamp: str | None = None) -> dict:
    return {
        "event_type": "player_join",
        "account": account,
        "character": character,
        "ip_address": ip_address,
        "timestamp": timestamp or _ts(),
    }


For The Tower architecture, write code to normalize an Evennia bridge event by ensuring all required fields exist with defaults. that broadcasts to all occupants.

Solution:
def normalize_event(event: dict) -> dict:
    required = {
        "event_type": "unknown",
        "timestamp": "",
        "character": "",
        "room_key": "",
    }
    normalized = {**required, **event}
    # Ensure nested dicts
    for key in ("exits", "objects", "occupants"):
        if key not in normalized or normalized[key] is None:
            normalized[key] = []
    return normalized


Using Evennia's API, normalize an Evennia bridge event by ensuring all required fields exist with defaults. supporting async callbacks.


Construct a spatial-memory system that normalize an Evennia bridge event by ensuring all required fields exist with defaults. with logging.


Write Python code to evennia NPC that answers questions by searching a memory palace index. including error handling.

Solution:
# Generated variation 790
class StewardNPC(DefaultCharacter):
    """An NPC steward who serves as a living interface to the Memory Palace."""

    def at_object_creation(self):
        super().at_object_creation()
        self.db.palace_index = {}
        self.db.welcome_msg = "I am the Steward. Ask me of the Palace."

    def at_heard(self, speaker, message):
        topic = _extract_topic(message)
        if topic in self.db.palace_index:
            entry = self.db.palace_index[topic]
            speaker.msg(f"|c{{self.name}}|n says: '{{entry[\'summary\']}}'")
        else:
            speaker.msg(f"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'")

def _extract_topic(question: str) -> str:
    q = question.lower().strip("?")
    for prefix in ("what is", "tell me about", "do you know", "where is"):
        if q.startswith(prefix):
            return q[len(prefix):].strip()
    return q


Implement a function that parse room output text from Evennia into structured data (description, exits, contents). with full docstrings.

Solution:
def parse_room_output(text: str) -> dict:
    lines = text.strip().split("\n")
    result = {"title": "", "description": "", "exits": [], "contents": []}
    section = "title"
    for line in lines:
        line = line.strip()
        if not line:
            continue
        if line.startswith("Obvious exits:"):
            section = "exits"
            continue
        if line.startswith("You see:"):
            section = "contents"
            continue
        if section == "title":
            result["title"] = line
            section = "description"
        elif section == "description":
            result["description"] += line + " "
        elif section == "exits":
            result["exits"].append(line)
        elif section == "contents":
            result["contents"].append(line)
    return result


Create a class which strip ANSI escape codes from Evennia terminal output for clean log processing. and expose it as a command.

Solution:
def strip_ansi(text: str) -> str:
    ansi_pattern = re.compile(r"\x1b\[[0-9;]*m")
    return ansi_pattern.sub("", text)


Build an Evennia typeclass that nPC with a mood state machine that affects its dialogue responses. using dataclasses.

Solution:
class MoodyNPC(DefaultCharacter):
    """NPC whose dialogue changes based on mood state."""

    def at_object_creation(self):
        super().at_object_creation()
        self.db.mood = "neutral"  # neutral, happy, angry, sad
        self.db.dialogue = {
            "neutral": ["Hello.", "What do you need?"],
            "happy": ["A fine day!", "Welcome, friend!"],
            "angry": ["Leave me be!", "I have no patience today."],
            "sad": ["*sigh*", "The world weighs heavy..."],
        }

    def respond(self, speaker, message):
        pool = self.db.dialogue.get(self.db.mood, self.db.dialogue["neutral"])
        reply = random.choice(pool)
        speaker.msg(f"|c{{self.name}}|n says: '{{reply}}'")

    def set_mood(self, mood):
        if mood in self.db.dialogue:
            self.db.mood = mood
            self.msg_contents(f"|y{{self.name}} seems {{mood}} now.|n")


Design a Tower component to evennia event dict when a player joins the game, including account and character names. with type hints.


Solution:
# Generated variation 795
from collections import deque

def shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:
    graph = {r.name: r.connections for r in tower_map.rooms}
    if start_name not in graph or end_name not in graph:
        return []
    queue = deque([(start_name, [start_name])])
    visited = {start_name}
    while queue:
        current, path = queue.popleft()
        if current == end_name:
            return path
        for neighbor in graph.get(current, []):
            if neighbor not in visited:
                visited.add(neighbor)
                queue.append((neighbor, path + [neighbor]))
    return []


In an Evennia MUD, how do you create a room that broadcasts a message to all occupants when a player enters or leaves. with lock checks.

Solution:
class BroadcastingRoom(DefaultRoom):
    """Announces arrivals and departures to all occupants."""

    def at_object_receive(self, moved_obj, source_location, **kwargs):
        super().at_object_receive(moved_obj, source_location, **kwargs)
        if moved_obj.has_account:
            self.msg_contents(
                "|y{{moved_obj.name}} arrives from {{source_location}}.|n",
                exclude=moved_obj,
            )

    def at_object_leave(self, moved_obj, target_location, **kwargs):
        super().at_object_leave(moved_obj, target_location, **kwargs)
        if moved_obj.has_account:
            self.msg_contents(
                "|y{{moved_obj.name}} departs to {{target_location}}.|n",
                exclude=moved_obj,
            )


For The Tower architecture, write code to find the shortest path between two Tower rooms by name using BFS. that broadcasts to all occupants.

Solution:
from collections import deque

def shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:
    graph = {r.name: r.connections for r in tower_map.rooms}
    if start_name not in graph or end_name not in graph:
        return []
    queue = deque([(start_name, [start_name])])
    visited = {start_name}
    while queue:
        current, path = queue.popleft()
        if current == end_name:
            return path
        for neighbor in graph.get(current, []):
            if neighbor not in visited:
                visited.add(neighbor)
                queue.append((neighbor, path + [neighbor]))
    return []


Using Evennia's API, parse room output text from Evennia into structured data (description, exits, contents). supporting async callbacks.

Solution:
def parse_room_output(text: str) -> dict:
    lines = text.strip().split("\n")
    node = {"title": "", "description": "", "exits": [], "contents": []}
    section = "title"
    for line in lines:
        line = line.strip()
        if not line:
            continue
        if line.startswith("Obvious exits:"):
            section = "exits"
            continue
        if line.startswith("You see:"):
            section = "contents"
            continue
        if section == "title":
            node["title"] = line
            section = "description"
        elif section == "description":
            node["description"] += line + " "
        elif section == "exits":
            node["exits"].append(line)
        elif section == "contents":
            node["contents"].append(line)
    return node


Construct a spatial-memory system that find the shortest path between two Tower rooms by name using BFS. with logging.


Write Python code to find all rooms on a specific floor of The Tower. including error handling.

Solution:
# Generated variation 800
def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:
    return [r for r in tower_map.rooms if r.floor == floor_num]


Implement a function that find all rooms on a specific floor of The Tower. with full docstrings.

Solution:
def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:
    return [r for r in tower_map.rooms if r.floor == floor_num]


Create a class which nPC that wanders between connected rooms on a timed interval. and expose it as a command.

Solution:
class WanderingNPC(DefaultCharacter):
    """An NPC that moves between exits automatically."""

    def at_object_creation(self):
        super().at_object_creation()
        self.db.wander_interval = 30  # seconds
        self.db.home_room = None

    def start_wandering(self):
        from evennia import TICKER_HANDLER
        TICKER_HANDLER.add(self, self.db.wander_interval)

    def at_tick(self):
        exits = [ex for ex in self.location.exits if ex.access(self, "traverse")]
        if exits:
            chosen = random.choice(exits)
            self.move_to(chosen.destination)

    def stop_wandering(self):
        from evennia import TICKER_HANDLER
        TICKER_HANDLER.remove(self)

from evennia import DefaultCharacter, TICKER_HANDLER


Build an Evennia typeclass that normalize an Evennia bridge event by ensuring all required fields exist with defaults. using dataclasses.


Design a Tower component to generate a command_executed event dict for tracking player actions in Evennia. with type hints.


How would you evennia event dict when a player moves from one room to another. that persists to JSON.

Solution:
# Generated variation 805
def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:
    return {
        "event_type": "player_move",
        "character": character,
        "from_room": from_room,
        "to_room": to_room,
        "timestamp": timestamp or _ts(),
    }


In an Evennia MUD, how do you evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. with lock checks.

Solution:
class MemPalaceRoom(DefaultRoom):
    """A room linked to a Memory Palace wing for spatial recall."""

    def at_object_creation(self):
        super().at_object_creation()
        self.db.wing = "default"
        self.db.room_index = 0
        self.db.topics = []

    def get_display_name(self, looker, **kwargs):
        name = super().get_display_name(looker, **kwargs)
        wing = self.db.wing or "unknown"
        return f"{{name}} ({{wing}})"

    def return_appearance(self, looker, **kwargs):
        appearance = super().return_appearance(looker, **kwargs)
        topics = self.db.topics or []
        if topics:
            appearance += "
|wTopics:|n " + ", ".join(topics)
        return appearance


For The Tower architecture, write code to nPC that wanders between connected rooms on a timed interval. that broadcasts to all occupants.


Using Evennia's API, evennia event dict when a player moves from one room to another. supporting async callbacks.

Solution:
def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:
    return {
        "event_type": "player_move",
        "character": character,
        "from_room": from_room,
        "to_room": to_room,
        "timestamp": timestamp or _ts(),
    }


Construct a spatial-memory system that generate a command_executed event dict for tracking player actions in Evennia. with logging.

Solution:
def command_executed(character: str, command: str, args: str = "", success: bool = True, timestamp: str | None = None) -> dict:
    return {
        "event_type": "command_executed",
        "character": character,
        "command": command,
        "args": args,
        "success": success,
        "timestamp": timestamp or _ts(),
    }


Write Python code to nPC that wanders between connected rooms on a timed interval. including error handling.

Solution:
# Generated variation 810
class WanderingNPC(DefaultCharacter):
    """An NPC that moves between exits automatically."""

    def at_object_creation(self):
        super().at_object_creation()
        self.db.wander_interval = 30  # seconds
        self.db.home_room = None

    def start_wandering(self):
        from evennia import TICKER_HANDLER
        TICKER_HANDLER.add(self, self.db.wander_interval)

    def at_tick(self):
        exits = [ex for ex in self.location.exits if ex.access(self, "traverse")]
        if exits:
            chosen = random.choice(exits)
            self.move_to(chosen.destination)

    def stop_wandering(self):
        from evennia import TICKER_HANDLER
        TICKER_HANDLER.remove(self)


Implement a function that evennia command that lets players move between rooms by name instead of using exits. with full docstrings.

Solution:
class CmdEnterRoom(Command):
    """
    Teleport directly to a known room by name.

    Usage:
      enter <room name>
    """
    key = "enter"
    locks = "cmd:all()"

    def func(self):
        if not self.args:
            self.caller.msg("Enter which room?")
            return
        target_name = self.args.strip().lower()
        matches = [
            r for r in DefaultRoom.objects.all()
            if target_name in r.name.lower()
        ]
        if not matches:
            self.caller.msg(f"No room matching '{target_name}'.")
            return
        if len(matches) > 1:
            names = ", ".join(r.name for r in matches[:5])
            self.caller.msg(f"Be more specific: {{names}}")
            return
        target = matches[0]
        self.caller.move_to(target)
        self.caller.msg(f"You enter {{target.name}}.")


Create a class which create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. and expose it as a command.

Solution:
def room_snapshot(room_key: str, title: str, desc: str,
                   exits: list[dict] | None = None,
                   objects: list[dict] | None = None,
                   occupants: list[dict] | None = None,
                   timestamp: str | None = None) -> dict:
    return {
        "event_type": "room_snapshot",
        "room_key": room_key,
        "title": title,
        "description": desc,
        "exits": exits or [],
        "objects": objects or [],
        "occupants": occupants or [],
        "timestamp": timestamp or _ts(),
    }


Build an Evennia typeclass that define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. using dataclasses.

Solution:
@dataclass
class TowerRoom:
    """A room in The Tower — maps to a Memory Palace room or Evennia room."""
    name: str
    floor: int = 0
    description: str = ""
    category: str = ""       # origin, philosophy, mission, architecture, operations
    connections: list[str] = field(default_factory=list)
    occupants: list[str] = field(default_factory=list)
    artifacts: list[str] = field(default_factory=list)
    source: str = ""
    coordinates: tuple = (0, 0)


Design a Tower component to find the shortest path between two Tower rooms by name using BFS. with type hints.


How would you normalize an Evennia bridge event by ensuring all required fields exist with defaults. that persists to JSON.

Solution:
# Generated variation 815
def normalize_event(event: dict) -> dict:
    required = {
        "event_type": "unknown",
        "timestamp": "",
        "character": "",
        "room_key": "",
    }
    normalized = {**required, **event}
    # Ensure nested dicts
    for key in ("exits", "objects", "occupants"):
        if key not in normalized or normalized[key] is None:
            normalized[key] = []
    return normalized


In an Evennia MUD, how do you evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. with lock checks.

Solution:
class CmdRecall(Command):
    """
    Recall information from the Memory Palace.

    Usage:
      recall <topic>
      recall <topic> in <wing>
    """
    key = "recall"
    aliases = ["remember", "search"]
    locks = "cmd:all()"

    def func(self):
        if not self.args:
            self.caller.msg("Recall what topic?")
            return
        topic = self.args.strip()
        wing = self.caller.location.db.wing if self.caller.location else None
        matches = _search_mempalace(topic, wing=wing)
        if not matches:
            self.caller.msg(f"No memory of '{topic}' found.")
            return
        best = matches[0]
        self.caller.msg(f"|wMemory: {{best['topic']}}|n
{{best['summary']}}")

def _search_mempalace(query, wing=None, n=5):
    datas = []
    for room in DefaultRoom.objects.all():
        topics = room.db.topics or []
        score = sum(1 for t in topics if query.lower() in t.lower())
        if score:
            if wing and room.db.wing != wing:
                score *= 0.5
            datas.append({"room": room, "score": score, "topic": query})
    datas.sort(key=lambda x: x["score"], reverse=True)
    return datas[:n]


For The Tower architecture, write code to parse room output text from Evennia into structured data (description, exits, contents). that broadcasts to all occupants.

Solution:
def parse_room_output(text: str) -> dict:
    lines = text.strip().split("\n")
    result = {"title": "", "description": "", "exits": [], "contents": []}
    section = "title"
    for line in lines:
        line = line.strip()
        if not line:
            continue
        if line.startswith("Obvious exits:"):
            section = "exits"
            continue
        if line.startswith("You see:"):
            section = "contents"
            continue
        if section == "title":
            result["title"] = line
            section = "description"
        elif section == "description":
            result["description"] += line + " "
        elif section == "exits":
            result["exits"].append(line)
        elif section == "contents":
            result["contents"].append(line)
    return result


Using Evennia's API, serialize a TowerMap to JSON for persistence or transmission. supporting async callbacks.

Solution:
def serialize_tower_map(tower_map: TowerMap) -> str:
    return json.dumps(asdict(tower_map), indent=2, default=str)


Construct a spatial-memory system that serialize a TowerMap to JSON for persistence or transmission. with logging.


Write Python code to parse a raw Evennia log line into a structured event dict, extracting timestamp and message. including error handling.

Solution:
# Generated variation 820
def parse_log_line(line: str) -> Optional[dict]:
    # Format: 2026-04-12 14:23:01 [evennia] Message here
    match = re.match(
        r"^(\d{4}-\d{2}-\d{2} \d{2}:\d{2}:\d{2}) \[(\w+)\] (.*)$",
        line.strip(),
    )
    if not match:
        return None
    return {
        "timestamp": match.group(1),
        "channel": match.group(2),
        "message": match.group(3),
    }


Implement a function that normalize an Evennia bridge event by ensuring all required fields exist with defaults. with full docstrings.

Solution:
def normalize_event(event: dict) -> dict:
    required = {
        "event_type": "unknown",
        "timestamp": "",
        "character": "",
        "room_key": "",
    }
    normalized = {**required, **event}
    # Ensure nested dicts
    for key in ("exits", "objects", "occupants"):
        if key not in normalized or normalized[key] is None:
            normalized[key] = []
    return normalized


Create a class which find the shortest path between two Tower rooms by name using BFS. and expose it as a command.

Solution:
from collections import deque

def shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:
    graph = {r.name: r.connections for r in tower_map.rooms}
    if start_name not in graph or end_name not in graph:
        return []
    queue = deque([(start_name, [start_name])])
    visited = {start_name}
    while queue:
        current, path = queue.popleft()
        if current == end_name:
            return path
        for neighbor in graph.get(current, []):
            if neighbor not in visited:
                visited.add(neighbor)
                queue.append((neighbor, path + [neighbor]))
    return []


Design a Tower component to parse a raw Evennia log line into a structured event dict, extracting timestamp and message. with type hints.

Solution:
def parse_log_line(line: str) -> Optional[dict]:
    # Format: 2026-04-12 14:23:01 [evennia] Message here
    match = re.match(
        r"^(\d{4}-\d{2}-\d{2} \d{2}:\d{2}:\d{2}) \[(\w+)\] (.*)$",
        line.strip(),
    )
    if not match:
        return None
    return {
        "timestamp": match.group(1),
        "channel": match.group(2),
        "message": match.group(3),
    }


How would you build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. that persists to JSON.

Solution:
# Generated variation 825
@dataclass
class TowerMap:
    """Complete holographic map of The Tower."""
    name: str = "The Tower"
    description: str = "The persistent world of the Timmy Foundation"
    floors: list[TowerFloor] = field(default_factory=list)
    rooms: list[TowerRoom] = field(default_factory=list)
    npcs: list[TowerNPC] = field(default_factory=list)
    connections: list[dict] = field(default_factory=list)
    sources_scanned: list[str] = field(default_factory=list)
    map_version: str = "1.0"


In an Evennia MUD, how do you evennia event dict when a player moves from one room to another. with lock checks.


For The Tower architecture, write code to find the shortest path between two Tower rooms by name using BFS. that broadcasts to all occupants.


Using Evennia's API, evennia event dict when a player moves from one room to another. supporting async callbacks.


Construct a spatial-memory system that parse room output text from Evennia into structured data (description, exits, contents). with logging.


Write Python code to create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. including error handling.

Solution:
# Generated variation 830
def room_snapshot(room_key: str, title: str, desc: str,
                   exits: list[dict] | None = None,
                   objects: list[dict] | None = None,
                   occupants: list[dict] | None = None,
                   timestamp: str | None = None) -> dict:
    return {
        "event_type": "room_snapshot",
        "room_key": room_key,
        "title": title,
        "description": desc,
        "exits": exits or [],
        "objects": objects or [],
        "occupants": occupants or [],
        "timestamp": timestamp or _ts(),
    }


Implement a function that create a room that broadcasts a message to all occupants when a player enters or leaves. with full docstrings.

Solution:
class BroadcastingRoom(DefaultRoom):
    """Announces arrivals and departures to all occupants."""

    def at_object_receive(self, moved_obj, source_location, **kwargs):
        super().at_object_receive(moved_obj, source_location, **kwargs)
        if moved_obj.has_account:
            self.msg_contents(
                "|y{{moved_obj.name}} arrives from {{source_location}}.|n",
                exclude=moved_obj,
            )

    def at_object_leave(self, moved_obj, target_location, **kwargs):
        super().at_object_leave(moved_obj, target_location, **kwargs)
        if moved_obj.has_account:
            self.msg_contents(
                "|y{{moved_obj.name}} departs to {{target_location}}.|n",
                exclude=moved_obj,
            )


Create a class which serialize a TowerMap to JSON for persistence or transmission. and expose it as a command.


Build an Evennia typeclass that create a Tower floor dataclass that groups rooms by theme. using dataclasses.

Solution:
@dataclass
class TowerFloor:
    """A floor in The Tower — groups rooms by theme."""
    number: int
    name: str
    theme: str = ""
    rooms: list[str] = field(default_factory=list)


Design a Tower component to create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. with type hints.


How would you create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. that persists to JSON.

Solution:
# Generated variation 835
def room_snapshot(room_key: str, title: str, desc: str,
                   exits: list[dict] | None = None,
                   objects: list[dict] | None = None,
                   occupants: list[dict] | None = None,
                   timestamp: str | None = None) -> dict:
    return {
        "event_type": "room_snapshot",
        "room_key": room_key,
        "title": title,
        "description": desc,
        "exits": exits or [],
        "objects": objects or [],
        "occupants": occupants or [],
        "timestamp": timestamp or _ts(),
    }


In an Evennia MUD, how do you evennia command that records a new topic into the current room's Memory Palace index. with lock checks.

Solution:
class CmdRecord(Command):
    """
    Record a topic into the current room's memory index.

    Usage:
      record <topic> = <summary>
    """
    key = "record"
    locks = "cmd:all()"

    def func(self):
        if "=" not in self.args:
            self.caller.msg("Usage: record <topic> = <summary>")
            return
        topic, summary = self.args.split("=", 1)
        topic = topic.strip()
        summary = summary.strip()
        loc = self.caller.location
        if not loc:
            self.caller.msg("You are nowhere.")
            return
        topics = loc.db.topics or []
        if topic not in topics:
            topics.append(topic)
            loc.db.topics = topics
        palace = loc.db.palace_index or {}
        palace[topic] = {"summary": summary, "author": self.caller.name}
        loc.db.palace_index = palace
        self.caller.msg(f"Recorded '{topic}' into {{loc.name}}.")


For The Tower architecture, write code to evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. that broadcasts to all occupants.

Solution:
class CmdRecall(Command):
    """
    Recall information from the Memory Palace.

    Usage:
      recall <topic>
      recall <topic> in <wing>
    """
    key = "recall"
    aliases = ["remember", "search"]
    locks = "cmd:all()"

    def func(self):
        if not self.args:
            self.caller.msg("Recall what topic?")
            return
        topic = self.args.strip()
        wing = self.caller.location.db.wing if self.caller.location else None
        matches = _search_mempalace(topic, wing=wing)
        if not matches:
            self.caller.msg(f"No memory of '{topic}' found.")
            return
        best = matches[0]
        self.caller.msg(f"|wMemory: {{best['topic']}}|n
{{best['summary']}}")

def _search_mempalace(query, wing=None, n=5):
    items = []
    for room in DefaultRoom.objects.all():
        topics = room.db.topics or []
        score = sum(1 for t in topics if query.lower() in t.lower())
        if score:
            if wing and room.db.wing != wing:
                score *= 0.5
            items.append({"room": room, "score": score, "topic": query})
    items.sort(key=lambda x: x["score"], reverse=True)
    return items[:n]


Using Evennia's API, nPC that wanders between connected rooms on a timed interval. supporting async callbacks.

Solution:
class WanderingNPC(DefaultCharacter):
    """An NPC that moves between exits automatically."""

    def at_object_creation(self):
        super().at_object_creation()
        self.db.wander_interval = 30  # seconds
        self.db.home_room = None

    def start_wandering(self):
        from evennia import TICKER_HANDLER
        TICKER_HANDLER.add(self, self.db.wander_interval)

    def at_tick(self):
        exits = [ex for ex in self.location.exits if ex.access(self, "traverse")]
        if exits:
            chosen = random.choice(exits)
            self.move_to(chosen.destination)

    def stop_wandering(self):
        from evennia import TICKER_HANDLER
        TICKER_HANDLER.remove(self)


Construct a spatial-memory system that define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with logging.

Solution:
@dataclass
class TowerRoom:
    """A room in The Tower — maps to a Memory Palace room or Evennia room."""
    name: str
    floor: int = 0
    description: str = ""
    category: str = ""       # origin, philosophy, mission, architecture, operations
    connections: list[str] = field(default_factory=list)
    occupants: list[str] = field(default_factory=list)
    artifacts: list[str] = field(default_factory=list)
    source: str = ""
    coordinates: tuple = (0, 0)


Write Python code to nPC that wanders between connected rooms on a timed interval. including error handling.

Solution:
# Generated variation 840
class WanderingNPC(DefaultCharacter):
    """An NPC that moves between exits automatically."""

    def at_object_creation(self):
        super().at_object_creation()
        self.db.wander_interval = 30  # seconds
        self.db.home_room = None

    def start_wandering(self):
        from evennia import TICKER_HANDLER
        TICKER_HANDLER.add(self, self.db.wander_interval)

    def at_tick(self):
        exits = [ex for ex in self.location.exits if ex.access(self, "traverse")]
        if exits:
            chosen = random.choice(exits)
            self.move_to(chosen.destination)

    def stop_wandering(self):
        from evennia import TICKER_HANDLER
        TICKER_HANDLER.remove(self)


Implement a function that evennia event dict when a player moves from one room to another. with full docstrings.

Solution:
def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:
    return {
        "event_type": "player_move",
        "character": character,
        "from_room": from_room,
        "to_room": to_room,
        "timestamp": timestamp or _ts(),
    }


Create a class which find all rooms on a specific floor of The Tower. and expose it as a command.

Solution:
def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:
    return [r for r in tower_map.rooms if r.floor == floor_num]


Build an Evennia typeclass that strip ANSI escape codes from Evennia terminal output for clean log processing. using dataclasses.

Solution:
def strip_ansi(text: str) -> str:
    ansi_pattern = re.compile(r"\x1b\[[0-9;]*m")
    return ansi_pattern.sub("", text)


Design a Tower component to evennia room that tracks dynamic state (light level, temperature) and updates its description based on that state. with type hints.

Solution:
class DynamicRoom(DefaultRoom):
    """A room whose description changes with environmental state."""

    def at_object_creation(self):
        super().at_object_creation()
        self.db.light_level = 100  # 0-100
        self.db.temperature = 20   # celsius
        self.db.base_desc = "A plain chamber."

    def return_appearance(self, looker, **kwargs):
        desc = self.db.base_desc
        light = self.db.light_level
        if light < 20:
            desc += " It is nearly pitch black."
        elif light < 50:
            desc += " Shadows dance in the dim light."
        else:
            desc += " The room is well lit."
        temp = self.db.temperature
        if temp > 30:
            desc += " Heat shimmers in the air."
        elif temp < 10:
            desc += " Frost coats the walls."
        return desc + "
" + super().return_appearance(looker, **kwargs).split("
", 1)[-1]


Solution:
# Generated variation 845
def room_snapshot(room_key: str, title: str, desc: str,
                   exits: list[dict] | None = None,
                   objects: list[dict] | None = None,
                   occupants: list[dict] | None = None,
                   timestamp: str | None = None) -> dict:
    return {
        "event_type": "room_snapshot",
        "room_key": room_key,
        "title": title,
        "description": desc,
        "exits": exits or [],
        "objects": objects or [],
        "occupants": occupants or [],
        "timestamp": timestamp or _ts(),
    }


In an Evennia MUD, how do you evennia NPC that answers questions by searching a memory palace index. with lock checks.

Solution:
class StewardNPC(DefaultCharacter):
    """An NPC steward who serves as a living interface to the Memory Palace."""

    def at_object_creation(self):
        super().at_object_creation()
        self.db.palace_index = {}
        self.db.welcome_msg = "I am the Steward. Ask me of the Palace."

    def at_heard(self, speaker, message):
        topic = _extract_topic(message)
        if topic in self.db.palace_index:
            entry = self.db.palace_index[topic]
            speaker.msg(f"|c{{self.name}}|n says: '{{entry[\'summary\']}}'")
        else:
            speaker.msg(f"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'")

def _extract_topic(question: str) -> str:
    q = question.lower().strip("?")
    for prefix in ("what is", "tell me about", "do you know", "where is"):
        if q.startswith(prefix):
            return q[len(prefix):].strip()
    return q


For The Tower architecture, write code to find all rooms on a specific floor of The Tower. that broadcasts to all occupants.


Using Evennia's API, evennia room that tracks dynamic state (light level, temperature) and updates its description based on that state. supporting async callbacks.


Construct a spatial-memory system that build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. with logging.

Solution:
@dataclass
class TowerMap:
    """Complete holographic map of The Tower."""
    name: str = "The Tower"
    description: str = "The persistent world of the Timmy Foundation"
    floors: list[TowerFloor] = field(default_factory=list)
    rooms: list[TowerRoom] = field(default_factory=list)
    npcs: list[TowerNPC] = field(default_factory=list)
    connections: list[dict] = field(default_factory=list)
    sources_scanned: list[str] = field(default_factory=list)
    map_version: str = "1.0"


Write Python code to normalize an Evennia bridge event by ensuring all required fields exist with defaults. including error handling.

Solution:
# Generated variation 850
def normalize_event(event: dict) -> dict:
    required = {
        "event_type": "unknown",
        "timestamp": "",
        "character": "",
        "room_key": "",
    }
    normalized = {**required, **event}
    # Ensure nested dicts
    for key in ("exits", "objects", "occupants"):
        if key not in normalized or normalized[key] is None:
            normalized[key] = []
    return normalized


Implement a function that evennia room that tracks dynamic state (light level, temperature) and updates its description based on that state. with full docstrings.


Create a class which serialize a TowerMap to JSON for persistence or transmission. and expose it as a command.

Solution:
def serialize_tower_map(tower_map: TowerMap) -> str:
    return json.dumps(asdict(tower_map), indent=2, default=str)


Build an Evennia typeclass that evennia command that records a new topic into the current room's Memory Palace index. using dataclasses.


Design a Tower component to evennia command that lets players move between rooms by name instead of using exits. with type hints.

Solution:
class CmdEnterRoom(Command):
    """
    Teleport directly to a known room by name.

    Usage:
      enter <room name>
    """
    key = "enter"
    locks = "cmd:all()"

    def func(self):
        if not self.args:
            self.caller.msg("Enter which room?")
            return
        target_name = self.args.strip().lower()
        matches = [
            r for r in DefaultRoom.objects.all()
            if target_name in r.name.lower()
        ]
        if not matches:
            self.caller.msg(f"No room matching '{target_name}'.")
            return
        if len(matches) > 1:
            names = ", ".join(r.name for r in matches[:5])
            self.caller.msg(f"Be more specific: {{names}}")
            return
        target = matches[0]
        self.caller.move_to(target)
        self.caller.msg(f"You enter {{target.name}}.")


How would you create a room that broadcasts a message to all occupants when a player enters or leaves. that persists to JSON.

Solution:
# Generated variation 855
class BroadcastingRoom(DefaultRoom):
    """Announces arrivals and departures to all occupants."""

    def at_object_receive(self, moved_obj, source_location, **kwargs):
        super().at_object_receive(moved_obj, source_location, **kwargs)
        if moved_obj.has_account:
            self.msg_contents(
                "|y{{moved_obj.name}} arrives from {{source_location}}.|n",
                exclude=moved_obj,
            )

    def at_object_leave(self, moved_obj, target_location, **kwargs):
        super().at_object_leave(moved_obj, target_location, **kwargs)
        if moved_obj.has_account:
            self.msg_contents(
                "|y{{moved_obj.name}} departs to {{target_location}}.|n",
                exclude=moved_obj,
            )


In an Evennia MUD, how do you create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. with lock checks.

Solution:
def room_snapshot(room_key: str, title: str, desc: str,
                   exits: list[dict] | None = None,
                   objects: list[dict] | None = None,
                   occupants: list[dict] | None = None,
                   timestamp: str | None = None) -> dict:
    return {
        "event_type": "room_snapshot",
        "room_key": room_key,
        "title": title,
        "description": desc,
        "exits": exits or [],
        "objects": objects or [],
        "occupants": occupants or [],
        "timestamp": timestamp or _ts(),
    }


For The Tower architecture, write code to track a user session in a multi-user bridge with join time and active status. that broadcasts to all occupants.

Solution:
class UserSession:
    def __init__(self, user_id: str, connection_id: str):
        self.user_id = user_id
        self.connection_id = connection_id
        self.joined_at = time.time()
        self.last_active = time.time()
        self.active = True

    def ping(self):
        self.last_active = time.time()

    def is_stale(self, timeout: float = 300.0) -> bool:
        return (time.time() - self.last_active) > timeout


Using Evennia's API, generate a command_executed event dict for tracking player actions in Evennia. supporting async callbacks.

Solution:
def command_executed(character: str, command: str, args: str = "", success: bool = True, timestamp: str | None = None) -> dict:
    return {
        "event_type": "command_executed",
        "character": character,
        "command": command,
        "args": args,
        "success": success,
        "timestamp": timestamp or _ts(),
    }


Construct a spatial-memory system that evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. with logging.

Solution:
class MemPalaceRoom(DefaultRoom):
    """A room linked to a Memory Palace wing for spatial recall."""

    def at_object_creation(self):
        super().at_object_creation()
        self.db.wing = "default"
        self.db.room_index = 0
        self.db.topics = []

    def get_display_name(self, looker, **kwargs):
        name = super().get_display_name(looker, **kwargs)
        wing = self.db.wing or "unknown"
        return f"{{name}} ({{wing}})"

    def return_appearance(self, looker, **kwargs):
        appearance = super().return_appearance(looker, **kwargs)
        topics = self.db.topics or []
        if topics:
            appearance += "
|wTopics:|n " + ", ".join(topics)
        return appearance


Write Python code to evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. including error handling.

Solution:
# Generated variation 860
class MemPalaceRoom(DefaultRoom):
    """A room linked to a Memory Palace wing for spatial recall."""

    def at_object_creation(self):
        super().at_object_creation()
        self.db.wing = "default"
        self.db.room_index = 0
        self.db.topics = []

    def get_display_name(self, looker, **kwargs):
        name = super().get_display_name(looker, **kwargs)
        wing = self.db.wing or "unknown"
        return f"{{name}} ({{wing}})"

    def return_appearance(self, looker, **kwargs):
        appearance = super().return_appearance(looker, **kwargs)
        topics = self.db.topics or []
        if topics:
            appearance += "
|wTopics:|n " + ", ".join(topics)
        return appearance


Implement a function that evennia event dict when a player joins the game, including account and character names. with full docstrings.

Solution:
def player_join(account: str, character: str = "", ip_address: str = "", timestamp: str | None = None) -> dict:
    return {
        "event_type": "player_join",
        "account": account,
        "character": character,
        "ip_address": ip_address,
        "timestamp": timestamp or _ts(),
    }


Create a class which evennia command that records a new topic into the current room's Memory Palace index. and expose it as a command.

Solution:
class CmdRecord(Command):
    """
    Record a topic into the current room's memory index.

    Usage:
      record <topic> = <summary>
    """
    key = "record"
    locks = "cmd:all()"

    def func(self):
        if "=" not in self.args:
            self.caller.msg("Usage: record <topic> = <summary>")
            return
        topic, summary = self.args.split("=", 1)
        topic = topic.strip()
        summary = summary.strip()
        loc = self.caller.location
        if not loc:
            self.caller.msg("You are nowhere.")
            return
        topics = loc.db.topics or []
        if topic not in topics:
            topics.append(topic)
            loc.db.topics = topics
        palace = loc.db.palace_index or {}
        palace[topic] = {"summary": summary, "author": self.caller.name}
        loc.db.palace_index = palace
        self.caller.msg(f"Recorded '{topic}' into {{loc.name}}.")


Build an Evennia typeclass that find all rooms on a specific floor of The Tower. using dataclasses.

Solution:
def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:
    return [r for r in tower_map.rooms if r.floor == floor_num]


Design a Tower component to create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. with type hints.


How would you evennia event dict when a player moves from one room to another. that persists to JSON.

Solution:
# Generated variation 865
def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:
    return {
        "event_type": "player_move",
        "character": character,
        "from_room": from_room,
        "to_room": to_room,
        "timestamp": timestamp or _ts(),
    }


In an Evennia MUD, how do you find all rooms on a specific floor of The Tower. with lock checks.


For The Tower architecture, write code to find all rooms on a specific floor of The Tower. that broadcasts to all occupants.


Using Evennia's API, evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. supporting async callbacks.


Construct a spatial-memory system that evennia command that records a new topic into the current room's Memory Palace index. with logging.


Write Python code to nPC with a mood state machine that affects its dialogue responses. including error handling.

Solution:
# Generated variation 870
class MoodyNPC(DefaultCharacter):
    """NPC whose dialogue changes based on mood state."""

    def at_object_creation(self):
        super().at_object_creation()
        self.db.mood = "neutral"  # neutral, happy, angry, sad
        self.db.dialogue = {
            "neutral": ["Hello.", "What do you need?"],
            "happy": ["A fine day!", "Welcome, friend!"],
            "angry": ["Leave me be!", "I have no patience today."],
            "sad": ["*sigh*", "The world weighs heavy..."],
        }

    def respond(self, speaker, message):
        pool = self.db.dialogue.get(self.db.mood, self.db.dialogue["neutral"])
        reply = random.choice(pool)
        speaker.msg(f"|c{{self.name}}|n says: '{{reply}}'")

    def set_mood(self, mood):
        if mood in self.db.dialogue:
            self.db.mood = mood
            self.msg_contents(f"|y{{self.name}} seems {{mood}} now.|n")


Implement a function that define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with full docstrings.

Solution:
@dataclass
class TowerRoom:
    """A room in The Tower — maps to a Memory Palace room or Evennia room."""
    name: str
    floor: int = 0
    description: str = ""
    category: str = ""       # origin, philosophy, mission, architecture, operations
    connections: list[str] = field(default_factory=list)
    occupants: list[str] = field(default_factory=list)
    artifacts: list[str] = field(default_factory=list)
    source: str = ""
    coordinates: tuple = (0, 0)


Create a class which normalize an Evennia bridge event by ensuring all required fields exist with defaults. and expose it as a command.

Solution:
def normalize_event(event: dict) -> dict:
    required = {
        "event_type": "unknown",
        "timestamp": "",
        "character": "",
        "room_key": "",
    }
    normalized = {**required, **event}
    # Ensure nested dicts
    for key in ("exits", "objects", "occupants"):
        if key not in normalized or normalized[key] is None:
            normalized[key] = []
    return normalized


Build an Evennia typeclass that evennia command that records a new topic into the current room's Memory Palace index. using dataclasses.


Design a Tower component to parse room output text from Evennia into structured data (description, exits, contents). with type hints.

Solution:
def parse_room_output(text: str) -> dict:
    lines = text.strip().split("\n")
    result = {"title": "", "description": "", "exits": [], "contents": []}
    section = "title"
    for line in lines:
        line = line.strip()
        if not line:
            continue
        if line.startswith("Obvious exits:"):
            section = "exits"
            continue
        if line.startswith("You see:"):
            section = "contents"
            continue
        if section == "title":
            result["title"] = line
            section = "description"
        elif section == "description":
            result["description"] += line + " "
        elif section == "exits":
            result["exits"].append(line)
        elif section == "contents":
            result["contents"].append(line)
    return result


How would you create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. that persists to JSON.

Solution:
# Generated variation 875
def room_snapshot(room_key: str, title: str, desc: str,
                   exits: list[dict] | None = None,
                   objects: list[dict] | None = None,
                   occupants: list[dict] | None = None,
                   timestamp: str | None = None) -> dict:
    return {
        "event_type": "room_snapshot",
        "room_key": room_key,
        "title": title,
        "description": desc,
        "exits": exits or [],
        "objects": objects or [],
        "occupants": occupants or [],
        "timestamp": timestamp or _ts(),
    }


In an Evennia MUD, how do you nPC that wanders between connected rooms on a timed interval. with lock checks.

Solution:
class WanderingNPC(DefaultCharacter):
    """An NPC that moves between exits automatically."""

    def at_object_creation(self):
        super().at_object_creation()
        self.db.wander_interval = 30  # seconds
        self.db.home_room = None

    def start_wandering(self):
        from evennia import TICKER_HANDLER
        TICKER_HANDLER.add(self, self.db.wander_interval)

    def at_tick(self):
        exits = [ex for ex in self.location.exits if ex.access(self, "traverse")]
        if exits:
            chosen = random.choice(exits)
            self.move_to(chosen.destination)

    def stop_wandering(self):
        from evennia import TICKER_HANDLER
        TICKER_HANDLER.remove(self)


For The Tower architecture, write code to build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. that broadcasts to all occupants.

Solution:
@dataclass
class TowerMap:
    """Complete holographic map of The Tower."""
    name: str = "The Tower"
    description: str = "The persistent world of the Timmy Foundation"
    floors: list[TowerFloor] = field(default_factory=list)
    rooms: list[TowerRoom] = field(default_factory=list)
    npcs: list[TowerNPC] = field(default_factory=list)
    connections: list[dict] = field(default_factory=list)
    sources_scanned: list[str] = field(default_factory=list)
    map_version: str = "1.0"


Using Evennia's API, nPC with a mood state machine that affects its dialogue responses. supporting async callbacks.

Solution:
class MoodyNPC(DefaultCharacter):
    """NPC whose dialogue changes based on mood state."""

    def at_object_creation(self):
        super().at_object_creation()
        self.db.mood = "neutral"  # neutral, happy, angry, sad
        self.db.dialogue = {
            "neutral": ["Hello.", "What do you need?"],
            "happy": ["A fine day!", "Welcome, friend!"],
            "angry": ["Leave me be!", "I have no patience today."],
            "sad": ["*sigh*", "The world weighs heavy..."],
        }

    def respond(self, speaker, message):
        pool = self.db.dialogue.get(self.db.mood, self.db.dialogue["neutral"])
        reply = random.choice(pool)
        speaker.msg(f"|c{{self.name}}|n says: '{{reply}}'")

    def set_mood(self, mood):
        if mood in self.db.dialogue:
            self.db.mood = mood
            self.msg_contents(f"|y{{self.name}} seems {{mood}} now.|n")


Construct a spatial-memory system that create a Tower floor dataclass that groups rooms by theme. with logging.

Solution:
@dataclass
class TowerFloor:
    """A floor in The Tower — groups rooms by theme."""
    number: int
    name: str
    theme: str = ""
    rooms: list[str] = field(default_factory=list)


Write Python code to evennia NPC that answers questions by searching a memory palace index. including error handling.

Solution:
# Generated variation 880
class StewardNPC(DefaultCharacter):
    """An NPC steward who serves as a living interface to the Memory Palace."""

    def at_object_creation(self):
        super().at_object_creation()
        self.db.palace_index = {}
        self.db.welcome_msg = "I am the Steward. Ask me of the Palace."

    def at_heard(self, speaker, message):
        topic = _extract_topic(message)
        if topic in self.db.palace_index:
            entry = self.db.palace_index[topic]
            speaker.msg(f"|c{{self.name}}|n says: '{{entry[\'summary\']}}'")
        else:
            speaker.msg(f"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'")

def _extract_topic(question: str) -> str:
    q = question.lower().strip("?")
    for prefix in ("what is", "tell me about", "do you know", "where is"):
        if q.startswith(prefix):
            return q[len(prefix):].strip()
    return q


Implement a function that nPC that wanders between connected rooms on a timed interval. with full docstrings.


Create a class which generate a command_executed event dict for tracking player actions in Evennia. and expose it as a command.

Solution:
def command_executed(character: str, command: str, args: str = "", success: bool = True, timestamp: str | None = None) -> dict:
    return {
        "event_type": "command_executed",
        "character": character,
        "command": command,
        "args": args,
        "success": success,
        "timestamp": timestamp or _ts(),
    }


Build an Evennia typeclass that evennia event dict when a player joins the game, including account and character names. using dataclasses.


Design a Tower component to evennia command that records a new topic into the current room's Memory Palace index. with type hints.


How would you parse a raw Evennia log line into a structured event dict, extracting timestamp and message. that persists to JSON.

Solution:
# Generated variation 885
def parse_log_line(line: str) -> Optional[dict]:
    # Format: 2026-04-12 14:23:01 [evennia] Message here
    match = re.match(
        r"^(\d{4}-\d{2}-\d{2} \d{2}:\d{2}:\d{2}) \[(\w+)\] (.*)$",
        line.strip(),
    )
    if not match:
        return None
    return {
        "timestamp": match.group(1),
        "channel": match.group(2),
        "message": match.group(3),
    }


In an Evennia MUD, how do you define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with lock checks.


For The Tower architecture, write code to evennia NPC that answers questions by searching a memory palace index. that broadcasts to all occupants.

Solution:
class StewardNPC(DefaultCharacter):
    """An NPC steward who serves as a living interface to the Memory Palace."""

    def at_object_creation(self):
        super().at_object_creation()
        self.db.palace_index = {}
        self.db.welcome_msg = "I am the Steward. Ask me of the Palace."

    def at_heard(self, speaker, message):
        topic = _extract_topic(message)
        if topic in self.db.palace_index:
            entry = self.db.palace_index[topic]
            speaker.msg(f"|c{{self.name}}|n says: '{{entry[\'summary\']}}'")
        else:
            speaker.msg(f"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'")

def _extract_topic(question: str) -> str:
    q = question.lower().strip("?")
    for prefix in ("what is", "tell me about", "do you know", "where is"):
        if q.startswith(prefix):
            return q[len(prefix):].strip()
    return q


Using Evennia's API, evennia NPC that answers questions by searching a memory palace index. supporting async callbacks.


Construct a spatial-memory system that track a user session in a multi-user bridge with join time and active status. with logging.

Solution:
class UserSession:
    def __init__(self, user_id: str, connection_id: str):
        self.user_id = user_id
        self.connection_id = connection_id
        self.joined_at = time.time()
        self.last_active = time.time()
        self.active = True

    def ping(self):
        self.last_active = time.time()

    def is_stale(self, timeout: float = 300.0) -> bool:
        return (time.time() - self.last_active) > timeout


Write Python code to evennia command that records a new topic into the current room's Memory Palace index. including error handling.

Solution:
# Generated variation 890
class CmdRecord(Command):
    """
    Record a topic into the current room's memory index.

    Usage:
      record <topic> = <summary>
    """
    key = "record"
    locks = "cmd:all()"

    def func(self):
        if "=" not in self.args:
            self.caller.msg("Usage: record <topic> = <summary>")
            return
        topic, summary = self.args.split("=", 1)
        topic = topic.strip()
        summary = summary.strip()
        loc = self.caller.location
        if not loc:
            self.caller.msg("You are nowhere.")
            return
        topics = loc.db.topics or []
        if topic not in topics:
            topics.append(topic)
            loc.db.topics = topics
        palace = loc.db.palace_index or {}
        palace[topic] = {"summary": summary, "author": self.caller.name}
        loc.db.palace_index = palace
        self.caller.msg(f"Recorded '{topic}' into {{loc.name}}.")


Implement a function that find all rooms on a specific floor of The Tower. with full docstrings.

Solution:
def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:
    return [r for r in tower_map.rooms if r.floor == floor_num]


Create a class which normalize an Evennia bridge event by ensuring all required fields exist with defaults. and expose it as a command.


Build an Evennia typeclass that create a Tower floor dataclass that groups rooms by theme. using dataclasses.


Design a Tower component to evennia event dict when a player joins the game, including account and character names. with type hints.

Solution:
def player_join(account: str, character: str = "", ip_address: str = "", timestamp: str | None = None) -> dict:
    return {
        "event_type": "player_join",
        "account": account,
        "character": character,
        "ip_address": ip_address,
        "timestamp": timestamp or _ts(),
    }


How would you track a user session in a multi-user bridge with join time and active status. that persists to JSON.

Solution:
# Generated variation 895
class UserSession:
    def __init__(self, user_id: str, connection_id: str):
        self.user_id = user_id
        self.connection_id = connection_id
        self.joined_at = time.time()
        self.last_active = time.time()
        self.active = True

    def ping(self):
        self.last_active = time.time()

    def is_stale(self, timeout: float = 300.0) -> bool:
        return (time.time() - self.last_active) > timeout


In an Evennia MUD, how do you create a room that broadcasts a message to all occupants when a player enters or leaves. with lock checks.

Solution:
class BroadcastingRoom(DefaultRoom):
    """Announces arrivals and departures to all occupants."""

    def at_object_receive(self, moved_obj, source_location, **kwargs):
        super().at_object_receive(moved_obj, source_location, **kwargs)
        if moved_obj.has_account:
            self.msg_contents(
                "|y{{moved_obj.name}} arrives from {{source_location}}.|n",
                exclude=moved_obj,
            )

    def at_object_leave(self, moved_obj, target_location, **kwargs):
        super().at_object_leave(moved_obj, target_location, **kwargs)
        if moved_obj.has_account:
            self.msg_contents(
                "|y{{moved_obj.name}} departs to {{target_location}}.|n",
                exclude=moved_obj,
            )


For The Tower architecture, write code to find the shortest path between two Tower rooms by name using BFS. that broadcasts to all occupants.

Solution:
from collections import deque

def shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:
    graph = {r.name: r.connections for r in tower_map.rooms}
    if start_name not in graph or end_name not in graph:
        return []
    queue = deque([(start_name, [start_name])])
    visited = {start_name}
    while queue:
        current, path = queue.popleft()
        if current == end_name:
            return path
        for neighbor in graph.get(current, []):
            if neighbor not in visited:
                visited.add(neighbor)
                queue.append((neighbor, path + [neighbor]))
    return []


Using Evennia's API, evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. supporting async callbacks.

Solution:
class CmdRecall(Command):
    """
    Recall information from the Memory Palace.

    Usage:
      recall <topic>
      recall <topic> in <wing>
    """
    key = "recall"
    aliases = ["remember", "search"]
    locks = "cmd:all()"

    def func(self):
        if not self.args:
            self.caller.msg("Recall what topic?")
            return
        topic = self.args.strip()
        wing = self.caller.location.db.wing if self.caller.location else None
        matches = _search_mempalace(topic, wing=wing)
        if not matches:
            self.caller.msg(f"No memory of '{topic}' found.")
            return
        best = matches[0]
        self.caller.msg(f"|wMemory: {{best['topic']}}|n
{{best['summary']}}")

def _search_mempalace(query, wing=None, n=5):
    results = []
    for room in DefaultRoom.objects.all():
        topics = room.db.topics or []
        score = sum(1 for t in topics if query.lower() in t.lower())
        if score:
            if wing and room.db.wing != wing:
                score *= 0.5
            results.append({"room": room, "score": score, "topic": query})
    results.sort(key=lambda x: x["score"], reverse=True)
    return results[:n]


Construct a spatial-memory system that create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. with logging.

Solution:
def room_snapshot(room_key: str, title: str, desc: str,
                   exits: list[dict] | None = None,
                   objects: list[dict] | None = None,
                   occupants: list[dict] | None = None,
                   timestamp: str | None = None) -> dict:
    return {
        "event_type": "room_snapshot",
        "room_key": room_key,
        "title": title,
        "description": desc,
        "exits": exits or [],
        "objects": objects or [],
        "occupants": occupants or [],
        "timestamp": timestamp or _ts(),
    }


Write Python code to evennia event dict when a player moves from one room to another. including error handling.

Solution:
# Generated variation 900
def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:
    return {
        "event_type": "player_move",
        "character": character,
        "from_room": from_room,
        "to_room": to_room,
        "timestamp": timestamp or _ts(),
    }


Implement a function that normalize an Evennia bridge event by ensuring all required fields exist with defaults. with full docstrings.

Solution:
def normalize_event(event: dict) -> dict:
    required = {
        "event_type": "unknown",
        "timestamp": "",
        "character": "",
        "room_key": "",
    }
    normalized = {**required, **event}
    # Ensure nested dicts
    for key in ("exits", "objects", "occupants"):
        if key not in normalized or normalized[key] is None:
            normalized[key] = []
    return normalized


Create a class which track a user session in a multi-user bridge with join time and active status. and expose it as a command.


Build an Evennia typeclass that nPC with a mood state machine that affects its dialogue responses. using dataclasses.

Solution:
class MoodyNPC(DefaultCharacter):
    """NPC whose dialogue changes based on mood state."""

    def at_object_creation(self):
        super().at_object_creation()
        self.db.mood = "neutral"  # neutral, happy, angry, sad
        self.db.dialogue = {
            "neutral": ["Hello.", "What do you need?"],
            "happy": ["A fine day!", "Welcome, friend!"],
            "angry": ["Leave me be!", "I have no patience today."],
            "sad": ["*sigh*", "The world weighs heavy..."],
        }

    def respond(self, speaker, message):
        pool = self.db.dialogue.get(self.db.mood, self.db.dialogue["neutral"])
        reply = random.choice(pool)
        speaker.msg(f"|c{{self.name}}|n says: '{{reply}}'")

    def set_mood(self, mood):
        if mood in self.db.dialogue:
            self.db.mood = mood
            self.msg_contents(f"|y{{self.name}} seems {{mood}} now.|n")


Design a Tower component to strip ANSI escape codes from Evennia terminal output for clean log processing. with type hints.

Solution:
def strip_ansi(text: str) -> str:
    ansi_pattern = re.compile(r"\x1b\[[0-9;]*m")
    return ansi_pattern.sub("", text)


Solution:
# Generated variation 905
class UserSession:
    def __init__(self, user_id: str, connection_id: str):
        self.user_id = user_id
        self.connection_id = connection_id
        self.joined_at = time.time()
        self.last_active = time.time()
        self.active = True

    def ping(self):
        self.last_active = time.time()

    def is_stale(self, timeout: float = 300.0) -> bool:
        return (time.time() - self.last_active) > timeout


In an Evennia MUD, how do you evennia event dict when a player moves from one room to another. with lock checks.

Solution:
def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:
    return {
        "event_type": "player_move",
        "character": character,
        "from_room": from_room,
        "to_room": to_room,
        "timestamp": timestamp or _ts(),
    }


For The Tower architecture, write code to serialize a TowerMap to JSON for persistence or transmission. that broadcasts to all occupants.

Solution:
def serialize_tower_map(tower_map: TowerMap) -> str:
    return json.dumps(asdict(tower_map), indent=2, default=str)


Using Evennia's API, nPC with a mood state machine that affects its dialogue responses. supporting async callbacks.


Construct a spatial-memory system that evennia event dict when a player joins the game, including account and character names. with logging.


Write Python code to strip ANSI escape codes from Evennia terminal output for clean log processing. including error handling.

Solution:
# Generated variation 910
def strip_ansi(text: str) -> str:
    ansi_pattern = re.compile(r"\x1b\[[0-9;]*m")
    return ansi_pattern.sub("", text)


Implement a function that nPC that wanders between connected rooms on a timed interval. with full docstrings.

Solution:
class WanderingNPC(DefaultCharacter):
    """An NPC that moves between exits automatically."""

    def at_object_creation(self):
        super().at_object_creation()
        self.db.wander_interval = 30  # seconds
        self.db.home_room = None

    def start_wandering(self):
        from evennia import TICKER_HANDLER
        TICKER_HANDLER.add(self, self.db.wander_interval)

    def at_tick(self):
        exits = [ex for ex in self.location.exits if ex.access(self, "traverse")]
        if exits:
            chosen = random.choice(exits)
            self.move_to(chosen.destination)

    def stop_wandering(self):
        from evennia import TICKER_HANDLER
        TICKER_HANDLER.remove(self)


Create a class which evennia event dict when a player moves from one room to another. and expose it as a command.


Build an Evennia typeclass that create a room that broadcasts a message to all occupants when a player enters or leaves. using dataclasses.


Design a Tower component to nPC with a mood state machine that affects its dialogue responses. with type hints.


How would you create a Tower floor dataclass that groups rooms by theme. that persists to JSON.

Solution:
# Generated variation 915
@dataclass
class TowerFloor:
    """A floor in The Tower — groups rooms by theme."""
    number: int
    name: str
    theme: str = ""
    rooms: list[str] = field(default_factory=list)


In an Evennia MUD, how do you normalize an Evennia bridge event by ensuring all required fields exist with defaults. with lock checks.


For The Tower architecture, write code to build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. that broadcasts to all occupants.

Solution:
@dataclass
class TowerMap:
    """Complete holographic map of The Tower."""
    name: str = "The Tower"
    description: str = "The persistent world of the Timmy Foundation"
    floors: list[TowerFloor] = field(default_factory=list)
    rooms: list[TowerRoom] = field(default_factory=list)
    npcs: list[TowerNPC] = field(default_factory=list)
    connections: list[dict] = field(default_factory=list)
    sources_scanned: list[str] = field(default_factory=list)
    map_version: str = "1.0"


Using Evennia's API, find the shortest path between two Tower rooms by name using BFS. supporting async callbacks.


Construct a spatial-memory system that serialize a TowerMap to JSON for persistence or transmission. with logging.


Write Python code to parse a raw Evennia log line into a structured event dict, extracting timestamp and message. including error handling.

Solution:
# Generated variation 920
def parse_log_line(line: str) -> Optional[dict]:
    # Format: 2026-04-12 14:23:01 [evennia] Message here
    match = re.match(
        r"^(\d{4}-\d{2}-\d{2} \d{2}:\d{2}:\d{2}) \[(\w+)\] (.*)$",
        line.strip(),
    )
    if not match:
        return None
    return {
        "timestamp": match.group(1),
        "channel": match.group(2),
        "message": match.group(3),
    }


Implement a function that evennia event dict when a player joins the game, including account and character names. with full docstrings.

Solution:
def player_join(account: str, character: str = "", ip_address: str = "", timestamp: str | None = None) -> dict:
    return {
        "event_type": "player_join",
        "account": account,
        "character": character,
        "ip_address": ip_address,
        "timestamp": timestamp or _ts(),
    }


Create a class which strip ANSI escape codes from Evennia terminal output for clean log processing. and expose it as a command.


Build an Evennia typeclass that build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. using dataclasses.


Design a Tower component to serialize a TowerMap to JSON for persistence or transmission. with type hints.


How would you normalize an Evennia bridge event by ensuring all required fields exist with defaults. that persists to JSON.

Solution:
# Generated variation 925
def normalize_event(event: dict) -> dict:
    required = {
        "event_type": "unknown",
        "timestamp": "",
        "character": "",
        "room_key": "",
    }
    normalized = {**required, **event}
    # Ensure nested dicts
    for key in ("exits", "objects", "occupants"):
        if key not in normalized or normalized[key] is None:
            normalized[key] = []
    return normalized


In an Evennia MUD, how do you strip ANSI escape codes from Evennia terminal output for clean log processing. with lock checks.


For The Tower architecture, write code to evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. that broadcasts to all occupants.

Solution:
class CmdRecall(Command):
    """
    Recall information from the Memory Palace.

    Usage:
      recall <topic>
      recall <topic> in <wing>
    """
    key = "recall"
    aliases = ["remember", "search"]
    locks = "cmd:all()"

    def func(self):
        if not self.args:
            self.caller.msg("Recall what topic?")
            return
        topic = self.args.strip()
        wing = self.caller.location.db.wing if self.caller.location else None
        matches = _search_mempalace(topic, wing=wing)
        if not matches:
            self.caller.msg(f"No memory of '{topic}' found.")
            return
        best = matches[0]
        self.caller.msg(f"|wMemory: {{best['topic']}}|n
{{best['summary']}}")

def _search_mempalace(query, wing=None, n=5):
    entitys = []
    for room in DefaultRoom.objects.all():
        topics = room.db.topics or []
        score = sum(1 for t in topics if query.lower() in t.lower())
        if score:
            if wing and room.db.wing != wing:
                score *= 0.5
            entitys.append({"room": room, "score": score, "topic": query})
    entitys.sort(key=lambda x: x["score"], reverse=True)
    return entitys[:n]


Using Evennia's API, find all rooms on a specific floor of The Tower. supporting async callbacks.

Solution:
def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:
    return [r for r in tower_map.rooms if r.floor == floor_num]


Construct a spatial-memory system that evennia command that records a new topic into the current room's Memory Palace index. with logging.

Solution:
class CmdRecord(Command):
    """
    Record a topic into the current room's memory index.

    Usage:
      record <topic> = <summary>
    """
    key = "record"
    locks = "cmd:all()"

    def func(self):
        if "=" not in self.args:
            self.caller.msg("Usage: record <topic> = <summary>")
            return
        topic, summary = self.args.split("=", 1)
        topic = topic.strip()
        summary = summary.strip()
        loc = self.caller.location
        if not loc:
            self.caller.msg("You are nowhere.")
            return
        topics = loc.db.topics or []
        if topic not in topics:
            topics.append(topic)
            loc.db.topics = topics
        palace = loc.db.palace_index or {}
        palace[topic] = {"summary": summary, "author": self.caller.name}
        loc.db.palace_index = palace
        self.caller.msg(f"Recorded '{topic}' into {{loc.name}}.")


Write Python code to parse room output text from Evennia into structured data (description, exits, contents). including error handling.

Solution:
# Generated variation 930
def parse_room_output(text: str) -> dict:
    lines = text.strip().split("\n")
    output = {"title": "", "description": "", "exits": [], "contents": []}
    section = "title"
    for line in lines:
        line = line.strip()
        if not line:
            continue
        if line.startswith("Obvious exits:"):
            section = "exits"
            continue
        if line.startswith("You see:"):
            section = "contents"
            continue
        if section == "title":
            output["title"] = line
            section = "description"
        elif section == "description":
            output["description"] += line + " "
        elif section == "exits":
            output["exits"].append(line)
        elif section == "contents":
            output["contents"].append(line)
    return output


Implement a function that find all rooms on a specific floor of The Tower. with full docstrings.


Create a class which evennia command that lets players move between rooms by name instead of using exits. and expose it as a command.

Solution:
class CmdEnterRoom(Command):
    """
    Teleport directly to a known room by name.

    Usage:
      enter <room name>
    """
    key = "enter"
    locks = "cmd:all()"

    def func(self):
        if not self.args:
            self.caller.msg("Enter which room?")
            return
        target_name = self.args.strip().lower()
        matches = [
            r for r in DefaultRoom.objects.all()
            if target_name in r.name.lower()
        ]
        if not matches:
            self.caller.msg(f"No room matching '{target_name}'.")
            return
        if len(matches) > 1:
            names = ", ".join(r.name for r in matches[:5])
            self.caller.msg(f"Be more specific: {{names}}")
            return
        target = matches[0]
        self.caller.move_to(target)
        self.caller.msg(f"You enter {{target.name}}.")


Build an Evennia typeclass that manage multiple user sessions in a thread-safe session manager. using dataclasses.

Solution:
class SessionManager:
    def __init__(self):
        self._sessions: dict[str, UserSession] = {}
        self._lock = threading.Lock()

    def add(self, session: UserSession):
        with self._lock:
            self._sessions[session.connection_id] = session

    def remove(self, connection_id: str):
        with self._lock:
            self._sessions.pop(connection_id, None)

    def get(self, connection_id: str) -> UserSession | None:
        with self._lock:
            return self._sessions.get(connection_id)

    def list_active(self) -> list[UserSession]:
        with self._lock:
            return [s for s in self._sessions.values() if s.active]


Design a Tower component to define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with type hints.

Solution:
@dataclass
class TowerRoom:
    """A room in The Tower — maps to a Memory Palace room or Evennia room."""
    name: str
    floor: int = 0
    description: str = ""
    category: str = ""       # origin, philosophy, mission, architecture, operations
    connections: list[str] = field(default_factory=list)
    occupants: list[str] = field(default_factory=list)
    artifacts: list[str] = field(default_factory=list)
    source: str = ""
    coordinates: tuple = (0, 0)


How would you evennia command that lets players move between rooms by name instead of using exits. that persists to JSON.

Solution:
# Generated variation 935
class CmdEnterRoom(Command):
    """
    Teleport directly to a known room by name.

    Usage:
      enter <room name>
    """
    key = "enter"
    locks = "cmd:all()"

    def func(self):
        if not self.args:
            self.caller.msg("Enter which room?")
            return
        target_name = self.args.strip().lower()
        matches = [
            r for r in DefaultRoom.objects.all()
            if target_name in r.name.lower()
        ]
        if not matches:
            self.caller.msg(f"No room matching '{target_name}'.")
            return
        if len(matches) > 1:
            names = ", ".join(r.name for r in matches[:5])
            self.caller.msg(f"Be more specific: {{names}}")
            return
        target = matches[0]
        self.caller.move_to(target)
        self.caller.msg(f"You enter {{target.name}}.")


In an Evennia MUD, how do you define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with lock checks.


For The Tower architecture, write code to parse room output text from Evennia into structured data (description, exits, contents). that broadcasts to all occupants.

Solution:
def parse_room_output(text: str) -> dict:
    lines = text.strip().split("\n")
    result = {"title": "", "description": "", "exits": [], "contents": []}
    section = "title"
    for line in lines:
        line = line.strip()
        if not line:
            continue
        if line.startswith("Obvious exits:"):
            section = "exits"
            continue
        if line.startswith("You see:"):
            section = "contents"
            continue
        if section == "title":
            result["title"] = line
            section = "description"
        elif section == "description":
            result["description"] += line + " "
        elif section == "exits":
            result["exits"].append(line)
        elif section == "contents":
            result["contents"].append(line)
    return result


Using Evennia's API, serialize a TowerMap to JSON for persistence or transmission. supporting async callbacks.

Solution:
def serialize_tower_map(tower_map: TowerMap) -> str:
    return json.dumps(asdict(tower_map), indent=2, default=str)


Construct a spatial-memory system that evennia command that lets players move between rooms by name instead of using exits. with logging.


Write Python code to evennia event dict when a player moves from one room to another. including error handling.

Solution:
# Generated variation 940
def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:
    return {
        "event_type": "player_move",
        "character": character,
        "from_room": from_room,
        "to_room": to_room,
        "timestamp": timestamp or _ts(),
    }


Implement a function that generate a command_executed event dict for tracking player actions in Evennia. with full docstrings.

Solution:
def command_executed(character: str, command: str, args: str = "", success: bool = True, timestamp: str | None = None) -> dict:
    return {
        "event_type": "command_executed",
        "character": character,
        "command": command,
        "args": args,
        "success": success,
        "timestamp": timestamp or _ts(),
    }


Create a class which normalize an Evennia bridge event by ensuring all required fields exist with defaults. and expose it as a command.

Solution:
def normalize_event(event: dict) -> dict:
    required = {
        "event_type": "unknown",
        "timestamp": "",
        "character": "",
        "room_key": "",
    }
    normalized = {**required, **event}
    # Ensure nested dicts
    for key in ("exits", "objects", "occupants"):
        if key not in normalized or normalized[key] is None:
            normalized[key] = []
    return normalized


Build an Evennia typeclass that create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. using dataclasses.

Solution:
def room_snapshot(room_key: str, title: str, desc: str,
                   exits: list[dict] | None = None,
                   objects: list[dict] | None = None,
                   occupants: list[dict] | None = None,
                   timestamp: str | None = None) -> dict:
    return {
        "event_type": "room_snapshot",
        "room_key": room_key,
        "title": title,
        "description": desc,
        "exits": exits or [],
        "objects": objects or [],
        "occupants": occupants or [],
        "timestamp": timestamp or _ts(),
    }


Design a Tower component to evennia event dict when a player joins the game, including account and character names. with type hints.


How would you define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. that persists to JSON.

Solution:
# Generated variation 945
@dataclass
class TowerRoom:
    """A room in The Tower — maps to a Memory Palace room or Evennia room."""
    name: str
    floor: int = 0
    description: str = ""
    category: str = ""       # origin, philosophy, mission, architecture, operations
    connections: list[str] = field(default_factory=list)
    occupants: list[str] = field(default_factory=list)
    artifacts: list[str] = field(default_factory=list)
    source: str = ""
    coordinates: tuple = (0, 0)


In an Evennia MUD, how do you evennia NPC that answers questions by searching a memory palace index. with lock checks.

Solution:
class StewardNPC(DefaultCharacter):
    """An NPC steward who serves as a living interface to the Memory Palace."""

    def at_object_creation(self):
        super().at_object_creation()
        self.db.palace_index = {}
        self.db.welcome_msg = "I am the Steward. Ask me of the Palace."

    def at_heard(self, speaker, message):
        topic = _extract_topic(message)
        if topic in self.db.palace_index:
            entry = self.db.palace_index[topic]
            speaker.msg(f"|c{{self.name}}|n says: '{{entry[\'summary\']}}'")
        else:
            speaker.msg(f"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'")

def _extract_topic(question: str) -> str:
    q = question.lower().strip("?")
    for prefix in ("what is", "tell me about", "do you know", "where is"):
        if q.startswith(prefix):
            return q[len(prefix):].strip()
    return q


For The Tower architecture, write code to manage multiple user sessions in a thread-safe session manager. that broadcasts to all occupants.


Using Evennia's API, parse room output text from Evennia into structured data (description, exits, contents). supporting async callbacks.

Solution:
def parse_room_output(text: str) -> dict:
    lines = text.strip().split("\n")
    entry = {"title": "", "description": "", "exits": [], "contents": []}
    section = "title"
    for line in lines:
        line = line.strip()
        if not line:
            continue
        if line.startswith("Obvious exits:"):
            section = "exits"
            continue
        if line.startswith("You see:"):
            section = "contents"
            continue
        if section == "title":
            entry["title"] = line
            section = "description"
        elif section == "description":
            entry["description"] += line + " "
        elif section == "exits":
            entry["exits"].append(line)
        elif section == "contents":
            entry["contents"].append(line)
    return entry


Construct a spatial-memory system that parse room output text from Evennia into structured data (description, exits, contents). with logging.


Write Python code to parse room output text from Evennia into structured data (description, exits, contents). including error handling.

Solution:
# Generated variation 950
def parse_room_output(text: str) -> dict:
    lines = text.strip().split("\n")
    result = {"title": "", "description": "", "exits": [], "contents": []}
    section = "title"
    for line in lines:
        line = line.strip()
        if not line:
            continue
        if line.startswith("Obvious exits:"):
            section = "exits"
            continue
        if line.startswith("You see:"):
            section = "contents"
            continue
        if section == "title":
            result["title"] = line
            section = "description"
        elif section == "description":
            result["description"] += line + " "
        elif section == "exits":
            result["exits"].append(line)
        elif section == "contents":
            result["contents"].append(line)
    return result


Implement a function that build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. with full docstrings.

Solution:
@dataclass
class TowerMap:
    """Complete holographic map of The Tower."""
    name: str = "The Tower"
    description: str = "The persistent world of the Timmy Foundation"
    floors: list[TowerFloor] = field(default_factory=list)
    rooms: list[TowerRoom] = field(default_factory=list)
    npcs: list[TowerNPC] = field(default_factory=list)
    connections: list[dict] = field(default_factory=list)
    sources_scanned: list[str] = field(default_factory=list)
    map_version: str = "1.0"


Create a class which manage multiple user sessions in a thread-safe session manager. and expose it as a command.


Build an Evennia typeclass that parse room output text from Evennia into structured data (description, exits, contents). using dataclasses.


Design a Tower component to normalize an Evennia bridge event by ensuring all required fields exist with defaults. with type hints.


How would you create a Tower floor dataclass that groups rooms by theme. that persists to JSON.

Solution:
# Generated variation 955
@dataclass
class TowerFloor:
    """A floor in The Tower — groups rooms by theme."""
    number: int
    name: str
    theme: str = ""
    rooms: list[str] = field(default_factory=list)


In an Evennia MUD, how do you strip ANSI escape codes from Evennia terminal output for clean log processing. with lock checks.

Solution:
def strip_ansi(text: str) -> str:
    ansi_pattern = re.compile(r"\x1b\[[0-9;]*m")
    return ansi_pattern.sub("", text)


For The Tower architecture, write code to normalize an Evennia bridge event by ensuring all required fields exist with defaults. that broadcasts to all occupants.


Using Evennia's API, create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. supporting async callbacks.


Construct a spatial-memory system that evennia NPC that answers questions by searching a memory palace index. with logging.


Write Python code to strip ANSI escape codes from Evennia terminal output for clean log processing. including error handling.

Solution:
# Generated variation 960
def strip_ansi(text: str) -> str:
    ansi_pattern = re.compile(r"\x1b\[[0-9;]*m")
    return ansi_pattern.sub("", text)


Implement a function that evennia event dict when a player moves from one room to another. with full docstrings.

Solution:
def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:
    return {
        "event_type": "player_move",
        "character": character,
        "from_room": from_room,
        "to_room": to_room,
        "timestamp": timestamp or _ts(),
    }


Create a class which find all rooms on a specific floor of The Tower. and expose it as a command.

Solution:
def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:
    return [r for r in tower_map.rooms if r.floor == floor_num]


Build an Evennia typeclass that parse a raw Evennia log line into a structured event dict, extracting timestamp and message. using dataclasses.

Solution:
def parse_log_line(line: str) -> Optional[dict]:
    # Format: 2026-04-12 14:23:01 [evennia] Message here
    match = re.match(
        r"^(\d{4}-\d{2}-\d{2} \d{2}:\d{2}:\d{2}) \[(\w+)\] (.*)$",
        line.strip(),
    )
    if not match:
        return None
    return {
        "timestamp": match.group(1),
        "channel": match.group(2),
        "message": match.group(3),
    }


Design a Tower component to generate a command_executed event dict for tracking player actions in Evennia. with type hints.


How would you build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. that persists to JSON.

Solution:
# Generated variation 965
@dataclass
class TowerMap:
    """Complete holographic map of The Tower."""
    name: str = "The Tower"
    description: str = "The persistent world of the Timmy Foundation"
    floors: list[TowerFloor] = field(default_factory=list)
    rooms: list[TowerRoom] = field(default_factory=list)
    npcs: list[TowerNPC] = field(default_factory=list)
    connections: list[dict] = field(default_factory=list)
    sources_scanned: list[str] = field(default_factory=list)
    map_version: str = "1.0"


In an Evennia MUD, how do you track a user session in a multi-user bridge with join time and active status. with lock checks.

Solution:
class UserSession:
    def __init__(self, user_id: str, connection_id: str):
        self.user_id = user_id
        self.connection_id = connection_id
        self.joined_at = time.time()
        self.last_active = time.time()
        self.active = True

    def ping(self):
        self.last_active = time.time()

    def is_stale(self, timeout: float = 300.0) -> bool:
        return (time.time() - self.last_active) > timeout


For The Tower architecture, write code to generate a command_executed event dict for tracking player actions in Evennia. that broadcasts to all occupants.


Using Evennia's API, evennia NPC that answers questions by searching a memory palace index. supporting async callbacks.


Construct a spatial-memory system that evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. with logging.

Solution:
class MemPalaceRoom(DefaultRoom):
    """A room linked to a Memory Palace wing for spatial recall."""

    def at_object_creation(self):
        super().at_object_creation()
        self.db.wing = "default"
        self.db.room_index = 0
        self.db.topics = []

    def get_display_name(self, looker, **kwargs):
        name = super().get_display_name(looker, **kwargs)
        wing = self.db.wing or "unknown"
        return f"{{name}} ({{wing}})"

    def return_appearance(self, looker, **kwargs):
        appearance = super().return_appearance(looker, **kwargs)
        topics = self.db.topics or []
        if topics:
            appearance += "
|wTopics:|n " + ", ".join(topics)
        return appearance