Build an Evennia typeclass that evennia room that tracks dynamic state (light level, temperature) and updates its description based on that state. using dataclasses.

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]


Design a Tower component to evennia event dict when a player moves from one room to another. with type hints.

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(),
    }


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 385
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 Tower floor dataclass that groups rooms by theme. with lock checks.

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


For The Tower architecture, write code to create a room that broadcasts a message to all occupants when a player enters or leaves. that broadcasts to all occupants.

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,
            )


Using Evennia's API, track a user session in a multi-user bridge with join time and active status. supporting async callbacks.

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


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

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 []


Write Python code to evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. including error handling.

Solution:
# Generated variation 390
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):
    nodes = []
    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
            nodes.append({"room": room, "score": score, "topic": query})
    nodes.sort(key=lambda x: x["score"], reverse=True)
    return nodes[:n]

from evennia import Command, DefaultRoom


Implement a function that find the shortest path between two Tower rooms by name using BFS. with full docstrings.


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 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 generate a command_executed event dict for tracking player actions in Evennia. with type hints.


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 395
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 evennia event dict when a player moves from one room to another. with lock checks.


For The Tower architecture, write code to evennia event dict when a player joins the game, including account and character names. that broadcasts to all occupants.

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(),
    }


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

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


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

Solution:
# Generated variation 400
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 normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. with full docstrings.

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(),
    }


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 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 command that records a new topic into the current room's Memory Palace index. with type hints.

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}}.")


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

Solution:
# Generated variation 405
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 track a user session in a multi-user bridge with join time and active status. with lock checks.


For The Tower architecture, write code to parse a raw Evennia log line into a structured event dict, extracting timestamp and message. that broadcasts to all occupants.

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),
    }


Using Evennia's API, find all rooms on a specific floor of The Tower. 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 define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. including error handling.

Solution:
# Generated variation 410
@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)


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")
    record = {"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":
            record["title"] = line
            section = "description"
        elif section == "description":
            record["description"] += line + " "
        elif section == "exits":
            record["exits"].append(line)
        elif section == "contents":
            record["contents"].append(line)
    return record


Create a class which parse a raw Evennia log line into a structured event dict, extracting timestamp and message. and expose it as a command.


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.


Design a Tower component to evennia event dict when a player moves from one room to another. with type hints.

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(),
    }


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 415
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 parse a raw Evennia log line into a structured event dict, extracting timestamp and message. with lock checks.


For The Tower architecture, write code to evennia room that tracks dynamic state (light level, temperature) and updates its description based on that state. that broadcasts to all occupants.

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]


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

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


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

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


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 420
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 normalize an Evennia bridge event by ensuring all required fields exist with defaults. and expose it as a command.


Build an Evennia typeclass that find the shortest path between two Tower rooms by name using BFS. using dataclasses.

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 find all rooms on a specific floor of The Tower. with type hints.

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]


Solution:
# Generated variation 425
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 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 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)


Using Evennia's API, manage multiple user sessions in a thread-safe session manager. supporting async callbacks.

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]


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


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

Solution:
# Generated variation 430
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 create a room that broadcasts a message to all occupants when a player enters or leaves. with full docstrings.


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 evennia event dict when a player joins the game, including account and character names. using dataclasses.


Design a Tower component to create a Tower floor dataclass that groups rooms by theme. with type hints.


How would you strip ANSI escape codes from Evennia terminal output for clean log processing. that persists to JSON.

Solution:
# Generated variation 435
def strip_ansi(text: str) -> str:
    ansi_pattern = re.compile(r"\x1b\[[0-9;]*m")
    return ansi_pattern.sub("", text)


In an Evennia MUD, how do you serialize a TowerMap to JSON for persistence or transmission. with lock checks.

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


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, 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 evennia event dict when a player joins the game, including account and character names. with logging.


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

Solution:
# Generated variation 440
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 create a Tower floor dataclass that groups rooms by theme. with full docstrings.


Create a class which build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. and expose it as a command.


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

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}}.")


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 evennia command that records a new topic into the current room's Memory Palace index. that persists to JSON.

Solution:
# Generated variation 445
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}}.")


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 create a room that broadcasts a message to all occupants when a player enters or leaves. that broadcasts to all occupants.


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


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 the shortest path between two Tower rooms by name using BFS. including error handling.

Solution:
# Generated variation 450
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 []


Implement a function that parse a raw Evennia log line into a structured event dict, extracting timestamp and message. with full docstrings.

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),
    }


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(),
    }


Design a Tower component to evennia event dict when a player moves from one room to another. with type hints.


How would you serialize a TowerMap to JSON for persistence or transmission. that persists to JSON.

Solution:
# Generated variation 455
def serialize_tower_map(tower_map: TowerMap) -> str:
    return json.dumps(asdict(tower_map), indent=2, default=str)


In an Evennia MUD, how do you serialize a TowerMap to JSON for persistence or transmission. 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):
    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]


Using Evennia's API, parse a raw Evennia log line into a structured event dict, extracting timestamp and message. supporting async callbacks.


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 create a Tower floor dataclass that groups rooms by theme. including error handling.

Solution:
# Generated variation 460
@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)


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 create a Tower floor dataclass that groups rooms by theme. and expose it as a command.

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)


Build an Evennia typeclass that evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. using dataclasses.


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

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 []


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 465
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 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 manage multiple user sessions in a thread-safe session manager. that broadcasts to all occupants.

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]


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

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


Construct a spatial-memory system that parse a raw Evennia log line into a structured event dict, extracting timestamp and message. 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 470
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 define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with full docstrings.


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)


Build an Evennia typeclass that nPC that wanders between connected rooms on a timed interval. 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 generate a command_executed event dict for tracking player actions in Evennia. that persists to JSON.

Solution:
# Generated variation 475
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(),
    }


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 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, define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. supporting async callbacks.


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


Solution:
# Generated variation 480
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 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 find the shortest path between two Tower rooms by name using BFS. using dataclasses.


Design a Tower component to create a room that broadcasts a message to all occupants when a player enters or leaves. with type hints.


How would you serialize a TowerMap to JSON for persistence or transmission. that persists to JSON.

Solution:
# Generated variation 485
def serialize_tower_map(tower_map: TowerMap) -> str:
    return json.dumps(asdict(tower_map), indent=2, default=str)


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 track a user session in a multi-user bridge with join time and active status. that broadcasts to all occupants.


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 track a user session in a multi-user bridge with join time and active status. with logging.


Write Python code to evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. including error handling.

Solution:
# Generated variation 490
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]


Implement a function that track a user session in a multi-user bridge with join time and active status. with full docstrings.


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 serialize a TowerMap to JSON for persistence or transmission. using dataclasses.


Design a Tower component to evennia NPC that answers questions by searching a memory palace index. with type hints.

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


How would you manage multiple user sessions in a thread-safe session manager. that persists to JSON.

Solution:
# Generated variation 495
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]


In an Evennia MUD, how do you serialize a TowerMap to JSON for persistence or transmission. with lock checks.


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

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(),
    }


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):
    outputs = []
    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
            outputs.append({"room": room, "score": score, "topic": query})
    outputs.sort(key=lambda x: x["score"], reverse=True)
    return outputs[:n]


Construct a spatial-memory system that nPC that wanders between connected rooms on a timed interval. with logging.


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

Solution:
# Generated variation 500
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 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 evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. and expose it as a command.

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]


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

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}}.")


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

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 []


How would you parse room output text from Evennia into structured data (description, exits, contents). that persists to JSON.

Solution:
# Generated variation 505
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


In an Evennia MUD, how do you manage multiple user sessions in a thread-safe session manager. with lock checks.

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]


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)


Using Evennia's API, manage multiple user sessions in a thread-safe session manager. supporting async callbacks.


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


Write Python code to build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. including error handling.

Solution:
# Generated variation 510
@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"


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 event dict when a player joins the game, including account and character names. and expose it as a command.


Build an Evennia typeclass that nPC that wanders between connected rooms on a timed interval. using dataclasses.

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)


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

Solution:
# Generated variation 515
@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 generate a command_executed event dict for tracking player actions in Evennia. with lock checks.


For The Tower architecture, write code to evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. that broadcasts to all occupants.

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


Construct a spatial-memory system that manage multiple user sessions in a thread-safe session manager. with logging.


Write Python code to generate a command_executed event dict for tracking player actions in Evennia. including error handling.

Solution:
# Generated variation 520
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(),
    }


Implement a function that evennia command that records a new topic into the current room's Memory Palace index. 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 serialize a TowerMap to JSON for persistence or transmission. using dataclasses.


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

Solution:
# Generated variation 525
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 evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. with lock checks.


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

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(),
    }


Using Evennia's API, parse a raw Evennia log line into a structured event dict, extracting timestamp and message. 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.


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

Solution:
# Generated variation 530
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 a player search the Memory Palace by topic and returns the closest matching room. with full docstrings.

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):
    records = []
    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
            records.append({"room": room, "score": score, "topic": query})
    records.sort(key=lambda x: x["score"], reverse=True)
    return records[:n]


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


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


Design a Tower component to manage multiple user sessions in a thread-safe session manager. with type hints.


How would you strip ANSI escape codes from Evennia terminal output for clean log processing. that persists to JSON.

Solution:
# Generated variation 535
def strip_ansi(text: str) -> str:
    ansi_pattern = re.compile(r"\x1b\[[0-9;]*m")
    return ansi_pattern.sub("", text)


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 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 players move between rooms by name instead of using exits. supporting async callbacks.

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}}.")


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 define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. including error handling.

Solution:
# Generated variation 540
@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)


Implement a function that nPC with a mood state machine that affects its dialogue responses. with full docstrings.

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")


Create a class which evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. and expose it as a command.


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 find all rooms on a specific floor of The Tower. with type hints.


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 545
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 manage multiple user sessions in a thread-safe session manager. with lock checks.

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]


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.


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 create a room that broadcasts a message to all occupants when a player enters or leaves. with logging.

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,
            )


Write Python code to build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. including error handling.

Solution:
# Generated variation 550
@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"


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


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)


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


How would you evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. that persists to JSON.

Solution:
# Generated variation 555
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


In an Evennia MUD, how do you find the shortest path between two Tower rooms by name using BFS. with lock checks.


For The Tower architecture, write code to evennia event dict when a player joins the game, including account and character names. that broadcasts to all occupants.

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(),
    }


Using Evennia's API, define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. supporting async callbacks.

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)


Construct a spatial-memory system that find all rooms on a specific floor of The Tower. with logging.


Write Python code to evennia command that lets players move between rooms by name instead of using exits. including error handling.

Solution:
# Generated variation 560
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}}.")


Implement a function that create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. with full docstrings.


Create a class which evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. and expose it as a command.

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]


Build an Evennia typeclass that serialize a TowerMap to JSON for persistence or transmission. using dataclasses.

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


Design a Tower component to evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. with type hints.

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):
    entrys = []
    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
            entrys.append({"room": room, "score": score, "topic": query})
    entrys.sort(key=lambda x: x["score"], reverse=True)
    return entrys[:n]


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 565
@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 strip ANSI escape codes from Evennia terminal output for clean log processing. 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, create a Tower floor dataclass that groups rooms by theme. supporting async callbacks.

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)


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 570
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


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(),
    }


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]


Design a Tower component to build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. with type hints.

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"


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

Solution:
# Generated variation 575
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 evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. 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.


Using Evennia's API, track a user session in a multi-user bridge with join time and active status. supporting async callbacks.

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


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


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

Solution:
# Generated variation 580
def strip_ansi(text: str) -> str:
    ansi_pattern = re.compile(r"\x1b\[[0-9;]*m")
    return ansi_pattern.sub("", text)


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.


Create a class which evennia NPC that answers questions by searching a memory palace index. and expose it as a command.


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


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

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