How would you evennia NPC that answers questions by searching a memory palace index. that persists to JSON.

Solution:
# Generated variation 585
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


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 define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. that broadcasts to all occupants.

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)

from dataclasses import dataclass, field


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

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

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

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

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


Construct a spatial-memory system that 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 manage multiple user sessions in a thread-safe session manager. including error handling.

Solution:
# Generated variation 590
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]


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}}.")

from evennia import Command, DefaultRoom


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

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(),
    }


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

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


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

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(),
    }


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

Solution:
# Generated variation 595
@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 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)


For The Tower architecture, write code to serialize a TowerMap to JSON for persistence or transmission. 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 evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. with logging.

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]


Write Python code to serialize a TowerMap to JSON for persistence or transmission. including error handling.

Solution:
# Generated variation 600
def serialize_tower_map(tower_map: TowerMap) -> str:
    return json.dumps(asdict(tower_map), indent=2, default=str)


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.


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


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


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

Solution:
# Generated variation 605
def normalize_event(event: dict) -> dict:
    required = {
        "event_type": "unknown",
        "timestamp": "",
        "character": "",
        "room_key": "",
    }
    normalized = {**required, **event}
    # Ensure nested dicts
    for key in ("exits", "objects", "occupants"):
        if key not in normalized or normalized[key] is None:
            normalized[key] = []
    return normalized


In an Evennia MUD, how do you 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 parse room output text from Evennia into structured data (description, exits, contents). that broadcasts to all occupants.

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


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

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

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

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

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

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

from evennia import DefaultCharacter, TICKER_HANDLER


Construct a spatial-memory system that nPC with a mood state machine that affects its dialogue responses. with logging.


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

Solution:
# Generated variation 610
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 lets players move between rooms by name instead of using exits. with full docstrings.


Create a class which find the shortest path between two Tower rooms by name using BFS. 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 track a user session in a multi-user bridge with join time and active status. 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 615
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 evennia event dict when a player joins the game, including account and character names. with lock checks.


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


Using Evennia's API, 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 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)


Solution:
# Generated variation 620
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 room that tracks dynamic state (light level, temperature) and updates its description based on that state. with full docstrings.

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

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

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


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


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

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


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


How would you evennia event dict when a player joins the game, including account and character names. that persists to JSON.

Solution:
# Generated variation 625
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(),
    }


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


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


Using Evennia's API, 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 manage multiple user sessions in a thread-safe session manager. with logging.


Write Python code to find the shortest path between two Tower rooms by name using BFS. including error handling.

Solution:
# Generated variation 630
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 serialize a TowerMap to JSON for persistence or transmission. with full docstrings.

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


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


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


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

Solution:
# Generated variation 635
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 build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. with lock checks.

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"


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,
            )


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

Solution:
def parse_room_output(text: str) -> dict:
    lines = text.strip().split("\n")
    entity = {"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":
            entity["title"] = line
            section = "description"
        elif section == "description":
            entity["description"] += line + " "
        elif section == "exits":
            entity["exits"].append(line)
        elif section == "contents":
            entity["contents"].append(line)
    return entity


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

Solution:
# Generated variation 640
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 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 find all rooms on a specific floor of The Tower. 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 strip ANSI escape codes from Evennia terminal output for clean log processing. with type hints.


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

Solution:
# Generated variation 645
def room_snapshot(room_key: str, title: str, desc: str,
                   exits: list[dict] | None = None,
                   objects: list[dict] | None = None,
                   occupants: list[dict] | None = None,
                   timestamp: str | None = None) -> dict:
    return {
        "event_type": "room_snapshot",
        "room_key": room_key,
        "title": title,
        "description": desc,
        "exits": exits or [],
        "objects": objects or [],
        "occupants": occupants or [],
        "timestamp": timestamp or _ts(),
    }


In an Evennia MUD, how do you nPC with a mood state machine that affects its dialogue responses. with lock checks.

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")


For The Tower architecture, write code to define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. that broadcasts to all occupants.

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)


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

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),
    }


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

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]


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 650
@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


Design a Tower component to evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. with type hints.

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


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 655
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 normalize an Evennia bridge event by ensuring all required fields exist with defaults. with lock checks.

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


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, 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 generate a command_executed event dict for tracking player actions in Evennia. with logging.

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


Write Python code to evennia event dict when a player joins the game, including account and character names. including error handling.

Solution:
# Generated variation 660
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(),
    }


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


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

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"


Build an Evennia typeclass that evennia command that lets players move between rooms by name instead of using exits. using dataclasses.


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

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

Solution:
# Generated variation 665
from collections import deque

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


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

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, manage multiple user sessions in a thread-safe session manager. supporting async callbacks.


Construct a spatial-memory system that strip ANSI escape codes from Evennia terminal output for clean log processing. with logging.

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


Write Python code to manage multiple user sessions in a thread-safe session manager. including error handling.

Solution:
# Generated variation 670
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]


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.


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 evennia event dict when a player moves from one room to another. using dataclasses.

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(),
    }


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

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)


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

Solution:
# Generated variation 675
def normalize_event(event: dict) -> dict:
    required = {
        "event_type": "unknown",
        "timestamp": "",
        "character": "",
        "room_key": "",
    }
    normalized = {**required, **event}
    # Ensure nested dicts
    for key in ("exits", "objects", "occupants"):
        if key not in normalized or normalized[key] is None:
            normalized[key] = []
    return normalized


In an Evennia MUD, how do you nPC with a mood state machine that affects its dialogue responses. with lock checks.

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")


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, create a room that broadcasts a message to all occupants when a player enters or leaves. supporting async callbacks.

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,
            )


Construct a spatial-memory system that create a Tower floor dataclass that groups rooms by theme. 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 680
@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 track a user session in a multi-user bridge with join time and active status. with full docstrings.

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


Create a class which evennia room that tracks dynamic state (light level, temperature) and updates its description based on that state. and expose it as a command.

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]


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

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


Design a Tower component to evennia 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 manage multiple user sessions in a thread-safe session manager. that persists to JSON.

Solution:
# Generated variation 685
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 parse room output text from Evennia into structured data (description, exits, contents). with lock checks.

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


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


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

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]


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

Solution:
# Generated variation 690
def strip_ansi(text: str) -> str:
    ansi_pattern = re.compile(r"\x1b\[[0-9;]*m")
    return ansi_pattern.sub("", text)


Implement a function that create a Tower floor dataclass that groups rooms by theme. 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)


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


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


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

Solution:
# Generated variation 695
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 parse a raw Evennia log line into a structured event dict, extracting timestamp and message. with lock checks.

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),
    }


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


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


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 700
@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 a raw Evennia log line into a structured event dict, extracting timestamp and message. 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 evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. using dataclasses.

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]


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

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")


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

Solution:
# Generated variation 705
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 evennia command that lets players move between rooms by name instead of using exits. with lock checks.

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}}.")


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


Using Evennia's API, 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 evennia command that records a new topic into the current room's Memory Palace index. with logging.

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

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

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


Write Python code to serialize a TowerMap to JSON for persistence or transmission. including error handling.

Solution:
# Generated variation 710
def serialize_tower_map(tower_map: TowerMap) -> str:
    return json.dumps(asdict(tower_map), indent=2, default=str)


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

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


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

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(),
    }


Build an Evennia typeclass that track a user session in a multi-user bridge with join time and active status. using dataclasses.

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


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


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

Solution:
# Generated variation 715
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 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)


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

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

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

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

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


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


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

Solution:
# Generated variation 720
def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:
    return {
        "event_type": "player_move",
        "character": character,
        "from_room": from_room,
        "to_room": to_room,
        "timestamp": timestamp or _ts(),
    }


Create a class which create a Tower floor dataclass that groups rooms by theme. 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.

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 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


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 725
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 define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with lock checks.

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)


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

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


Using Evennia's API, evennia command that records a new topic into the current room's Memory Palace index. supporting async callbacks.


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


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

Solution:
# Generated variation 730
def normalize_event(event: dict) -> dict:
    required = {
        "event_type": "unknown",
        "timestamp": "",
        "character": "",
        "room_key": "",
    }
    normalized = {**required, **event}
    # Ensure nested dicts
    for key in ("exits", "objects", "occupants"):
        if key not in normalized or normalized[key] is None:
            normalized[key] = []
    return normalized


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

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 []


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 manage multiple user sessions in a thread-safe session manager. using dataclasses.

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

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

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

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

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


Design a Tower component to track a user session in a multi-user bridge with join time and active status. with type hints.


How would you evennia event dict when a player joins the game, including account and character names. that persists to JSON.

Solution:
# Generated variation 735
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(),
    }


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 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, nPC that wanders between connected rooms on a timed interval. supporting async callbacks.

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

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

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

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

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


Construct a spatial-memory system that 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 740
@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 evennia room that tracks dynamic state (light level, temperature) and updates its description based on that state. with full docstrings.

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

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

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


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

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


Build an Evennia typeclass that evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. using dataclasses.

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


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

Solution:
def parse_room_output(text: str) -> dict:
    lines = text.strip().split("\n")
    data = {"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":
            data["title"] = line
            section = "description"
        elif section == "description":
            data["description"] += line + " "
        elif section == "exits":
            data["exits"].append(line)
        elif section == "contents":
            data["contents"].append(line)
    return data


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

Solution:
# Generated variation 745
def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:
    return {
        "event_type": "player_move",
        "character": character,
        "from_room": from_room,
        "to_room": to_room,
        "timestamp": timestamp or _ts(),
    }


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

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


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

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]


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

Solution:
def parse_room_output(text: str) -> dict:
    lines = text.strip().split("\n")
    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


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

Solution:
# Generated variation 750
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(),
    }


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 players move between rooms by name instead of using exits. and expose it as a command.

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

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

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


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

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


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

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(),
    }


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

Solution:
# Generated variation 755
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 evennia event dict when a player joins the game, including account and character names. with lock checks.

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


For The Tower architecture, write code to define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. that broadcasts to all occupants.


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

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

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

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

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

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


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

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


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

Solution:
# Generated variation 760
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.


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

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


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 765
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 define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with lock checks.


For The Tower architecture, write code to 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, 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 find all rooms on a specific floor of The Tower. with logging.

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]


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

Solution:
# Generated variation 770
def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:
    return [r for r in tower_map.rooms if r.floor == floor_num]


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


Create a class which parse room output text from Evennia into structured data (description, exits, contents). and expose it as a command.

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


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