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.

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


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

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


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

Solution:
# Generated variation 185
def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:
    return [r for r in tower_map.rooms if r.floor == floor_num]


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


For The Tower architecture, write code to evennia command that records a new topic into the current room's Memory Palace index. that broadcasts to all occupants.

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}}.")


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 evennia room that tracks dynamic state (light level, temperature) and updates its description based on that state. with logging.

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]


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

Solution:
# Generated variation 190
class CmdRecord(Command):
    """
    Record a topic into the current room's memory index.

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

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


Implement a function that create a Tower floor dataclass that groups rooms by theme. with full docstrings.

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

from dataclasses import dataclass, field


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


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

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


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

Solution:
# Generated variation 195
@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 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 generate a command_executed event dict for tracking player actions in Evennia. that broadcasts to all occupants.

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


Using Evennia's API, 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 room typeclass that stores a memory-palace wing reference and exposes it as an attribute. with logging.


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

Solution:
# Generated variation 200
class MoodyNPC(DefaultCharacter):
    """NPC whose dialogue changes based on mood state."""

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

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

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


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


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

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


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

Solution:
from collections import deque

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


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


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

Solution:
# Generated variation 205
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 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 track a user session in a multi-user bridge with join time and active status. that broadcasts to all occupants.


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

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(),
    }


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


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

Solution:
# Generated variation 210
def strip_ansi(text: str) -> str:
    ansi_pattern = re.compile(r"\x1b\[[0-9;]*m")
    return ansi_pattern.sub("", text)


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


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

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


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

Solution:
# Generated variation 215
def strip_ansi(text: str) -> str:
    ansi_pattern = re.compile(r"\x1b\[[0-9;]*m")
    return ansi_pattern.sub("", text)


In an Evennia MUD, how do you 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 build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. that broadcasts to all occupants.

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


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


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

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


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 220
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 parse room output text from Evennia into structured data (description, exits, contents). with full docstrings.

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


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

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]


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

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


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

Solution:
# Generated variation 225
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 strip ANSI escape codes from Evennia terminal output for clean log processing. with lock checks.

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


For The Tower architecture, write code to 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, parse room output text from Evennia into structured data (description, exits, contents). supporting async callbacks.

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


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


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

Solution:
# Generated variation 230
class CmdEnterRoom(Command):
    """
    Teleport directly to a known room by name.

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

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


Implement a function that manage multiple user sessions in a thread-safe session manager. with full docstrings.


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


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

Solution:
# Generated variation 235
@dataclass
class TowerMap:
    """Complete holographic map of The Tower."""
    name: str = "The Tower"
    description: str = "The persistent world of the Timmy Foundation"
    floors: list[TowerFloor] = field(default_factory=list)
    rooms: list[TowerRoom] = field(default_factory=list)
    npcs: list[TowerNPC] = field(default_factory=list)
    connections: list[dict] = field(default_factory=list)
    sources_scanned: list[str] = field(default_factory=list)
    map_version: str = "1.0"


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

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

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

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

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


For The Tower architecture, write code to 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")
    item = {"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":
            item["title"] = line
            section = "description"
        elif section == "description":
            item["description"] += line + " "
        elif section == "exits":
            item["exits"].append(line)
        elif section == "contents":
            item["contents"].append(line)
    return item


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

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


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

Solution:
# Generated variation 240
def serialize_tower_map(tower_map: TowerMap) -> str:
    return json.dumps(asdict(tower_map), indent=2, default=str)

import json
from dataclasses import asdict


Implement a function that strip ANSI escape codes from Evennia terminal output for clean log processing. with full docstrings.


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


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


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

Solution:
# Generated variation 245
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 create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. with lock checks.


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

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

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

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


Using Evennia's API, 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 evennia NPC that answers questions by searching a memory palace index. with logging.


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

Solution:
# Generated variation 250
class WanderingNPC(DefaultCharacter):
    """An NPC that moves between exits automatically."""

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

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

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

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


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

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


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


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

Solution:
from collections import deque

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


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

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


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

Solution:
# Generated variation 255
def strip_ansi(text: str) -> str:
    ansi_pattern = re.compile(r"\x1b\[[0-9;]*m")
    return ansi_pattern.sub("", text)


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

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)


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 event dict when a player moves from one room to another. with logging.

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(),
    }


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

Solution:
# Generated variation 260
class CmdEnterRoom(Command):
    """
    Teleport directly to a known room by name.

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

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


Implement a function that 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 find the shortest path between two Tower rooms by name using BFS. and expose it as a command.


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

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


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

Solution:
# Generated variation 265
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 command that records a new topic into the current room's Memory Palace index. with lock checks.

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

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

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


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


Construct a spatial-memory system that generate a command_executed event dict for tracking player actions in Evennia. 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 270
@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 normalize an Evennia bridge event by ensuring all required fields exist with defaults. with full docstrings.

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


Create a class which 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 generate a command_executed event dict for tracking player actions in Evennia. using dataclasses.


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

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


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

Solution:
# Generated variation 275
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.


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


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


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

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")


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

Solution:
# Generated variation 280
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 nPC that wanders between connected rooms on a timed interval. with full docstrings.


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

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


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


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

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


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

Solution:
# Generated variation 285
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 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 build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. that broadcasts to all occupants.

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


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


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


Write Python code to create a room that broadcasts a message to all occupants when a player enters or leaves. including error handling.

Solution:
# Generated variation 290
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,
            )


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

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


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


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

Solution:
# Generated variation 295
class UserSession:
    def __init__(self, user_id: str, connection_id: str):
        self.user_id = user_id
        self.connection_id = connection_id
        self.joined_at = time.time()
        self.last_active = time.time()
        self.active = True

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

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


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

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

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

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

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

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


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

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

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

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


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

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


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

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


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

Solution:
# Generated variation 300
def parse_log_line(line: str) -> Optional[dict]:
    # Format: 2026-04-12 14:23:01 [evennia] Message here
    match = re.match(
        r"^(\d{4}-\d{2}-\d{2} \d{2}:\d{2}:\d{2}) \[(\w+)\] (.*)$",
        line.strip(),
    )
    if not match:
        return None
    return {
        "timestamp": match.group(1),
        "channel": match.group(2),
        "message": match.group(3),
    }


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

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


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


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


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

Solution:
# Generated variation 305
@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 room that broadcasts a message to all occupants when a player enters or leaves. with lock checks.

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

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

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


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

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


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

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


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

Solution:
# Generated variation 310
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 find all rooms on a specific floor of The Tower. 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 normalize an Evennia bridge event by ensuring all required fields exist with defaults. using dataclasses.


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

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

Solution:
# Generated variation 315
class SessionManager:
    def __init__(self):
        self._sessions: dict[str, UserSession] = {}
        self._lock = threading.Lock()

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

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

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

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


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


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


Using Evennia's API, build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. supporting async callbacks.

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"


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


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

Solution:
# Generated variation 320
class CmdEnterRoom(Command):
    """
    Teleport directly to a known room by name.

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

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


Implement a function that create a Tower floor dataclass that groups rooms by theme. with full docstrings.


Create a class which define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. and expose it as a command.

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)


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 nPC that wanders between connected rooms on a timed interval. with type hints.

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)


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

Solution:
# Generated variation 325
@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 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 find the shortest path between two Tower rooms by name using BFS. that broadcasts to all occupants.

Solution:
from collections import deque

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


Using Evennia's API, parse 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 evennia command that lets players move between rooms by name instead of using exits. with logging.

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}}.")


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

Solution:
# Generated variation 330
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 find the shortest path between two Tower rooms by name using BFS. with full docstrings.


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

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


Build an Evennia typeclass that evennia 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 serialize a TowerMap to JSON for persistence or transmission. with type hints.


Solution:
# Generated variation 335
@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 build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. with lock checks.


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


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


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

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


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 340
@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 find all rooms on a specific floor of The Tower. with full docstrings.


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

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

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

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

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


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

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


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

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

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

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


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

Solution:
# Generated variation 345
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 evennia command that records a new topic into the current room's Memory Palace index. with lock checks.


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

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, 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 lets players move between rooms by name instead of using exits. with logging.


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

Solution:
# Generated variation 350
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 evennia NPC that answers questions by searching a memory palace index. with full docstrings.


Create a class which create a room that broadcasts a message to all occupants when a player enters or leaves. and expose it as a command.

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,
            )


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

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


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

Solution:
# Generated variation 355
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 strip ANSI escape codes from Evennia terminal output for clean log processing. with lock checks.

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


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

Solution:
from collections import deque

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


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

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


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


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

Solution:
# Generated variation 360
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 find the shortest path between two Tower rooms by name using BFS. with full docstrings.


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

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


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


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

Solution:
# Generated variation 365
class MemPalaceRoom(DefaultRoom):
    """A room linked to a Memory Palace wing for spatial recall."""

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

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

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


In an Evennia MUD, how do you 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 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


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


Solution:
# Generated variation 370
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 build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. with full docstrings.


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

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


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

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


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

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


How would you nPC that wanders between connected rooms on a timed interval. that persists to JSON.

Solution:
# Generated variation 375
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)


In an Evennia MUD, how do you parse room output text from Evennia into structured data (description, exits, contents). with lock checks.


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


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


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


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

Solution:
# Generated variation 380
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 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")
    item = {"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":
            item["title"] = line
            section = "description"
        elif section == "description":
            item["description"] += line + " "
        elif section == "exits":
            item["exits"].append(line)
        elif section == "contents":
            item["contents"].append(line)
    return item


Create a class which nPC with a mood state machine that affects its dialogue responses. and expose it as a command.