{"problem": "Write Python code to strip ANSI escape codes from Evennia terminal output for clean log processing. including error handling.", "solution": "# Generated variation 0\ndef strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0000"} {"problem": "Implement a function that manage multiple user sessions in a thread-safe session manager. with full docstrings.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0001"} {"problem": "Create a class which create a Tower floor dataclass that groups rooms by theme. and expose it as a command.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0002"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0003"} {"problem": "Design a Tower component to build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. with type hints.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0004"} {"problem": "How would you evennia event dict when a player joins the game, including account and character names. that persists to JSON.", "solution": "# Generated variation 5\ndef player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0005"} {"problem": "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):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0006"} {"problem": "For The Tower architecture, write code to evennia event dict when a player joins the game, including account and character names. that broadcasts to all occupants.", "solution": "def player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0007"} {"problem": "Using Evennia's API, create a Tower floor dataclass that groups rooms by theme. supporting async callbacks.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0008"} {"problem": "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):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0009"} {"problem": "Write Python code to normalize an Evennia bridge event by ensuring all required fields exist with defaults. including error handling.", "solution": "# Generated variation 10\ndef normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0010"} {"problem": "Implement a function that define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with full docstrings.", "solution": "@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0011"} {"problem": "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):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0012"} {"problem": "Build an Evennia typeclass that nPC that wanders between connected rooms on a timed interval. using dataclasses.", "solution": "class WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0013"} {"problem": "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:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0014"} {"problem": "How would you evennia NPC that answers questions by searching a memory palace index. that persists to JSON.", "solution": "# Generated variation 15\nclass StewardNPC(DefaultCharacter):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0015"} {"problem": "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:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0016"} {"problem": "For The Tower architecture, write code to create a Tower floor dataclass that groups rooms by theme. that broadcasts to all occupants.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0017"} {"problem": "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:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0018"} {"problem": "Construct a spatial-memory system that serialize a TowerMap to JSON for persistence or transmission. with logging.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0019"} {"problem": "Write Python code to parse room output text from Evennia into structured data (description, exits, contents). including error handling.", "solution": "# Generated variation 20\ndef parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0020"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n item = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n item[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n item[\"description\"] += line + \" \"\n elif section == \"exits\":\n item[\"exits\"].append(line)\n elif section == \"contents\":\n item[\"contents\"].append(line)\n return item", "imports": "", "domain": "MUD world", "id": "evennia-tower-0021"} {"problem": "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):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0022"} {"problem": "Build an Evennia typeclass that strip ANSI escape codes from Evennia terminal output for clean log processing. using dataclasses.", "solution": "def strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0023"} {"problem": "Design a Tower component to nPC with a mood state machine that affects its dialogue responses. with type hints.", "solution": "class MoodyNPC(DefaultCharacter):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0024"} {"problem": "How would you parse room output text from Evennia into structured data (description, exits, contents). that persists to JSON.", "solution": "# Generated variation 25\ndef parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0025"} {"problem": "In an Evennia MUD, how do you evennia room that tracks dynamic state (light level, temperature) and updates its description based on that state. with lock checks.", "solution": "class DynamicRoom(DefaultRoom):\n \"\"\"A room whose description changes with environmental state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.light_level = 100 # 0-100\n self.db.temperature = 20 # celsius\n self.db.base_desc = \"A plain chamber.\"\n\n def return_appearance(self, looker, **kwargs):\n desc = self.db.base_desc\n light = self.db.light_level\n if light < 20:\n desc += \" It is nearly pitch black.\"\n elif light < 50:\n desc += \" Shadows dance in the dim light.\"\n else:\n desc += \" The room is well lit.\"\n temp = self.db.temperature\n if temp > 30:\n desc += \" Heat shimmers in the air.\"\n elif temp < 10:\n desc += \" Frost coats the walls.\"\n return desc + \"\n\" + super().return_appearance(looker, **kwargs).split(\"\n\", 1)[-1]", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0026"} {"problem": "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\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0027"} {"problem": "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\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0028"} {"problem": "Construct a spatial-memory system that find all rooms on a specific floor of The Tower. with logging.", "solution": "def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0029"} {"problem": "Write Python code to evennia event dict when a player moves from one room to another. including error handling.", "solution": "# Generated variation 30\ndef player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0030"} {"problem": "Implement a function that evennia command that lets players move between rooms by name instead of using exits. with full docstrings.", "solution": "class CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0031"} {"problem": "Create a class which nPC with a mood state machine that affects its dialogue responses. and expose it as a command.", "solution": "class MoodyNPC(DefaultCharacter):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0032"} {"problem": "Build an Evennia typeclass that evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. using dataclasses.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n results = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n results.append({\"room\": room, \"score\": score, \"topic\": query})\n results.sort(key=lambda x: x[\"score\"], reverse=True)\n return results[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0033"} {"problem": "Design a Tower component to find all rooms on a specific floor of The Tower. with type hints.", "solution": "def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0034"} {"problem": "How would you create a room that broadcasts a message to all occupants when a player enters or leaves. that persists to JSON.", "solution": "# Generated variation 35\nclass BroadcastingRoom(DefaultRoom):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0035"} {"problem": "In an Evennia MUD, how do you find all rooms on a specific floor of The Tower. with lock checks.", "solution": "def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0036"} {"problem": "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\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0037"} {"problem": "Using Evennia's API, nPC with a mood state machine that affects its dialogue responses. supporting async callbacks.", "solution": "class MoodyNPC(DefaultCharacter):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0038"} {"problem": "Construct a spatial-memory system that serialize a TowerMap to JSON for persistence or transmission. with logging.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0039"} {"problem": "Write Python code to create a Tower floor dataclass that groups rooms by theme. including error handling.", "solution": "# Generated variation 40\n@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0040"} {"problem": "Implement a function that evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. with full docstrings.", "solution": "class MemPalaceRoom(DefaultRoom):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0041"} {"problem": "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):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n outputs = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n outputs.append({\"room\": room, \"score\": score, \"topic\": query})\n outputs.sort(key=lambda x: x[\"score\"], reverse=True)\n return outputs[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0042"} {"problem": "Build an Evennia typeclass that strip ANSI escape codes from Evennia terminal output for clean log processing. using dataclasses.", "solution": "def strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0043"} {"problem": "Design a Tower component to find the shortest path between two Tower rooms by name using BFS. with type hints.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0044"} {"problem": "How would you evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. that persists to JSON.", "solution": "# Generated variation 45\nclass CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n items = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n items.append({\"room\": room, \"score\": score, \"topic\": query})\n items.sort(key=lambda x: x[\"score\"], reverse=True)\n return items[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0045"} {"problem": "In an Evennia MUD, how do you find all rooms on a specific floor of The Tower. with lock checks.", "solution": "def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0046"} {"problem": "For The Tower architecture, write code to parse a raw Evennia log line into a structured event dict, extracting timestamp and message. that broadcasts to all occupants.", "solution": "def parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0047"} {"problem": "Using Evennia's API, evennia event dict when a player joins the game, including account and character names. supporting async callbacks.", "solution": "def player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0048"} {"problem": "Construct a spatial-memory system that manage multiple user sessions in a thread-safe session manager. with logging.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0049"} {"problem": "Write Python code to nPC that wanders between connected rooms on a timed interval. including error handling.", "solution": "# Generated variation 50\nclass WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0050"} {"problem": "Implement a function that parse a raw Evennia log line into a structured event dict, extracting timestamp and message. with full docstrings.", "solution": "def parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0051"} {"problem": "Create a class which evennia event dict when a player moves from one room to another. and expose it as a command.", "solution": "def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0052"} {"problem": "Build an Evennia typeclass that create a room that broadcasts a message to all occupants when a player enters or leaves. using dataclasses.", "solution": "class BroadcastingRoom(DefaultRoom):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0053"} {"problem": "Design a Tower component to nPC that wanders between connected rooms on a timed interval. with type hints.", "solution": "class WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0054"} {"problem": "How would you parse room output text from Evennia into structured data (description, exits, contents). that persists to JSON.", "solution": "# Generated variation 55\ndef parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0055"} {"problem": "In an Evennia MUD, how do you manage multiple user sessions in a thread-safe session manager. with lock checks.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0056"} {"problem": "For The Tower architecture, write code to evennia event dict when a player moves from one room to another. that broadcasts to all occupants.", "solution": "def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0057"} {"problem": "Using Evennia's API, evennia event dict when a player moves from one room to another. supporting async callbacks.", "solution": "def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0058"} {"problem": "Construct a spatial-memory system that evennia NPC that answers questions by searching a memory palace index. with logging.", "solution": "class StewardNPC(DefaultCharacter):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0059"} {"problem": "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 60\n@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0060"} {"problem": "Implement a function that build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. with full docstrings.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0061"} {"problem": "Create a class which evennia event dict when a player moves from one room to another. and expose it as a command.", "solution": "def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0062"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n entity = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n entity[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n entity[\"description\"] += line + \" \"\n elif section == \"exits\":\n entity[\"exits\"].append(line)\n elif section == \"contents\":\n entity[\"contents\"].append(line)\n return entity", "imports": "", "domain": "MUD world", "id": "evennia-tower-0063"} {"problem": "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]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0064"} {"problem": "How would you find the shortest path between two Tower rooms by name using BFS. that persists to JSON.", "solution": "# Generated variation 65\nfrom collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0065"} {"problem": "In an Evennia MUD, how do you find all rooms on a specific floor of The Tower. with lock checks.", "solution": "def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0066"} {"problem": "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):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0067"} {"problem": "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]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0068"} {"problem": "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):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0069"} {"problem": "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 70\n@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0070"} {"problem": "Implement a function that define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with full docstrings.", "solution": "@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0071"} {"problem": "Create a class which manage multiple user sessions in a thread-safe session manager. and expose it as a command.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0072"} {"problem": "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):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0073"} {"problem": "Design a Tower component to create a Tower floor dataclass that groups rooms by theme. with type hints.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0074"} {"problem": "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 75\n@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0075"} {"problem": "In an Evennia MUD, how do you serialize a TowerMap to JSON for persistence or transmission. with lock checks.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0076"} {"problem": "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):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0077"} {"problem": "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]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0078"} {"problem": "Construct a spatial-memory system that parse room output text from Evennia into structured data (description, exits, contents). with logging.", "solution": "def parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0079"} {"problem": "Write Python code to evennia NPC that answers questions by searching a memory palace index. including error handling.", "solution": "# Generated variation 80\nclass StewardNPC(DefaultCharacter):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0080"} {"problem": "Implement a function that manage multiple user sessions in a thread-safe session manager. with full docstrings.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0081"} {"problem": "Create a class which evennia event dict when a player joins the game, including account and character names. and expose it as a command.", "solution": "def player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0082"} {"problem": "Build an Evennia typeclass that evennia event dict when a player moves from one room to another. using dataclasses.", "solution": "def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0083"} {"problem": "Design a Tower component to parse room output text from Evennia into structured data (description, exits, contents). with type hints.", "solution": "def parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n entry = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n entry[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n entry[\"description\"] += line + \" \"\n elif section == \"exits\":\n entry[\"exits\"].append(line)\n elif section == \"contents\":\n entry[\"contents\"].append(line)\n return entry", "imports": "", "domain": "MUD world", "id": "evennia-tower-0084"} {"problem": "How would you generate a command_executed event dict for tracking player actions in Evennia. that persists to JSON.", "solution": "# Generated variation 85\ndef command_executed(character: str, command: str, args: str = \"\", success: bool = True, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0085"} {"problem": "In an Evennia MUD, how do you parse a raw Evennia log line into a structured event dict, extracting timestamp and message. with lock checks.", "solution": "def parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0086"} {"problem": "For The Tower architecture, write code to track a user session in a multi-user bridge with join time and active status. that broadcasts to all occupants.", "solution": "class UserSession:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0087"} {"problem": "Using Evennia's API, evennia room that tracks dynamic state (light level, temperature) and updates its description based on that state. supporting async callbacks.", "solution": "class DynamicRoom(DefaultRoom):\n \"\"\"A room whose description changes with environmental state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.light_level = 100 # 0-100\n self.db.temperature = 20 # celsius\n self.db.base_desc = \"A plain chamber.\"\n\n def return_appearance(self, looker, **kwargs):\n desc = self.db.base_desc\n light = self.db.light_level\n if light < 20:\n desc += \" It is nearly pitch black.\"\n elif light < 50:\n desc += \" Shadows dance in the dim light.\"\n else:\n desc += \" The room is well lit.\"\n temp = self.db.temperature\n if temp > 30:\n desc += \" Heat shimmers in the air.\"\n elif temp < 10:\n desc += \" Frost coats the walls.\"\n return desc + \"\n\" + super().return_appearance(looker, **kwargs).split(\"\n\", 1)[-1]", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0088"} {"problem": "Construct a spatial-memory system that build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. with logging.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0089"} {"problem": "Write Python code to generate a command_executed event dict for tracking player actions in Evennia. including error handling.", "solution": "# Generated variation 90\ndef command_executed(character: str, command: str, args: str = \"\", success: bool = True, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0090"} {"problem": "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:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0091"} {"problem": "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):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0092"} {"problem": "Build an Evennia typeclass that manage multiple user sessions in a thread-safe session manager. using dataclasses.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0093"} {"problem": "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):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0094"} {"problem": "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 95\nclass CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0095"} {"problem": "In an Evennia MUD, how do you parse a raw Evennia log line into a structured event dict, extracting timestamp and message. with lock checks.", "solution": "def parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0096"} {"problem": "For The Tower architecture, write code to serialize a TowerMap to JSON for persistence or transmission. that broadcasts to all occupants.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0097"} {"problem": "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:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0098"} {"problem": "Construct a spatial-memory system that evennia command that records a new topic into the current room's Memory Palace index. with logging.", "solution": "class CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0099"} {"problem": "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 100\nclass CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0100"} {"problem": "Implement a function that define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with full docstrings.", "solution": "@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0101"} {"problem": "Create a class which strip ANSI escape codes from Evennia terminal output for clean log processing. and expose it as a command.", "solution": "def strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0102"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0103"} {"problem": "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):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0104"} {"problem": "How would you evennia room that tracks dynamic state (light level, temperature) and updates its description based on that state. that persists to JSON.", "solution": "# Generated variation 105\nclass DynamicRoom(DefaultRoom):\n \"\"\"A room whose description changes with environmental state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.light_level = 100 # 0-100\n self.db.temperature = 20 # celsius\n self.db.base_desc = \"A plain chamber.\"\n\n def return_appearance(self, looker, **kwargs):\n desc = self.db.base_desc\n light = self.db.light_level\n if light < 20:\n desc += \" It is nearly pitch black.\"\n elif light < 50:\n desc += \" Shadows dance in the dim light.\"\n else:\n desc += \" The room is well lit.\"\n temp = self.db.temperature\n if temp > 30:\n desc += \" Heat shimmers in the air.\"\n elif temp < 10:\n desc += \" Frost coats the walls.\"\n return desc + \"\n\" + super().return_appearance(looker, **kwargs).split(\"\n\", 1)[-1]", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0105"} {"problem": "In an Evennia MUD, how do you manage multiple user sessions in a thread-safe session manager. with lock checks.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0106"} {"problem": "For The Tower architecture, write code to evennia event dict when a player joins the game, including account and character names. that broadcasts to all occupants.", "solution": "def player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0107"} {"problem": "Using Evennia's API, find the shortest path between two Tower rooms by name using BFS. supporting async callbacks.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0108"} {"problem": "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):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0109"} {"problem": "Write Python code to evennia event dict when a player joins the game, including account and character names. including error handling.", "solution": "# Generated variation 110\ndef player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0110"} {"problem": "Implement a function that create a Tower floor dataclass that groups rooms by theme. with full docstrings.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0111"} {"problem": "Create a class which evennia command that records a new topic into the current room's Memory Palace index. and expose it as a command.", "solution": "class CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0112"} {"problem": "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:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0113"} {"problem": "Design a Tower component to evennia room that tracks dynamic state (light level, temperature) and updates its description based on that state. with type hints.", "solution": "class DynamicRoom(DefaultRoom):\n \"\"\"A room whose description changes with environmental state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.light_level = 100 # 0-100\n self.db.temperature = 20 # celsius\n self.db.base_desc = \"A plain chamber.\"\n\n def return_appearance(self, looker, **kwargs):\n desc = self.db.base_desc\n light = self.db.light_level\n if light < 20:\n desc += \" It is nearly pitch black.\"\n elif light < 50:\n desc += \" Shadows dance in the dim light.\"\n else:\n desc += \" The room is well lit.\"\n temp = self.db.temperature\n if temp > 30:\n desc += \" Heat shimmers in the air.\"\n elif temp < 10:\n desc += \" Frost coats the walls.\"\n return desc + \"\n\" + super().return_appearance(looker, **kwargs).split(\"\n\", 1)[-1]", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0114"} {"problem": "How would you define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. that persists to JSON.", "solution": "# Generated variation 115\n@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0115"} {"problem": "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\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0116"} {"problem": "For The Tower architecture, write code to manage multiple user sessions in a thread-safe session manager. that broadcasts to all occupants.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0117"} {"problem": "Using Evennia's API, evennia command that records a new topic into the current room's Memory Palace index. supporting async callbacks.", "solution": "class CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0118"} {"problem": "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,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0119"} {"problem": "Write Python code to serialize a TowerMap to JSON for persistence or transmission. including error handling.", "solution": "# Generated variation 120\ndef serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0120"} {"problem": "Implement a function that evennia NPC that answers questions by searching a memory palace index. with full docstrings.", "solution": "class StewardNPC(DefaultCharacter):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0121"} {"problem": "Create a class which normalize an Evennia bridge event by ensuring all required fields exist with defaults. and expose it as a command.", "solution": "def normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0122"} {"problem": "Build an Evennia typeclass that find the shortest path between two Tower rooms by name using BFS. using dataclasses.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0123"} {"problem": "Design a Tower component to define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with type hints.", "solution": "@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0124"} {"problem": "How would you find all rooms on a specific floor of The Tower. that persists to JSON.", "solution": "# Generated variation 125\ndef rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0125"} {"problem": "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):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0126"} {"problem": "For The Tower architecture, write code to normalize an Evennia bridge event by ensuring all required fields exist with defaults. that broadcasts to all occupants.", "solution": "def normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0127"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0128"} {"problem": "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,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0129"} {"problem": "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 130\n@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0130"} {"problem": "Implement a function that strip ANSI escape codes from Evennia terminal output for clean log processing. with full docstrings.", "solution": "def strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0131"} {"problem": "Create a class which normalize an Evennia bridge event by ensuring all required fields exist with defaults. and expose it as a command.", "solution": "def normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0132"} {"problem": "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:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0133"} {"problem": "Design a Tower component to serialize a TowerMap to JSON for persistence or transmission. with type hints.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0134"} {"problem": "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 135\nclass UserSession:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0135"} {"problem": "In an Evennia MUD, how do you serialize a TowerMap to JSON for persistence or transmission. with lock checks.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0136"} {"problem": "For The Tower architecture, write code to evennia event dict when a player moves from one room to another. that broadcasts to all occupants.", "solution": "def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0137"} {"problem": "Using Evennia's API, build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. supporting async callbacks.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0138"} {"problem": "Construct a spatial-memory system that define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with logging.", "solution": "@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0139"} {"problem": "Write Python code to find all rooms on a specific floor of The Tower. including error handling.", "solution": "# Generated variation 140\ndef rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0140"} {"problem": "Implement a function that parse a raw Evennia log line into a structured event dict, extracting timestamp and message. with full docstrings.", "solution": "def parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0141"} {"problem": "Create a class which evennia event dict when a player joins the game, including account and character names. and expose it as a command.", "solution": "def player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0142"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0143"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0144"} {"problem": "How would you evennia room that tracks dynamic state (light level, temperature) and updates its description based on that state. that persists to JSON.", "solution": "# Generated variation 145\nclass DynamicRoom(DefaultRoom):\n \"\"\"A room whose description changes with environmental state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.light_level = 100 # 0-100\n self.db.temperature = 20 # celsius\n self.db.base_desc = \"A plain chamber.\"\n\n def return_appearance(self, looker, **kwargs):\n desc = self.db.base_desc\n light = self.db.light_level\n if light < 20:\n desc += \" It is nearly pitch black.\"\n elif light < 50:\n desc += \" Shadows dance in the dim light.\"\n else:\n desc += \" The room is well lit.\"\n temp = self.db.temperature\n if temp > 30:\n desc += \" Heat shimmers in the air.\"\n elif temp < 10:\n desc += \" Frost coats the walls.\"\n return desc + \"\n\" + super().return_appearance(looker, **kwargs).split(\"\n\", 1)[-1]", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0145"} {"problem": "In an Evennia MUD, how do you evennia room that tracks dynamic state (light level, temperature) and updates its description based on that state. with lock checks.", "solution": "class DynamicRoom(DefaultRoom):\n \"\"\"A room whose description changes with environmental state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.light_level = 100 # 0-100\n self.db.temperature = 20 # celsius\n self.db.base_desc = \"A plain chamber.\"\n\n def return_appearance(self, looker, **kwargs):\n desc = self.db.base_desc\n light = self.db.light_level\n if light < 20:\n desc += \" It is nearly pitch black.\"\n elif light < 50:\n desc += \" Shadows dance in the dim light.\"\n else:\n desc += \" The room is well lit.\"\n temp = self.db.temperature\n if temp > 30:\n desc += \" Heat shimmers in the air.\"\n elif temp < 10:\n desc += \" Frost coats the walls.\"\n return desc + \"\n\" + super().return_appearance(looker, **kwargs).split(\"\n\", 1)[-1]", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0146"} {"problem": "For The Tower architecture, write code to nPC with a mood state machine that affects its dialogue responses. that broadcasts to all occupants.", "solution": "class MoodyNPC(DefaultCharacter):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0147"} {"problem": "Using Evennia's API, evennia command that lets players move between rooms by name instead of using exits. supporting async callbacks.", "solution": "class CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0148"} {"problem": "Construct a spatial-memory system that manage multiple user sessions in a thread-safe session manager. with logging.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0149"} {"problem": "Write Python code to evennia command that lets players move between rooms by name instead of using exits. including error handling.", "solution": "# Generated variation 150\nclass CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0150"} {"problem": "Implement a function that evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. with full docstrings.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n results = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n results.append({\"room\": room, \"score\": score, \"topic\": query})\n results.sort(key=lambda x: x[\"score\"], reverse=True)\n return results[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0151"} {"problem": "Create a class which create a Tower floor dataclass that groups rooms by theme. and expose it as a command.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0152"} {"problem": "Build an Evennia typeclass that strip ANSI escape codes from Evennia terminal output for clean log processing. using dataclasses.", "solution": "def strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0153"} {"problem": "Design a Tower component to normalize an Evennia bridge event by ensuring all required fields exist with defaults. with type hints.", "solution": "def normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0154"} {"problem": "How would you parse a raw Evennia log line into a structured event dict, extracting timestamp and message. that persists to JSON.", "solution": "# Generated variation 155\ndef parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0155"} {"problem": "In an Evennia MUD, how do you find the shortest path between two Tower rooms by name using BFS. with lock checks.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0156"} {"problem": "For The Tower architecture, write code to create a Tower floor dataclass that groups rooms by theme. that broadcasts to all occupants.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0157"} {"problem": "Using Evennia's API, evennia event dict when a player joins the game, including account and character names. supporting async callbacks.", "solution": "def player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0158"} {"problem": "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,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0159"} {"problem": "Write Python code to find the shortest path between two Tower rooms by name using BFS. including error handling.", "solution": "# Generated variation 160\nfrom collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0160"} {"problem": "Implement a function that evennia command that lets players move between rooms by name instead of using exits. with full docstrings.", "solution": "class CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0161"} {"problem": "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):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0162"} {"problem": "Build an Evennia typeclass that evennia command that records a new topic into the current room's Memory Palace index. using dataclasses.", "solution": "class CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0163"} {"problem": "Design a Tower component to serialize a TowerMap to JSON for persistence or transmission. with type hints.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0164"} {"problem": "How would you parse room output text from Evennia into structured data (description, exits, contents). that persists to JSON.", "solution": "# Generated variation 165\ndef parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n item = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n item[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n item[\"description\"] += line + \" \"\n elif section == \"exits\":\n item[\"exits\"].append(line)\n elif section == \"contents\":\n item[\"contents\"].append(line)\n return item", "imports": "", "domain": "MUD world", "id": "evennia-tower-0165"} {"problem": "In an Evennia MUD, how do you track a user session in a multi-user bridge with join time and active status. with lock checks.", "solution": "class UserSession:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0166"} {"problem": "For The Tower architecture, write code to evennia command that lets players move between rooms by name instead of using exits. that broadcasts to all occupants.", "solution": "class CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0167"} {"problem": "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:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0168"} {"problem": "Construct a spatial-memory system that generate a command_executed event dict for tracking player actions in Evennia. with logging.", "solution": "def command_executed(character: str, command: str, args: str = \"\", success: bool = True, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0169"} {"problem": "Write Python code to evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. including error handling.", "solution": "# Generated variation 170\nclass CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n results = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n results.append({\"room\": room, \"score\": score, \"topic\": query})\n results.sort(key=lambda x: x[\"score\"], reverse=True)\n return results[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0170"} {"problem": "Implement a function that evennia event dict when a player joins the game, including account and character names. with full docstrings.", "solution": "def player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0171"} {"problem": "Create a class which nPC with a mood state machine that affects its dialogue responses. and expose it as a command.", "solution": "class MoodyNPC(DefaultCharacter):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0172"} {"problem": "Build an Evennia typeclass that build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. using dataclasses.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0173"} {"problem": "Design a Tower component to evennia command that lets players move between rooms by name instead of using exits. with type hints.", "solution": "class CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0174"} {"problem": "How would you evennia event dict when a player joins the game, including account and character names. that persists to JSON.", "solution": "# Generated variation 175\ndef player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0175"} {"problem": "In an Evennia MUD, how do you evennia room that tracks dynamic state (light level, temperature) and updates its description based on that state. with lock checks.", "solution": "class DynamicRoom(DefaultRoom):\n \"\"\"A room whose description changes with environmental state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.light_level = 100 # 0-100\n self.db.temperature = 20 # celsius\n self.db.base_desc = \"A plain chamber.\"\n\n def return_appearance(self, looker, **kwargs):\n desc = self.db.base_desc\n light = self.db.light_level\n if light < 20:\n desc += \" It is nearly pitch black.\"\n elif light < 50:\n desc += \" Shadows dance in the dim light.\"\n else:\n desc += \" The room is well lit.\"\n temp = self.db.temperature\n if temp > 30:\n desc += \" Heat shimmers in the air.\"\n elif temp < 10:\n desc += \" Frost coats the walls.\"\n return desc + \"\n\" + super().return_appearance(looker, **kwargs).split(\"\n\", 1)[-1]", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0176"} {"problem": "For The Tower architecture, write code to serialize a TowerMap to JSON for persistence or transmission. that broadcasts to all occupants.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0177"} {"problem": "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]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0178"} {"problem": "Construct a spatial-memory system that build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. with logging.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0179"} {"problem": "Write Python code to build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. including error handling.", "solution": "# Generated variation 180\n@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0180"} {"problem": "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:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0181"} {"problem": "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):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0182"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n entity = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n entity[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n entity[\"description\"] += line + \" \"\n elif section == \"exits\":\n entity[\"exits\"].append(line)\n elif section == \"contents\":\n entity[\"contents\"].append(line)\n return entity", "imports": "", "domain": "MUD world", "id": "evennia-tower-0183"} {"problem": "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,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0184"} {"problem": "How would you find all rooms on a specific floor of The Tower. that persists to JSON.", "solution": "# Generated variation 185\ndef rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0185"} {"problem": "In an Evennia MUD, how do you create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. with lock checks.", "solution": "def room_snapshot(room_key: str, title: str, desc: str,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0186"} {"problem": "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):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0187"} {"problem": "Using Evennia's API, nPC that wanders between connected rooms on a timed interval. supporting async callbacks.", "solution": "class WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0188"} {"problem": "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):\n \"\"\"A room whose description changes with environmental state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.light_level = 100 # 0-100\n self.db.temperature = 20 # celsius\n self.db.base_desc = \"A plain chamber.\"\n\n def return_appearance(self, looker, **kwargs):\n desc = self.db.base_desc\n light = self.db.light_level\n if light < 20:\n desc += \" It is nearly pitch black.\"\n elif light < 50:\n desc += \" Shadows dance in the dim light.\"\n else:\n desc += \" The room is well lit.\"\n temp = self.db.temperature\n if temp > 30:\n desc += \" Heat shimmers in the air.\"\n elif temp < 10:\n desc += \" Frost coats the walls.\"\n return desc + \"\n\" + super().return_appearance(looker, **kwargs).split(\"\n\", 1)[-1]", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0189"} {"problem": "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\nclass CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0190"} {"problem": "Implement a function that create a Tower floor dataclass that groups rooms by theme. with full docstrings.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0191"} {"problem": "Create a class which evennia command that records a new topic into the current room's Memory Palace index. and expose it as a command.", "solution": "class CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0192"} {"problem": "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:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0193"} {"problem": "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:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0194"} {"problem": "How would you create a Tower floor dataclass that groups rooms by theme. that persists to JSON.", "solution": "# Generated variation 195\n@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0195"} {"problem": "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\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0196"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0197"} {"problem": "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:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0198"} {"problem": "Construct a spatial-memory system that evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. with logging.", "solution": "class MemPalaceRoom(DefaultRoom):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0199"} {"problem": "Write Python code to nPC with a mood state machine that affects its dialogue responses. including error handling.", "solution": "# Generated variation 200\nclass MoodyNPC(DefaultCharacter):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0200"} {"problem": "Implement a function that track a user session in a multi-user bridge with join time and active status. with full docstrings.", "solution": "class UserSession:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0201"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0202"} {"problem": "Build an Evennia typeclass that find the shortest path between two Tower rooms by name using BFS. using dataclasses.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0203"} {"problem": "Design a Tower component to normalize an Evennia bridge event by ensuring all required fields exist with defaults. with type hints.", "solution": "def normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0204"} {"problem": "How would you find the shortest path between two Tower rooms by name using BFS. that persists to JSON.", "solution": "# Generated variation 205\nfrom collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0205"} {"problem": "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):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0206"} {"problem": "For The Tower architecture, write code to track a user session in a multi-user bridge with join time and active status. that broadcasts to all occupants.", "solution": "class UserSession:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0207"} {"problem": "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,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0208"} {"problem": "Construct a spatial-memory system that create a Tower floor dataclass that groups rooms by theme. with logging.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0209"} {"problem": "Write Python code to strip ANSI escape codes from Evennia terminal output for clean log processing. including error handling.", "solution": "# Generated variation 210\ndef strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0210"} {"problem": "Implement a function that define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with full docstrings.", "solution": "@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0211"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0212"} {"problem": "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):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0213"} {"problem": "Design a Tower component to define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with type hints.", "solution": "@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0214"} {"problem": "How would you strip ANSI escape codes from Evennia terminal output for clean log processing. that persists to JSON.", "solution": "# Generated variation 215\ndef strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0215"} {"problem": "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:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0216"} {"problem": "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\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0217"} {"problem": "Using Evennia's API, generate a command_executed event dict for tracking player actions in Evennia. supporting async callbacks.", "solution": "def command_executed(character: str, command: str, args: str = \"\", success: bool = True, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0218"} {"problem": "Construct a spatial-memory system that evennia NPC that answers questions by searching a memory palace index. with logging.", "solution": "class StewardNPC(DefaultCharacter):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0219"} {"problem": "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\ndef parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0220"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0221"} {"problem": "Create a class which manage multiple user sessions in a thread-safe session manager. and expose it as a command.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0222"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0223"} {"problem": "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:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0224"} {"problem": "How would you find the shortest path between two Tower rooms by name using BFS. that persists to JSON.", "solution": "# Generated variation 225\nfrom collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0225"} {"problem": "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:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0226"} {"problem": "For The Tower architecture, write code to create a Tower floor dataclass that groups rooms by theme. that broadcasts to all occupants.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0227"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n entry = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n entry[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n entry[\"description\"] += line + \" \"\n elif section == \"exits\":\n entry[\"exits\"].append(line)\n elif section == \"contents\":\n entry[\"contents\"].append(line)\n return entry", "imports": "", "domain": "MUD world", "id": "evennia-tower-0228"} {"problem": "Construct a spatial-memory system that parse room output text from Evennia into structured data (description, exits, contents). with logging.", "solution": "def parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0229"} {"problem": "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\nclass CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0230"} {"problem": "Implement a function that manage multiple user sessions in a thread-safe session manager. with full docstrings.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0231"} {"problem": "Create a class which build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. and expose it as a command.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0232"} {"problem": "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,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0233"} {"problem": "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):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0234"} {"problem": "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\n@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0235"} {"problem": "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):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0236"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n item = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n item[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n item[\"description\"] += line + \" \"\n elif section == \"exits\":\n item[\"exits\"].append(line)\n elif section == \"contents\":\n item[\"contents\"].append(line)\n return item", "imports": "", "domain": "MUD world", "id": "evennia-tower-0237"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0238"} {"problem": "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:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0239"} {"problem": "Write Python code to serialize a TowerMap to JSON for persistence or transmission. including error handling.", "solution": "# Generated variation 240\ndef serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0240"} {"problem": "Implement a function that strip ANSI escape codes from Evennia terminal output for clean log processing. with full docstrings.", "solution": "def strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0241"} {"problem": "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):\n \"\"\"A room whose description changes with environmental state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.light_level = 100 # 0-100\n self.db.temperature = 20 # celsius\n self.db.base_desc = \"A plain chamber.\"\n\n def return_appearance(self, looker, **kwargs):\n desc = self.db.base_desc\n light = self.db.light_level\n if light < 20:\n desc += \" It is nearly pitch black.\"\n elif light < 50:\n desc += \" Shadows dance in the dim light.\"\n else:\n desc += \" The room is well lit.\"\n temp = self.db.temperature\n if temp > 30:\n desc += \" Heat shimmers in the air.\"\n elif temp < 10:\n desc += \" Frost coats the walls.\"\n return desc + \"\n\" + super().return_appearance(looker, **kwargs).split(\"\n\", 1)[-1]", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0242"} {"problem": "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:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0243"} {"problem": "Design a Tower component to create a Tower floor dataclass that groups rooms by theme. with type hints.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0244"} {"problem": "How would you evennia event dict when a player moves from one room to another. that persists to JSON.", "solution": "# Generated variation 245\ndef player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0245"} {"problem": "In an Evennia MUD, how do you create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. with lock checks.", "solution": "def room_snapshot(room_key: str, title: str, desc: str,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0246"} {"problem": "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):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0247"} {"problem": "Using Evennia's API, evennia NPC that answers questions by searching a memory palace index. supporting async callbacks.", "solution": "class StewardNPC(DefaultCharacter):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0248"} {"problem": "Construct a spatial-memory system that evennia NPC that answers questions by searching a memory palace index. with logging.", "solution": "class StewardNPC(DefaultCharacter):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0249"} {"problem": "Write Python code to nPC that wanders between connected rooms on a timed interval. including error handling.", "solution": "# Generated variation 250\nclass WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0250"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0251"} {"problem": "Create a class which create a Tower floor dataclass that groups rooms by theme. and expose it as a command.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0252"} {"problem": "Build an Evennia typeclass that find the shortest path between two Tower rooms by name using BFS. using dataclasses.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0253"} {"problem": "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:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0254"} {"problem": "How would you strip ANSI escape codes from Evennia terminal output for clean log processing. that persists to JSON.", "solution": "# Generated variation 255\ndef strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0255"} {"problem": "In an Evennia MUD, how do you find the shortest path between two Tower rooms by name using BFS. with lock checks.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0256"} {"problem": "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):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0257"} {"problem": "Using Evennia's API, evennia command that records a new topic into the current room's Memory Palace index. supporting async callbacks.", "solution": "class CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0258"} {"problem": "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:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0259"} {"problem": "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\nclass CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0260"} {"problem": "Implement a function that build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. with full docstrings.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0261"} {"problem": "Create a class which find the shortest path between two Tower rooms by name using BFS. and expose it as a command.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0262"} {"problem": "Build an Evennia typeclass that create a Tower floor dataclass that groups rooms by theme. using dataclasses.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0263"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0264"} {"problem": "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\nclass CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0265"} {"problem": "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):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0266"} {"problem": "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\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0267"} {"problem": "Using Evennia's API, build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. supporting async callbacks.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0268"} {"problem": "Construct a spatial-memory system that generate a command_executed event dict for tracking player actions in Evennia. with logging.", "solution": "def command_executed(character: str, command: str, args: str = \"\", success: bool = True, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0269"} {"problem": "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\n@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0270"} {"problem": "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:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0271"} {"problem": "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:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0272"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0273"} {"problem": "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:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0274"} {"problem": "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\nclass CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0275"} {"problem": "In an Evennia MUD, how do you serialize a TowerMap to JSON for persistence or transmission. with lock checks.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0276"} {"problem": "For The Tower architecture, write code to create a Tower floor dataclass that groups rooms by theme. that broadcasts to all occupants.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0277"} {"problem": "Using Evennia's API, normalize an Evennia bridge event by ensuring all required fields exist with defaults. supporting async callbacks.", "solution": "def normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0278"} {"problem": "Construct a spatial-memory system that nPC with a mood state machine that affects its dialogue responses. with logging.", "solution": "class MoodyNPC(DefaultCharacter):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0279"} {"problem": "Write Python code to find all rooms on a specific floor of The Tower. including error handling.", "solution": "# Generated variation 280\ndef rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0280"} {"problem": "Implement a function that nPC that wanders between connected rooms on a timed interval. with full docstrings.", "solution": "class WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0281"} {"problem": "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):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0282"} {"problem": "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:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0283"} {"problem": "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]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0284"} {"problem": "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\nclass CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0285"} {"problem": "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):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0286"} {"problem": "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\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0287"} {"problem": "Using Evennia's API, generate a command_executed event dict for tracking player actions in Evennia. supporting async callbacks.", "solution": "def command_executed(character: str, command: str, args: str = \"\", success: bool = True, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0288"} {"problem": "Construct a spatial-memory system that define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with logging.", "solution": "@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0289"} {"problem": "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\nclass BroadcastingRoom(DefaultRoom):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0290"} {"problem": "Implement a function that find the shortest path between two Tower rooms by name using BFS. with full docstrings.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0291"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0292"} {"problem": "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:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0293"} {"problem": "Design a Tower component to find the shortest path between two Tower rooms by name using BFS. with type hints.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0294"} {"problem": "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\nclass UserSession:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0295"} {"problem": "In an Evennia MUD, how do you nPC that wanders between connected rooms on a timed interval. with lock checks.", "solution": "class WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0296"} {"problem": "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):\n \"\"\"A room whose description changes with environmental state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.light_level = 100 # 0-100\n self.db.temperature = 20 # celsius\n self.db.base_desc = \"A plain chamber.\"\n\n def return_appearance(self, looker, **kwargs):\n desc = self.db.base_desc\n light = self.db.light_level\n if light < 20:\n desc += \" It is nearly pitch black.\"\n elif light < 50:\n desc += \" Shadows dance in the dim light.\"\n else:\n desc += \" The room is well lit.\"\n temp = self.db.temperature\n if temp > 30:\n desc += \" Heat shimmers in the air.\"\n elif temp < 10:\n desc += \" Frost coats the walls.\"\n return desc + \"\n\" + super().return_appearance(looker, **kwargs).split(\"\n\", 1)[-1]", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0297"} {"problem": "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:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0298"} {"problem": "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,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0299"} {"problem": "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\ndef parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0300"} {"problem": "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:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0301"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0302"} {"problem": "Build an Evennia typeclass that nPC that wanders between connected rooms on a timed interval. using dataclasses.", "solution": "class WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0303"} {"problem": "Design a Tower component to evennia command that lets players move between rooms by name instead of using exits. with type hints.", "solution": "class CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0304"} {"problem": "How would you create a Tower floor dataclass that groups rooms by theme. that persists to JSON.", "solution": "# Generated variation 305\n@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0305"} {"problem": "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):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0306"} {"problem": "For The Tower architecture, write code to create a Tower floor dataclass that groups rooms by theme. that broadcasts to all occupants.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0307"} {"problem": "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:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0308"} {"problem": "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:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0309"} {"problem": "Write Python code to generate a command_executed event dict for tracking player actions in Evennia. including error handling.", "solution": "# Generated variation 310\ndef command_executed(character: str, command: str, args: str = \"\", success: bool = True, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0310"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0311"} {"problem": "Create a class which evennia event dict when a player moves from one room to another. and expose it as a command.", "solution": "def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0312"} {"problem": "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:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0313"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0314"} {"problem": "How would you manage multiple user sessions in a thread-safe session manager. that persists to JSON.", "solution": "# Generated variation 315\nclass SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0315"} {"problem": "In an Evennia MUD, how do you serialize a TowerMap to JSON for persistence or transmission. with lock checks.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0316"} {"problem": "For The Tower architecture, write code to normalize an Evennia bridge event by ensuring all required fields exist with defaults. that broadcasts to all occupants.", "solution": "def normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0317"} {"problem": "Using Evennia's API, build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. supporting async callbacks.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0318"} {"problem": "Construct a spatial-memory system that track a user session in a multi-user bridge with join time and active status. with logging.", "solution": "class UserSession:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0319"} {"problem": "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\nclass CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0320"} {"problem": "Implement a function that create a Tower floor dataclass that groups rooms by theme. with full docstrings.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0321"} {"problem": "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\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0322"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0323"} {"problem": "Design a Tower component to nPC that wanders between connected rooms on a timed interval. with type hints.", "solution": "class WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0324"} {"problem": "How would you create a Tower floor dataclass that groups rooms by theme. that persists to JSON.", "solution": "# Generated variation 325\n@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0325"} {"problem": "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:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0326"} {"problem": "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\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0327"} {"problem": "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]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0328"} {"problem": "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):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0329"} {"problem": "Write Python code to find the shortest path between two Tower rooms by name using BFS. including error handling.", "solution": "# Generated variation 330\nfrom collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0330"} {"problem": "Implement a function that find the shortest path between two Tower rooms by name using BFS. with full docstrings.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0331"} {"problem": "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:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0332"} {"problem": "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):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0333"} {"problem": "Design a Tower component to serialize a TowerMap to JSON for persistence or transmission. with type hints.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0334"} {"problem": "How would you create a Tower floor dataclass that groups rooms by theme. that persists to JSON.", "solution": "# Generated variation 335\n@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0335"} {"problem": "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\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0336"} {"problem": "For The Tower architecture, write code to evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. that broadcasts to all occupants.", "solution": "class MemPalaceRoom(DefaultRoom):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0337"} {"problem": "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:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0338"} {"problem": "Construct a spatial-memory system that evennia NPC that answers questions by searching a memory palace index. with logging.", "solution": "class StewardNPC(DefaultCharacter):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0339"} {"problem": "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\n@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0340"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0341"} {"problem": "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):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n nodes = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n nodes.append({\"room\": room, \"score\": score, \"topic\": query})\n nodes.sort(key=lambda x: x[\"score\"], reverse=True)\n return nodes[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0342"} {"problem": "Build an Evennia typeclass that create a Tower floor dataclass that groups rooms by theme. using dataclasses.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0343"} {"problem": "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):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0344"} {"problem": "How would you evennia NPC that answers questions by searching a memory palace index. that persists to JSON.", "solution": "# Generated variation 345\nclass StewardNPC(DefaultCharacter):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0345"} {"problem": "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):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0346"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0347"} {"problem": "Using Evennia's API, evennia command that records a new topic into the current room's Memory Palace index. supporting async callbacks.", "solution": "class CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0348"} {"problem": "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):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0349"} {"problem": "Write Python code to find the shortest path between two Tower rooms by name using BFS. including error handling.", "solution": "# Generated variation 350\nfrom collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0350"} {"problem": "Implement a function that evennia NPC that answers questions by searching a memory palace index. with full docstrings.", "solution": "class StewardNPC(DefaultCharacter):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0351"} {"problem": "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):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0352"} {"problem": "Build an Evennia typeclass that manage multiple user sessions in a thread-safe session manager. using dataclasses.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0353"} {"problem": "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:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0354"} {"problem": "How would you manage multiple user sessions in a thread-safe session manager. that persists to JSON.", "solution": "# Generated variation 355\nclass SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0355"} {"problem": "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:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0356"} {"problem": "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\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0357"} {"problem": "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\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0358"} {"problem": "Construct a spatial-memory system that find the shortest path between two Tower rooms by name using BFS. with logging.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0359"} {"problem": "Write Python code to evennia event dict when a player moves from one room to another. including error handling.", "solution": "# Generated variation 360\ndef player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0360"} {"problem": "Implement a function that find the shortest path between two Tower rooms by name using BFS. with full docstrings.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0361"} {"problem": "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:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0362"} {"problem": "Build an Evennia typeclass that find the shortest path between two Tower rooms by name using BFS. using dataclasses.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0363"} {"problem": "Design a Tower component to nPC with a mood state machine that affects its dialogue responses. with type hints.", "solution": "class MoodyNPC(DefaultCharacter):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0364"} {"problem": "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\nclass MemPalaceRoom(DefaultRoom):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0365"} {"problem": "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\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0366"} {"problem": "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):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0367"} {"problem": "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\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0368"} {"problem": "Construct a spatial-memory system that evennia event dict when a player joins the game, including account and character names. with logging.", "solution": "def player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0369"} {"problem": "Write Python code to evennia event dict when a player moves from one room to another. including error handling.", "solution": "# Generated variation 370\ndef player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0370"} {"problem": "Implement a function that build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. with full docstrings.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0371"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0372"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0373"} {"problem": "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]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0374"} {"problem": "How would you nPC that wanders between connected rooms on a timed interval. that persists to JSON.", "solution": "# Generated variation 375\nclass WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0375"} {"problem": "In an Evennia MUD, how do you parse room output text from Evennia into structured data (description, exits, contents). with lock checks.", "solution": "def parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0376"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0377"} {"problem": "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:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0378"} {"problem": "Construct a spatial-memory system that build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. with logging.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0379"} {"problem": "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\ndef player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0380"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n item = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n item[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n item[\"description\"] += line + \" \"\n elif section == \"exits\":\n item[\"exits\"].append(line)\n elif section == \"contents\":\n item[\"contents\"].append(line)\n return item", "imports": "", "domain": "MUD world", "id": "evennia-tower-0381"} {"problem": "Create a class which nPC with a mood state machine that affects its dialogue responses. and expose it as a command.", "solution": "class MoodyNPC(DefaultCharacter):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0382"} {"problem": "Build an Evennia typeclass that evennia room that tracks dynamic state (light level, temperature) and updates its description based on that state. using dataclasses.", "solution": "class DynamicRoom(DefaultRoom):\n \"\"\"A room whose description changes with environmental state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.light_level = 100 # 0-100\n self.db.temperature = 20 # celsius\n self.db.base_desc = \"A plain chamber.\"\n\n def return_appearance(self, looker, **kwargs):\n desc = self.db.base_desc\n light = self.db.light_level\n if light < 20:\n desc += \" It is nearly pitch black.\"\n elif light < 50:\n desc += \" Shadows dance in the dim light.\"\n else:\n desc += \" The room is well lit.\"\n temp = self.db.temperature\n if temp > 30:\n desc += \" Heat shimmers in the air.\"\n elif temp < 10:\n desc += \" Frost coats the walls.\"\n return desc + \"\n\" + super().return_appearance(looker, **kwargs).split(\"\n\", 1)[-1]", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0383"} {"problem": "Design a Tower component to evennia event dict when a player moves from one room to another. with type hints.", "solution": "def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0384"} {"problem": "How would you track a user session in a multi-user bridge with join time and active status. that persists to JSON.", "solution": "# Generated variation 385\nclass UserSession:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0385"} {"problem": "In an Evennia MUD, how do you create a Tower floor dataclass that groups rooms by theme. with lock checks.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0386"} {"problem": "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):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0387"} {"problem": "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:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0388"} {"problem": "Construct a spatial-memory system that find the shortest path between two Tower rooms by name using BFS. with logging.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0389"} {"problem": "Write Python code to evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. including error handling.", "solution": "# Generated variation 390\nclass CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n nodes = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n nodes.append({\"room\": room, \"score\": score, \"topic\": query})\n nodes.sort(key=lambda x: x[\"score\"], reverse=True)\n return nodes[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0390"} {"problem": "Implement a function that find the shortest path between two Tower rooms by name using BFS. with full docstrings.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0391"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0392"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0393"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0394"} {"problem": "How would you create a room that broadcasts a message to all occupants when a player enters or leaves. that persists to JSON.", "solution": "# Generated variation 395\nclass BroadcastingRoom(DefaultRoom):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0395"} {"problem": "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:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0396"} {"problem": "For The Tower architecture, write code to evennia event dict when a player joins the game, including account and character names. that broadcasts to all occupants.", "solution": "def player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0397"} {"problem": "Using Evennia's API, evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. supporting async callbacks.", "solution": "class MemPalaceRoom(DefaultRoom):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0398"} {"problem": "Construct a spatial-memory system that define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with logging.", "solution": "@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0399"} {"problem": "Write Python code to create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. including error handling.", "solution": "# Generated variation 400\ndef room_snapshot(room_key: str, title: str, desc: str,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0400"} {"problem": "Implement a function that create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. with full docstrings.", "solution": "def room_snapshot(room_key: str, title: str, desc: str,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0401"} {"problem": "Create a class which nPC that wanders between connected rooms on a timed interval. and expose it as a command.", "solution": "class WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0402"} {"problem": "Build an Evennia typeclass that nPC with a mood state machine that affects its dialogue responses. using dataclasses.", "solution": "class MoodyNPC(DefaultCharacter):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0403"} {"problem": "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):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0404"} {"problem": "How would you evennia command that lets players move between rooms by name instead of using exits. that persists to JSON.", "solution": "# Generated variation 405\nclass CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0405"} {"problem": "In an Evennia MUD, how do you track a user session in a multi-user bridge with join time and active status. with lock checks.", "solution": "class UserSession:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0406"} {"problem": "For The Tower architecture, write code to parse a raw Evennia log line into a structured event dict, extracting timestamp and message. that broadcasts to all occupants.", "solution": "def parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0407"} {"problem": "Using Evennia's API, find all rooms on a specific floor of The Tower. supporting async callbacks.", "solution": "def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0408"} {"problem": "Construct a spatial-memory system that build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. with logging.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0409"} {"problem": "Write Python code to define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. including error handling.", "solution": "# Generated variation 410\n@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0410"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n record = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n record[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n record[\"description\"] += line + \" \"\n elif section == \"exits\":\n record[\"exits\"].append(line)\n elif section == \"contents\":\n record[\"contents\"].append(line)\n return record", "imports": "", "domain": "MUD world", "id": "evennia-tower-0411"} {"problem": "Create a class which parse a raw Evennia log line into a structured event dict, extracting timestamp and message. and expose it as a command.", "solution": "def parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0412"} {"problem": "Build an Evennia typeclass that define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. using dataclasses.", "solution": "@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0413"} {"problem": "Design a Tower component to evennia event dict when a player moves from one room to another. with type hints.", "solution": "def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0414"} {"problem": "How would you create a room that broadcasts a message to all occupants when a player enters or leaves. that persists to JSON.", "solution": "# Generated variation 415\nclass BroadcastingRoom(DefaultRoom):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0415"} {"problem": "In an Evennia MUD, how do you parse a raw Evennia log line into a structured event dict, extracting timestamp and message. with lock checks.", "solution": "def parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0416"} {"problem": "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):\n \"\"\"A room whose description changes with environmental state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.light_level = 100 # 0-100\n self.db.temperature = 20 # celsius\n self.db.base_desc = \"A plain chamber.\"\n\n def return_appearance(self, looker, **kwargs):\n desc = self.db.base_desc\n light = self.db.light_level\n if light < 20:\n desc += \" It is nearly pitch black.\"\n elif light < 50:\n desc += \" Shadows dance in the dim light.\"\n else:\n desc += \" The room is well lit.\"\n temp = self.db.temperature\n if temp > 30:\n desc += \" Heat shimmers in the air.\"\n elif temp < 10:\n desc += \" Frost coats the walls.\"\n return desc + \"\n\" + super().return_appearance(looker, **kwargs).split(\"\n\", 1)[-1]", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0417"} {"problem": "Using Evennia's API, evennia NPC that answers questions by searching a memory palace index. supporting async callbacks.", "solution": "class StewardNPC(DefaultCharacter):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0418"} {"problem": "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:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0419"} {"problem": "Write Python code to evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. including error handling.", "solution": "# Generated variation 420\nclass MemPalaceRoom(DefaultRoom):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0420"} {"problem": "Implement a function that evennia event dict when a player joins the game, including account and character names. with full docstrings.", "solution": "def player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0421"} {"problem": "Create a class which normalize an Evennia bridge event by ensuring all required fields exist with defaults. and expose it as a command.", "solution": "def normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0422"} {"problem": "Build an Evennia typeclass that find the shortest path between two Tower rooms by name using BFS. using dataclasses.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0423"} {"problem": "Design a Tower component to find all rooms on a specific floor of The Tower. with type hints.", "solution": "def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0424"} {"problem": "How would you create a room that broadcasts a message to all occupants when a player enters or leaves. that persists to JSON.", "solution": "# Generated variation 425\nclass BroadcastingRoom(DefaultRoom):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0425"} {"problem": "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):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0426"} {"problem": "For The Tower architecture, write code to create a Tower floor dataclass that groups rooms by theme. that broadcasts to all occupants.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0427"} {"problem": "Using Evennia's API, manage multiple user sessions in a thread-safe session manager. supporting async callbacks.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0428"} {"problem": "Construct a spatial-memory system that create a Tower floor dataclass that groups rooms by theme. with logging.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0429"} {"problem": "Write Python code to parse room output text from Evennia into structured data (description, exits, contents). including error handling.", "solution": "# Generated variation 430\ndef parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0430"} {"problem": "Implement a function that create a room that broadcasts a message to all occupants when a player enters or leaves. with full docstrings.", "solution": "class BroadcastingRoom(DefaultRoom):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0431"} {"problem": "Create a class which evennia event dict when a player moves from one room to another. and expose it as a command.", "solution": "def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0432"} {"problem": "Build an Evennia typeclass that evennia event dict when a player joins the game, including account and character names. using dataclasses.", "solution": "def player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0433"} {"problem": "Design a Tower component to create a Tower floor dataclass that groups rooms by theme. with type hints.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0434"} {"problem": "How would you strip ANSI escape codes from Evennia terminal output for clean log processing. that persists to JSON.", "solution": "# Generated variation 435\ndef strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0435"} {"problem": "In an Evennia MUD, how do you serialize a TowerMap to JSON for persistence or transmission. with lock checks.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0436"} {"problem": "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\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0437"} {"problem": "Using Evennia's API, evennia event dict when a player moves from one room to another. supporting async callbacks.", "solution": "def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0438"} {"problem": "Construct a spatial-memory system that evennia event dict when a player joins the game, including account and character names. with logging.", "solution": "def player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0439"} {"problem": "Write Python code to evennia event dict when a player moves from one room to another. including error handling.", "solution": "# Generated variation 440\ndef player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0440"} {"problem": "Implement a function that create a Tower floor dataclass that groups rooms by theme. with full docstrings.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0441"} {"problem": "Create a class which build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. and expose it as a command.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0442"} {"problem": "Build an Evennia typeclass that evennia command that records a new topic into the current room's Memory Palace index. using dataclasses.", "solution": "class CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0443"} {"problem": "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):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0444"} {"problem": "How would you evennia command that records a new topic into the current room's Memory Palace index. that persists to JSON.", "solution": "# Generated variation 445\nclass CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0445"} {"problem": "In an Evennia MUD, how do you find all rooms on a specific floor of The Tower. with lock checks.", "solution": "def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0446"} {"problem": "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):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0447"} {"problem": "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:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0448"} {"problem": "Construct a spatial-memory system that find the shortest path between two Tower rooms by name using BFS. with logging.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0449"} {"problem": "Write Python code to find the shortest path between two Tower rooms by name using BFS. including error handling.", "solution": "# Generated variation 450\nfrom collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0450"} {"problem": "Implement a function that parse a raw Evennia log line into a structured event dict, extracting timestamp and message. with full docstrings.", "solution": "def parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0451"} {"problem": "Create a class which create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. and expose it as a command.", "solution": "def room_snapshot(room_key: str, title: str, desc: str,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0452"} {"problem": "Build an Evennia typeclass that evennia command that records a new topic into the current room's Memory Palace index. using dataclasses.", "solution": "class CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0453"} {"problem": "Design a Tower component to evennia event dict when a player moves from one room to another. with type hints.", "solution": "def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0454"} {"problem": "How would you serialize a TowerMap to JSON for persistence or transmission. that persists to JSON.", "solution": "# Generated variation 455\ndef serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0455"} {"problem": "In an Evennia MUD, how do you serialize a TowerMap to JSON for persistence or transmission. with lock checks.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0456"} {"problem": "For The Tower architecture, write code to evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. that broadcasts to all occupants.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n results = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n results.append({\"room\": room, \"score\": score, \"topic\": query})\n results.sort(key=lambda x: x[\"score\"], reverse=True)\n return results[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0457"} {"problem": "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]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0458"} {"problem": "Construct a spatial-memory system that define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with logging.", "solution": "@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0459"} {"problem": "Write Python code to create a Tower floor dataclass that groups rooms by theme. including error handling.", "solution": "# Generated variation 460\n@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0460"} {"problem": "Implement a function that generate a command_executed event dict for tracking player actions in Evennia. with full docstrings.", "solution": "def command_executed(character: str, command: str, args: str = \"\", success: bool = True, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0461"} {"problem": "Create a class which create a Tower floor dataclass that groups rooms by theme. and expose it as a command.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0462"} {"problem": "Build an Evennia typeclass that evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. using dataclasses.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n results = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n results.append({\"room\": room, \"score\": score, \"topic\": query})\n results.sort(key=lambda x: x[\"score\"], reverse=True)\n return results[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0463"} {"problem": "Design a Tower component to find the shortest path between two Tower rooms by name using BFS. with type hints.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0464"} {"problem": "How would you create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. that persists to JSON.", "solution": "# Generated variation 465\ndef room_snapshot(room_key: str, title: str, desc: str,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0465"} {"problem": "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):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0466"} {"problem": "For The Tower architecture, write code to manage multiple user sessions in a thread-safe session manager. that broadcasts to all occupants.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0467"} {"problem": "Using Evennia's API, evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. supporting async callbacks.", "solution": "class MemPalaceRoom(DefaultRoom):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0468"} {"problem": "Construct a spatial-memory system that parse a raw Evennia log line into a structured event dict, extracting timestamp and message. with logging.", "solution": "def parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0469"} {"problem": "Write Python code to parse a raw Evennia log line into a structured event dict, extracting timestamp and message. including error handling.", "solution": "# Generated variation 470\ndef parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0470"} {"problem": "Implement a function that define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with full docstrings.", "solution": "@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0471"} {"problem": "Create a class which nPC that wanders between connected rooms on a timed interval. and expose it as a command.", "solution": "class WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0472"} {"problem": "Build an Evennia typeclass that nPC that wanders between connected rooms on a timed interval. using dataclasses.", "solution": "class WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0473"} {"problem": "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:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0474"} {"problem": "How would you generate a command_executed event dict for tracking player actions in Evennia. that persists to JSON.", "solution": "# Generated variation 475\ndef command_executed(character: str, command: str, args: str = \"\", success: bool = True, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0475"} {"problem": "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:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0476"} {"problem": "For The Tower architecture, write code to serialize a TowerMap to JSON for persistence or transmission. that broadcasts to all occupants.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0477"} {"problem": "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\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0478"} {"problem": "Construct a spatial-memory system that create a Tower floor dataclass that groups rooms by theme. with logging.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0479"} {"problem": "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 480\ndef parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0480"} {"problem": "Implement a function that evennia command that lets players move between rooms by name instead of using exits. with full docstrings.", "solution": "class CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0481"} {"problem": "Create a class which create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. and expose it as a command.", "solution": "def room_snapshot(room_key: str, title: str, desc: str,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0482"} {"problem": "Build an Evennia typeclass that find the shortest path between two Tower rooms by name using BFS. using dataclasses.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0483"} {"problem": "Design a Tower component to create a room that broadcasts a message to all occupants when a player enters or leaves. with type hints.", "solution": "class BroadcastingRoom(DefaultRoom):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0484"} {"problem": "How would you serialize a TowerMap to JSON for persistence or transmission. that persists to JSON.", "solution": "# Generated variation 485\ndef serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0485"} {"problem": "In an Evennia MUD, how do you track a user session in a multi-user bridge with join time and active status. with lock checks.", "solution": "class UserSession:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0486"} {"problem": "For The Tower architecture, write code to track a user session in a multi-user bridge with join time and active status. that broadcasts to all occupants.", "solution": "class UserSession:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0487"} {"problem": "Using Evennia's API, find all rooms on a specific floor of The Tower. supporting async callbacks.", "solution": "def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0488"} {"problem": "Construct a spatial-memory system that track a user session in a multi-user bridge with join time and active status. with logging.", "solution": "class UserSession:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0489"} {"problem": "Write Python code to evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. including error handling.", "solution": "# Generated variation 490\nclass CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n results = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n results.append({\"room\": room, \"score\": score, \"topic\": query})\n results.sort(key=lambda x: x[\"score\"], reverse=True)\n return results[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0490"} {"problem": "Implement a function that track a user session in a multi-user bridge with join time and active status. with full docstrings.", "solution": "class UserSession:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0491"} {"problem": "Create a class which track a user session in a multi-user bridge with join time and active status. and expose it as a command.", "solution": "class UserSession:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0492"} {"problem": "Build an Evennia typeclass that serialize a TowerMap to JSON for persistence or transmission. using dataclasses.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0493"} {"problem": "Design a Tower component to evennia NPC that answers questions by searching a memory palace index. with type hints.", "solution": "class StewardNPC(DefaultCharacter):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0494"} {"problem": "How would you manage multiple user sessions in a thread-safe session manager. that persists to JSON.", "solution": "# Generated variation 495\nclass SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0495"} {"problem": "In an Evennia MUD, how do you serialize a TowerMap to JSON for persistence or transmission. with lock checks.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0496"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0497"} {"problem": "Using Evennia's API, evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. supporting async callbacks.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n outputs = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n outputs.append({\"room\": room, \"score\": score, \"topic\": query})\n outputs.sort(key=lambda x: x[\"score\"], reverse=True)\n return outputs[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0498"} {"problem": "Construct a spatial-memory system that nPC that wanders between connected rooms on a timed interval. with logging.", "solution": "class WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0499"} {"problem": "Write Python code to evennia NPC that answers questions by searching a memory palace index. including error handling.", "solution": "# Generated variation 500\nclass StewardNPC(DefaultCharacter):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0500"} {"problem": "Implement a function that define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with full docstrings.", "solution": "@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0501"} {"problem": "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):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n results = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n results.append({\"room\": room, \"score\": score, \"topic\": query})\n results.sort(key=lambda x: x[\"score\"], reverse=True)\n return results[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0502"} {"problem": "Build an Evennia typeclass that evennia command that records a new topic into the current room's Memory Palace index. using dataclasses.", "solution": "class CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0503"} {"problem": "Design a Tower component to find the shortest path between two Tower rooms by name using BFS. with type hints.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0504"} {"problem": "How would you parse room output text from Evennia into structured data (description, exits, contents). that persists to JSON.", "solution": "# Generated variation 505\ndef parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0505"} {"problem": "In an Evennia MUD, how do you manage multiple user sessions in a thread-safe session manager. with lock checks.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0506"} {"problem": "For The Tower architecture, write code to create a Tower floor dataclass that groups rooms by theme. that broadcasts to all occupants.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0507"} {"problem": "Using Evennia's API, manage multiple user sessions in a thread-safe session manager. supporting async callbacks.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0508"} {"problem": "Construct a spatial-memory system that find the shortest path between two Tower rooms by name using BFS. with logging.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0509"} {"problem": "Write Python code to build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. including error handling.", "solution": "# Generated variation 510\n@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0510"} {"problem": "Implement a function that evennia event dict when a player joins the game, including account and character names. with full docstrings.", "solution": "def player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0511"} {"problem": "Create a class which evennia event dict when a player joins the game, including account and character names. and expose it as a command.", "solution": "def player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0512"} {"problem": "Build an Evennia typeclass that nPC that wanders between connected rooms on a timed interval. using dataclasses.", "solution": "class WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0513"} {"problem": "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]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0514"} {"problem": "How would you create a Tower floor dataclass that groups rooms by theme. that persists to JSON.", "solution": "# Generated variation 515\n@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0515"} {"problem": "In an Evennia MUD, how do you generate a command_executed event dict for tracking player actions in Evennia. with lock checks.", "solution": "def command_executed(character: str, command: str, args: str = \"\", success: bool = True, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0516"} {"problem": "For The Tower architecture, write code to evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. that broadcasts to all occupants.", "solution": "class MemPalaceRoom(DefaultRoom):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0517"} {"problem": "Using Evennia's API, manage multiple user sessions in a thread-safe session manager. supporting async callbacks.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0518"} {"problem": "Construct a spatial-memory system that manage multiple user sessions in a thread-safe session manager. with logging.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0519"} {"problem": "Write Python code to generate a command_executed event dict for tracking player actions in Evennia. including error handling.", "solution": "# Generated variation 520\ndef command_executed(character: str, command: str, args: str = \"\", success: bool = True, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0520"} {"problem": "Implement a function that evennia command that records a new topic into the current room's Memory Palace index. with full docstrings.", "solution": "class CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0521"} {"problem": "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:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0522"} {"problem": "Build an Evennia typeclass that serialize a TowerMap to JSON for persistence or transmission. using dataclasses.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0523"} {"problem": "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:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0524"} {"problem": "How would you parse a raw Evennia log line into a structured event dict, extracting timestamp and message. that persists to JSON.", "solution": "# Generated variation 525\ndef parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0525"} {"problem": "In an Evennia MUD, how do you evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. with lock checks.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n results = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n results.append({\"room\": room, \"score\": score, \"topic\": query})\n results.sort(key=lambda x: x[\"score\"], reverse=True)\n return results[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0526"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0527"} {"problem": "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]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0528"} {"problem": "Construct a spatial-memory system that evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. with logging.", "solution": "class MemPalaceRoom(DefaultRoom):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0529"} {"problem": "Write Python code to nPC that wanders between connected rooms on a timed interval. including error handling.", "solution": "# Generated variation 530\nclass WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0530"} {"problem": "Implement a function that evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. with full docstrings.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n records = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n records.append({\"room\": room, \"score\": score, \"topic\": query})\n records.sort(key=lambda x: x[\"score\"], reverse=True)\n return records[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0531"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0532"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0533"} {"problem": "Design a Tower component to manage multiple user sessions in a thread-safe session manager. with type hints.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0534"} {"problem": "How would you strip ANSI escape codes from Evennia terminal output for clean log processing. that persists to JSON.", "solution": "# Generated variation 535\ndef strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0535"} {"problem": "In an Evennia MUD, how do you create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. with lock checks.", "solution": "def room_snapshot(room_key: str, title: str, desc: str,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0536"} {"problem": "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\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0537"} {"problem": "Using Evennia's API, evennia command that lets players move between rooms by name instead of using exits. supporting async callbacks.", "solution": "class CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0538"} {"problem": "Construct a spatial-memory system that build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. with logging.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0539"} {"problem": "Write Python code to define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. including error handling.", "solution": "# Generated variation 540\n@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0540"} {"problem": "Implement a function that nPC with a mood state machine that affects its dialogue responses. with full docstrings.", "solution": "class MoodyNPC(DefaultCharacter):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0541"} {"problem": "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):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0542"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0543"} {"problem": "Design a Tower component to find all rooms on a specific floor of The Tower. with type hints.", "solution": "def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0544"} {"problem": "How would you track a user session in a multi-user bridge with join time and active status. that persists to JSON.", "solution": "# Generated variation 545\nclass UserSession:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0545"} {"problem": "In an Evennia MUD, how do you manage multiple user sessions in a thread-safe session manager. with lock checks.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0546"} {"problem": "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\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0547"} {"problem": "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,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0548"} {"problem": "Construct a spatial-memory system that create a room that broadcasts a message to all occupants when a player enters or leaves. with logging.", "solution": "class BroadcastingRoom(DefaultRoom):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0549"} {"problem": "Write Python code to build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. including error handling.", "solution": "# Generated variation 550\n@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0550"} {"problem": "Implement a function that build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. with full docstrings.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0551"} {"problem": "Create a class which strip ANSI escape codes from Evennia terminal output for clean log processing. and expose it as a command.", "solution": "def strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0552"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0553"} {"problem": "Design a Tower component to evennia command that lets players move between rooms by name instead of using exits. with type hints.", "solution": "class CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0554"} {"problem": "How would you evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. that persists to JSON.", "solution": "# Generated variation 555\nclass MemPalaceRoom(DefaultRoom):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0555"} {"problem": "In an Evennia MUD, how do you find the shortest path between two Tower rooms by name using BFS. with lock checks.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0556"} {"problem": "For The Tower architecture, write code to evennia event dict when a player joins the game, including account and character names. that broadcasts to all occupants.", "solution": "def player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0557"} {"problem": "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\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0558"} {"problem": "Construct a spatial-memory system that find all rooms on a specific floor of The Tower. with logging.", "solution": "def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0559"} {"problem": "Write Python code to evennia command that lets players move between rooms by name instead of using exits. including error handling.", "solution": "# Generated variation 560\nclass CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0560"} {"problem": "Implement a function that create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. with full docstrings.", "solution": "def room_snapshot(room_key: str, title: str, desc: str,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0561"} {"problem": "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):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n results = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n results.append({\"room\": room, \"score\": score, \"topic\": query})\n results.sort(key=lambda x: x[\"score\"], reverse=True)\n return results[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0562"} {"problem": "Build an Evennia typeclass that serialize a TowerMap to JSON for persistence or transmission. using dataclasses.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0563"} {"problem": "Design a Tower component to evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. with type hints.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n entrys = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n entrys.append({\"room\": room, \"score\": score, \"topic\": query})\n entrys.sort(key=lambda x: x[\"score\"], reverse=True)\n return entrys[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0564"} {"problem": "How would you build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. that persists to JSON.", "solution": "# Generated variation 565\n@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0565"} {"problem": "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:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0566"} {"problem": "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):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0567"} {"problem": "Using Evennia's API, create a Tower floor dataclass that groups rooms by theme. supporting async callbacks.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0568"} {"problem": "Construct a spatial-memory system that evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. with logging.", "solution": "class MemPalaceRoom(DefaultRoom):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0569"} {"problem": "Write Python code to evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. including error handling.", "solution": "# Generated variation 570\nclass MemPalaceRoom(DefaultRoom):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0570"} {"problem": "Implement a function that create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. with full docstrings.", "solution": "def room_snapshot(room_key: str, title: str, desc: str,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0571"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0572"} {"problem": "Build an Evennia typeclass that serialize a TowerMap to JSON for persistence or transmission. using dataclasses.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0573"} {"problem": "Design a Tower component to build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. with type hints.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0574"} {"problem": "How would you evennia command that lets players move between rooms by name instead of using exits. that persists to JSON.", "solution": "# Generated variation 575\nclass CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0575"} {"problem": "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):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0576"} {"problem": "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\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0577"} {"problem": "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:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0578"} {"problem": "Construct a spatial-memory system that create a Tower floor dataclass that groups rooms by theme. with logging.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0579"} {"problem": "Write Python code to strip ANSI escape codes from Evennia terminal output for clean log processing. including error handling.", "solution": "# Generated variation 580\ndef strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0580"} {"problem": "Implement a function that define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with full docstrings.", "solution": "@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0581"} {"problem": "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):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0582"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0583"} {"problem": "Design a Tower component to normalize an Evennia bridge event by ensuring all required fields exist with defaults. with type hints.", "solution": "def normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0584"} {"problem": "How would you evennia NPC that answers questions by searching a memory palace index. that persists to JSON.", "solution": "# Generated variation 585\nclass StewardNPC(DefaultCharacter):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0585"} {"problem": "In an Evennia MUD, how do you serialize a TowerMap to JSON for persistence or transmission. with lock checks.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0586"} {"problem": "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\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0587"} {"problem": "Using Evennia's API, nPC with a mood state machine that affects its dialogue responses. supporting async callbacks.", "solution": "class MoodyNPC(DefaultCharacter):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0588"} {"problem": "Construct a spatial-memory system that find the shortest path between two Tower rooms by name using BFS. with logging.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0589"} {"problem": "Write Python code to manage multiple user sessions in a thread-safe session manager. including error handling.", "solution": "# Generated variation 590\nclass SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0590"} {"problem": "Implement a function that evennia command that lets players move between rooms by name instead of using exits. with full docstrings.", "solution": "class CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0591"} {"problem": "Create a class which evennia event dict when a player joins the game, including account and character names. and expose it as a command.", "solution": "def player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0592"} {"problem": "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:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0593"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0594"} {"problem": "How would you create a Tower floor dataclass that groups rooms by theme. that persists to JSON.", "solution": "# Generated variation 595\n@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0595"} {"problem": "In an Evennia MUD, how do you create a Tower floor dataclass that groups rooms by theme. with lock checks.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0596"} {"problem": "For The Tower architecture, write code to serialize a TowerMap to JSON for persistence or transmission. that broadcasts to all occupants.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0597"} {"problem": "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:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0598"} {"problem": "Construct a spatial-memory system that evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. with logging.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n results = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n results.append({\"room\": room, \"score\": score, \"topic\": query})\n results.sort(key=lambda x: x[\"score\"], reverse=True)\n return results[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0599"} {"problem": "Write Python code to serialize a TowerMap to JSON for persistence or transmission. including error handling.", "solution": "# Generated variation 600\ndef serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0600"} {"problem": "Implement a function that evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. with full docstrings.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n results = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n results.append({\"room\": room, \"score\": score, \"topic\": query})\n results.sort(key=lambda x: x[\"score\"], reverse=True)\n return results[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0601"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0602"} {"problem": "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:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0603"} {"problem": "Design a Tower component to define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with type hints.", "solution": "@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0604"} {"problem": "How would you normalize an Evennia bridge event by ensuring all required fields exist with defaults. that persists to JSON.", "solution": "# Generated variation 605\ndef normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0605"} {"problem": "In an Evennia MUD, how do you manage multiple user sessions in a thread-safe session manager. with lock checks.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0606"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0607"} {"problem": "Using Evennia's API, nPC that wanders between connected rooms on a timed interval. supporting async callbacks.", "solution": "class WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0608"} {"problem": "Construct a spatial-memory system that nPC with a mood state machine that affects its dialogue responses. with logging.", "solution": "class MoodyNPC(DefaultCharacter):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0609"} {"problem": "Write Python code to generate a command_executed event dict for tracking player actions in Evennia. including error handling.", "solution": "# Generated variation 610\ndef command_executed(character: str, command: str, args: str = \"\", success: bool = True, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0610"} {"problem": "Implement a function that evennia command that lets players move between rooms by name instead of using exits. with full docstrings.", "solution": "class CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0611"} {"problem": "Create a class which find the shortest path between two Tower rooms by name using BFS. and expose it as a command.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0612"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0613"} {"problem": "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:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0614"} {"problem": "How would you evennia command that records a new topic into the current room's Memory Palace index. that persists to JSON.", "solution": "# Generated variation 615\nclass CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0615"} {"problem": "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:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0616"} {"problem": "For The Tower architecture, write code to normalize an Evennia bridge event by ensuring all required fields exist with defaults. that broadcasts to all occupants.", "solution": "def normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0617"} {"problem": "Using Evennia's API, evennia NPC that answers questions by searching a memory palace index. supporting async callbacks.", "solution": "class StewardNPC(DefaultCharacter):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0618"} {"problem": "Construct a spatial-memory system that define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with logging.", "solution": "@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0619"} {"problem": "Write Python code to generate a command_executed event dict for tracking player actions in Evennia. including error handling.", "solution": "# Generated variation 620\ndef command_executed(character: str, command: str, args: str = \"\", success: bool = True, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0620"} {"problem": "Implement a function that evennia room that tracks dynamic state (light level, temperature) and updates its description based on that state. with full docstrings.", "solution": "class DynamicRoom(DefaultRoom):\n \"\"\"A room whose description changes with environmental state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.light_level = 100 # 0-100\n self.db.temperature = 20 # celsius\n self.db.base_desc = \"A plain chamber.\"\n\n def return_appearance(self, looker, **kwargs):\n desc = self.db.base_desc\n light = self.db.light_level\n if light < 20:\n desc += \" It is nearly pitch black.\"\n elif light < 50:\n desc += \" Shadows dance in the dim light.\"\n else:\n desc += \" The room is well lit.\"\n temp = self.db.temperature\n if temp > 30:\n desc += \" Heat shimmers in the air.\"\n elif temp < 10:\n desc += \" Frost coats the walls.\"\n return desc + \"\n\" + super().return_appearance(looker, **kwargs).split(\"\n\", 1)[-1]", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0621"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0622"} {"problem": "Build an Evennia typeclass that strip ANSI escape codes from Evennia terminal output for clean log processing. using dataclasses.", "solution": "def strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0623"} {"problem": "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:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0624"} {"problem": "How would you evennia event dict when a player joins the game, including account and character names. that persists to JSON.", "solution": "# Generated variation 625\ndef player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0625"} {"problem": "In an Evennia MUD, how do you nPC that wanders between connected rooms on a timed interval. with lock checks.", "solution": "class WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0626"} {"problem": "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):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0627"} {"problem": "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\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0628"} {"problem": "Construct a spatial-memory system that manage multiple user sessions in a thread-safe session manager. with logging.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0629"} {"problem": "Write Python code to find the shortest path between two Tower rooms by name using BFS. including error handling.", "solution": "# Generated variation 630\nfrom collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0630"} {"problem": "Implement a function that serialize a TowerMap to JSON for persistence or transmission. with full docstrings.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0631"} {"problem": "Create a class which manage multiple user sessions in a thread-safe session manager. and expose it as a command.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0632"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0633"} {"problem": "Design a Tower component to parse room output text from Evennia into structured data (description, exits, contents). with type hints.", "solution": "def parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0634"} {"problem": "How would you parse room output text from Evennia into structured data (description, exits, contents). that persists to JSON.", "solution": "# Generated variation 635\ndef parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0635"} {"problem": "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\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0636"} {"problem": "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):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0637"} {"problem": "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\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0638"} {"problem": "Construct a spatial-memory system that parse room output text from Evennia into structured data (description, exits, contents). with logging.", "solution": "def parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n entity = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n entity[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n entity[\"description\"] += line + \" \"\n elif section == \"exits\":\n entity[\"exits\"].append(line)\n elif section == \"contents\":\n entity[\"contents\"].append(line)\n return entity", "imports": "", "domain": "MUD world", "id": "evennia-tower-0639"} {"problem": "Write Python code to evennia event dict when a player moves from one room to another. including error handling.", "solution": "# Generated variation 640\ndef player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0640"} {"problem": "Implement a function that evennia event dict when a player joins the game, including account and character names. with full docstrings.", "solution": "def player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0641"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0642"} {"problem": "Build an Evennia typeclass that evennia command that records a new topic into the current room's Memory Palace index. using dataclasses.", "solution": "class CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0643"} {"problem": "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:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0644"} {"problem": "How would you create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. that persists to JSON.", "solution": "# Generated variation 645\ndef room_snapshot(room_key: str, title: str, desc: str,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0645"} {"problem": "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):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0646"} {"problem": "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\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0647"} {"problem": "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]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0648"} {"problem": "Construct a spatial-memory system that manage multiple user sessions in a thread-safe session manager. with logging.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0649"} {"problem": "Write Python code to define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. including error handling.", "solution": "# Generated variation 650\n@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0650"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n record = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n record[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n record[\"description\"] += line + \" \"\n elif section == \"exits\":\n record[\"exits\"].append(line)\n elif section == \"contents\":\n record[\"contents\"].append(line)\n return record", "imports": "", "domain": "MUD world", "id": "evennia-tower-0651"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0652"} {"problem": "Build an Evennia typeclass that evennia command that records a new topic into the current room's Memory Palace index. using dataclasses.", "solution": "class CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0653"} {"problem": "Design a Tower component to evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. with type hints.", "solution": "class MemPalaceRoom(DefaultRoom):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0654"} {"problem": "How would you parse a raw Evennia log line into a structured event dict, extracting timestamp and message. that persists to JSON.", "solution": "# Generated variation 655\ndef parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0655"} {"problem": "In an Evennia MUD, how do you normalize an Evennia bridge event by ensuring all required fields exist with defaults. with lock checks.", "solution": "def normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0656"} {"problem": "For The Tower architecture, write code to evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. that broadcasts to all occupants.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n results = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n results.append({\"room\": room, \"score\": score, \"topic\": query})\n results.sort(key=lambda x: x[\"score\"], reverse=True)\n return results[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0657"} {"problem": "Using Evennia's API, evennia command that lets players move between rooms by name instead of using exits. supporting async callbacks.", "solution": "class CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0658"} {"problem": "Construct a spatial-memory system that generate a command_executed event dict for tracking player actions in Evennia. with logging.", "solution": "def command_executed(character: str, command: str, args: str = \"\", success: bool = True, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0659"} {"problem": "Write Python code to evennia event dict when a player joins the game, including account and character names. including error handling.", "solution": "# Generated variation 660\ndef player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0660"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0661"} {"problem": "Create a class which build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. and expose it as a command.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0662"} {"problem": "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):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0663"} {"problem": "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):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0664"} {"problem": "How would you find the shortest path between two Tower rooms by name using BFS. that persists to JSON.", "solution": "# Generated variation 665\nfrom collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0665"} {"problem": "In an Evennia MUD, how do you find the shortest path between two Tower rooms by name using BFS. with lock checks.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0666"} {"problem": "For The Tower architecture, write code to evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. that broadcasts to all occupants.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n results = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n results.append({\"room\": room, \"score\": score, \"topic\": query})\n results.sort(key=lambda x: x[\"score\"], reverse=True)\n return results[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0667"} {"problem": "Using Evennia's API, manage multiple user sessions in a thread-safe session manager. supporting async callbacks.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0668"} {"problem": "Construct a spatial-memory system that strip ANSI escape codes from Evennia terminal output for clean log processing. with logging.", "solution": "def strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0669"} {"problem": "Write Python code to manage multiple user sessions in a thread-safe session manager. including error handling.", "solution": "# Generated variation 670\nclass SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0670"} {"problem": "Implement a function that evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. with full docstrings.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n results = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n results.append({\"room\": room, \"score\": score, \"topic\": query})\n results.sort(key=lambda x: x[\"score\"], reverse=True)\n return results[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0671"} {"problem": "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):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0672"} {"problem": "Build an Evennia typeclass that evennia event dict when a player moves from one room to another. using dataclasses.", "solution": "def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0673"} {"problem": "Design a Tower component to create a Tower floor dataclass that groups rooms by theme. with type hints.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0674"} {"problem": "How would you normalize an Evennia bridge event by ensuring all required fields exist with defaults. that persists to JSON.", "solution": "# Generated variation 675\ndef normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0675"} {"problem": "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):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0676"} {"problem": "For The Tower architecture, write code to evennia event dict when a player joins the game, including account and character names. that broadcasts to all occupants.", "solution": "def player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0677"} {"problem": "Using Evennia's API, create a room that broadcasts a message to all occupants when a player enters or leaves. supporting async callbacks.", "solution": "class BroadcastingRoom(DefaultRoom):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0678"} {"problem": "Construct a spatial-memory system that create a Tower floor dataclass that groups rooms by theme. with logging.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0679"} {"problem": "Write Python code to build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. including error handling.", "solution": "# Generated variation 680\n@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0680"} {"problem": "Implement a function that track a user session in a multi-user bridge with join time and active status. with full docstrings.", "solution": "class UserSession:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0681"} {"problem": "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):\n \"\"\"A room whose description changes with environmental state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.light_level = 100 # 0-100\n self.db.temperature = 20 # celsius\n self.db.base_desc = \"A plain chamber.\"\n\n def return_appearance(self, looker, **kwargs):\n desc = self.db.base_desc\n light = self.db.light_level\n if light < 20:\n desc += \" It is nearly pitch black.\"\n elif light < 50:\n desc += \" Shadows dance in the dim light.\"\n else:\n desc += \" The room is well lit.\"\n temp = self.db.temperature\n if temp > 30:\n desc += \" Heat shimmers in the air.\"\n elif temp < 10:\n desc += \" Frost coats the walls.\"\n return desc + \"\n\" + super().return_appearance(looker, **kwargs).split(\"\n\", 1)[-1]", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0682"} {"problem": "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,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0683"} {"problem": "Design a Tower component to evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. with type hints.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n entrys = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n entrys.append({\"room\": room, \"score\": score, \"topic\": query})\n entrys.sort(key=lambda x: x[\"score\"], reverse=True)\n return entrys[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0684"} {"problem": "How would you manage multiple user sessions in a thread-safe session manager. that persists to JSON.", "solution": "# Generated variation 685\nclass SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0685"} {"problem": "In an Evennia MUD, how do you parse room output text from Evennia into structured data (description, exits, contents). with lock checks.", "solution": "def parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0686"} {"problem": "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):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0687"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0688"} {"problem": "Construct a spatial-memory system that find all rooms on a specific floor of The Tower. with logging.", "solution": "def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0689"} {"problem": "Write Python code to strip ANSI escape codes from Evennia terminal output for clean log processing. including error handling.", "solution": "# Generated variation 690\ndef strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0690"} {"problem": "Implement a function that create a Tower floor dataclass that groups rooms by theme. with full docstrings.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0691"} {"problem": "Create a class which strip ANSI escape codes from Evennia terminal output for clean log processing. and expose it as a command.", "solution": "def strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0692"} {"problem": "Build an Evennia typeclass that strip ANSI escape codes from Evennia terminal output for clean log processing. using dataclasses.", "solution": "def strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0693"} {"problem": "Design a Tower component to find all rooms on a specific floor of The Tower. with type hints.", "solution": "def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0694"} {"problem": "How would you evennia command that lets players move between rooms by name instead of using exits. that persists to JSON.", "solution": "# Generated variation 695\nclass CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0695"} {"problem": "In an Evennia MUD, how do you parse a raw Evennia log line into a structured event dict, extracting timestamp and message. with lock checks.", "solution": "def parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0696"} {"problem": "For The Tower architecture, write code to track a user session in a multi-user bridge with join time and active status. that broadcasts to all occupants.", "solution": "class UserSession:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0697"} {"problem": "Using Evennia's API, parse a raw Evennia log line into a structured event dict, extracting timestamp and message. supporting async callbacks.", "solution": "def parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0698"} {"problem": "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,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0699"} {"problem": "Write Python code to define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. including error handling.", "solution": "# Generated variation 700\n@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0700"} {"problem": "Implement a function that parse a raw Evennia log line into a structured event dict, extracting timestamp and message. with full docstrings.", "solution": "def parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0701"} {"problem": "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):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0702"} {"problem": "Build an Evennia typeclass that evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. using dataclasses.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n results = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n results.append({\"room\": room, \"score\": score, \"topic\": query})\n results.sort(key=lambda x: x[\"score\"], reverse=True)\n return results[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0703"} {"problem": "Design a Tower component to nPC with a mood state machine that affects its dialogue responses. with type hints.", "solution": "class MoodyNPC(DefaultCharacter):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0704"} {"problem": "How would you manage multiple user sessions in a thread-safe session manager. that persists to JSON.", "solution": "# Generated variation 705\nclass SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0705"} {"problem": "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):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0706"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0707"} {"problem": "Using Evennia's API, manage multiple user sessions in a thread-safe session manager. supporting async callbacks.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0708"} {"problem": "Construct a spatial-memory system that evennia command that records a new topic into the current room's Memory Palace index. with logging.", "solution": "class CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0709"} {"problem": "Write Python code to serialize a TowerMap to JSON for persistence or transmission. including error handling.", "solution": "# Generated variation 710\ndef serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0710"} {"problem": "Implement a function that build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. with full docstrings.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0711"} {"problem": "Create a class which evennia event dict when a player moves from one room to another. and expose it as a command.", "solution": "def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0712"} {"problem": "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:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0713"} {"problem": "Design a Tower component to manage multiple user sessions in a thread-safe session manager. with type hints.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0714"} {"problem": "How would you evennia command that lets players move between rooms by name instead of using exits. that persists to JSON.", "solution": "# Generated variation 715\nclass CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0715"} {"problem": "In an Evennia MUD, how do you serialize a TowerMap to JSON for persistence or transmission. with lock checks.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0716"} {"problem": "For The Tower architecture, write code to evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. that broadcasts to all occupants.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n items = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n items.append({\"room\": room, \"score\": score, \"topic\": query})\n items.sort(key=lambda x: x[\"score\"], reverse=True)\n return items[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0717"} {"problem": "Using Evennia's API, create a Tower floor dataclass that groups rooms by theme. supporting async callbacks.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0718"} {"problem": "Construct a spatial-memory system that parse a raw Evennia log line into a structured event dict, extracting timestamp and message. with logging.", "solution": "def parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0719"} {"problem": "Write Python code to evennia event dict when a player moves from one room to another. including error handling.", "solution": "# Generated variation 720\ndef player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0720"} {"problem": "Implement a function that build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. with full docstrings.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0721"} {"problem": "Create a class which create a Tower floor dataclass that groups rooms by theme. and expose it as a command.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0722"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0723"} {"problem": "Design a Tower component to normalize an Evennia bridge event by ensuring all required fields exist with defaults. with type hints.", "solution": "def normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0724"} {"problem": "How would you evennia command that records a new topic into the current room's Memory Palace index. that persists to JSON.", "solution": "# Generated variation 725\nclass CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0725"} {"problem": "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\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0726"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0727"} {"problem": "Using Evennia's API, evennia command that records a new topic into the current room's Memory Palace index. supporting async callbacks.", "solution": "class CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0728"} {"problem": "Construct a spatial-memory system that evennia command that records a new topic into the current room's Memory Palace index. with logging.", "solution": "class CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0729"} {"problem": "Write Python code to normalize an Evennia bridge event by ensuring all required fields exist with defaults. including error handling.", "solution": "# Generated variation 730\ndef normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0730"} {"problem": "Implement a function that find the shortest path between two Tower rooms by name using BFS. with full docstrings.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0731"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0732"} {"problem": "Build an Evennia typeclass that manage multiple user sessions in a thread-safe session manager. using dataclasses.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0733"} {"problem": "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:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0734"} {"problem": "How would you evennia event dict when a player joins the game, including account and character names. that persists to JSON.", "solution": "# Generated variation 735\ndef player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0735"} {"problem": "In an Evennia MUD, how do you create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. with lock checks.", "solution": "def room_snapshot(room_key: str, title: str, desc: str,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0736"} {"problem": "For The Tower architecture, write code to parse a raw Evennia log line into a structured event dict, extracting timestamp and message. that broadcasts to all occupants.", "solution": "def parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0737"} {"problem": "Using Evennia's API, nPC that wanders between connected rooms on a timed interval. supporting async callbacks.", "solution": "class WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0738"} {"problem": "Construct a spatial-memory system that build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. with logging.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0739"} {"problem": "Write Python code to define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. including error handling.", "solution": "# Generated variation 740\n@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0740"} {"problem": "Implement a function that evennia room that tracks dynamic state (light level, temperature) and updates its description based on that state. with full docstrings.", "solution": "class DynamicRoom(DefaultRoom):\n \"\"\"A room whose description changes with environmental state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.light_level = 100 # 0-100\n self.db.temperature = 20 # celsius\n self.db.base_desc = \"A plain chamber.\"\n\n def return_appearance(self, looker, **kwargs):\n desc = self.db.base_desc\n light = self.db.light_level\n if light < 20:\n desc += \" It is nearly pitch black.\"\n elif light < 50:\n desc += \" Shadows dance in the dim light.\"\n else:\n desc += \" The room is well lit.\"\n temp = self.db.temperature\n if temp > 30:\n desc += \" Heat shimmers in the air.\"\n elif temp < 10:\n desc += \" Frost coats the walls.\"\n return desc + \"\n\" + super().return_appearance(looker, **kwargs).split(\"\n\", 1)[-1]", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0741"} {"problem": "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:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0742"} {"problem": "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):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0743"} {"problem": "Design a Tower component to parse room output text from Evennia into structured data (description, exits, contents). with type hints.", "solution": "def parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n data = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n data[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n data[\"description\"] += line + \" \"\n elif section == \"exits\":\n data[\"exits\"].append(line)\n elif section == \"contents\":\n data[\"contents\"].append(line)\n return data", "imports": "", "domain": "MUD world", "id": "evennia-tower-0744"} {"problem": "How would you evennia event dict when a player moves from one room to another. that persists to JSON.", "solution": "# Generated variation 745\ndef player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0745"} {"problem": "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:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0746"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0747"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0748"} {"problem": "Construct a spatial-memory system that define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with logging.", "solution": "@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0749"} {"problem": "Write Python code to evennia event dict when a player joins the game, including account and character names. including error handling.", "solution": "# Generated variation 750\ndef player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0750"} {"problem": "Implement a function that create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. with full docstrings.", "solution": "def room_snapshot(room_key: str, title: str, desc: str,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0751"} {"problem": "Create a class which evennia command that lets players move between rooms by name instead of using exits. and expose it as a command.", "solution": "class CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0752"} {"problem": "Build an Evennia typeclass that strip ANSI escape codes from Evennia terminal output for clean log processing. using dataclasses.", "solution": "def strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0753"} {"problem": "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,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0754"} {"problem": "How would you parse room output text from Evennia into structured data (description, exits, contents). that persists to JSON.", "solution": "# Generated variation 755\ndef parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0755"} {"problem": "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:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0756"} {"problem": "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\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0757"} {"problem": "Using Evennia's API, nPC that wanders between connected rooms on a timed interval. supporting async callbacks.", "solution": "class WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0758"} {"problem": "Construct a spatial-memory system that generate a command_executed event dict for tracking player actions in Evennia. with logging.", "solution": "def command_executed(character: str, command: str, args: str = \"\", success: bool = True, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0759"} {"problem": "Write Python code to parse a raw Evennia log line into a structured event dict, extracting timestamp and message. including error handling.", "solution": "# Generated variation 760\ndef parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0760"} {"problem": "Implement a function that evennia command that lets players move between rooms by name instead of using exits. with full docstrings.", "solution": "class CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0761"} {"problem": "Create a class which evennia event dict when a player moves from one room to another. and expose it as a command.", "solution": "def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0762"} {"problem": "Build an Evennia typeclass that evennia command that records a new topic into the current room's Memory Palace index. using dataclasses.", "solution": "class CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0763"} {"problem": "Design a Tower component to serialize a TowerMap to JSON for persistence or transmission. with type hints.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0764"} {"problem": "How would you evennia command that records a new topic into the current room's Memory Palace index. that persists to JSON.", "solution": "# Generated variation 765\nclass CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0765"} {"problem": "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\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0766"} {"problem": "For The Tower architecture, write code to create a Tower floor dataclass that groups rooms by theme. that broadcasts to all occupants.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0767"} {"problem": "Using Evennia's API, evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. supporting async callbacks.", "solution": "class MemPalaceRoom(DefaultRoom):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0768"} {"problem": "Construct a spatial-memory system that find all rooms on a specific floor of The Tower. with logging.", "solution": "def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0769"} {"problem": "Write Python code to find all rooms on a specific floor of The Tower. including error handling.", "solution": "# Generated variation 770\ndef rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0770"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0771"} {"problem": "Create a class which parse room output text from Evennia into structured data (description, exits, contents). and expose it as a command.", "solution": "def parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0772"} {"problem": "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,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0773"} {"problem": "Design a Tower component to parse room output text from Evennia into structured data (description, exits, contents). with type hints.", "solution": "def parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n node = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n node[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n node[\"description\"] += line + \" \"\n elif section == \"exits\":\n node[\"exits\"].append(line)\n elif section == \"contents\":\n node[\"contents\"].append(line)\n return node", "imports": "", "domain": "MUD world", "id": "evennia-tower-0774"} {"problem": "How would you find all rooms on a specific floor of The Tower. that persists to JSON.", "solution": "# Generated variation 775\ndef rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0775"} {"problem": "In an Evennia MUD, how do you find all rooms on a specific floor of The Tower. with lock checks.", "solution": "def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0776"} {"problem": "For The Tower architecture, write code to create a Tower floor dataclass that groups rooms by theme. that broadcasts to all occupants.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0777"} {"problem": "Using Evennia's API, evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. supporting async callbacks.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n results = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n results.append({\"room\": room, \"score\": score, \"topic\": query})\n results.sort(key=lambda x: x[\"score\"], reverse=True)\n return results[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0778"} {"problem": "Construct a spatial-memory system that evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. with logging.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n results = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n results.append({\"room\": room, \"score\": score, \"topic\": query})\n results.sort(key=lambda x: x[\"score\"], reverse=True)\n return results[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0779"} {"problem": "Write Python code to track a user session in a multi-user bridge with join time and active status. including error handling.", "solution": "# Generated variation 780\nclass UserSession:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0780"} {"problem": "Implement a function that evennia room that tracks dynamic state (light level, temperature) and updates its description based on that state. with full docstrings.", "solution": "class DynamicRoom(DefaultRoom):\n \"\"\"A room whose description changes with environmental state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.light_level = 100 # 0-100\n self.db.temperature = 20 # celsius\n self.db.base_desc = \"A plain chamber.\"\n\n def return_appearance(self, looker, **kwargs):\n desc = self.db.base_desc\n light = self.db.light_level\n if light < 20:\n desc += \" It is nearly pitch black.\"\n elif light < 50:\n desc += \" Shadows dance in the dim light.\"\n else:\n desc += \" The room is well lit.\"\n temp = self.db.temperature\n if temp > 30:\n desc += \" Heat shimmers in the air.\"\n elif temp < 10:\n desc += \" Frost coats the walls.\"\n return desc + \"\n\" + super().return_appearance(looker, **kwargs).split(\"\n\", 1)[-1]", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0781"} {"problem": "Create a class which create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. and expose it as a command.", "solution": "def room_snapshot(room_key: str, title: str, desc: str,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0782"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0783"} {"problem": "Design a Tower component to serialize a TowerMap to JSON for persistence or transmission. with type hints.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0784"} {"problem": "How would you find the shortest path between two Tower rooms by name using BFS. that persists to JSON.", "solution": "# Generated variation 785\nfrom collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0785"} {"problem": "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:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0786"} {"problem": "For The Tower architecture, write code to normalize an Evennia bridge event by ensuring all required fields exist with defaults. that broadcasts to all occupants.", "solution": "def normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0787"} {"problem": "Using Evennia's API, normalize an Evennia bridge event by ensuring all required fields exist with defaults. supporting async callbacks.", "solution": "def normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0788"} {"problem": "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:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0789"} {"problem": "Write Python code to evennia NPC that answers questions by searching a memory palace index. including error handling.", "solution": "# Generated variation 790\nclass StewardNPC(DefaultCharacter):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0790"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0791"} {"problem": "Create a class which strip ANSI escape codes from Evennia terminal output for clean log processing. and expose it as a command.", "solution": "def strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0792"} {"problem": "Build an Evennia typeclass that nPC with a mood state machine that affects its dialogue responses. using dataclasses.", "solution": "class MoodyNPC(DefaultCharacter):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0793"} {"problem": "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:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0794"} {"problem": "How would you find the shortest path between two Tower rooms by name using BFS. that persists to JSON.", "solution": "# Generated variation 795\nfrom collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0795"} {"problem": "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):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0796"} {"problem": "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\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0797"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n node = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n node[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n node[\"description\"] += line + \" \"\n elif section == \"exits\":\n node[\"exits\"].append(line)\n elif section == \"contents\":\n node[\"contents\"].append(line)\n return node", "imports": "", "domain": "MUD world", "id": "evennia-tower-0798"} {"problem": "Construct a spatial-memory system that find the shortest path between two Tower rooms by name using BFS. with logging.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0799"} {"problem": "Write Python code to find all rooms on a specific floor of The Tower. including error handling.", "solution": "# Generated variation 800\ndef rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0800"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0801"} {"problem": "Create a class which nPC that wanders between connected rooms on a timed interval. and expose it as a command.", "solution": "class WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0802"} {"problem": "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:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0803"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0804"} {"problem": "How would you evennia event dict when a player moves from one room to another. that persists to JSON.", "solution": "# Generated variation 805\ndef player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0805"} {"problem": "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):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0806"} {"problem": "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):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0807"} {"problem": "Using Evennia's API, evennia event dict when a player moves from one room to another. supporting async callbacks.", "solution": "def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0808"} {"problem": "Construct a spatial-memory system that generate a command_executed event dict for tracking player actions in Evennia. with logging.", "solution": "def command_executed(character: str, command: str, args: str = \"\", success: bool = True, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0809"} {"problem": "Write Python code to nPC that wanders between connected rooms on a timed interval. including error handling.", "solution": "# Generated variation 810\nclass WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0810"} {"problem": "Implement a function that evennia command that lets players move between rooms by name instead of using exits. with full docstrings.", "solution": "class CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0811"} {"problem": "Create a class which create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. and expose it as a command.", "solution": "def room_snapshot(room_key: str, title: str, desc: str,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0812"} {"problem": "Build an Evennia typeclass that define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. using dataclasses.", "solution": "@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0813"} {"problem": "Design a Tower component to find the shortest path between two Tower rooms by name using BFS. with type hints.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0814"} {"problem": "How would you normalize an Evennia bridge event by ensuring all required fields exist with defaults. that persists to JSON.", "solution": "# Generated variation 815\ndef normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0815"} {"problem": "In an Evennia MUD, how do you evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. with lock checks.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n datas = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n datas.append({\"room\": room, \"score\": score, \"topic\": query})\n datas.sort(key=lambda x: x[\"score\"], reverse=True)\n return datas[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0816"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0817"} {"problem": "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:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0818"} {"problem": "Construct a spatial-memory system that serialize a TowerMap to JSON for persistence or transmission. with logging.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0819"} {"problem": "Write Python code to parse a raw Evennia log line into a structured event dict, extracting timestamp and message. including error handling.", "solution": "# Generated variation 820\ndef parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0820"} {"problem": "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:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0821"} {"problem": "Create a class which find the shortest path between two Tower rooms by name using BFS. and expose it as a command.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0822"} {"problem": "Build an Evennia typeclass that define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. using dataclasses.", "solution": "@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0823"} {"problem": "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]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0824"} {"problem": "How would you build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. that persists to JSON.", "solution": "# Generated variation 825\n@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0825"} {"problem": "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:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0826"} {"problem": "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\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0827"} {"problem": "Using Evennia's API, evennia event dict when a player moves from one room to another. supporting async callbacks.", "solution": "def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0828"} {"problem": "Construct a spatial-memory system that parse room output text from Evennia into structured data (description, exits, contents). with logging.", "solution": "def parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0829"} {"problem": "Write Python code to create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. including error handling.", "solution": "# Generated variation 830\ndef room_snapshot(room_key: str, title: str, desc: str,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0830"} {"problem": "Implement a function that create a room that broadcasts a message to all occupants when a player enters or leaves. with full docstrings.", "solution": "class BroadcastingRoom(DefaultRoom):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0831"} {"problem": "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:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0832"} {"problem": "Build an Evennia typeclass that create a Tower floor dataclass that groups rooms by theme. using dataclasses.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0833"} {"problem": "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,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0834"} {"problem": "How would you create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. that persists to JSON.", "solution": "# Generated variation 835\ndef room_snapshot(room_key: str, title: str, desc: str,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0835"} {"problem": "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):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0836"} {"problem": "For The Tower architecture, write code to evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. that broadcasts to all occupants.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n items = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n items.append({\"room\": room, \"score\": score, \"topic\": query})\n items.sort(key=lambda x: x[\"score\"], reverse=True)\n return items[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0837"} {"problem": "Using Evennia's API, nPC that wanders between connected rooms on a timed interval. supporting async callbacks.", "solution": "class WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0838"} {"problem": "Construct a spatial-memory system that define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with logging.", "solution": "@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0839"} {"problem": "Write Python code to nPC that wanders between connected rooms on a timed interval. including error handling.", "solution": "# Generated variation 840\nclass WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0840"} {"problem": "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:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0841"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0842"} {"problem": "Build an Evennia typeclass that strip ANSI escape codes from Evennia terminal output for clean log processing. using dataclasses.", "solution": "def strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0843"} {"problem": "Design a Tower component to evennia room that tracks dynamic state (light level, temperature) and updates its description based on that state. with type hints.", "solution": "class DynamicRoom(DefaultRoom):\n \"\"\"A room whose description changes with environmental state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.light_level = 100 # 0-100\n self.db.temperature = 20 # celsius\n self.db.base_desc = \"A plain chamber.\"\n\n def return_appearance(self, looker, **kwargs):\n desc = self.db.base_desc\n light = self.db.light_level\n if light < 20:\n desc += \" It is nearly pitch black.\"\n elif light < 50:\n desc += \" Shadows dance in the dim light.\"\n else:\n desc += \" The room is well lit.\"\n temp = self.db.temperature\n if temp > 30:\n desc += \" Heat shimmers in the air.\"\n elif temp < 10:\n desc += \" Frost coats the walls.\"\n return desc + \"\n\" + super().return_appearance(looker, **kwargs).split(\"\n\", 1)[-1]", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0844"} {"problem": "How would you create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. that persists to JSON.", "solution": "# Generated variation 845\ndef room_snapshot(room_key: str, title: str, desc: str,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0845"} {"problem": "In an Evennia MUD, how do you evennia NPC that answers questions by searching a memory palace index. with lock checks.", "solution": "class StewardNPC(DefaultCharacter):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0846"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0847"} {"problem": "Using Evennia's API, evennia room that tracks dynamic state (light level, temperature) and updates its description based on that state. supporting async callbacks.", "solution": "class DynamicRoom(DefaultRoom):\n \"\"\"A room whose description changes with environmental state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.light_level = 100 # 0-100\n self.db.temperature = 20 # celsius\n self.db.base_desc = \"A plain chamber.\"\n\n def return_appearance(self, looker, **kwargs):\n desc = self.db.base_desc\n light = self.db.light_level\n if light < 20:\n desc += \" It is nearly pitch black.\"\n elif light < 50:\n desc += \" Shadows dance in the dim light.\"\n else:\n desc += \" The room is well lit.\"\n temp = self.db.temperature\n if temp > 30:\n desc += \" Heat shimmers in the air.\"\n elif temp < 10:\n desc += \" Frost coats the walls.\"\n return desc + \"\n\" + super().return_appearance(looker, **kwargs).split(\"\n\", 1)[-1]", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0848"} {"problem": "Construct a spatial-memory system that build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. with logging.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0849"} {"problem": "Write Python code to normalize an Evennia bridge event by ensuring all required fields exist with defaults. including error handling.", "solution": "# Generated variation 850\ndef normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0850"} {"problem": "Implement a function that evennia room that tracks dynamic state (light level, temperature) and updates its description based on that state. with full docstrings.", "solution": "class DynamicRoom(DefaultRoom):\n \"\"\"A room whose description changes with environmental state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.light_level = 100 # 0-100\n self.db.temperature = 20 # celsius\n self.db.base_desc = \"A plain chamber.\"\n\n def return_appearance(self, looker, **kwargs):\n desc = self.db.base_desc\n light = self.db.light_level\n if light < 20:\n desc += \" It is nearly pitch black.\"\n elif light < 50:\n desc += \" Shadows dance in the dim light.\"\n else:\n desc += \" The room is well lit.\"\n temp = self.db.temperature\n if temp > 30:\n desc += \" Heat shimmers in the air.\"\n elif temp < 10:\n desc += \" Frost coats the walls.\"\n return desc + \"\n\" + super().return_appearance(looker, **kwargs).split(\"\n\", 1)[-1]", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0851"} {"problem": "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:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0852"} {"problem": "Build an Evennia typeclass that evennia command that records a new topic into the current room's Memory Palace index. using dataclasses.", "solution": "class CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0853"} {"problem": "Design a Tower component to evennia command that lets players move between rooms by name instead of using exits. with type hints.", "solution": "class CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0854"} {"problem": "How would you create a room that broadcasts a message to all occupants when a player enters or leaves. that persists to JSON.", "solution": "# Generated variation 855\nclass BroadcastingRoom(DefaultRoom):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0855"} {"problem": "In an Evennia MUD, how do you create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. with lock checks.", "solution": "def room_snapshot(room_key: str, title: str, desc: str,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0856"} {"problem": "For The Tower architecture, write code to track a user session in a multi-user bridge with join time and active status. that broadcasts to all occupants.", "solution": "class UserSession:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0857"} {"problem": "Using Evennia's API, generate a command_executed event dict for tracking player actions in Evennia. supporting async callbacks.", "solution": "def command_executed(character: str, command: str, args: str = \"\", success: bool = True, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0858"} {"problem": "Construct a spatial-memory system that evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. with logging.", "solution": "class MemPalaceRoom(DefaultRoom):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0859"} {"problem": "Write Python code to evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. including error handling.", "solution": "# Generated variation 860\nclass MemPalaceRoom(DefaultRoom):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0860"} {"problem": "Implement a function that evennia event dict when a player joins the game, including account and character names. with full docstrings.", "solution": "def player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0861"} {"problem": "Create a class which evennia command that records a new topic into the current room's Memory Palace index. and expose it as a command.", "solution": "class CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0862"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0863"} {"problem": "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,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0864"} {"problem": "How would you evennia event dict when a player moves from one room to another. that persists to JSON.", "solution": "# Generated variation 865\ndef player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0865"} {"problem": "In an Evennia MUD, how do you find all rooms on a specific floor of The Tower. with lock checks.", "solution": "def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0866"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0867"} {"problem": "Using Evennia's API, evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. supporting async callbacks.", "solution": "class MemPalaceRoom(DefaultRoom):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0868"} {"problem": "Construct a spatial-memory system that evennia command that records a new topic into the current room's Memory Palace index. with logging.", "solution": "class CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0869"} {"problem": "Write Python code to nPC with a mood state machine that affects its dialogue responses. including error handling.", "solution": "# Generated variation 870\nclass MoodyNPC(DefaultCharacter):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0870"} {"problem": "Implement a function that define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with full docstrings.", "solution": "@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0871"} {"problem": "Create a class which normalize an Evennia bridge event by ensuring all required fields exist with defaults. and expose it as a command.", "solution": "def normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0872"} {"problem": "Build an Evennia typeclass that evennia command that records a new topic into the current room's Memory Palace index. using dataclasses.", "solution": "class CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0873"} {"problem": "Design a Tower component to parse room output text from Evennia into structured data (description, exits, contents). with type hints.", "solution": "def parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0874"} {"problem": "How would you create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. that persists to JSON.", "solution": "# Generated variation 875\ndef room_snapshot(room_key: str, title: str, desc: str,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0875"} {"problem": "In an Evennia MUD, how do you nPC that wanders between connected rooms on a timed interval. with lock checks.", "solution": "class WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0876"} {"problem": "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\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0877"} {"problem": "Using Evennia's API, nPC with a mood state machine that affects its dialogue responses. supporting async callbacks.", "solution": "class MoodyNPC(DefaultCharacter):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0878"} {"problem": "Construct a spatial-memory system that create a Tower floor dataclass that groups rooms by theme. with logging.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0879"} {"problem": "Write Python code to evennia NPC that answers questions by searching a memory palace index. including error handling.", "solution": "# Generated variation 880\nclass StewardNPC(DefaultCharacter):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0880"} {"problem": "Implement a function that nPC that wanders between connected rooms on a timed interval. with full docstrings.", "solution": "class WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0881"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0882"} {"problem": "Build an Evennia typeclass that evennia event dict when a player joins the game, including account and character names. using dataclasses.", "solution": "def player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0883"} {"problem": "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):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0884"} {"problem": "How would you parse a raw Evennia log line into a structured event dict, extracting timestamp and message. that persists to JSON.", "solution": "# Generated variation 885\ndef parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0885"} {"problem": "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\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0886"} {"problem": "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):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0887"} {"problem": "Using Evennia's API, evennia NPC that answers questions by searching a memory palace index. supporting async callbacks.", "solution": "class StewardNPC(DefaultCharacter):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0888"} {"problem": "Construct a spatial-memory system that track a user session in a multi-user bridge with join time and active status. with logging.", "solution": "class UserSession:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0889"} {"problem": "Write Python code to evennia command that records a new topic into the current room's Memory Palace index. including error handling.", "solution": "# Generated variation 890\nclass CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0890"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0891"} {"problem": "Create a class which normalize an Evennia bridge event by ensuring all required fields exist with defaults. and expose it as a command.", "solution": "def normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0892"} {"problem": "Build an Evennia typeclass that create a Tower floor dataclass that groups rooms by theme. using dataclasses.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0893"} {"problem": "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:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0894"} {"problem": "How would you track a user session in a multi-user bridge with join time and active status. that persists to JSON.", "solution": "# Generated variation 895\nclass UserSession:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0895"} {"problem": "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):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0896"} {"problem": "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\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0897"} {"problem": "Using Evennia's API, evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. supporting async callbacks.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n results = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n results.append({\"room\": room, \"score\": score, \"topic\": query})\n results.sort(key=lambda x: x[\"score\"], reverse=True)\n return results[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0898"} {"problem": "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,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0899"} {"problem": "Write Python code to evennia event dict when a player moves from one room to another. including error handling.", "solution": "# Generated variation 900\ndef player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0900"} {"problem": "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:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0901"} {"problem": "Create a class which track a user session in a multi-user bridge with join time and active status. and expose it as a command.", "solution": "class UserSession:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0902"} {"problem": "Build an Evennia typeclass that nPC with a mood state machine that affects its dialogue responses. using dataclasses.", "solution": "class MoodyNPC(DefaultCharacter):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0903"} {"problem": "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:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0904"} {"problem": "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 905\nclass UserSession:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0905"} {"problem": "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:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0906"} {"problem": "For The Tower architecture, write code to serialize a TowerMap to JSON for persistence or transmission. that broadcasts to all occupants.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0907"} {"problem": "Using Evennia's API, nPC with a mood state machine that affects its dialogue responses. supporting async callbacks.", "solution": "class MoodyNPC(DefaultCharacter):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0908"} {"problem": "Construct a spatial-memory system that evennia event dict when a player joins the game, including account and character names. with logging.", "solution": "def player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0909"} {"problem": "Write Python code to strip ANSI escape codes from Evennia terminal output for clean log processing. including error handling.", "solution": "# Generated variation 910\ndef strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0910"} {"problem": "Implement a function that nPC that wanders between connected rooms on a timed interval. with full docstrings.", "solution": "class WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0911"} {"problem": "Create a class which evennia event dict when a player moves from one room to another. and expose it as a command.", "solution": "def player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0912"} {"problem": "Build an Evennia typeclass that create a room that broadcasts a message to all occupants when a player enters or leaves. using dataclasses.", "solution": "class BroadcastingRoom(DefaultRoom):\n \"\"\"Announces arrivals and departures to all occupants.\"\"\"\n\n def at_object_receive(self, moved_obj, source_location, **kwargs):\n super().at_object_receive(moved_obj, source_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} arrives from {{source_location}}.|n\",\n exclude=moved_obj,\n )\n\n def at_object_leave(self, moved_obj, target_location, **kwargs):\n super().at_object_leave(moved_obj, target_location, **kwargs)\n if moved_obj.has_account:\n self.msg_contents(\n \"|y{{moved_obj.name}} departs to {{target_location}}.|n\",\n exclude=moved_obj,\n )", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0913"} {"problem": "Design a Tower component to nPC with a mood state machine that affects its dialogue responses. with type hints.", "solution": "class MoodyNPC(DefaultCharacter):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0914"} {"problem": "How would you create a Tower floor dataclass that groups rooms by theme. that persists to JSON.", "solution": "# Generated variation 915\n@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0915"} {"problem": "In an Evennia MUD, how do you normalize an Evennia bridge event by ensuring all required fields exist with defaults. with lock checks.", "solution": "def normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0916"} {"problem": "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\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0917"} {"problem": "Using Evennia's API, find the shortest path between two Tower rooms by name using BFS. supporting async callbacks.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0918"} {"problem": "Construct a spatial-memory system that serialize a TowerMap to JSON for persistence or transmission. with logging.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0919"} {"problem": "Write Python code to parse a raw Evennia log line into a structured event dict, extracting timestamp and message. including error handling.", "solution": "# Generated variation 920\ndef parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0920"} {"problem": "Implement a function that evennia event dict when a player joins the game, including account and character names. with full docstrings.", "solution": "def player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0921"} {"problem": "Create a class which strip ANSI escape codes from Evennia terminal output for clean log processing. and expose it as a command.", "solution": "def strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0922"} {"problem": "Build an Evennia typeclass that build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. using dataclasses.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0923"} {"problem": "Design a Tower component to serialize a TowerMap to JSON for persistence or transmission. with type hints.", "solution": "def serialize_tower_map(tower_map: TowerMap) -> str:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0924"} {"problem": "How would you normalize an Evennia bridge event by ensuring all required fields exist with defaults. that persists to JSON.", "solution": "# Generated variation 925\ndef normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0925"} {"problem": "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:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0926"} {"problem": "For The Tower architecture, write code to evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. that broadcasts to all occupants.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n entitys = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n entitys.append({\"room\": room, \"score\": score, \"topic\": query})\n entitys.sort(key=lambda x: x[\"score\"], reverse=True)\n return entitys[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0927"} {"problem": "Using Evennia's API, find all rooms on a specific floor of The Tower. supporting async callbacks.", "solution": "def rooms_on_floor(tower_map: TowerMap, floor_num: int) -> list[TowerRoom]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0928"} {"problem": "Construct a spatial-memory system that evennia command that records a new topic into the current room's Memory Palace index. with logging.", "solution": "class CmdRecord(Command):\n \"\"\"\n Record a topic into the current room's memory index.\n\n Usage:\n record = \n \"\"\"\n key = \"record\"\n locks = \"cmd:all()\"\n\n def func(self):\n if \"=\" not in self.args:\n self.caller.msg(\"Usage: record = \")\n return\n topic, summary = self.args.split(\"=\", 1)\n topic = topic.strip()\n summary = summary.strip()\n loc = self.caller.location\n if not loc:\n self.caller.msg(\"You are nowhere.\")\n return\n topics = loc.db.topics or []\n if topic not in topics:\n topics.append(topic)\n loc.db.topics = topics\n palace = loc.db.palace_index or {}\n palace[topic] = {\"summary\": summary, \"author\": self.caller.name}\n loc.db.palace_index = palace\n self.caller.msg(f\"Recorded '{topic}' into {{loc.name}}.\")", "imports": "from evennia import Command", "domain": "spatial memory", "id": "evennia-tower-0929"} {"problem": "Write Python code to parse room output text from Evennia into structured data (description, exits, contents). including error handling.", "solution": "# Generated variation 930\ndef parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n output = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n output[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n output[\"description\"] += line + \" \"\n elif section == \"exits\":\n output[\"exits\"].append(line)\n elif section == \"contents\":\n output[\"contents\"].append(line)\n return output", "imports": "", "domain": "MUD world", "id": "evennia-tower-0930"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0931"} {"problem": "Create a class which evennia command that lets players move between rooms by name instead of using exits. and expose it as a command.", "solution": "class CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0932"} {"problem": "Build an Evennia typeclass that manage multiple user sessions in a thread-safe session manager. using dataclasses.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0933"} {"problem": "Design a Tower component to define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. with type hints.", "solution": "@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0934"} {"problem": "How would you evennia command that lets players move between rooms by name instead of using exits. that persists to JSON.", "solution": "# Generated variation 935\nclass CmdEnterRoom(Command):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0935"} {"problem": "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\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0936"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0937"} {"problem": "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:\n return json.dumps(asdict(tower_map), indent=2, default=str)", "imports": "import json\nfrom dataclasses import asdict", "domain": "Tower architecture", "id": "evennia-tower-0938"} {"problem": "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):\n \"\"\"\n Teleport directly to a known room by name.\n\n Usage:\n enter \n \"\"\"\n key = \"enter\"\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Enter which room?\")\n return\n target_name = self.args.strip().lower()\n matches = [\n r for r in DefaultRoom.objects.all()\n if target_name in r.name.lower()\n ]\n if not matches:\n self.caller.msg(f\"No room matching '{target_name}'.\")\n return\n if len(matches) > 1:\n names = \", \".join(r.name for r in matches[:5])\n self.caller.msg(f\"Be more specific: {{names}}\")\n return\n target = matches[0]\n self.caller.move_to(target)\n self.caller.msg(f\"You enter {{target.name}}.\")", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0939"} {"problem": "Write Python code to evennia event dict when a player moves from one room to another. including error handling.", "solution": "# Generated variation 940\ndef player_move(character: str, from_room: str, to_room: str, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0940"} {"problem": "Implement a function that generate a command_executed event dict for tracking player actions in Evennia. with full docstrings.", "solution": "def command_executed(character: str, command: str, args: str = \"\", success: bool = True, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0941"} {"problem": "Create a class which normalize an Evennia bridge event by ensuring all required fields exist with defaults. and expose it as a command.", "solution": "def normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0942"} {"problem": "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,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0943"} {"problem": "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:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0944"} {"problem": "How would you define a dataclass for a Tower room that maps to an Evennia room and a Memory Palace room. that persists to JSON.", "solution": "# Generated variation 945\n@dataclass\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0945"} {"problem": "In an Evennia MUD, how do you evennia NPC that answers questions by searching a memory palace index. with lock checks.", "solution": "class StewardNPC(DefaultCharacter):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0946"} {"problem": "For The Tower architecture, write code to manage multiple user sessions in a thread-safe session manager. that broadcasts to all occupants.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0947"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n entry = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n entry[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n entry[\"description\"] += line + \" \"\n elif section == \"exits\":\n entry[\"exits\"].append(line)\n elif section == \"contents\":\n entry[\"contents\"].append(line)\n return entry", "imports": "", "domain": "MUD world", "id": "evennia-tower-0948"} {"problem": "Construct a spatial-memory system that parse room output text from Evennia into structured data (description, exits, contents). with logging.", "solution": "def parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0949"} {"problem": "Write Python code to parse room output text from Evennia into structured data (description, exits, contents). including error handling.", "solution": "# Generated variation 950\ndef parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0950"} {"problem": "Implement a function that build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. with full docstrings.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0951"} {"problem": "Create a class which manage multiple user sessions in a thread-safe session manager. and expose it as a command.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0952"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0953"} {"problem": "Design a Tower component to normalize an Evennia bridge event by ensuring all required fields exist with defaults. with type hints.", "solution": "def normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0954"} {"problem": "How would you create a Tower floor dataclass that groups rooms by theme. that persists to JSON.", "solution": "# Generated variation 955\n@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0955"} {"problem": "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:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0956"} {"problem": "For The Tower architecture, write code to normalize an Evennia bridge event by ensuring all required fields exist with defaults. that broadcasts to all occupants.", "solution": "def normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0957"} {"problem": "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,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0958"} {"problem": "Construct a spatial-memory system that evennia NPC that answers questions by searching a memory palace index. with logging.", "solution": "class StewardNPC(DefaultCharacter):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0959"} {"problem": "Write Python code to strip ANSI escape codes from Evennia terminal output for clean log processing. including error handling.", "solution": "# Generated variation 960\ndef strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0960"} {"problem": "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:\n return {\n \"event_type\": \"player_move\",\n \"character\": character,\n \"from_room\": from_room,\n \"to_room\": to_room,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0961"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0962"} {"problem": "Build an Evennia typeclass that parse a raw Evennia log line into a structured event dict, extracting timestamp and message. using dataclasses.", "solution": "def parse_log_line(line: str) -> Optional[dict]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0963"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0964"} {"problem": "How would you build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. that persists to JSON.", "solution": "# Generated variation 965\n@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0965"} {"problem": "In an Evennia MUD, how do you track a user session in a multi-user bridge with join time and active status. with lock checks.", "solution": "class UserSession:\n def __init__(self, user_id: str, connection_id: str):\n self.user_id = user_id\n self.connection_id = connection_id\n self.joined_at = time.time()\n self.last_active = time.time()\n self.active = True\n\n def ping(self):\n self.last_active = time.time()\n\n def is_stale(self, timeout: float = 300.0) -> bool:\n return (time.time() - self.last_active) > timeout", "imports": "import time", "domain": "multi-user bridge", "id": "evennia-tower-0966"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0967"} {"problem": "Using Evennia's API, evennia NPC that answers questions by searching a memory palace index. supporting async callbacks.", "solution": "class StewardNPC(DefaultCharacter):\n \"\"\"An NPC steward who serves as a living interface to the Memory Palace.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.palace_index = {}\n self.db.welcome_msg = \"I am the Steward. Ask me of the Palace.\"\n\n def at_heard(self, speaker, message):\n topic = _extract_topic(message)\n if topic in self.db.palace_index:\n entry = self.db.palace_index[topic]\n speaker.msg(f\"|c{{self.name}}|n says: '{{entry[\\'summary\\']}}'\")\n else:\n speaker.msg(f\"|c{{self.name}}|n says: 'I know nothing of {{topic}}.'\")\n\ndef _extract_topic(question: str) -> str:\n q = question.lower().strip(\"?\")\n for prefix in (\"what is\", \"tell me about\", \"do you know\", \"where is\"):\n if q.startswith(prefix):\n return q[len(prefix):].strip()\n return q", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0968"} {"problem": "Construct a spatial-memory system that evennia room typeclass that stores a memory-palace wing reference and exposes it as an attribute. with logging.", "solution": "class MemPalaceRoom(DefaultRoom):\n \"\"\"A room linked to a Memory Palace wing for spatial recall.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wing = \"default\"\n self.db.room_index = 0\n self.db.topics = []\n\n def get_display_name(self, looker, **kwargs):\n name = super().get_display_name(looker, **kwargs)\n wing = self.db.wing or \"unknown\"\n return f\"{{name}} ({{wing}})\"\n\n def return_appearance(self, looker, **kwargs):\n appearance = super().return_appearance(looker, **kwargs)\n topics = self.db.topics or []\n if topics:\n appearance += \"\n|wTopics:|n \" + \", \".join(topics)\n return appearance", "imports": "from evennia import DefaultRoom", "domain": "room state", "id": "evennia-tower-0969"} {"problem": "Write Python code to nPC with a mood state machine that affects its dialogue responses. including error handling.", "solution": "# Generated variation 970\nclass MoodyNPC(DefaultCharacter):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0970"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0971"} {"problem": "Create a class which parse room output text from Evennia into structured data (description, exits, contents). and expose it as a command.", "solution": "def parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n entry = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n entry[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n entry[\"description\"] += line + \" \"\n elif section == \"exits\":\n entry[\"exits\"].append(line)\n elif section == \"contents\":\n entry[\"contents\"].append(line)\n return entry", "imports": "", "domain": "MUD world", "id": "evennia-tower-0972"} {"problem": "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:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0973"} {"problem": "Design a Tower component to build a TowerMap dataclass that holds the complete holographic map with rooms, floors, and NPCs. with type hints.", "solution": "@dataclass\nclass TowerMap:\n \"\"\"Complete holographic map of The Tower.\"\"\"\n name: str = \"The Tower\"\n description: str = \"The persistent world of the Timmy Foundation\"\n floors: list[TowerFloor] = field(default_factory=list)\n rooms: list[TowerRoom] = field(default_factory=list)\n npcs: list[TowerNPC] = field(default_factory=list)\n connections: list[dict] = field(default_factory=list)\n sources_scanned: list[str] = field(default_factory=list)\n map_version: str = \"1.0\"", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0974"} {"problem": "How would you create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. that persists to JSON.", "solution": "# Generated variation 975\ndef room_snapshot(room_key: str, title: str, desc: str,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0975"} {"problem": "In an Evennia MUD, how do you parse room output text from Evennia into structured data (description, exits, contents). with lock checks.", "solution": "def parse_room_output(text: str) -> dict:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0976"} {"problem": "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:\n lines = text.strip().split(\"\\n\")\n result = {\"title\": \"\", \"description\": \"\", \"exits\": [], \"contents\": []}\n section = \"title\"\n for line in lines:\n line = line.strip()\n if not line:\n continue\n if line.startswith(\"Obvious exits:\"):\n section = \"exits\"\n continue\n if line.startswith(\"You see:\"):\n section = \"contents\"\n continue\n if section == \"title\":\n result[\"title\"] = line\n section = \"description\"\n elif section == \"description\":\n result[\"description\"] += line + \" \"\n elif section == \"exits\":\n result[\"exits\"].append(line)\n elif section == \"contents\":\n result[\"contents\"].append(line)\n return result", "imports": "", "domain": "MUD world", "id": "evennia-tower-0977"} {"problem": "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\nclass TowerRoom:\n \"\"\"A room in The Tower — maps to a Memory Palace room or Evennia room.\"\"\"\n name: str\n floor: int = 0\n description: str = \"\"\n category: str = \"\" # origin, philosophy, mission, architecture, operations\n connections: list[str] = field(default_factory=list)\n occupants: list[str] = field(default_factory=list)\n artifacts: list[str] = field(default_factory=list)\n source: str = \"\"\n coordinates: tuple = (0, 0)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0978"} {"problem": "Construct a spatial-memory system that evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. with logging.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n results = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n results.append({\"room\": room, \"score\": score, \"topic\": query})\n results.sort(key=lambda x: x[\"score\"], reverse=True)\n return results[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0979"} {"problem": "Write Python code to nPC with a mood state machine that affects its dialogue responses. including error handling.", "solution": "# Generated variation 980\nclass MoodyNPC(DefaultCharacter):\n \"\"\"NPC whose dialogue changes based on mood state.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.mood = \"neutral\" # neutral, happy, angry, sad\n self.db.dialogue = {\n \"neutral\": [\"Hello.\", \"What do you need?\"],\n \"happy\": [\"A fine day!\", \"Welcome, friend!\"],\n \"angry\": [\"Leave me be!\", \"I have no patience today.\"],\n \"sad\": [\"*sigh*\", \"The world weighs heavy...\"],\n }\n\n def respond(self, speaker, message):\n pool = self.db.dialogue.get(self.db.mood, self.db.dialogue[\"neutral\"])\n reply = random.choice(pool)\n speaker.msg(f\"|c{{self.name}}|n says: '{{reply}}'\")\n\n def set_mood(self, mood):\n if mood in self.db.dialogue:\n self.db.mood = mood\n self.msg_contents(f\"|y{{self.name}} seems {{mood}} now.|n\")", "imports": "from evennia import DefaultCharacter", "domain": "NPC behavior", "id": "evennia-tower-0980"} {"problem": "Implement a function that evennia event dict when a player joins the game, including account and character names. with full docstrings.", "solution": "def player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0981"} {"problem": "Create a class which nPC that wanders between connected rooms on a timed interval. and expose it as a command.", "solution": "class WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0982"} {"problem": "Build an Evennia typeclass that strip ANSI escape codes from Evennia terminal output for clean log processing. using dataclasses.", "solution": "def strip_ansi(text: str) -> str:\n ansi_pattern = re.compile(r\"\\x1b\\[[0-9;]*m\")\n return ansi_pattern.sub(\"\", text)", "imports": "import re", "domain": "MUD world", "id": "evennia-tower-0983"} {"problem": "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]:\n # Format: 2026-04-12 14:23:01 [evennia] Message here\n match = re.match(\n r\"^(\\d{4}-\\d{2}-\\d{2} \\d{2}:\\d{2}:\\d{2}) \\[(\\w+)\\] (.*)$\",\n line.strip(),\n )\n if not match:\n return None\n return {\n \"timestamp\": match.group(1),\n \"channel\": match.group(2),\n \"message\": match.group(3),\n }", "imports": "import re\nfrom typing import Optional", "domain": "MUD world", "id": "evennia-tower-0984"} {"problem": "How would you nPC that wanders between connected rooms on a timed interval. that persists to JSON.", "solution": "# Generated variation 985\nclass WanderingNPC(DefaultCharacter):\n \"\"\"An NPC that moves between exits automatically.\"\"\"\n\n def at_object_creation(self):\n super().at_object_creation()\n self.db.wander_interval = 30 # seconds\n self.db.home_room = None\n\n def start_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.add(self, self.db.wander_interval)\n\n def at_tick(self):\n exits = [ex for ex in self.location.exits if ex.access(self, \"traverse\")]\n if exits:\n chosen = random.choice(exits)\n self.move_to(chosen.destination)\n\n def stop_wandering(self):\n from evennia import TICKER_HANDLER\n TICKER_HANDLER.remove(self)", "imports": "from evennia import DefaultCharacter, TICKER_HANDLER", "domain": "NPC behavior", "id": "evennia-tower-0985"} {"problem": "In an Evennia MUD, how do you evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. with lock checks.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n results = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n results.append({\"room\": room, \"score\": score, \"topic\": query})\n results.sort(key=lambda x: x[\"score\"], reverse=True)\n return results[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0986"} {"problem": "For The Tower architecture, write code to normalize an Evennia bridge event by ensuring all required fields exist with defaults. that broadcasts to all occupants.", "solution": "def normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0987"} {"problem": "Using Evennia's API, evennia command that lets a player search the Memory Palace by topic and returns the closest matching room. supporting async callbacks.", "solution": "class CmdRecall(Command):\n \"\"\"\n Recall information from the Memory Palace.\n\n Usage:\n recall \n recall in \n \"\"\"\n key = \"recall\"\n aliases = [\"remember\", \"search\"]\n locks = \"cmd:all()\"\n\n def func(self):\n if not self.args:\n self.caller.msg(\"Recall what topic?\")\n return\n topic = self.args.strip()\n wing = self.caller.location.db.wing if self.caller.location else None\n matches = _search_mempalace(topic, wing=wing)\n if not matches:\n self.caller.msg(f\"No memory of '{topic}' found.\")\n return\n best = matches[0]\n self.caller.msg(f\"|wMemory: {{best['topic']}}|n\n{{best['summary']}}\")\n\ndef _search_mempalace(query, wing=None, n=5):\n results = []\n for room in DefaultRoom.objects.all():\n topics = room.db.topics or []\n score = sum(1 for t in topics if query.lower() in t.lower())\n if score:\n if wing and room.db.wing != wing:\n score *= 0.5\n results.append({\"room\": room, \"score\": score, \"topic\": query})\n results.sort(key=lambda x: x[\"score\"], reverse=True)\n return results[:n]", "imports": "from evennia import Command, DefaultRoom", "domain": "spatial memory", "id": "evennia-tower-0988"} {"problem": "Construct a spatial-memory system that manage multiple user sessions in a thread-safe session manager. with logging.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0989"} {"problem": "Write Python code to create a normalized room snapshot event for the Evennia bridge, including exits, objects, and occupants. including error handling.", "solution": "# Generated variation 990\ndef room_snapshot(room_key: str, title: str, desc: str,\n exits: list[dict] | None = None,\n objects: list[dict] | None = None,\n occupants: list[dict] | None = None,\n timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"room_snapshot\",\n \"room_key\": room_key,\n \"title\": title,\n \"description\": desc,\n \"exits\": exits or [],\n \"objects\": objects or [],\n \"occupants\": occupants or [],\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0990"} {"problem": "Implement a function that create a Tower floor dataclass that groups rooms by theme. with full docstrings.", "solution": "@dataclass\nclass TowerFloor:\n \"\"\"A floor in The Tower — groups rooms by theme.\"\"\"\n number: int\n name: str\n theme: str = \"\"\n rooms: list[str] = field(default_factory=list)", "imports": "from dataclasses import dataclass, field", "domain": "Tower architecture", "id": "evennia-tower-0991"} {"problem": "Create a class which find the shortest path between two Tower rooms by name using BFS. and expose it as a command.", "solution": "from collections import deque\n\ndef shortest_path(tower_map: TowerMap, start_name: str, end_name: str) -> list[str]:\n graph = {r.name: r.connections for r in tower_map.rooms}\n if start_name not in graph or end_name not in graph:\n return []\n queue = deque([(start_name, [start_name])])\n visited = {start_name}\n while queue:\n current, path = queue.popleft()\n if current == end_name:\n return path\n for neighbor in graph.get(current, []):\n if neighbor not in visited:\n visited.add(neighbor)\n queue.append((neighbor, path + [neighbor]))\n return []", "imports": "from collections import deque", "domain": "Tower architecture", "id": "evennia-tower-0992"} {"problem": "Build an Evennia typeclass that manage multiple user sessions in a thread-safe session manager. using dataclasses.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0993"} {"problem": "Design a Tower component to normalize an Evennia bridge event by ensuring all required fields exist with defaults. with type hints.", "solution": "def normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0994"} {"problem": "How would you evennia event dict when a player joins the game, including account and character names. that persists to JSON.", "solution": "# Generated variation 995\ndef player_join(account: str, character: str = \"\", ip_address: str = \"\", timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"player_join\",\n \"account\": account,\n \"character\": character,\n \"ip_address\": ip_address,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "from typing import Optional", "domain": "MUD world", "id": "evennia-tower-0995"} {"problem": "In an Evennia MUD, how do you manage multiple user sessions in a thread-safe session manager. with lock checks.", "solution": "class SessionManager:\n def __init__(self):\n self._sessions: dict[str, UserSession] = {}\n self._lock = threading.Lock()\n\n def add(self, session: UserSession):\n with self._lock:\n self._sessions[session.connection_id] = session\n\n def remove(self, connection_id: str):\n with self._lock:\n self._sessions.pop(connection_id, None)\n\n def get(self, connection_id: str) -> UserSession | None:\n with self._lock:\n return self._sessions.get(connection_id)\n\n def list_active(self) -> list[UserSession]:\n with self._lock:\n return [s for s in self._sessions.values() if s.active]", "imports": "import threading", "domain": "multi-user bridge", "id": "evennia-tower-0996"} {"problem": "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]:\n return [r for r in tower_map.rooms if r.floor == floor_num]", "imports": "", "domain": "Tower architecture", "id": "evennia-tower-0997"} {"problem": "Using Evennia's API, normalize an Evennia bridge event by ensuring all required fields exist with defaults. supporting async callbacks.", "solution": "def normalize_event(event: dict) -> dict:\n required = {\n \"event_type\": \"unknown\",\n \"timestamp\": \"\",\n \"character\": \"\",\n \"room_key\": \"\",\n }\n normalized = {**required, **event}\n # Ensure nested dicts\n for key in (\"exits\", \"objects\", \"occupants\"):\n if key not in normalized or normalized[key] is None:\n normalized[key] = []\n return normalized", "imports": "", "domain": "MUD world", "id": "evennia-tower-0998"} {"problem": "Construct a spatial-memory system that generate a command_executed event dict for tracking player actions in Evennia. with logging.", "solution": "def command_executed(character: str, command: str, args: str = \"\", success: bool = True, timestamp: str | None = None) -> dict:\n return {\n \"event_type\": \"command_executed\",\n \"character\": character,\n \"command\": command,\n \"args\": args,\n \"success\": success,\n \"timestamp\": timestamp or _ts(),\n }", "imports": "", "domain": "MUD world", "id": "evennia-tower-0999"}