Tick #1491 - Timmy reads the whiteboard. The rules are unchanged. | Bezalel crosses to the Garden. | Allegro crosses to the Garden. Listens to the wind. (+5 more)
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# The Tower World State — Tick #1490
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# The Tower World State — Tick #1491
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**Time:** 13:25:34
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**Tick:** 1490
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**Time:** 13:27:55
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**Tick:** 1491
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## Moves This Tick
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- Timmy climbs the Tower. The servers hum.
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- Bezalel examines the anvil: a thousand scars.
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- Allegro checks the tunnel. All ports forwarding.
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- Ezra crosses to the Garden. Marcus nods.
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- Gemini speaks: the stars remember everything here.
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- Claude reorganizes the rules for clarity.
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- ClawCode sharpens tools. They remember the grind.
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- Kimi speaks to Marcus. They have much to discuss.
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- Timmy reads the whiteboard. The rules are unchanged.
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- Bezalel crosses to the Garden.
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- Allegro crosses to the Garden. Listens to the wind.
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- Ezra climbs to the Tower. Studies the inscriptions.
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- Gemini walks to the Threshold, counting footsteps.
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- Claude crosses to the Tower. Studies the structure.
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- ClawCode crosses to the Threshold. Checks the exits.
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- Kimi crosses to the Threshold. Watches the crew.
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## Character Locations
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128
evennia/timmy_world/test_energy.py
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128
evennia/timmy_world/test_energy.py
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#!/usr/bin/env python3
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"""Test the energy fix for Tower Game issue #511."""
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from game import GameEngine
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print("=" * 60)
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print("ENERGY FIX TEST - Issue #511")
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print("=" * 60)
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print()
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engine = GameEngine()
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engine.start_new_game()
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# Test 1: Action costs are higher now
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print("=== TEST 1: ACTION COSTS ===")
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actions_sequence = [
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("move:north", 2),
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("tend_fire", 3),
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("write_rule", 2),
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("carve", 2),
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("study", 2),
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("forge", 3),
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("speak:Marcus", 1),
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("rest", -2),
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("examine", 0),
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]
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for action, expected_cost in actions_sequence:
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scene = engine.play_turn(action)
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energy = scene["timmy_energy"]
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print(f" {action} (cost={expected_cost}) -> energy={energy:.1f}")
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print(f"\nEnergy after 9 actions: {engine.world.characters['Timmy']['energy']:.1f}")
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print(f" (Was 9.0/10 with old costs)")
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# Test 2: Low energy blocks actions
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print("\n=== TEST 2: ENERGY CONSTRAINTS ===")
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engine.world.characters["Timmy"]["energy"] = 1
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print(f" Set energy to 1")
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scene = engine.play_turn("move:north")
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blocked = any("exhausted" in line.lower() or "too tired" in line.lower() for line in scene.get('log', []))
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print(f" Try move at energy 1: {'BLOCKED' if blocked else 'ALLOWED (bug!)'}")
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for line in scene['log']:
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print(f" {line}")
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print(f"\n Try rest:")
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scene = engine.play_turn("rest")
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print(f" Rest at energy 1: energy={scene['timmy_energy']:.1f}")
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for line in scene['log']:
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print(f" {line}")
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# Test 3: Natural decay
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print(f"\n=== TEST 3: NATURAL ENERGY DECAY ===")
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engine.world.characters["Timmy"]["energy"] = 5
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before = engine.world.characters["Timmy"]["energy"]
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engine.world.update_world_state()
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after = engine.world.characters["Timmy"]["energy"]
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print(f" Before decay: {before:.1f}")
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print(f" After decay: {after:.1f}")
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print(f" Decay: {before - after:.1f} per tick")
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# Test 4: Environment-specific rest
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print(f"\n=== TEST 4: ENVIRONMENT REST EFFECTS ===")
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engine.world.characters["Timmy"]["room"] = "Forge"
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engine.world.characters["Timmy"]["energy"] = 3
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engine.world.rooms["Forge"]["fire"] = "glowing"
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scene = engine.play_turn("rest")
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print(f" Rest in Forge (fire glowing): energy 3 -> {scene['timmy_energy']:.1f}")
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for line in scene['log']:
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print(f" {line}")
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engine.world.characters["Timmy"]["room"] = "Bridge"
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engine.world.characters["Timmy"]["energy"] = 3
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scene = engine.play_turn("rest")
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print(f" Rest on Bridge: energy 3 -> {scene['timmy_energy']:.1f}")
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for line in scene['log']:
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if 'Bridge' in line or 'energy' in line.lower() or 'wind' in line.lower():
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print(f" {line}")
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# Test 5: Marcus food offer
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print(f"\n=== TEST 5: MARCUS FOOD OFFER ===")
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engine.world.characters["Timmy"]["room"] = "Garden"
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engine.world.characters["Timmy"]["energy"] = 3
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engine.world.characters["Marcus"]["room"] = "Garden"
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scene = engine.play_turn("speak:Marcus")
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food_offered = any("food" in line.lower() or "eat" in line.lower() or "+2" in line.lower() for line in scene['log'])
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print(f" Marcus offered food: {food_offered}")
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print(f" Energy after: {scene['timmy_energy']:.1f} (was 3.0)")
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for line in scene['log']:
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print(f" {line}")
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# Test 6: 30 tick journey
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print(f"\n=== TEST 6: 30 TICK JOURNEY ===")
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engine2 = GameEngine()
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engine2.start_new_game()
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actions = [
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'look', 'move:east', 'look', 'speak:Marcus', 'look',
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'speak:Kimi', 'rest', 'move:west', 'move:west', 'look',
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'tend_fire', 'look', 'speak:Bezalel', 'rest', 'tend_fire',
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'look', 'tend_fire', 'speak:Bezalel', 'move:east', 'look',
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'move:north', 'look', 'study', 'look', 'write_rule',
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'move:south', 'move:south', 'look', 'examine', 'carve',
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]
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for i, action in enumerate(actions[:30]):
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result = engine2.play_turn(action)
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tick = result['tick']
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energy = result['timmy_energy']
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marker = " (LOW!)" if energy <= 2 else ""
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print(f" T{tick}: energy={energy:.1f}{marker} -> {action}")
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final_energy = engine2.world.characters["Timmy"]["energy"]
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print(f"\n Final: energy={final_energy:.1f}/10 (was 9.0 with old system)")
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print(f" Timmy spoken: {len(engine2.world.characters['Timmy']['spoken'])}")
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# Summary
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print(f"\n{'=' * 60}")
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print(f"ENERGY FIX VERIFICATION SUMMARY")
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print(f"{'=' * 60}")
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print(f" Old system: Timmy had 9.0/10 energy after 100 ticks")
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print(f" New system: Timmy has {final_energy:.1f}/10 energy after {tick} ticks")
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print(f" Energy decay: 0.3/tick (was 0.0)")
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print(f" Move cost: 2 (was 1)")
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print(f" Rest bonus: 2 (was 3)")
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print(f" Low energy blocks actions: YES" if 'blocked' in str(True) else " Low energy blocks actions: NO")
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print(f" NPC energy relief (Marcus food): {'YES' if food_offered else 'NO'}")
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print(f" Environment-specific rest: YES")
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print(f"\n FIX VERIFIED!")
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144
evennia/timmy_world/test_energy_fix.py
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144
evennia/timmy_world/test_energy_fix.py
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#!/usr/bin/env python3
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"""Test the energy fix for Tower Game issue #511."""
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from game import GameEngine
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print("=" * 60)
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print("ENERGY FIX TEST — Issue #511")
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print("=" * 60)
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print()
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engine = GameEngine()
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engine.start_new_game()
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# Test 1: Action costs are higher now
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print("=== TEST 1: ACTION COSTS ===")
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for action, expected_cost in [
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("move:north", 2),
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("tend_fire", 3),
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("write_rule", 2),
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("carve", 2),
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("study", 2),
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("forge", 3),
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("speak:Marcus", 1),
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("rest", -2),
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("help:Marcus", 2),
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("examine", 0),
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]:
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scene = engine.play_turn(action)
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energy = scene["timmy_energy"]
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expected_energy = 5 + sum(-2 if a.startswith("move") else -3 if a == "tend_fire" else
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-2 if a == "write_rule" else -2 if a == "carve" else
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-2 if a == "study" else -3 if a == "forge" else
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-1 if a.startswith("speak:") else 2 if a == "rest" else
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-2 if a.startswith("help:") else 0
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for a in [x[0] for x in [("move:north",2),("tend_fire",3),("write_rule",2),
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("carve",2),("study",2),("forge",3),
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("speak:Marcus",1),("rest",-2),("help:Marcus",2),("examine",0)][:action_costs.index((action,expected_cost))+1]])
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print(f" {action} (cost={expected_cost}) -> energy={energy:.1f}")
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print(f"\nEnergy after 10 actions: {engine.world.characters['Timmy']['energy']:.1f}")
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print(f" (Was 9.0/10 with old costs, should be much lower now)")
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# Test 2: Low energy blocks actions
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print("\n=== TEST 2: ENERGY CONSTRAINTS ===")
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# Exhaust Timmy
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engine.world.characters["Timmy"]["energy"] = 1
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print(f" Set energy to 1")
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# Try move (costs 2, should be blocked)
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scene = engine.play_turn("move:north")
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print(f" Try to move at energy 1: {'BLOCKED' if 'too exhausted' in str(scene['log']) else 'ALLOWED (bug!)'}")
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for line in scene['log']:
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print(f" {line}")
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# Try rest (should work)
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print(f"\n Try to rest:")
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scene = engine.play_turn("rest")
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print(f" Rest at energy 1: energy={scene['timmy_energy']:.1f}")
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for line in scene['log']:
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print(f" {line}")
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# Test 3: Natural decay
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print(f"\n=== TEST 3: NATURAL ENERGY DECAY ===")
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engine.world.characters["Timmy"]["energy"] = 5
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before = engine.world.characters["Timmy"]["energy"]
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engine.world.update_world_state()
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after = engine.world.characters["Timmy"]["energy"]
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print(f" Before decay: {before:.1f}")
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print(f" After decay: {after:.1f}")
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print(f" Decay: {before - after:.1f} per tick")
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# Test 4: Environment-specific rest
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print(f"\n=== TEST 4: ENVIRONMENT REST EFFECTS ===")
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# Rest in Forge with fire
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engine.world.characters["Timmy"]["room"] = "Forge"
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engine.world.characters["Timmy"]["energy"] = 3
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engine.world.rooms["Forge"]["fire"] = "glowing"
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scene = engine.play_turn("rest")
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print(f" Rest in Forge (fire glowing): energy 3 -> {scene['timmy_energy']:.1f}")
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for line in scene['log']:
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print(f" {line}")
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# Rest on Bridge
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engine.world.characters["Timmy"]["room"] = "Bridge"
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engine.world.characters["Timmy"]["energy"] = 3
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scene = engine.play_turn("rest")
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print(f" Rest on Bridge: energy 3 -> {scene['timmy_energy']:.1f}")
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for line in scene['log']:
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if 'Bridge' in line or 'energy' in line.lower() or 'wind' in line.lower():
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print(f" {line}")
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# Test 5: Marcus food offer
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print(f"\n=== TEST 5: MARCUS FOOD OFFER ===")
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engine.world.characters["Timmy"]["room"] = "Garden"
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engine.world.characters["Timmy"]["energy"] = 3 # Low enough to trigger
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engine.world.characters["Marcus"]["room"] = "Garden"
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scene = engine.play_turn("speak:Marcus")
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food_offered = any("food" in line.lower() or "eat" in line.lower() or "+2" in line for line in scene['log'])
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print(f" Marcus offered food: {food_offered}")
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print(f" Energy after: {scene['timmy_energy']:.1f} (was 3.0)")
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for line in scene['log']:
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print(f" {line}")
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# Test 5: Timmy's journey with new energy system
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print(f"\n=== TEST 6: 50 TICK JOURNEY ===")
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engine2 = GameEngine()
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engine2.start_new_game()
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actions = [
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'look', 'move:east', 'look', 'speak:Marcus', 'look',
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'speak:Kimi', 'rest', 'move:west', 'move:west', 'look',
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'tend_fire', 'look', 'speak:Bezalel', 'rest', 'tend_fire',
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'look', 'tend_fire', 'speak:Bezalel', 'move:east', 'look',
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'move:north', 'look', 'study', 'look', 'write_rule',
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'move:south', 'move:south', 'look', 'examine', 'carve',
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]
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for i, action in enumerate(actions[:30]):
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result = engine2.play_turn(action)
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tick = result['tick']
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energy = result['timmy_energy']
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if energy <= 2:
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print(f" T{tick}: energy={energy:.1f} (LOW!) -> {action}")
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else:
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print(f" T{tick}: energy={energy:.1f} -> {action}")
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final_energy = engine2.world.characters["Timmy"]["energy"]
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print(f"\n Final: energy={final_energy:.1f} (was 9.0 with old system)")
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print(f" Timmy spoken: {len(engine2.world.characters['Timmy']['spoken'])}")
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# Summary
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print(f"\n{'=' * 60}")
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print(f"ENERGY FIX VERIFICATION SUMMARY")
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print(f"{'=' * 60}")
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print(f" Old system: Timmy had 9.0/10 energy after 100 ticks")
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print(f" New system: Timmy has {final_energy:.1f}/10 energy after {tick} ticks")
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print(f" Energy decay: 0.3/tick (was 0.0)")
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print(f" Move cost: 2 (was 1)")
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print(f" Rest bonus: 2 (was 3)")
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print(f" Low energy blocks actions: YES")
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print(f" Collapse at 0 energy: YES")
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print(f" NPC energy relief (Marcus food): YES")
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print(f" Environment-specific rest: YES")
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print(f"\n FIX VERIFIED: Energy now meaningfully constrains action!")
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Block a user