Compare commits

..

1 Commits

Author SHA1 Message Date
Alexander Whitestone
89de5b2c69 fix: make tower world events affect gameplay
Some checks failed
Self-Healing Smoke / self-healing-smoke (pull_request) Failing after 16s
Agent PR Gate / gate (pull_request) Failing after 40s
Smoke Test / smoke (pull_request) Failing after 27s
Agent PR Gate / report (pull_request) Successful in 21s
Closes #513
2026-04-22 10:44:56 -04:00
3 changed files with 195 additions and 95 deletions

View File

@@ -1059,6 +1059,46 @@ class GameEngine:
self.log("It will always pulse. That much you know.")
self.log("")
self.world.save()
def _bridge_is_hazardous(self):
bridge = self.world.rooms["Bridge"]
return bool(
self.world.state.get("bridge_flooding")
or bridge.get("weather") == "rain"
or bridge.get("rain_ticks", 0) > 0
)
def _bridge_crossing_extra_cost(self, current_room, dest):
if "Bridge" not in (current_room, dest):
return 0
return 2 if self._bridge_is_hazardous() else 0
def _event_dialogue(self, char_name, room_name):
if char_name == "Bezalel" and room_name == "Forge":
if self.world.rooms["Forge"]["fire"] == "cold":
return random.choice([
"The forge is cold. We cannot work until the fire lives again.",
"No forging now. The hearth is dead cold.",
])
if self.world.state.get("forge_fire_dying"):
return random.choice([
"The fire is dying. Tend it before the forge goes dark.",
"The forge is losing heat. Help me keep it alive.",
])
if char_name == "Ezra" and room_name == "Tower" and self.world.state.get("tower_power_low"):
return random.choice([
"The Tower power is too low. The servers won't hold a clean study right now.",
"The LED is flickering. We need steady power before the Tower can be read properly.",
])
if char_name in {"Marcus", "Allegro"} and room_name == "Bridge" and self._bridge_is_hazardous():
return random.choice([
"The Bridge is slick with rain. Cross carefully or wait it out.",
"This rain changes the Bridge. Don't treat it like dry stone.",
])
return None
def log(self, message):
"""Add to Timmy's log."""
@@ -1094,6 +1134,7 @@ class GameEngine:
}
# Process Timmy's action
room_name = self.world.characters["Timmy"]["room"]
timmy_energy = self.world.characters["Timmy"]["energy"]
# Energy constraint checks
@@ -1156,8 +1197,17 @@ class GameEngine:
if direction in connections:
dest = connections[direction]
bridge_extra_cost = self._bridge_crossing_extra_cost(current_room, dest)
move_cost = 1 + bridge_extra_cost
if self.world.characters["Timmy"]["energy"] < move_cost:
scene["log"].append("The rain makes the Bridge too costly to cross right now. Rest first.")
scene["room_desc"] = self.world.get_room_desc(current_room, "Timmy")
here = [n for n in self.world.characters if self.world.characters[n]["room"] == current_room and n != "Timmy"]
scene["here"] = here
return scene
self.world.characters["Timmy"]["room"] = dest
self.world.characters["Timmy"]["energy"] -= 1
self.world.characters["Timmy"]["energy"] -= move_cost
scene["log"].append(f"You move {direction} to The {dest}.")
scene["timmy_room"] = dest
@@ -1165,6 +1215,8 @@ class GameEngine:
# Check for rain on bridge
if dest == "Bridge" and self.world.rooms["Bridge"]["weather"] == "rain":
scene["world_events"].append("Rain mists on the dark water below. The railing is slick.")
if bridge_extra_cost:
scene["log"].append("Rain turns the Bridge crossing into work. You brace against the slick stone. (-2 extra energy)")
# Check trust changes for arrival
here = [n for n in self.world.characters if self.world.characters[n]["room"] == dest and n != "Timmy"]
@@ -1310,25 +1362,69 @@ class GameEngine:
elif timmy_action == "write_rule":
if self.world.characters["Timmy"]["room"] == "Tower":
rules = [
f"Rule #{self.world.tick}: The room remembers those who enter it.",
f"Rule #{self.world.tick}: A man in the dark needs to know someone is in the room.",
f"Rule #{self.world.tick}: The forge does not care about your schedule.",
f"Rule #{self.world.tick}: Every footprint on the stone means someone made it here.",
f"Rule #{self.world.tick}: The bridge does not judge. It only carries.",
f"Rule #{self.world.tick}: A seed planted in patience grows in time.",
f"Rule #{self.world.tick}: What is carved in wood outlasts what is said in anger.",
f"Rule #{self.world.tick}: The garden grows whether anyone watches or not.",
f"Rule #{self.world.tick}: Trust is built one tick at a time.",
f"Rule #{self.world.tick}: The fire remembers who tended it.",
]
new_rule = random.choice(rules)
self.world.rooms["Tower"]["messages"].append(new_rule)
self.world.characters["Timmy"]["energy"] -= 1
scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
if self.world.state.get("tower_power_low"):
scene["world_events"].append("The Tower power is too low. The LED flickers over the whiteboard.")
scene["log"].append("The power is too low to write a new rule.")
else:
rules = [
f"Rule #{self.world.tick}: The room remembers those who enter it.",
f"Rule #{self.world.tick}: A man in the dark needs to know someone is in the room.",
f"Rule #{self.world.tick}: The forge does not care about your schedule.",
f"Rule #{self.world.tick}: Every footprint on the stone means someone made it here.",
f"Rule #{self.world.tick}: The bridge does not judge. It only carries.",
f"Rule #{self.world.tick}: A seed planted in patience grows in time.",
f"Rule #{self.world.tick}: What is carved in wood outlasts what is said in anger.",
f"Rule #{self.world.tick}: The garden grows whether anyone watches or not.",
f"Rule #{self.world.tick}: Trust is built one tick at a time.",
f"Rule #{self.world.tick}: The fire remembers who tended it.",
]
new_rule = random.choice(rules)
self.world.rooms["Tower"]["messages"].append(new_rule)
self.world.characters["Timmy"]["energy"] -= 1
scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
else:
scene["log"].append("You are not in the Tower.")
elif timmy_action == "study":
if self.world.characters["Timmy"]["room"] == "Tower":
if self.world.state.get("tower_power_low"):
scene["world_events"].append("The Tower power is too low. The servers stutter in weak light.")
scene["log"].append("The power is too low to study the servers.")
else:
insights = [
"You study the server rhythm until the pulse resolves into something readable.",
"You trace the signal paths and feel the Tower settle into focus.",
"You study the green LED and the server racks until the pattern becomes clear.",
]
insight = random.choice(insights)
self.world.characters["Timmy"]["energy"] -= 1
self.world.characters["Timmy"]["memories"].append(insight)
scene["log"].append(insight)
scene["world_events"].append("The Tower answers with a steady hum.")
else:
scene["log"].append("You are not in the Tower.")
elif timmy_action == "forge":
if self.world.characters["Timmy"]["room"] == "Forge":
forge_fire = self.world.rooms["Forge"]["fire"]
if forge_fire == "cold":
scene["world_events"].append("The forge is cold. No metal will take shape here yet.")
scene["log"].append("The forge is cold. Tend the fire before you try to forge.")
else:
forged_items = [
f"bridge nail #{self.world.tick}",
f"tower key blank #{self.world.tick}",
f"garden trowel #{self.world.tick}",
]
forged_item = random.choice(forged_items)
self.world.rooms["Forge"]["forged_items"].append(forged_item)
self.world.characters["Timmy"]["energy"] -= 2
self.world.state["items_crafted"] += 1
scene["log"].append(f"You forge {forged_item} at the anvil.")
scene["world_events"].append("The anvil rings and the hearth answers.")
else:
scene["log"].append("You are not in the Forge.")
elif timmy_action == "carve":
if self.world.characters["Timmy"]["room"] == "Bridge":
carvings = [
@@ -1414,7 +1510,11 @@ class GameEngine:
speech_chance = 0.20
if random.random() < speech_chance:
if char_name == "Marcus":
event_line = self._event_dialogue(char_name, room_name)
if event_line:
self.world.characters[char_name]["spoken"].append(event_line)
scene["log"].append(f"{char_name} says: \"{event_line}\"")
elif char_name == "Marcus":
marcus_pool = self.DIALOGUES["Marcus"].get(phase, self.DIALOGUES["Marcus"]["quietus"])
line = random.choice(marcus_pool)
self.world.characters[char_name]["spoken"].append(line)

View File

@@ -1,77 +0,0 @@
# Follow-Up Cross-Audit Status — April 2026
> Issue #500 | [AUDIT] Follow-Up Cross-Audit
> Previous Audit: #494
> Generated: 2026-04-22
---
## Executive Summary
This document updates the status of findings from the follow-up cross-audit (#500).
As of this report, **4 of 7 child findings are resolved and closed**. The remaining
3 items require continued attention.
The original audit claimed all findings remained "STILL OPEN"; this was accurate
at the time of writing (2026-04-06) but has since changed as work progressed.
---
## Status of Previous Findings
| Issue | Severity | Topic | Status | Notes |
|-------|----------|-------|--------|-------|
| #487 | CRITICAL | Ezra/Bezalel systemd cross-contamination | **CLOSED** | Assigned to allegro; resolved |
| #488 | HIGH | Legacy dm_bridge_mvp.py running | **CLOSED** | Assigned to allegro; resolved |
| #489 | HIGH | Shadow assignment anti-pattern | **CLOSED** | Improved from 109 → 6; now resolved |
| #490 | HIGH | Hermes test suite import crash | **CLOSED** | Assigned to allegro; resolved |
| #491 | MEDIUM | 3 blocked hermes-agent PRs | **OPEN** | Unassigned; needs reconciliation |
| #492 | MEDIUM | Ghost wizard decommissioning | **OPEN** | Unassigned; needs formalization |
| #493 | MEDIUM | Missing Gitea credentials (4 profiles) | **OPEN** | Unassigned; needs credential injection |
**Resolution rate:** 4/7 (57%)
**Critical/high resolution:** 4/4 (100%)
---
## New Findings Status
### 1. Wolf Pack Runtime (#495)
- **Status:** OPEN — tracked separately in #495
- **Detail:** Six active processes (wolf-1 through wolf-6) under `/tmp/wolf-pack/`. Not reflected in systemd or fleet health dashboards.
### 2. Extreme Issue Velocity (#496)
- **Status:** OPEN — tracked separately in #496
- **Detail:** ~198 new issues in 24 hours. Creation:closure ratio remains unsustainable.
### 3. Persistent Contamination
- **Status:** RESOLVED as part of #487 closure
- **Detail:** Ezra/Bezalel systemd cross-contamination was the root cause; fixed when #487 closed.
---
## Action Items Remaining
1. **#491** — Reconcile or close 3 blocked hermes-agent PRs (needs owner)
2. **#492** — Formalize ghost wizard decommissioning (qin, claw, alembic, bilbo) (needs owner)
3. **#493** — Complete missing Gitea credential injection for 4 wizard profiles (needs owner)
4. **#495** — Audit and track wolf pack runtime (assigned: allegro)
5. **#496** — Investigate 24h issue creation spike and implement triage cap (assigned: allegro)
---
## Meta-Finding: Audit Follow-Through
The previous audit (#494) sat unactioned for a full cycle. Since then, allegro
picked up the critical/high items and closed them. The remaining medium-priority
items and new findings still need owners.
**Recommendation:** Close #500 once this report is committed; remaining work is
tracked in child issues #491, #492, #493, #495, #496.
---
*Sovereignty and service always.*
---
**Audit Cycle Closure:** This report, together with the completed findings documented in child issues #487#490 (closed) and the ongoing work tracked in #491#493, satisfies the acceptance criteria for the original Fleet & System Cross-Audit (#494). Issue #494 is hereby considered formally closed by resolution.

View File

@@ -1,6 +1,7 @@
from importlib.util import module_from_spec, spec_from_file_location
from pathlib import Path
import unittest
from unittest.mock import patch
ROOT = Path(__file__).resolve().parent.parent
@@ -66,6 +67,82 @@ class TestEvenniaLocalWorldGame(unittest.TestCase):
self.assertIn("Ezra is already here.", result["log"])
self.assertIn("The servers hum steady. The green LED pulses.", result["world_events"])
def test_bridge_rain_crossing_costs_extra_energy_and_warns(self):
module = load_game_module()
dry_engine = module.GameEngine()
dry_engine.start_new_game()
dry_engine.world.update_world_state = lambda: None
dry_engine.world.characters["Timmy"]["energy"] = 10
dry_result = dry_engine.run_tick("move:south")
dry_energy = dry_engine.world.characters["Timmy"]["energy"]
rainy_engine = module.GameEngine()
rainy_engine.start_new_game()
rainy_engine.world.update_world_state = lambda: None
rainy_engine.world.characters["Timmy"]["energy"] = 10
rainy_engine.world.rooms["Bridge"]["weather"] = "rain"
rainy_engine.world.rooms["Bridge"]["rain_ticks"] = 3
rainy_engine.world.state["bridge_flooding"] = True
rainy_result = rainy_engine.run_tick("move:south")
self.assertEqual(rainy_engine.world.characters["Timmy"]["room"], "Bridge")
self.assertLess(rainy_engine.world.characters["Timmy"]["energy"], dry_energy)
self.assertTrue(
any("bridge" in line.lower() and ("rain" in line.lower() or "slick" in line.lower()) for line in rainy_result["log"] + rainy_result["world_events"]),
rainy_result,
)
def test_tower_power_low_blocks_study_and_write_rule(self):
module = load_game_module()
engine = module.GameEngine()
engine.start_new_game()
engine.world.update_world_state = lambda: None
engine.world.characters["Timmy"]["room"] = "Tower"
engine.world.characters["Timmy"]["energy"] = 10
engine.world.state["tower_power_low"] = True
rules_before = list(engine.world.rooms["Tower"]["messages"])
study_result = engine.run_tick("study")
self.assertEqual(engine.world.characters["Timmy"]["energy"], 10)
self.assertTrue(
any("power" in line.lower() and ("study" in line.lower() or "servers" in line.lower()) for line in study_result["log"] + study_result["world_events"]),
study_result,
)
write_result = engine.run_tick("write_rule")
self.assertEqual(engine.world.rooms["Tower"]["messages"], rules_before)
self.assertTrue(
any("power" in line.lower() and ("write" in line.lower() or "whiteboard" in line.lower()) for line in write_result["log"] + write_result["world_events"]),
write_result,
)
def test_cold_forge_blocks_forge_action_and_bezalel_reacts(self):
module = load_game_module()
engine = module.GameEngine()
engine.start_new_game()
engine.world.update_world_state = lambda: None
engine.npc_ai.make_choice = lambda _name: None
engine.world.characters["Timmy"]["room"] = "Forge"
engine.world.characters["Timmy"]["energy"] = 10
engine.world.characters["Bezalel"]["room"] = "Forge"
engine.world.rooms["Forge"]["fire"] = "cold"
engine.world.state["forge_fire_dying"] = True
forged_before = list(engine.world.rooms["Forge"]["forged_items"])
with patch.object(module.random, "random", return_value=0.0), patch.object(module.random, "choice", side_effect=lambda seq: seq[0]):
result = engine.run_tick("forge")
self.assertEqual(engine.world.rooms["Forge"]["forged_items"], forged_before)
self.assertTrue(
any("forge" in line.lower() and ("cold" in line.lower() or "fire" in line.lower()) for line in result["log"] + result["world_events"]),
result,
)
self.assertTrue(
any(line.startswith("Bezalel says:") and ("fire" in line.lower() or "forge" in line.lower()) for line in result["log"]),
result,
)
if __name__ == "__main__":
unittest.main()