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Author SHA1 Message Date
Alexander Whitestone
89de5b2c69 fix: make tower world events affect gameplay
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Closes #513
2026-04-22 10:44:56 -04:00
5 changed files with 249 additions and 247 deletions

View File

@@ -285,24 +285,25 @@ class World:
self.state.pop("phase_transition_event", None)
# Natural energy decay: the world is exhausting
self.state.pop("energy_collapse_event", None)
for char_name, char in self.characters.items():
char["energy"] = max(0, char["energy"] - 0.3)
# Check for energy collapse
if char["energy"] <= 0:
current = char.get("room", "Threshold")
next_rooms = [room for room in self.rooms.keys() if room != current]
new_room = random.choice(next_rooms) if next_rooms else current
char["energy"] = 2 # Wake up with some energy
char["room"] = new_room
# Timmy collapse gets special narrative treatment
if char.get("is_player", False):
char["memories"].append("Collapsed from exhaustion.")
self.state["energy_collapse_event"] = {
"character": char_name,
"from_room": current,
"to_room": new_room,
}
char["energy"] = 2 # Wake up with some energy
# Random room change (scattered)
rooms = list(self.rooms.keys())
current = char.get("room", "Threshold")
new_room = current
attempts = 0
while new_room == current and attempts < 10:
import random as _r
new_room = _r.choice(rooms)
attempts += 1
if new_room != current:
char["room"] = new_room
# Forge fire naturally dims if not tended
# Phase-aware: Breaking phase has higher fire-death chance
@@ -1058,6 +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."""
@@ -1095,19 +1136,6 @@ class GameEngine:
# Process Timmy's action
room_name = self.world.characters["Timmy"]["room"]
timmy_energy = self.world.characters["Timmy"]["energy"]
collapse_event = self.world.state.pop("energy_collapse_event", None)
if collapse_event and collapse_event.get("character") == "Timmy":
room_name = self.world.characters["Timmy"]["room"]
scene["timmy_room"] = room_name
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
scene["room_desc"] = self.world.get_room_desc(room_name, "Timmy")
here = [n for n in self.world.characters if self.world.characters[n]["room"] == room_name and n != "Timmy"]
scene["here"] = here
scene["log"].append("You collapse from exhaustion. The world spins. You wake somewhere else.")
if collapse_event.get("from_room") != collapse_event.get("to_room"):
scene["log"].append(f"You are in The {collapse_event['to_room']}, disoriented.")
return scene
# Energy constraint checks
action_costs = {
@@ -1169,8 +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"] -= action_cost
self.world.characters["Timmy"]["energy"] -= move_cost
scene["log"].append(f"You move {direction} to The {dest}.")
scene["timmy_room"] = dest
@@ -1178,6 +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"]
@@ -1278,7 +1317,7 @@ class GameEngine:
self.world.characters["Timmy"]["trust"]["Kimi"] = min(1.0,
self.world.characters["Timmy"]["trust"].get("Kimi", 0) + 0.1)
self.world.characters["Timmy"]["energy"] -= action_cost
self.world.characters["Timmy"]["energy"] -= 0
else:
scene["log"].append(f"{target} is not in this room.")
@@ -1315,7 +1354,7 @@ class GameEngine:
if self.world.characters["Timmy"]["room"] == "Forge":
self.world.rooms["Forge"]["fire"] = "glowing"
self.world.rooms["Forge"]["fire_tended"] += 1
self.world.characters["Timmy"]["energy"] -= action_cost
self.world.characters["Timmy"]["energy"] -= 2
scene["log"].append("You tend the forge fire. The flames leap up, bright and hungry.")
self.world.state["forge_fire_dying"] = False
else:
@@ -1323,25 +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"] -= action_cost
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 = [
@@ -1356,7 +1439,7 @@ class GameEngine:
new_carving = random.choice(carvings)
if new_carving not in self.world.rooms["Bridge"]["carvings"]:
self.world.rooms["Bridge"]["carvings"].append(new_carving)
self.world.characters["Timmy"]["energy"] -= action_cost
self.world.characters["Timmy"]["energy"] -= 1
scene["log"].append(f"You carve into the railing: \"{new_carving}\"")
else:
scene["log"].append("You are not on the Bridge.")
@@ -1365,7 +1448,7 @@ class GameEngine:
if self.world.characters["Timmy"]["room"] == "Garden":
self.world.rooms["Garden"]["growth"] = min(5,
self.world.rooms["Garden"]["growth"] + 1)
self.world.characters["Timmy"]["energy"] -= action_cost
self.world.characters["Timmy"]["energy"] -= 1
scene["log"].append("You plant something in the dark soil. The earth takes it without question.")
else:
scene["log"].append("You are not in the Garden.")
@@ -1384,7 +1467,7 @@ class GameEngine:
self.world.characters["Timmy"]["trust"].get(target_name, 0) + 0.2)
self.world.characters[target_name]["trust"]["Timmy"] = min(1.0,
self.world.characters[target_name]["trust"].get("Timmy", 0) + 0.2)
self.world.characters["Timmy"]["energy"] -= action_cost
self.world.characters["Timmy"]["energy"] -= 1
scene["log"].append(f"You help {target_name}. They look grateful.")
else:
@@ -1427,7 +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)
@@ -1440,9 +1527,6 @@ class GameEngine:
self.world.characters[char_name]["spoken"].append(line)
scene["log"].append(f"{char_name} says: \"{line}\"")
scene["timmy_room"] = self.world.characters["Timmy"]["room"]
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
# Save the world
self.world.save()

View File

@@ -203,25 +203,26 @@ class World:
def update_world_state(self):
"""World changes independent of character actions."""
# Natural energy decay: the world is exhausting
self.state.pop("energy_collapse_event", None)
for char_name, char in self.characters.items():
char["energy"] = max(0, char["energy"] - 0.3)
# Check for energy collapse
if char["energy"] <= 0:
current = char.get("room", "Threshold")
next_rooms = [room for room in self.rooms.keys() if room != current]
new_room = random.choice(next_rooms) if next_rooms else current
char["energy"] = 2 # Wake up with some energy
char["room"] = new_room
# Timmy collapse gets special narrative treatment
if char.get("is_player", False):
char["memories"].append("Collapsed from exhaustion.")
self.state["energy_collapse_event"] = {
"character": char_name,
"from_room": current,
"to_room": new_room,
}
char["energy"] = 2 # Wake up with some energy
# Random room change (scattered)
rooms = list(self.rooms.keys())
current = char.get("room", "Threshold")
new_room = current
attempts = 0
while new_room == current and attempts < 10:
new_room = rooms[0] # Will change to random
attempts += 1
if new_room != current:
char["room"] = new_room
# Forge fire naturally dims if not tended
self.state["forge_fire_dying"] = random.random() < 0.1
# Random weather events
@@ -926,21 +927,7 @@ class GameEngine:
}
# Process Timmy's action
room_name = self.world.characters["Timmy"]["room"]
timmy_energy = self.world.characters["Timmy"]["energy"]
collapse_event = self.world.state.pop("energy_collapse_event", None)
if collapse_event and collapse_event.get("character") == "Timmy":
room_name = self.world.characters["Timmy"]["room"]
scene["timmy_room"] = room_name
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
scene["room_desc"] = self.world.get_room_desc(room_name, "Timmy")
here = [n for n in self.world.characters if self.world.characters[n]["room"] == room_name and n != "Timmy"]
scene["here"] = here
scene["log"].append("You collapse from exhaustion. The world spins. You wake somewhere else.")
if collapse_event.get("from_room") != collapse_event.get("to_room"):
scene["log"].append(f"You are in The {collapse_event['to_room']}, disoriented.")
return scene
# Energy constraint checks
action_costs = {
@@ -1003,7 +990,7 @@ class GameEngine:
if direction in connections:
dest = connections[direction]
self.world.characters["Timmy"]["room"] = dest
self.world.characters["Timmy"]["energy"] -= action_cost
self.world.characters["Timmy"]["energy"] -= 1
scene["log"].append(f"You move {direction} to The {dest}.")
scene["timmy_room"] = dest
@@ -1105,7 +1092,7 @@ class GameEngine:
self.world.characters["Timmy"]["trust"]["Kimi"] = min(1.0,
self.world.characters["Timmy"]["trust"].get("Kimi", 0) + 0.1)
self.world.characters["Timmy"]["energy"] -= action_cost
self.world.characters["Timmy"]["energy"] -= 0
else:
scene["log"].append(f"{target} is not in this room.")
@@ -1142,7 +1129,7 @@ class GameEngine:
if self.world.characters["Timmy"]["room"] == "Forge":
self.world.rooms["Forge"]["fire"] = "glowing"
self.world.rooms["Forge"]["fire_tended"] += 1
self.world.characters["Timmy"]["energy"] -= action_cost
self.world.characters["Timmy"]["energy"] -= 2
scene["log"].append("You tend the forge fire. The flames leap up, bright and hungry.")
self.world.state["forge_fire_dying"] = False
else:
@@ -1164,7 +1151,7 @@ class GameEngine:
]
new_rule = random.choice(rules)
self.world.rooms["Tower"]["messages"].append(new_rule)
self.world.characters["Timmy"]["energy"] -= action_cost
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.")
@@ -1183,7 +1170,7 @@ class GameEngine:
new_carving = random.choice(carvings)
if new_carving not in self.world.rooms["Bridge"]["carvings"]:
self.world.rooms["Bridge"]["carvings"].append(new_carving)
self.world.characters["Timmy"]["energy"] -= action_cost
self.world.characters["Timmy"]["energy"] -= 1
scene["log"].append(f"You carve into the railing: \"{new_carving}\"")
else:
scene["log"].append("You are not on the Bridge.")
@@ -1192,7 +1179,7 @@ class GameEngine:
if self.world.characters["Timmy"]["room"] == "Garden":
self.world.rooms["Garden"]["growth"] = min(5,
self.world.rooms["Garden"]["growth"] + 1)
self.world.characters["Timmy"]["energy"] -= action_cost
self.world.characters["Timmy"]["energy"] -= 1
scene["log"].append("You plant something in the dark soil. The earth takes it without question.")
else:
scene["log"].append("You are not in the Garden.")
@@ -1211,7 +1198,7 @@ class GameEngine:
self.world.characters["Timmy"]["trust"].get(target_name, 0) + 0.2)
self.world.characters[target_name]["trust"]["Timmy"] = min(1.0,
self.world.characters[target_name]["trust"].get("Timmy", 0) + 0.2)
self.world.characters["Timmy"]["energy"] -= action_cost
self.world.characters["Timmy"]["energy"] -= 1
scene["log"].append(f"You help {target_name}. They look grateful.")
else:
@@ -1255,9 +1242,6 @@ class GameEngine:
self.world.characters[char_name]["spoken"].append(line)
scene["log"].append(f'{char_name} says: "{line}"')
scene["timmy_room"] = self.world.characters["Timmy"]["room"]
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
# Save the world
self.world.save()

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()

View File

@@ -1,127 +0,0 @@
from importlib.util import module_from_spec, spec_from_file_location
from pathlib import Path
import random as std_random
import pytest
ROOT = Path(__file__).resolve().parent.parent
GAME_PATH = ROOT / "evennia" / "timmy_world" / "game.py"
def load_game_module(tmp_path: Path):
spec = spec_from_file_location("evennia_local_world_game_energy", GAME_PATH)
module = module_from_spec(spec)
assert spec.loader is not None
spec.loader.exec_module(module)
module.random.seed(0)
module.WORLD_DIR = tmp_path
module.STATE_FILE = tmp_path / "game_state.json"
module.TIMMY_LOG = tmp_path / "timmy_log.md"
module.WORLD_DIR.mkdir(parents=True, exist_ok=True)
return module
def make_engine(tmp_path: Path):
module = load_game_module(tmp_path)
engine = module.GameEngine()
engine.start_new_game()
return module, engine
def choose_action(module, engine):
energy = engine.world.characters["Timmy"]["energy"]
room = engine.world.characters["Timmy"]["room"]
actions = module.PlayerInterface(engine).get_available_actions()
if energy <= 1 and "rest" in actions:
return "rest"
if room == "Garden" and "speak:Marcus" in actions and energy <= 4.3:
return "speak:Marcus"
if room == "Forge" and "tend_fire" in actions:
return "tend_fire"
if room == "Tower" and "write_rule" in actions:
return "write_rule"
if room == "Bridge" and "carve" in actions:
return "carve"
if room == "Garden" and "plant" in actions:
return "plant"
moves = [action.split(" ->")[0] for action in actions if action.startswith("move:")]
if moves:
return moves[0]
if "look" in actions:
return "look"
return actions[0]
class TestTowerGameEnergyConstraints:
def test_low_energy_blocks_costly_action_without_crashing(self, tmp_path):
module, engine = make_engine(tmp_path)
engine.world.characters["Timmy"]["energy"] = 1
result = engine.run_tick("move:north")
assert any("too exhausted" in line for line in result["log"])
assert engine.world.characters["Timmy"]["room"] == "Threshold"
assert engine.world.characters["Timmy"]["energy"] == pytest.approx(0.7)
def test_tired_move_uses_extra_effort_and_drains_energy(self, tmp_path):
module, engine = make_engine(tmp_path)
engine.world.characters["Timmy"]["energy"] = 3.3
result = engine.run_tick("move:north")
assert any("more effort than usual" in line for line in result["log"])
assert engine.world.characters["Timmy"]["room"] == "Tower"
assert engine.world.characters["Timmy"]["energy"] == pytest.approx(0.0)
assert result["timmy_energy"] == pytest.approx(0.0)
def test_rest_is_meaningful_choice_with_room_specific_recovery(self, tmp_path):
module, garden_engine = make_engine(tmp_path / "garden")
garden_engine.world.characters["Timmy"]["room"] = "Garden"
garden_engine.world.characters["Timmy"]["energy"] = 1.0
garden_result = garden_engine.run_tick("rest")
module, bridge_engine = make_engine(tmp_path / "bridge")
bridge_engine.world.characters["Timmy"]["room"] = "Bridge"
bridge_engine.world.characters["Timmy"]["energy"] = 1.0
bridge_result = bridge_engine.run_tick("rest")
assert any("stone bench" in line for line in garden_result["log"])
assert any("no place to rest" in line.lower() for line in bridge_result["log"])
assert garden_engine.world.characters["Timmy"]["energy"] > bridge_engine.world.characters["Timmy"]["energy"]
def test_marcus_can_provide_energy_relief_when_timmy_is_tired(self, tmp_path):
module, engine = make_engine(tmp_path)
engine.world.characters["Timmy"]["room"] = "Garden"
engine.world.characters["Timmy"]["energy"] = 4.3
result = engine.run_tick("speak:Marcus")
assert any("Marcus offers you food" in line for line in result["log"])
assert engine.world.characters["Timmy"]["energy"] == pytest.approx(5.0)
assert result["timmy_energy"] == pytest.approx(5.0)
def test_energy_collapse_moves_timmy_and_records_memory(self, tmp_path, monkeypatch):
module, engine = make_engine(tmp_path)
engine.world.characters["Timmy"]["energy"] = 0
engine.world.characters["Timmy"]["room"] = "Threshold"
monkeypatch.setattr(std_random, "choice", lambda seq: "Tower")
result = engine.run_tick("look")
assert any("collapse from exhaustion" in line.lower() for line in result["log"])
assert engine.world.characters["Timmy"]["room"] == "Tower"
assert engine.world.characters["Timmy"]["energy"] == 2
assert "Collapsed from exhaustion." in engine.world.characters["Timmy"]["memories"]
def test_intentional_play_reaches_low_energy_within_100_ticks(self, tmp_path):
module, engine = make_engine(tmp_path)
min_energy = engine.world.characters["Timmy"]["energy"]
for _ in range(100):
action = choose_action(module, engine)
engine.run_tick(action)
min_energy = min(min_energy, engine.world.characters["Timmy"]["energy"])
assert min_energy <= 3

View File

@@ -203,25 +203,26 @@ class World:
def update_world_state(self):
"""World changes independent of character actions."""
# Natural energy decay: the world is exhausting
self.state.pop("energy_collapse_event", None)
for char_name, char in self.characters.items():
char["energy"] = max(0, char["energy"] - 0.3)
# Check for energy collapse
if char["energy"] <= 0:
current = char.get("room", "Threshold")
next_rooms = [room for room in self.rooms.keys() if room != current]
new_room = random.choice(next_rooms) if next_rooms else current
char["energy"] = 2 # Wake up with some energy
char["room"] = new_room
# Timmy collapse gets special narrative treatment
if char.get("is_player", False):
char["memories"].append("Collapsed from exhaustion.")
self.state["energy_collapse_event"] = {
"character": char_name,
"from_room": current,
"to_room": new_room,
}
char["energy"] = 2 # Wake up with some energy
# Random room change (scattered)
rooms = list(self.rooms.keys())
current = char.get("room", "Threshold")
new_room = current
attempts = 0
while new_room == current and attempts < 10:
new_room = rooms[0] # Will change to random
attempts += 1
if new_room != current:
char["room"] = new_room
# Forge fire naturally dims if not tended
self.state["forge_fire_dying"] = random.random() < 0.1
# Random weather events
@@ -670,21 +671,7 @@ class GameEngine:
}
# Process Timmy's action
room_name = self.world.characters["Timmy"]["room"]
timmy_energy = self.world.characters["Timmy"]["energy"]
collapse_event = self.world.state.pop("energy_collapse_event", None)
if collapse_event and collapse_event.get("character") == "Timmy":
room_name = self.world.characters["Timmy"]["room"]
scene["timmy_room"] = room_name
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
scene["room_desc"] = self.world.get_room_desc(room_name, "Timmy")
here = [n for n in self.world.characters if self.world.characters[n]["room"] == room_name and n != "Timmy"]
scene["here"] = here
scene["log"].append("You collapse from exhaustion. The world spins. You wake somewhere else.")
if collapse_event.get("from_room") != collapse_event.get("to_room"):
scene["log"].append(f"You are in The {collapse_event['to_room']}, disoriented.")
return scene
# Energy constraint checks
action_costs = {
@@ -747,7 +734,7 @@ class GameEngine:
if direction in connections:
dest = connections[direction]
self.world.characters["Timmy"]["room"] = dest
self.world.characters["Timmy"]["energy"] -= action_cost
self.world.characters["Timmy"]["energy"] -= 1
scene["log"].append(f"You move {direction} to The {dest}.")
scene["timmy_room"] = dest
@@ -861,7 +848,7 @@ class GameEngine:
self.world.characters["Timmy"]["trust"]["Kimi"] = min(1.0,
self.world.characters["Timmy"]["trust"].get("Kimi", 0) + 0.1)
self.world.characters["Timmy"]["energy"] -= action_cost
self.world.characters["Timmy"]["energy"] -= 0
else:
scene["log"].append(f"{target} is not in this room.")
@@ -898,7 +885,7 @@ class GameEngine:
if self.world.characters["Timmy"]["room"] == "Forge":
self.world.rooms["Forge"]["fire"] = "glowing"
self.world.rooms["Forge"]["fire_tended"] += 1
self.world.characters["Timmy"]["energy"] -= action_cost
self.world.characters["Timmy"]["energy"] -= 2
scene["log"].append("You tend the forge fire. The flames leap up, bright and hungry.")
self.world.state["forge_fire_dying"] = False
else:
@@ -927,7 +914,7 @@ class GameEngine:
]
new_rule = random.choice(rules)
self.world.rooms["Tower"]["messages"].append(new_rule)
self.world.characters["Timmy"]["energy"] -= action_cost
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.")
@@ -953,7 +940,7 @@ class GameEngine:
new_carving = random.choice(carvings)
if new_carving not in self.world.rooms["Bridge"]["carvings"]:
self.world.rooms["Bridge"]["carvings"].append(new_carving)
self.world.characters["Timmy"]["energy"] -= action_cost
self.world.characters["Timmy"]["energy"] -= 1
scene["log"].append(f"You carve into the railing: \"{new_carving}\"")
else:
scene["log"].append("You are not on the Bridge.")
@@ -962,7 +949,7 @@ class GameEngine:
if self.world.characters["Timmy"]["room"] == "Garden":
self.world.rooms["Garden"]["growth"] = min(5,
self.world.rooms["Garden"]["growth"] + 1)
self.world.characters["Timmy"]["energy"] -= action_cost
self.world.characters["Timmy"]["energy"] -= 1
scene["log"].append("You plant something in the dark soil. The earth takes it without question.")
else:
scene["log"].append("You are not in the Garden.")
@@ -988,7 +975,7 @@ class GameEngine:
self.world.characters["Timmy"]["trust"].get(target_name, 0) + 0.2)
self.world.characters[target_name]["trust"]["Timmy"] = min(1.0,
self.world.characters[target_name]["trust"].get("Timmy", 0) + 0.2)
self.world.characters["Timmy"]["energy"] -= action_cost
self.world.characters["Timmy"]["energy"] -= 1
scene["log"].append(f"You help {target_name}. They look grateful.")
elif timmy_action.startswith("confront:"):
@@ -1089,9 +1076,6 @@ class GameEngine:
self.world.characters[char_name]["spoken"].append(line)
scene["log"].append(f"{char_name} says: \"{line}\"")
scene["timmy_room"] = self.world.characters["Timmy"]["room"]
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
# Save the world
self.world.save()