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Timmy Agent
2f53409614 feat(lab-005): Deploy AI agent fleet on available laptops (#530)
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- Add configs/laptop-fleet-manifest.yaml (production manifest for 6 machines)
- Add docs/LAB-005-laptop-fleet-deployment.md (generated deployment plan)
- Add ansible/playbooks/deploy_laptop_fleet.yml (Ansible playbook for Linux laptops)
- Add ansible/inventory/laptops.ini (fleet inventory with role groups)
- Add configs/hermes-laptop-anchor.service (24/7 systemd user service)
- Add configs/hermes-laptop-daylight.service (peak-hours systemd user service)
- Add configs/hermes-laptop-daylight.timer (systemd timer for 10:00 start)
- Expand tests to verify production manifest, plan, playbook, and services
2026-04-22 01:48:33 -04:00
12 changed files with 398 additions and 232 deletions

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@@ -0,0 +1,27 @@
[laptop_anchor]
# 24/7 anchor agents — lowest idle wattage, reliable adapters
timmy-anchor-a ansible_host=TIMMY_ANCHOR_A_IP ansible_user=timmy
[laptop_daylight]
# Daylight compute nodes — peak solar hours only
timmy-daylight-a ansible_host=TIMMY_DAYLIGHT_A_IP ansible_user=timmy
timmy-daylight-b ansible_host=TIMMY_DAYLIGHT_B_IP ansible_user=timmy
[laptop_pending]
# Machines awaiting hardware repair before production duty
timmy-daylight-c ansible_host=TIMMY_DAYLIGHT_C_IP ansible_user=timmy
[desktop_nas]
# Heavy compute + 4TB SSD NAS — daylight only due to power draw
timmy-desktop-nas ansible_host=TIMMY_DESKTOP_NAS_IP ansible_user=timmy
[laptops:children]
laptop_anchor
laptop_daylight
laptop_pending
desktop_nas
[laptops:vars]
ansible_python_interpreter=/usr/bin/python3
timmy_home=/home/timmy/timmy
timmy_repo=https://forge.alexanderwhitestone.com/Timmy_Foundation/timmy-home.git

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@@ -0,0 +1,137 @@
---
- name: Deploy Hermes agent fleet on available laptops
hosts: laptops
gather_facts: true
vars:
timmy_user: "{{ ansible_user }}"
timmy_dir: "/home/{{ timmy_user }}/timmy"
hermes_repo: "https://forge.alexanderwhitestone.com/Timmy_Foundation/timmy-home.git"
hermes_agent_repo: "https://forge.alexanderwhitestone.com/Timmy_Foundation/hermes-agent.git"
tasks:
- name: Ensure required packages are installed
ansible.builtin.package:
name:
- git
- python3
- python3-pip
- python3-venv
- tmux
- curl
- jq
- sqlite3
state: present
become: true
when: ansible_os_family in ['Debian', 'RedHat', 'Archlinux']
- name: Ensure timmy directory exists
ansible.builtin.file:
path: "{{ timmy_dir }}"
state: directory
mode: "0755"
- name: Clone timmy-home repository
ansible.builtin.git:
repo: "{{ hermes_repo }}"
dest: "{{ timmy_dir }}/timmy-home"
version: main
depth: 1
- name: Clone hermes-agent repository
ansible.builtin.git:
repo: "{{ hermes_agent_repo }}"
dest: "{{ timmy_dir }}/hermes-agent"
version: main
depth: 1
- name: Create Python virtual environment
ansible.builtin.command:
cmd: "python3 -m venv {{ timmy_dir }}/venv"
creates: "{{ timmy_dir }}/venv/bin/python"
- name: Install Python dependencies
ansible.builtin.pip:
name:
- requests
- pyyaml
virtualenv: "{{ timmy_dir }}/venv"
- name: Ensure systemd user directory exists
ansible.builtin.file:
path: "{{ ansible_env.HOME | default('/home/' + timmy_user) }}/.config/systemd/user"
state: directory
mode: "0755"
when: ansible_os_family in ['Debian', 'RedHat', 'Archlinux']
- name: Deploy anchor agent systemd user service
ansible.builtin.template:
src: "../../configs/hermes-laptop-anchor.service"
dest: "{{ ansible_env.HOME | default('/home/' + timmy_user) }}/.config/systemd/user/hermes-laptop-anchor.service"
mode: "0644"
when:
- inventory_hostname in groups['laptop_anchor']
- ansible_os_family in ['Debian', 'RedHat', 'Archlinux']
notify: Reload user systemd
- name: Deploy daylight agent systemd user service
ansible.builtin.template:
src: "../../configs/hermes-laptop-daylight.service"
dest: "{{ ansible_env.HOME | default('/home/' + timmy_user) }}/.config/systemd/user/hermes-laptop-daylight.service"
mode: "0644"
when:
- inventory_hostname in groups['laptop_daylight']
- ansible_os_family in ['Debian', 'RedHat', 'Archlinux']
notify: Reload user systemd
- name: Deploy daylight agent systemd timer
ansible.builtin.template:
src: "../../configs/hermes-laptop-daylight.timer"
dest: "{{ ansible_env.HOME | default('/home/' + timmy_user) }}/.config/systemd/user/hermes-laptop-daylight.timer"
mode: "0644"
when:
- inventory_hostname in groups['laptop_daylight']
- ansible_os_family in ['Debian', 'RedHat', 'Archlinux']
notify: Reload user systemd
- name: Enable and start anchor agent service
ansible.builtin.systemd:
name: hermes-laptop-anchor.service
state: started
enabled: true
scope: user
when:
- inventory_hostname in groups['laptop_anchor']
- ansible_os_family in ['Debian', 'RedHat', 'Archlinux']
- name: Enable daylight agent timer
ansible.builtin.systemd:
name: hermes-laptop-daylight.timer
state: started
enabled: true
scope: user
when:
- inventory_hostname in groups['laptop_daylight']
- ansible_os_family in ['Debian', 'RedHat', 'Archlinux']
- name: Create fleet status script
ansible.builtin.copy:
dest: "{{ timmy_dir }}/scripts/status.sh"
content: |
#!/bin/bash
echo "=== {{ inventory_hostname }} Status ==="
echo ""
echo "Services:"
systemctl --user is-active hermes-laptop-anchor.service 2>/dev/null && echo " anchor: RUNNING" || true
systemctl --user is-active hermes-laptop-daylight.service 2>/dev/null && echo " daylight: RUNNING" || true
echo ""
echo "Disk Usage:"
df -h $HOME | tail -1
echo ""
echo "Memory:"
free -h 2>/dev/null | grep Mem || vm_stat 2>/dev/null | head -5
mode: "0755"
handlers:
- name: Reload user systemd
ansible.builtin.command: systemctl --user daemon-reload
changed_when: true

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@@ -0,0 +1,15 @@
[Unit]
Description=Hermes Laptop Anchor Agent (24/7)
After=network.target
[Service]
Type=simple
WorkingDirectory=%h/timmy/hermes-agent
ExecStart=%h/timmy/venv/bin/python %h/timmy/hermes-agent/run_agent.py
Restart=always
RestartSec=30
Environment="HOME=%h"
Environment="HERMES_HOME=%h/.hermes"
[Install]
WantedBy=default.target

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@@ -0,0 +1,16 @@
[Unit]
Description=Hermes Laptop Daylight Agent
After=network.target
[Service]
Type=simple
WorkingDirectory=%h/timmy/hermes-agent
ExecStart=%h/timmy/venv/bin/python %h/timmy/hermes-agent/run_agent.py
Restart=on-failure
RestartSec=30
RuntimeMaxSec=6h
Environment="HOME=%h"
Environment="HERMES_HOME=%h/.hermes"
[Install]
WantedBy=default.target

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@@ -0,0 +1,9 @@
[Unit]
Description=Run Hermes daylight agent during peak solar hours
[Timer]
OnCalendar=*-*-* 10:00:00
Persistent=true
[Install]
WantedBy=timers.target

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@@ -0,0 +1,67 @@
# LAB-005: Laptop Fleet Manifest
# Production manifest for the 6-machine Timmy Foundation laptop fleet.
# Edit this file when hardware changes, then regenerate the deployment plan:
# python3 scripts/plan_laptop_fleet.py configs/laptop-fleet-manifest.yaml --markdown > docs/LAB-005-laptop-fleet-deployment.md
fleet_name: timmy-laptop-fleet
machines:
- hostname: timmy-anchor-a
machine_type: laptop
ram_gb: 16
cpu_cores: 8
os: macOS
adapter_condition: good
idle_watts: 11
always_on_capable: true
notes: candidate 24/7 anchor agent
- hostname: timmy-anchor-b
machine_type: laptop
ram_gb: 8
cpu_cores: 4
os: Linux
adapter_condition: good
idle_watts: 13
always_on_capable: true
notes: candidate 24/7 anchor agent
- hostname: timmy-daylight-a
machine_type: laptop
ram_gb: 32
cpu_cores: 10
os: macOS
adapter_condition: ok
idle_watts: 22
always_on_capable: true
notes: higher-performance daylight compute
- hostname: timmy-daylight-b
machine_type: laptop
ram_gb: 16
cpu_cores: 8
os: Linux
adapter_condition: ok
idle_watts: 19
always_on_capable: true
notes: daylight compute node
- hostname: timmy-daylight-c
machine_type: laptop
ram_gb: 8
cpu_cores: 4
os: Windows
adapter_condition: needs_replacement
idle_watts: 17
always_on_capable: false
notes: repair power adapter before production duty
- hostname: timmy-desktop-nas
machine_type: desktop
ram_gb: 64
cpu_cores: 12
os: Linux
adapter_condition: good
idle_watts: 58
always_on_capable: false
has_4tb_ssd: true
notes: desktop plus 4TB SSD NAS and heavy compute during peak sun

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@@ -0,0 +1,30 @@
# Laptop Fleet Deployment Plan
Fleet: timmy-laptop-fleet
Machine count: 6
24/7 anchor agents: timmy-anchor-a, timmy-anchor-b
Desktop/NAS: timmy-desktop-nas
Daylight schedule: 10:00-16:00
## Role mapping
| Hostname | Role | Schedule | Duty cycle |
|---|---|---|---|
| timmy-anchor-a | anchor_agent | 24/7 | continuous |
| timmy-anchor-b | anchor_agent | 24/7 | continuous |
| timmy-daylight-a | daylight_agent | 10:00-16:00 | peak_solar |
| timmy-daylight-b | daylight_agent | 10:00-16:00 | peak_solar |
| timmy-daylight-c | daylight_agent | 10:00-16:00 | peak_solar |
| timmy-desktop-nas | desktop_nas | 10:00-16:00 | daylight_only |
## Machine inventory
| Hostname | Type | RAM | CPU cores | OS | Adapter | Idle watts | Notes |
|---|---|---:|---:|---|---|---:|---|
| timmy-anchor-a | laptop | 16 | 8 | macOS | good | 11 | candidate 24/7 anchor agent |
| timmy-anchor-b | laptop | 8 | 4 | Linux | good | 13 | candidate 24/7 anchor agent |
| timmy-daylight-a | laptop | 32 | 10 | macOS | ok | 22 | higher-performance daylight compute |
| timmy-daylight-b | laptop | 16 | 8 | Linux | ok | 19 | daylight compute node |
| timmy-daylight-c | laptop | 8 | 4 | Windows | needs_replacement | 17 | repair power adapter before production duty |
| timmy-desktop-nas | desktop | 64 | 12 | Linux | good | 58 | desktop plus 4TB SSD NAS and heavy compute during peak sun |

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@@ -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
@@ -1093,21 +1094,7 @@ 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 = {
@@ -1170,7 +1157,7 @@ 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
@@ -1278,7 +1265,7 @@ 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 +1302,7 @@ 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:
@@ -1337,7 +1324,7 @@ 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.")
@@ -1356,7 +1343,7 @@ 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 +1352,7 @@ 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 +1371,7 @@ 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:
@@ -1440,9 +1427,6 @@ 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()

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@@ -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

@@ -50,3 +50,43 @@ def test_manifest_template_is_valid_yaml() -> None:
data = yaml.safe_load(Path("docs/laptop-fleet-manifest.example.yaml").read_text())
assert data["fleet_name"] == "timmy-laptop-fleet"
assert len(data["machines"]) == 6
def test_production_manifest_exists_and_is_valid() -> None:
assert Path("configs/laptop-fleet-manifest.yaml").exists()
data = yaml.safe_load(Path("configs/laptop-fleet-manifest.yaml").read_text())
assert data["fleet_name"] == "timmy-laptop-fleet"
assert len(data["machines"]) == 6
plan = build_plan(data)
assert plan["desktop_nas"] == "timmy-desktop-nas"
assert len(plan["anchor_agents"]) == 2
def test_deployment_plan_generated() -> None:
assert Path("docs/LAB-005-laptop-fleet-deployment.md").exists()
content = Path("docs/LAB-005-laptop-fleet-deployment.md").read_text()
assert "24/7 anchor agents: timmy-anchor-a, timmy-anchor-b" in content
assert "Daylight schedule: 10:00-16:00" in content
assert "desktop_nas" in content
def test_ansible_playbook_exists() -> None:
assert Path("ansible/playbooks/deploy_laptop_fleet.yml").exists()
def test_ansible_laptop_inventory_exists() -> None:
assert Path("ansible/inventory/laptops.ini").exists()
content = Path("ansible/inventory/laptops.ini").read_text()
assert "[laptop_anchor]" in content
assert "[laptop_daylight]" in content
assert "[desktop_nas]" in content
def test_systemd_service_templates_exist() -> None:
assert Path("configs/hermes-laptop-anchor.service").exists()
assert Path("configs/hermes-laptop-daylight.service").exists()
assert Path("configs/hermes-laptop-daylight.timer").exists()
anchor = Path("configs/hermes-laptop-anchor.service").read_text()
daylight = Path("configs/hermes-laptop-daylight.service").read_text()
assert "Restart=always" in anchor
assert "RuntimeMaxSec=6h" in daylight

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@@ -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()