Compare commits
1 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
2f53409614 |
27
ansible/inventory/laptops.ini
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27
ansible/inventory/laptops.ini
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@@ -0,0 +1,27 @@
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[laptop_anchor]
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# 24/7 anchor agents — lowest idle wattage, reliable adapters
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timmy-anchor-a ansible_host=TIMMY_ANCHOR_A_IP ansible_user=timmy
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[laptop_daylight]
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# Daylight compute nodes — peak solar hours only
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timmy-daylight-a ansible_host=TIMMY_DAYLIGHT_A_IP ansible_user=timmy
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timmy-daylight-b ansible_host=TIMMY_DAYLIGHT_B_IP ansible_user=timmy
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[laptop_pending]
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# Machines awaiting hardware repair before production duty
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timmy-daylight-c ansible_host=TIMMY_DAYLIGHT_C_IP ansible_user=timmy
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[desktop_nas]
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# Heavy compute + 4TB SSD NAS — daylight only due to power draw
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timmy-desktop-nas ansible_host=TIMMY_DESKTOP_NAS_IP ansible_user=timmy
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[laptops:children]
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laptop_anchor
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laptop_daylight
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laptop_pending
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desktop_nas
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[laptops:vars]
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ansible_python_interpreter=/usr/bin/python3
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timmy_home=/home/timmy/timmy
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timmy_repo=https://forge.alexanderwhitestone.com/Timmy_Foundation/timmy-home.git
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137
ansible/playbooks/deploy_laptop_fleet.yml
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137
ansible/playbooks/deploy_laptop_fleet.yml
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@@ -0,0 +1,137 @@
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---
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- name: Deploy Hermes agent fleet on available laptops
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hosts: laptops
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gather_facts: true
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vars:
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timmy_user: "{{ ansible_user }}"
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timmy_dir: "/home/{{ timmy_user }}/timmy"
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hermes_repo: "https://forge.alexanderwhitestone.com/Timmy_Foundation/timmy-home.git"
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hermes_agent_repo: "https://forge.alexanderwhitestone.com/Timmy_Foundation/hermes-agent.git"
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tasks:
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- name: Ensure required packages are installed
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ansible.builtin.package:
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name:
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- git
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- python3
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- python3-pip
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- python3-venv
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- tmux
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- curl
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- jq
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- sqlite3
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state: present
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become: true
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when: ansible_os_family in ['Debian', 'RedHat', 'Archlinux']
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- name: Ensure timmy directory exists
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ansible.builtin.file:
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path: "{{ timmy_dir }}"
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state: directory
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mode: "0755"
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- name: Clone timmy-home repository
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ansible.builtin.git:
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repo: "{{ hermes_repo }}"
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dest: "{{ timmy_dir }}/timmy-home"
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version: main
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depth: 1
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- name: Clone hermes-agent repository
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ansible.builtin.git:
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repo: "{{ hermes_agent_repo }}"
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dest: "{{ timmy_dir }}/hermes-agent"
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version: main
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depth: 1
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- name: Create Python virtual environment
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ansible.builtin.command:
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cmd: "python3 -m venv {{ timmy_dir }}/venv"
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creates: "{{ timmy_dir }}/venv/bin/python"
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- name: Install Python dependencies
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ansible.builtin.pip:
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name:
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- requests
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- pyyaml
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virtualenv: "{{ timmy_dir }}/venv"
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- name: Ensure systemd user directory exists
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ansible.builtin.file:
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path: "{{ ansible_env.HOME | default('/home/' + timmy_user) }}/.config/systemd/user"
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state: directory
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mode: "0755"
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when: ansible_os_family in ['Debian', 'RedHat', 'Archlinux']
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- name: Deploy anchor agent systemd user service
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ansible.builtin.template:
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src: "../../configs/hermes-laptop-anchor.service"
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dest: "{{ ansible_env.HOME | default('/home/' + timmy_user) }}/.config/systemd/user/hermes-laptop-anchor.service"
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mode: "0644"
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when:
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- inventory_hostname in groups['laptop_anchor']
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- ansible_os_family in ['Debian', 'RedHat', 'Archlinux']
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notify: Reload user systemd
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- name: Deploy daylight agent systemd user service
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ansible.builtin.template:
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src: "../../configs/hermes-laptop-daylight.service"
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dest: "{{ ansible_env.HOME | default('/home/' + timmy_user) }}/.config/systemd/user/hermes-laptop-daylight.service"
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mode: "0644"
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when:
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- inventory_hostname in groups['laptop_daylight']
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- ansible_os_family in ['Debian', 'RedHat', 'Archlinux']
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notify: Reload user systemd
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- name: Deploy daylight agent systemd timer
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ansible.builtin.template:
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src: "../../configs/hermes-laptop-daylight.timer"
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dest: "{{ ansible_env.HOME | default('/home/' + timmy_user) }}/.config/systemd/user/hermes-laptop-daylight.timer"
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mode: "0644"
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when:
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- inventory_hostname in groups['laptop_daylight']
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- ansible_os_family in ['Debian', 'RedHat', 'Archlinux']
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notify: Reload user systemd
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- name: Enable and start anchor agent service
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ansible.builtin.systemd:
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name: hermes-laptop-anchor.service
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state: started
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enabled: true
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scope: user
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when:
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- inventory_hostname in groups['laptop_anchor']
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- ansible_os_family in ['Debian', 'RedHat', 'Archlinux']
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- name: Enable daylight agent timer
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ansible.builtin.systemd:
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name: hermes-laptop-daylight.timer
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state: started
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enabled: true
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scope: user
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when:
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- inventory_hostname in groups['laptop_daylight']
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- ansible_os_family in ['Debian', 'RedHat', 'Archlinux']
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- name: Create fleet status script
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ansible.builtin.copy:
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dest: "{{ timmy_dir }}/scripts/status.sh"
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content: |
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#!/bin/bash
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echo "=== {{ inventory_hostname }} Status ==="
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echo ""
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echo "Services:"
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systemctl --user is-active hermes-laptop-anchor.service 2>/dev/null && echo " anchor: RUNNING" || true
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systemctl --user is-active hermes-laptop-daylight.service 2>/dev/null && echo " daylight: RUNNING" || true
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echo ""
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echo "Disk Usage:"
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df -h $HOME | tail -1
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echo ""
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echo "Memory:"
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free -h 2>/dev/null | grep Mem || vm_stat 2>/dev/null | head -5
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mode: "0755"
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handlers:
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- name: Reload user systemd
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ansible.builtin.command: systemctl --user daemon-reload
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changed_when: true
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15
configs/hermes-laptop-anchor.service
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15
configs/hermes-laptop-anchor.service
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@@ -0,0 +1,15 @@
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[Unit]
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Description=Hermes Laptop Anchor Agent (24/7)
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After=network.target
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[Service]
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Type=simple
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WorkingDirectory=%h/timmy/hermes-agent
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ExecStart=%h/timmy/venv/bin/python %h/timmy/hermes-agent/run_agent.py
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Restart=always
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RestartSec=30
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Environment="HOME=%h"
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Environment="HERMES_HOME=%h/.hermes"
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[Install]
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WantedBy=default.target
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16
configs/hermes-laptop-daylight.service
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16
configs/hermes-laptop-daylight.service
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@@ -0,0 +1,16 @@
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[Unit]
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Description=Hermes Laptop Daylight Agent
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After=network.target
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[Service]
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Type=simple
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WorkingDirectory=%h/timmy/hermes-agent
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ExecStart=%h/timmy/venv/bin/python %h/timmy/hermes-agent/run_agent.py
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Restart=on-failure
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RestartSec=30
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RuntimeMaxSec=6h
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Environment="HOME=%h"
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Environment="HERMES_HOME=%h/.hermes"
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[Install]
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WantedBy=default.target
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9
configs/hermes-laptop-daylight.timer
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9
configs/hermes-laptop-daylight.timer
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@@ -0,0 +1,9 @@
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[Unit]
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Description=Run Hermes daylight agent during peak solar hours
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[Timer]
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OnCalendar=*-*-* 10:00:00
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Persistent=true
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[Install]
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WantedBy=timers.target
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67
configs/laptop-fleet-manifest.yaml
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67
configs/laptop-fleet-manifest.yaml
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@@ -0,0 +1,67 @@
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# LAB-005: Laptop Fleet Manifest
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# Production manifest for the 6-machine Timmy Foundation laptop fleet.
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# Edit this file when hardware changes, then regenerate the deployment plan:
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# python3 scripts/plan_laptop_fleet.py configs/laptop-fleet-manifest.yaml --markdown > docs/LAB-005-laptop-fleet-deployment.md
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fleet_name: timmy-laptop-fleet
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machines:
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- hostname: timmy-anchor-a
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machine_type: laptop
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ram_gb: 16
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cpu_cores: 8
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os: macOS
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adapter_condition: good
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idle_watts: 11
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always_on_capable: true
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notes: candidate 24/7 anchor agent
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- hostname: timmy-anchor-b
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machine_type: laptop
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ram_gb: 8
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cpu_cores: 4
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os: Linux
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adapter_condition: good
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idle_watts: 13
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always_on_capable: true
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notes: candidate 24/7 anchor agent
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- hostname: timmy-daylight-a
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machine_type: laptop
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ram_gb: 32
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cpu_cores: 10
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os: macOS
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adapter_condition: ok
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idle_watts: 22
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always_on_capable: true
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notes: higher-performance daylight compute
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- hostname: timmy-daylight-b
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machine_type: laptop
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ram_gb: 16
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cpu_cores: 8
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os: Linux
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adapter_condition: ok
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idle_watts: 19
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always_on_capable: true
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notes: daylight compute node
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- hostname: timmy-daylight-c
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machine_type: laptop
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ram_gb: 8
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cpu_cores: 4
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os: Windows
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adapter_condition: needs_replacement
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idle_watts: 17
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always_on_capable: false
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notes: repair power adapter before production duty
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- hostname: timmy-desktop-nas
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machine_type: desktop
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ram_gb: 64
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cpu_cores: 12
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os: Linux
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adapter_condition: good
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idle_watts: 58
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always_on_capable: false
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has_4tb_ssd: true
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notes: desktop plus 4TB SSD NAS and heavy compute during peak sun
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30
docs/LAB-005-laptop-fleet-deployment.md
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30
docs/LAB-005-laptop-fleet-deployment.md
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@@ -0,0 +1,30 @@
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# Laptop Fleet Deployment Plan
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Fleet: timmy-laptop-fleet
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Machine count: 6
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24/7 anchor agents: timmy-anchor-a, timmy-anchor-b
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Desktop/NAS: timmy-desktop-nas
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Daylight schedule: 10:00-16:00
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## Role mapping
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| Hostname | Role | Schedule | Duty cycle |
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|---|---|---|---|
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| timmy-anchor-a | anchor_agent | 24/7 | continuous |
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| timmy-anchor-b | anchor_agent | 24/7 | continuous |
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| timmy-daylight-a | daylight_agent | 10:00-16:00 | peak_solar |
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| timmy-daylight-b | daylight_agent | 10:00-16:00 | peak_solar |
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| timmy-daylight-c | daylight_agent | 10:00-16:00 | peak_solar |
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| timmy-desktop-nas | desktop_nas | 10:00-16:00 | daylight_only |
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## Machine inventory
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| Hostname | Type | RAM | CPU cores | OS | Adapter | Idle watts | Notes |
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|---|---|---:|---:|---|---|---:|---|
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| timmy-anchor-a | laptop | 16 | 8 | macOS | good | 11 | candidate 24/7 anchor agent |
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| timmy-anchor-b | laptop | 8 | 4 | Linux | good | 13 | candidate 24/7 anchor agent |
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| timmy-daylight-a | laptop | 32 | 10 | macOS | ok | 22 | higher-performance daylight compute |
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| timmy-daylight-b | laptop | 16 | 8 | Linux | ok | 19 | daylight compute node |
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| timmy-daylight-c | laptop | 8 | 4 | Windows | needs_replacement | 17 | repair power adapter before production duty |
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| 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:
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self.state.pop("phase_transition_event", None)
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# Natural energy decay: the world is exhausting
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self.state.pop("energy_collapse_event", None)
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for char_name, char in self.characters.items():
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char["energy"] = max(0, char["energy"] - 0.3)
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# Check for energy collapse
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if char["energy"] <= 0:
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current = char.get("room", "Threshold")
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next_rooms = [room for room in self.rooms.keys() if room != current]
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new_room = random.choice(next_rooms) if next_rooms else current
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char["energy"] = 2 # Wake up with some energy
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char["room"] = new_room
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# Timmy collapse gets special narrative treatment
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if char.get("is_player", False):
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char["memories"].append("Collapsed from exhaustion.")
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self.state["energy_collapse_event"] = {
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"character": char_name,
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"from_room": current,
|
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"to_room": new_room,
|
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}
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char["energy"] = 2 # Wake up with some energy
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# Random room change (scattered)
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rooms = list(self.rooms.keys())
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current = char.get("room", "Threshold")
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new_room = current
|
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attempts = 0
|
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while new_room == current and attempts < 10:
|
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import random as _r
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new_room = _r.choice(rooms)
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attempts += 1
|
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if new_room != current:
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char["room"] = new_room
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|
||||
# Forge fire naturally dims if not tended
|
||||
# Phase-aware: Breaking phase has higher fire-death chance
|
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@@ -1093,21 +1094,7 @@ class GameEngine:
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}
|
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|
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# Process Timmy's action
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room_name = self.world.characters["Timmy"]["room"]
|
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timmy_energy = self.world.characters["Timmy"]["energy"]
|
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|
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collapse_event = self.world.state.pop("energy_collapse_event", None)
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if collapse_event and collapse_event.get("character") == "Timmy":
|
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room_name = self.world.characters["Timmy"]["room"]
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scene["timmy_room"] = room_name
|
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scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
|
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scene["room_desc"] = self.world.get_room_desc(room_name, "Timmy")
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here = [n for n in self.world.characters if self.world.characters[n]["room"] == room_name and n != "Timmy"]
|
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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"):
|
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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:
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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.")
|
||||
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||||
@@ -1315,7 +1302,7 @@ class GameEngine:
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||||
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()
|
||||
|
||||
|
||||
@@ -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()
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
@@ -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()
|
||||
|
||||
|
||||
Reference in New Issue
Block a user