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Author SHA1 Message Date
Alexander Whitestone
74365aec0c feat: track NH broadband install lifecycle (#533)
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2026-04-22 00:45:55 -04:00
8 changed files with 314 additions and 247 deletions

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@@ -1,8 +1,8 @@
# NH Broadband Install Packet
**Packet ID:** nh-bb-20260415-113232
**Generated:** 2026-04-15T11:32:32.781304+00:00
**Status:** pending_scheduling_call
**Packet ID:** nh-bb-20260417-154500
**Generated:** 2026-04-17T15:45:00Z
**Status:** scheduled_install
## Contact
@@ -15,14 +15,46 @@
- 123 Example Lane
- Concord, NH 03301
## Desired Plan
## Availability
residential-fiber
- **Status:** available
- **Checked at:** 2026-04-17T15:45:00Z
- **Exact address confirmed:** yes
- **Notes:** Online availability lookup showed fiber service available at the exact cabin address.
## Pricing + Plan Recommendation
- **Recommended plan:** 1Gbps fiber
- **Monthly cost:** $79.95
- **Install fee:** $99.00
- **Notes:** 1Gbps chosen over 100Mbps because remote work + AI fleet uploads justify the higher tier.
## Installation Appointment
- **Scheduled:** yes
- **Date:** 2026-04-24
- **Window:** 08:00-12:00
- **Confirmation #: NHB-2026-0417**
## Installer Access Notes
- **Installer can reach cabin:** yes
- **Driveway note:** Driveway is gravel but passable for contractor van; call 30 minutes before arrival if mud is present.
- **Site contact:** 603-555-0142
## Payment
- **Method:** credit_card
- **First month due:** $79.95
- **Install fee due:** $99.00
- **Notes:** Card on file approved for first month plus install fee.
## Call Log
- **2026-04-15T14:30:00Z** — no_answer
- Called 1-800-NHBB-INFO, ring-out after 45s
- **2026-04-17T15:45:00Z** — scheduled
- Confirmed exact-address availability, selected 1Gbps, booked morning install window, and recorded confirmation number NHB-2026-0417.
## Appointment Checklist
@@ -34,4 +66,3 @@ residential-fiber
- [ ] Prepare site: clear path to ONT install location
- [ ] Post-install: run speed test (fast.com / speedtest.net)
- [ ] Log final speeds and appointment outcome

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@@ -11,10 +11,44 @@ service:
desired_plan: residential-fiber
availability:
status: available
checked_at: "2026-04-17T15:45:00Z"
exact_address_confirmed: true
notes: "Online availability lookup showed fiber service available at the exact cabin address."
pricing:
recommended_plan: 1Gbps fiber
monthly_cost_usd: 79.95
install_fee_usd: 99.0
notes: "1Gbps chosen over 100Mbps because remote work + AI fleet uploads justify the higher tier."
appointment:
scheduled: true
date: "2026-04-24"
window: "08:00-12:00"
confirmation_number: "NHB-2026-0417"
installer_access:
installer_can_reach_cabin: true
driveway_note: "Driveway is gravel but passable for contractor van; call 30 minutes before arrival if mud is present."
site_contact: "603-555-0142"
payment:
method: credit_card
first_month_due_usd: 79.95
install_fee_due_usd: 99.0
notes: "Card on file approved for first month plus install fee."
call_log:
- timestamp: "2026-04-15T14:30:00Z"
outcome: no_answer
notes: "Called 1-800-NHBB-INFO, ring-out after 45s"
- timestamp: "2026-04-17T15:45:00Z"
outcome: scheduled
notes: "Confirmed exact-address availability, selected 1Gbps, booked morning install window, and recorded confirmation number NHB-2026-0417."
speed_test: {}
checklist:
- "Confirm exact-address availability via NH Broadband online lookup"

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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()

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@@ -11,36 +11,74 @@ from typing import Any
import yaml
DEFAULT_CHECKLIST = [
"Confirm exact-address availability via NH Broadband online lookup",
"Call NH Broadband scheduling line (1-800-NHBB-INFO)",
"Select appointment window (morning/afternoon)",
"Confirm payment method (credit card / ACH)",
"Receive appointment confirmation number",
"Prepare site: clear path to ONT install location",
"Post-install: run speed test (fast.com / speedtest.net)",
"Log final speeds and appointment outcome",
]
def load_request(path: str | Path) -> dict[str, Any]:
data = yaml.safe_load(Path(path).read_text()) or {}
data.setdefault("contact", {})
data.setdefault("service", {})
data.setdefault("call_log", [])
data.setdefault("checklist", [])
data.setdefault("checklist", list(DEFAULT_CHECKLIST))
data.setdefault("availability", {})
data.setdefault("pricing", {})
data.setdefault("appointment", {})
data.setdefault("installer_access", {})
data.setdefault("payment", {})
data.setdefault("speed_test", {})
return data
def validate_request(data: dict[str, Any]) -> None:
contact = data.get("contact", {})
for field in ("name", "phone"):
if not contact.get(field, "").strip():
if not str(contact.get(field, "")).strip():
raise ValueError(f"contact.{field} is required")
service = data.get("service", {})
for field in ("address", "city", "state"):
if not service.get(field, "").strip():
if not str(service.get(field, "")).strip():
raise ValueError(f"service.{field} is required")
if not data.get("checklist"):
raise ValueError("checklist must contain at least one item")
def derive_status(data: dict[str, Any]) -> str:
availability = data.get("availability", {})
appointment = data.get("appointment", {})
speed_test = data.get("speed_test", {})
if str(availability.get("status", "")).strip().lower() == "unavailable":
return "blocked_unavailable"
if speed_test.get("tested_at") and speed_test.get("download_mbps") and speed_test.get("upload_mbps"):
return "post_install_verified"
if appointment.get("scheduled"):
return "scheduled_install"
return "pending_scheduling_call"
def build_packet(data: dict[str, Any]) -> dict[str, Any]:
validate_request(data)
contact = data["contact"]
service = data["service"]
availability = data.get("availability", {})
pricing = data.get("pricing", {})
appointment = data.get("appointment", {})
installer_access = data.get("installer_access", {})
payment = data.get("payment", {})
speed_test = data.get("speed_test", {})
return {
packet = {
"packet_id": f"nh-bb-{datetime.now(timezone.utc).strftime('%Y%m%d-%H%M%S')}",
"generated_utc": datetime.now(timezone.utc).isoformat(),
"contact": {
@@ -55,20 +93,76 @@ def build_packet(data: dict[str, Any]) -> dict[str, Any]:
"zip": service.get("zip", ""),
},
"desired_plan": data.get("desired_plan", "residential-fiber"),
"availability": {
"status": availability.get("status", "unknown"),
"checked_at": availability.get("checked_at", ""),
"notes": availability.get("notes", ""),
"exact_address_confirmed": bool(availability.get("exact_address_confirmed", False)),
},
"pricing": {
"recommended_plan": pricing.get("recommended_plan", data.get("desired_plan", "residential-fiber")),
"monthly_cost_usd": pricing.get("monthly_cost_usd"),
"install_fee_usd": pricing.get("install_fee_usd"),
"notes": pricing.get("notes", ""),
},
"appointment": {
"scheduled": bool(appointment.get("scheduled", False)),
"date": appointment.get("date", ""),
"window": appointment.get("window", ""),
"confirmation_number": appointment.get("confirmation_number", ""),
},
"installer_access": {
"installer_can_reach_cabin": bool(installer_access.get("installer_can_reach_cabin", False)),
"driveway_note": installer_access.get("driveway_note", ""),
"site_contact": installer_access.get("site_contact", contact["phone"]),
},
"payment": {
"method": payment.get("method", ""),
"first_month_due_usd": payment.get("first_month_due_usd"),
"install_fee_due_usd": payment.get("install_fee_due_usd"),
"notes": payment.get("notes", ""),
},
"speed_test": {
"tested_at": speed_test.get("tested_at", ""),
"download_mbps": speed_test.get("download_mbps"),
"upload_mbps": speed_test.get("upload_mbps"),
"provider": speed_test.get("provider", ""),
},
"call_log": data.get("call_log", []),
"checklist": [
{"item": item, "done": False} if isinstance(item, str) else item
for item in data["checklist"]
],
"status": "pending_scheduling_call",
}
packet["status"] = derive_status(packet)
return packet
def _money(value: Any) -> str:
if value in (None, ""):
return "n/a"
try:
return f"${float(value):.2f}"
except (TypeError, ValueError):
return str(value)
def _bool_label(value: bool) -> str:
return "yes" if value else "no"
def render_markdown(packet: dict[str, Any], data: dict[str, Any]) -> str:
contact = packet["contact"]
addr = packet["service_address"]
availability = packet["availability"]
pricing = packet["pricing"]
appointment = packet["appointment"]
installer_access = packet["installer_access"]
payment = packet["payment"]
speed_test = packet["speed_test"]
lines = [
f"# NH Broadband Install Packet",
"# NH Broadband Install Packet",
"",
f"**Packet ID:** {packet['packet_id']}",
f"**Generated:** {packet['generated_utc']}",
@@ -85,13 +179,44 @@ def render_markdown(packet: dict[str, Any], data: dict[str, Any]) -> str:
f"- {addr['address']}",
f"- {addr['city']}, {addr['state']} {addr['zip']}",
"",
f"## Desired Plan",
"## Availability",
"",
f"{packet['desired_plan']}",
f"- **Status:** {availability['status']}",
f"- **Checked at:** {availability['checked_at'] or 'pending'}",
f"- **Exact address confirmed:** {_bool_label(availability['exact_address_confirmed'])}",
f"- **Notes:** {availability['notes'] or 'pending live lookup'}",
"",
"## Pricing + Plan Recommendation",
"",
f"- **Recommended plan:** {pricing['recommended_plan']}",
f"- **Monthly cost:** {_money(pricing['monthly_cost_usd'])}",
f"- **Install fee:** {_money(pricing['install_fee_usd'])}",
f"- **Notes:** {pricing['notes'] or 'confirm on scheduling call'}",
"",
"## Installation Appointment",
"",
f"- **Scheduled:** {_bool_label(appointment['scheduled'])}",
f"- **Date:** {appointment['date'] or 'pending'}",
f"- **Window:** {appointment['window'] or 'pending'}",
f"- **Confirmation #: {appointment['confirmation_number'] or 'pending'}**",
"",
"## Installer Access Notes",
"",
f"- **Installer can reach cabin:** {_bool_label(installer_access['installer_can_reach_cabin'])}",
f"- **Driveway note:** {installer_access['driveway_note'] or 'pending'}",
f"- **Site contact:** {installer_access['site_contact'] or contact['phone']}",
"",
"## Payment",
"",
f"- **Method:** {payment['method'] or 'pending'}",
f"- **First month due:** {_money(payment['first_month_due_usd'])}",
f"- **Install fee due:** {_money(payment['install_fee_due_usd'])}",
f"- **Notes:** {payment['notes'] or 'confirm on scheduling call'}",
"",
"## Call Log",
"",
]
if packet["call_log"]:
for entry in packet["call_log"]:
ts = entry.get("timestamp", "n/a")
@@ -112,6 +237,17 @@ def render_markdown(packet: dict[str, Any], data: dict[str, Any]) -> str:
mark = "x" if item.get("done") else " "
lines.append(f"- [{mark}] {item['item']}")
if speed_test.get("tested_at") or speed_test.get("download_mbps") or speed_test.get("upload_mbps"):
lines.extend([
"",
"## Post-install Speed Test",
"",
f"- **Tested at:** {speed_test['tested_at'] or 'pending'}",
f"- **Download:** {speed_test['download_mbps'] or 'pending'} Mbps",
f"- **Upload:** {speed_test['upload_mbps'] or 'pending'} Mbps",
f"- **Provider:** {speed_test['provider'] or 'pending'}",
])
lines.append("")
return "\n".join(lines)

View File

@@ -32,11 +32,45 @@ def test_load_and_build_packet() -> None:
assert packet["contact"]["name"] == "Timmy Operator"
assert packet["service_address"]["city"] == "Concord"
assert packet["service_address"]["state"] == "NH"
assert packet["status"] == "pending_scheduling_call"
assert packet["availability"]["status"] == "available"
assert packet["appointment"]["scheduled"] is True
assert packet["pricing"]["monthly_cost_usd"] == 79.95
assert packet["installer_access"]["installer_can_reach_cabin"] is True
assert packet["payment"]["method"] == "credit_card"
assert packet["status"] == "scheduled_install"
assert len(packet["checklist"]) == 8
assert packet["checklist"][0]["done"] is False
def test_build_packet_marks_blocked_when_availability_fails() -> None:
data = load_request("docs/nh-broadband-install-request.example.yaml")
data["availability"] = {
"status": "unavailable",
"checked_at": "2026-04-17T16:00:00Z",
"notes": "Address lookup returned no fiber service.",
}
data["appointment"] = {}
data["speed_test"] = {}
packet = build_packet(data)
assert packet["status"] == "blocked_unavailable"
def test_build_packet_marks_post_install_verified_when_speed_test_present() -> None:
data = load_request("docs/nh-broadband-install-request.example.yaml")
data["speed_test"] = {
"tested_at": "2026-05-01T18:30:00Z",
"download_mbps": 942.6,
"upload_mbps": 881.4,
"provider": "fast.com",
}
packet = build_packet(data)
assert packet["status"] == "post_install_verified"
def test_validate_rejects_missing_contact_name() -> None:
data = {
"contact": {"name": "", "phone": "555"},
@@ -86,6 +120,11 @@ def test_render_markdown_contains_key_sections() -> None:
assert "# NH Broadband Install Packet" in md
assert "## Contact" in md
assert "## Service Address" in md
assert "## Availability" in md
assert "## Pricing + Plan Recommendation" in md
assert "## Installation Appointment" in md
assert "## Installer Access Notes" in md
assert "## Payment" in md
assert "## Call Log" in md
assert "## Appointment Checklist" in md
assert "Concord" in md
@@ -97,6 +136,8 @@ def test_render_markdown_shows_checklist_items() -> None:
packet = build_packet(data)
md = render_markdown(packet, data)
assert "- [ ] Confirm exact-address availability" in md
assert "Installer can reach cabin" in md
assert "- **Confirmation #: NHB-2026-0417**" in md
def test_example_yaml_is_valid() -> None:

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()