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Author SHA1 Message Date
Alexander Whitestone
24985a29db feat: add Timmy Gemma4 Mac wiring helper (#543)
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2026-04-22 00:29:48 -04:00
Alexander Whitestone
d6c90df391 wip: add Timmy Gemma4 Mac wiring tests (#543) 2026-04-22 00:24:34 -04:00
7 changed files with 324 additions and 232 deletions

View File

@@ -285,24 +285,25 @@ class World:
self.state.pop("phase_transition_event", None)
# Natural energy decay: the world is exhausting
self.state.pop("energy_collapse_event", None)
for char_name, char in self.characters.items():
char["energy"] = max(0, char["energy"] - 0.3)
# Check for energy collapse
if char["energy"] <= 0:
current = char.get("room", "Threshold")
next_rooms = [room for room in self.rooms.keys() if room != current]
new_room = random.choice(next_rooms) if next_rooms else current
char["energy"] = 2 # Wake up with some energy
char["room"] = new_room
# Timmy collapse gets special narrative treatment
if char.get("is_player", False):
char["memories"].append("Collapsed from exhaustion.")
self.state["energy_collapse_event"] = {
"character": char_name,
"from_room": current,
"to_room": new_room,
}
char["energy"] = 2 # Wake up with some energy
# Random room change (scattered)
rooms = list(self.rooms.keys())
current = char.get("room", "Threshold")
new_room = current
attempts = 0
while new_room == current and attempts < 10:
import random as _r
new_room = _r.choice(rooms)
attempts += 1
if new_room != current:
char["room"] = new_room
# Forge fire naturally dims if not tended
# Phase-aware: Breaking phase has higher fire-death chance
@@ -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()

View File

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

View File

@@ -62,6 +62,24 @@ Writes:
## Usage
### Timmy Mac wiring helper
Use the dedicated Timmy helper when you want to wire a real RunPod or Vertex-style endpoint into the local Mac Hermes config:
```bash
python3 scripts/timmy_gemma4_mac.py --base-url https://your-openai-bridge.example/v1 --write-config
python3 scripts/timmy_gemma4_mac.py --vertex-base-url https://your-vertex-bridge.example --write-config
python3 scripts/timmy_gemma4_mac.py --pod-id <runpod-id> --write-config --verify-chat
```
The helper writes to `~/.hermes/config.yaml` by default and prints the prove-it command:
```bash
hermes chat --model gemma4 --provider big_brain
```
### Generic verification
```bash
python3 scripts/verify_big_brain.py
python3 scripts/big_brain_manager.py

164
scripts/timmy_gemma4_mac.py Normal file
View File

@@ -0,0 +1,164 @@
#!/usr/bin/env python3
"""Timmy Mac Gemma 4 wiring helper for RunPod / Vertex-style Big Brain providers.
Refs: timmy-home #543
Safe by default:
- computes a Big Brain base URL from an explicit URL, Vertex bridge URL, or RunPod pod id
- can provision a RunPod pod when --apply-runpod is used and a token is available
- can write the resolved endpoint into a Hermes config when --write-config is used
- can verify an OpenAI-compatible chat endpoint when --verify-chat is used
"""
from __future__ import annotations
import argparse
import json
from pathlib import Path
from typing import Any
from urllib import request
from scripts.bezalel_gemma4_vps import (
DEFAULT_CLOUD_TYPE,
DEFAULT_GPU_TYPE,
DEFAULT_MODEL,
DEFAULT_PROVIDER_NAME,
build_runpod_endpoint,
deploy_runpod,
update_config_text,
)
DEFAULT_TOKEN_FILE = Path.home() / ".config" / "runpod" / "access_key"
DEFAULT_CONFIG_PATH = Path.home() / ".hermes" / "config.yaml"
def _normalize_openai_base(base_url: str | None) -> str:
if not base_url:
return ""
cleaned = str(base_url).strip().rstrip("/")
return cleaned if cleaned.endswith("/v1") else f"{cleaned}/v1"
def choose_base_url(*, vertex_base_url: str | None = None, base_url: str | None = None, pod_id: str | None = None) -> str:
if vertex_base_url:
return _normalize_openai_base(vertex_base_url)
if base_url:
return _normalize_openai_base(base_url)
if pod_id:
return build_runpod_endpoint(pod_id)
return "https://YOUR_BIG_BRAIN_HOST/v1"
def write_config_file(config_path: Path, *, base_url: str, model: str = DEFAULT_MODEL, provider_name: str = DEFAULT_PROVIDER_NAME) -> str:
original = config_path.read_text() if config_path.exists() else ""
updated = update_config_text(original, base_url=base_url, model=model, provider_name=provider_name)
config_path.parent.mkdir(parents=True, exist_ok=True)
config_path.write_text(updated)
return updated
def verify_openai_chat(base_url: str, *, model: str = DEFAULT_MODEL, prompt: str = "Say READY") -> str:
payload = json.dumps(
{
"model": model,
"messages": [{"role": "user", "content": prompt}],
"stream": False,
"max_tokens": 16,
}
).encode()
req = request.Request(
f"{base_url.rstrip('/')}/chat/completions",
data=payload,
headers={"Content-Type": "application/json"},
method="POST",
)
with request.urlopen(req, timeout=30) as resp:
data = json.loads(resp.read().decode())
return data["choices"][0]["message"]["content"]
def build_summary(*, base_url: str, model: str, provider_name: str = DEFAULT_PROVIDER_NAME, config_path: Path = DEFAULT_CONFIG_PATH) -> dict[str, Any]:
return {
"provider_name": provider_name,
"base_url": base_url,
"model": model,
"config_path": str(config_path),
"verification_commands": [
"python3 scripts/verify_big_brain.py",
f"python3 scripts/timmy_gemma4_mac.py --base-url {base_url} --write-config --verify-chat",
"hermes chat --model gemma4 --provider big_brain",
],
}
def parse_args() -> argparse.Namespace:
parser = argparse.ArgumentParser(description="Wire a RunPod/Vertex Gemma 4 endpoint into Timmy's Mac Hermes config.")
parser.add_argument("--pod-name", default="timmy-gemma4")
parser.add_argument("--gpu-type", default=DEFAULT_GPU_TYPE)
parser.add_argument("--cloud-type", default=DEFAULT_CLOUD_TYPE)
parser.add_argument("--model", default=DEFAULT_MODEL)
parser.add_argument("--provider-name", default=DEFAULT_PROVIDER_NAME)
parser.add_argument("--token-file", type=Path, default=DEFAULT_TOKEN_FILE)
parser.add_argument("--config-path", type=Path, default=DEFAULT_CONFIG_PATH)
parser.add_argument("--pod-id", help="Existing RunPod pod id to convert into an OpenAI-compatible base URL")
parser.add_argument("--base-url", help="Explicit OpenAI-compatible base URL")
parser.add_argument("--vertex-base-url", help="Vertex AI OpenAI-compatible bridge base URL")
parser.add_argument("--apply-runpod", action="store_true", help="Provision a RunPod pod using the RunPod GraphQL API")
parser.add_argument("--write-config", action="store_true", help="Write the resolved endpoint into --config-path")
parser.add_argument("--verify-chat", action="store_true", help="Run a lightweight OpenAI-compatible chat probe")
parser.add_argument("--json", action="store_true", help="Emit machine-readable JSON")
return parser.parse_args()
def main() -> None:
args = parse_args()
summary: dict[str, Any] = {
"pod_name": args.pod_name,
"gpu_type": args.gpu_type,
"cloud_type": args.cloud_type,
"model": args.model,
"provider_name": args.provider_name,
"actions": [],
}
base_url = choose_base_url(vertex_base_url=args.vertex_base_url, base_url=args.base_url, pod_id=args.pod_id)
if args.apply_runpod:
if not args.token_file.exists():
raise SystemExit(f"RunPod token file not found: {args.token_file}")
api_key = args.token_file.read_text().strip()
deployed = deploy_runpod(api_key=api_key, name=args.pod_name, gpu_type=args.gpu_type, cloud_type=args.cloud_type, model=args.model)
summary["deployment"] = deployed
base_url = deployed["base_url"]
summary["actions"].append("deployed_runpod_pod")
summary.update(build_summary(base_url=base_url, model=args.model, provider_name=args.provider_name, config_path=args.config_path))
if args.write_config:
write_config_file(args.config_path, base_url=base_url, model=args.model, provider_name=args.provider_name)
summary["actions"].append("wrote_config")
if args.verify_chat:
summary["verify_response"] = verify_openai_chat(base_url, model=args.model)
summary["actions"].append("verified_chat")
if args.json:
print(json.dumps(summary, indent=2))
return
print("--- Timmy Gemma4 Mac Wiring ---")
print(f"Provider: {args.provider_name}")
print(f"Base URL: {base_url}")
print(f"Model: {args.model}")
print(f"Config path: {args.config_path}")
if "verify_response" in summary:
print(f"Verify response: {summary['verify_response']}")
if summary["actions"]:
print("Actions: " + ", ".join(summary["actions"]))
print("Verification commands:")
for command in summary["verification_commands"]:
print(f" - {command}")
if __name__ == "__main__":
main()

View File

@@ -0,0 +1,85 @@
from __future__ import annotations
import importlib.util
import json
import sys
from pathlib import Path
from unittest.mock import patch
ROOT = Path(__file__).resolve().parent.parent
SCRIPT = ROOT / "scripts" / "timmy_gemma4_mac.py"
README = ROOT / "scripts" / "README_big_brain.md"
def load_module():
spec = importlib.util.spec_from_file_location("timmy_gemma4_mac", str(SCRIPT))
mod = importlib.util.module_from_spec(spec)
sys.modules["timmy_gemma4_mac"] = mod
spec.loader.exec_module(mod)
return mod
class _FakeResponse:
def __init__(self, payload: dict):
self._payload = json.dumps(payload).encode()
def read(self) -> bytes:
return self._payload
def __enter__(self):
return self
def __exit__(self, exc_type, exc, tb):
return False
def test_script_exists() -> None:
assert SCRIPT.exists(), "scripts/timmy_gemma4_mac.py must exist"
def test_default_paths_target_timmy_mac_hermes() -> None:
mod = load_module()
assert mod.DEFAULT_CONFIG_PATH == Path.home() / ".hermes" / "config.yaml"
assert mod.DEFAULT_TOKEN_FILE == Path.home() / ".config" / "runpod" / "access_key"
def test_choose_base_url_prefers_vertex_then_explicit_then_runpod() -> None:
mod = load_module()
assert mod.choose_base_url(vertex_base_url="https://vertex-proxy.example/v1") == "https://vertex-proxy.example/v1"
assert mod.choose_base_url(base_url="https://custom-endpoint/v1") == "https://custom-endpoint/v1"
assert mod.choose_base_url(pod_id="abc123") == "https://abc123-11434.proxy.runpod.net/v1"
def test_build_summary_includes_prove_it_commands() -> None:
mod = load_module()
summary = mod.build_summary(base_url="https://vertex-proxy.example/v1", model="gemma4:latest")
assert summary["verification_commands"][0] == "python3 scripts/verify_big_brain.py"
assert any("hermes chat --model gemma4 --provider big_brain" in cmd for cmd in summary["verification_commands"])
def test_verify_openai_chat_targets_chat_completions() -> None:
mod = load_module()
response_payload = {
"choices": [{"message": {"content": "READY"}}]
}
with patch("timmy_gemma4_mac.request.urlopen", return_value=_FakeResponse(response_payload)) as mocked:
result = mod.verify_openai_chat("https://vertex-proxy.example/v1", model="gemma4:latest", prompt="say READY")
assert result == "READY"
req = mocked.call_args.args[0]
assert req.full_url == "https://vertex-proxy.example/v1/chat/completions"
def test_readme_mentions_timmy_mac_wiring_flow() -> None:
text = README.read_text(encoding="utf-8")
required = [
"scripts/timmy_gemma4_mac.py",
"--vertex-base-url",
"--write-config",
"python3 scripts/verify_big_brain.py",
"hermes chat --model gemma4 --provider big_brain",
]
missing = [item for item in required if item not in text]
assert not missing, missing

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()