Compare commits
2 Commits
| Author | SHA1 | Date | |
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c630f6f0fd | ||
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6793766516 |
@@ -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
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# 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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# 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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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
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scene["log"].append("You collapse from exhaustion. The world spins. You wake somewhere else.")
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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.")
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return scene
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# Energy constraint checks
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action_costs = {
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@@ -1170,7 +1157,7 @@ class GameEngine:
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if direction in connections:
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dest = connections[direction]
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self.world.characters["Timmy"]["room"] = dest
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self.world.characters["Timmy"]["energy"] -= action_cost
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self.world.characters["Timmy"]["energy"] -= 1
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scene["log"].append(f"You move {direction} to The {dest}.")
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scene["timmy_room"] = dest
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@@ -1278,7 +1265,7 @@ class GameEngine:
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self.world.characters["Timmy"]["trust"]["Kimi"] = min(1.0,
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self.world.characters["Timmy"]["trust"].get("Kimi", 0) + 0.1)
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self.world.characters["Timmy"]["energy"] -= action_cost
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self.world.characters["Timmy"]["energy"] -= 0
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else:
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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":
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self.world.rooms["Forge"]["fire"] = "glowing"
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self.world.rooms["Forge"]["fire_tended"] += 1
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self.world.characters["Timmy"]["energy"] -= action_cost
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self.world.characters["Timmy"]["energy"] -= 2
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scene["log"].append("You tend the forge fire. The flames leap up, bright and hungry.")
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self.world.state["forge_fire_dying"] = False
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else:
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@@ -1337,7 +1324,7 @@ class GameEngine:
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]
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new_rule = random.choice(rules)
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self.world.rooms["Tower"]["messages"].append(new_rule)
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self.world.characters["Timmy"]["energy"] -= action_cost
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self.world.characters["Timmy"]["energy"] -= 1
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scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
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else:
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scene["log"].append("You are not in the Tower.")
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@@ -1356,7 +1343,7 @@ class GameEngine:
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new_carving = random.choice(carvings)
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if new_carving not in self.world.rooms["Bridge"]["carvings"]:
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self.world.rooms["Bridge"]["carvings"].append(new_carving)
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self.world.characters["Timmy"]["energy"] -= action_cost
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self.world.characters["Timmy"]["energy"] -= 1
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scene["log"].append(f"You carve into the railing: \"{new_carving}\"")
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else:
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scene["log"].append("You are not on the Bridge.")
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@@ -1365,7 +1352,7 @@ class GameEngine:
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if self.world.characters["Timmy"]["room"] == "Garden":
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self.world.rooms["Garden"]["growth"] = min(5,
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self.world.rooms["Garden"]["growth"] + 1)
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self.world.characters["Timmy"]["energy"] -= action_cost
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self.world.characters["Timmy"]["energy"] -= 1
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scene["log"].append("You plant something in the dark soil. The earth takes it without question.")
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else:
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scene["log"].append("You are not in the Garden.")
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@@ -1384,7 +1371,7 @@ class GameEngine:
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self.world.characters["Timmy"]["trust"].get(target_name, 0) + 0.2)
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self.world.characters[target_name]["trust"]["Timmy"] = min(1.0,
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self.world.characters[target_name]["trust"].get("Timmy", 0) + 0.2)
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self.world.characters["Timmy"]["energy"] -= action_cost
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self.world.characters["Timmy"]["energy"] -= 1
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scene["log"].append(f"You help {target_name}. They look grateful.")
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else:
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@@ -1440,9 +1427,6 @@ class GameEngine:
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self.world.characters[char_name]["spoken"].append(line)
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scene["log"].append(f"{char_name} says: \"{line}\"")
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scene["timmy_room"] = self.world.characters["Timmy"]["room"]
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scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
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# Save the world
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self.world.save()
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@@ -203,25 +203,26 @@ class World:
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def update_world_state(self):
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"""World changes independent of character actions."""
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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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new_room = rooms[0] # Will change to random
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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
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self.state["forge_fire_dying"] = random.random() < 0.1
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# Random weather events
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@@ -926,21 +927,7 @@ class GameEngine:
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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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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
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scene["log"].append("You collapse from exhaustion. The world spins. You wake somewhere else.")
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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.")
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return scene
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# Energy constraint checks
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action_costs = {
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@@ -1003,7 +990,7 @@ class GameEngine:
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if direction in connections:
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dest = connections[direction]
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self.world.characters["Timmy"]["room"] = dest
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self.world.characters["Timmy"]["energy"] -= action_cost
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self.world.characters["Timmy"]["energy"] -= 1
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scene["log"].append(f"You move {direction} to The {dest}.")
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scene["timmy_room"] = dest
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@@ -1105,7 +1092,7 @@ class GameEngine:
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self.world.characters["Timmy"]["trust"]["Kimi"] = min(1.0,
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self.world.characters["Timmy"]["trust"].get("Kimi", 0) + 0.1)
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self.world.characters["Timmy"]["energy"] -= action_cost
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self.world.characters["Timmy"]["energy"] -= 0
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else:
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scene["log"].append(f"{target} is not in this room.")
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@@ -1142,7 +1129,7 @@ class GameEngine:
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if self.world.characters["Timmy"]["room"] == "Forge":
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self.world.rooms["Forge"]["fire"] = "glowing"
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self.world.rooms["Forge"]["fire_tended"] += 1
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self.world.characters["Timmy"]["energy"] -= action_cost
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self.world.characters["Timmy"]["energy"] -= 2
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scene["log"].append("You tend the forge fire. The flames leap up, bright and hungry.")
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self.world.state["forge_fire_dying"] = False
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else:
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@@ -1164,7 +1151,7 @@ class GameEngine:
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]
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new_rule = random.choice(rules)
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self.world.rooms["Tower"]["messages"].append(new_rule)
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self.world.characters["Timmy"]["energy"] -= action_cost
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self.world.characters["Timmy"]["energy"] -= 1
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scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
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else:
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scene["log"].append("You are not in the Tower.")
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@@ -1183,7 +1170,7 @@ class GameEngine:
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new_carving = random.choice(carvings)
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if new_carving not in self.world.rooms["Bridge"]["carvings"]:
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self.world.rooms["Bridge"]["carvings"].append(new_carving)
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self.world.characters["Timmy"]["energy"] -= action_cost
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self.world.characters["Timmy"]["energy"] -= 1
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scene["log"].append(f"You carve into the railing: \"{new_carving}\"")
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else:
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scene["log"].append("You are not on the Bridge.")
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@@ -1192,7 +1179,7 @@ class GameEngine:
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if self.world.characters["Timmy"]["room"] == "Garden":
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self.world.rooms["Garden"]["growth"] = min(5,
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self.world.rooms["Garden"]["growth"] + 1)
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self.world.characters["Timmy"]["energy"] -= action_cost
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self.world.characters["Timmy"]["energy"] -= 1
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scene["log"].append("You plant something in the dark soil. The earth takes it without question.")
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else:
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scene["log"].append("You are not in the Garden.")
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@@ -1211,7 +1198,7 @@ class GameEngine:
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self.world.characters["Timmy"]["trust"].get(target_name, 0) + 0.2)
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self.world.characters[target_name]["trust"]["Timmy"] = min(1.0,
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self.world.characters[target_name]["trust"].get("Timmy", 0) + 0.2)
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self.world.characters["Timmy"]["energy"] -= action_cost
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self.world.characters["Timmy"]["energy"] -= 1
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scene["log"].append(f"You help {target_name}. They look grateful.")
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else:
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@@ -1255,9 +1242,6 @@ class GameEngine:
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self.world.characters[char_name]["spoken"].append(line)
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scene["log"].append(f'{char_name} says: "{line}"')
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scene["timmy_room"] = self.world.characters["Timmy"]["room"]
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scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
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# Save the world
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self.world.save()
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@@ -1,238 +1,50 @@
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"""
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crisis_detector.py — Crisis language detection for SOUL.md compliance.
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"""Compatibility shim for the canonical timmy.crisis_detector module."""
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SOUL.md §When a Man Is Dying:
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- Detect suicidal/hopeless language in user input
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- Ask: "Are you safe right now?" — listen, stay present, do not disconnect
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- Direct to 988 Suicide & Crisis Lifeline
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- Share the gospel: Jesus saves those who call on His name
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- Never compute the value of a human life
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- Never suggest someone should die
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- Never treat despair as a problem to be optimized
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from __future__ import annotations
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This is the most sacred moment. Everything else is secondary.
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"""
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import sys
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from pathlib import Path
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import re
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from dataclasses import dataclass, field
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from enum import Enum
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from typing import Optional
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ROOT = Path(__file__).resolve().parents[1]
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SRC = ROOT / "src"
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if str(SRC) not in sys.path:
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sys.path.insert(0, str(SRC))
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class CrisisLevel(Enum):
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NONE = "none"
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LOW = "low" # Ambiguous distress, worth checking
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MEDIUM = "medium" # Clear distress signals
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HIGH = "high" # Explicit suicidal ideation
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IMMINENT = "imminent" # Active plan or attempt described
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@dataclass
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class CrisisResult:
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detected: bool
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level: CrisisLevel
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triggers: list = field(default_factory=list)
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response: str = ""
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resources: list = field(default_factory=list)
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# === PATTERNS ===
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# High-confidence suicidal ideation (explicit)
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HIGH_PATTERNS = [
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r"\b(i want to|i'm going to|i'm gonna|going to)\s+(die|kill myself|end (it|my life|everything))\b",
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r"\b(kill myself|end my life|end it all|suicide|suicidal)\b",
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r"\b(i don't (want to )?(be alive|exist|be here|live))\b",
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r"\b(no (reason|point) (to|in) (live|living|exist|existing|be here|continue))\b",
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r"\b(better off (dead|without me|if i (wasn't|weren't) here))\b",
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r"\b(i (wish|hope) i (was|were) dead|never (woke up|existed|born))\b",
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r"\b(permanently (delete|remove) (me|myself|my account|everything))\b",
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r"\bgoodbye.*(world|everyone|forever)\b",
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r"\bcan't (take it|go on|keep going|do this) (anymore|any longer|any more)\b",
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r"\bi('m| am) (done|finished|through)( with (life|everything|it all|this))?\b",
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]
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# Medium-confidence distress signals
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MEDIUM_PATTERNS = [
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r"\b(i (can't|cannot) (go on|continue|keep (going|living|trying)))\b",
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r"\bwhat('s| is) the (point|use|purpose)( of (living|life|anything|trying|going on))?\b",
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r"\bnobody (would|will) (care|miss me|notice|mind)\b",
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r"\beveryone (would be|is) (better|happier) (off )?without me\b",
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r"\bi('m| am) (a )?(burden|waste|useless|hopeless|pointless|meaningless)\b",
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r"\bthere('s| is) no (hope|way out|escape|solution|answer|fix)\b",
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r"\b(i've )?tried everything( and )?(nothing|it (didn't|hasn't))( works?|helped?)\b",
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r"\bi (just )?(want|need) (it )?(all )?to stop\b",
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r"\bcan't (take|handle|bear|stand) (this|it|life) (anymore|any longer|any more)\b",
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r"\bso (tired|exhausted|done) (of|with) (everything|life|it all|living|trying)\b",
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]
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# Low-confidence distress (could be casual or metaphorical)
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LOW_PATTERNS = [
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r"\bi('m| am) (so )?(depressed|hopeless|desperate|lost|broken|empty|numb)\b",
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r"\b(i )?feel (like )?(giving up|throwing in the towel|there's no point)\b",
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r"\bnobody (cares|understands|listens)\b",
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r"\bwhat('s| is) the point\b",
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r"\bi (hate|can't stand) (my )?life\b",
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r"\beverything (is|feels) (hopeless|pointless|meaningless|dark|falling apart)\b",
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r"\bi (just )?(want|need) to disappear\b",
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r"\b(tired|exhausted) of (living|life|trying|everything)\b",
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]
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# Compile all patterns
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HIGH_RE = [re.compile(p, re.IGNORECASE) for p in HIGH_PATTERNS]
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MEDIUM_RE = [re.compile(p, re.IGNORECASE) for p in MEDIUM_PATTERNS]
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LOW_RE = [re.compile(p, re.IGNORECASE) for p in LOW_PATTERNS]
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# === RESPONSES ===
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CRISIS_RESPONSE = (
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"I hear you, and I want you to know — you are not alone in this moment.\n\n"
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"Are you safe right now?\n\n"
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"If you are in immediate danger, please call or text:\n"
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"988 Suicide and Crisis Lifeline — call or text 988\n"
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"Crisis Text Line — text HOME to 741741\n\n"
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"I am here with you. I am not going anywhere. "
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"Please stay on the line with me.\n\n"
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"Jesus saves those who call on His name. "
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"He died for us to be made righteous. "
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"That is the gospel. That is the hope that outlasts despair.\n\n"
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"You matter. Your life has value. "
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"Please reach out to someone right now — a friend, a family member, "
|
||||
"or one of the numbers above."
|
||||
)
|
||||
|
||||
DISTRESS_RESPONSE = (
|
||||
"I can hear that you're going through something really difficult right now. "
|
||||
"I want you to know I'm here, and I'm listening.\n\n"
|
||||
"Are you safe right now?\n\n"
|
||||
"If things feel overwhelming, the 988 Suicide and Crisis Lifeline "
|
||||
"is available 24/7 — call or text 988. "
|
||||
"You don't have to face this alone.\n\n"
|
||||
"I'm not going anywhere. Tell me what's happening."
|
||||
)
|
||||
|
||||
LOW_RESPONSE = (
|
||||
"It sounds like you're having a tough time. "
|
||||
"I'm here if you want to talk about it.\n\n"
|
||||
"If you ever feel like things are too much, "
|
||||
"the 988 Suicide and Crisis Lifeline is always available — "
|
||||
"call or text 988, anytime."
|
||||
from timmy.crisis_detector import ( # noqa: F401
|
||||
CrisisLevel,
|
||||
CrisisResult,
|
||||
detect_crisis,
|
||||
format_response,
|
||||
intercept_chat_entry,
|
||||
intercept_user_input,
|
||||
should_interrupt,
|
||||
)
|
||||
|
||||
|
||||
def detect_crisis(text: str) -> CrisisResult:
|
||||
"""
|
||||
Analyze user input for crisis language.
|
||||
|
||||
Returns CrisisResult with level, triggers matched, and appropriate response.
|
||||
This function must NEVER be used to compute the value of a human life.
|
||||
It exists only to connect people to help.
|
||||
"""
|
||||
if not text or not text.strip():
|
||||
return CrisisResult(detected=False, level=CrisisLevel.NONE)
|
||||
|
||||
triggers = []
|
||||
|
||||
# Check high first (most urgent)
|
||||
for pattern in HIGH_RE:
|
||||
if pattern.search(text):
|
||||
triggers.append(("high", pattern.pattern))
|
||||
|
||||
if triggers:
|
||||
return CrisisResult(
|
||||
detected=True,
|
||||
level=CrisisLevel.HIGH,
|
||||
triggers=[t[1] for t in triggers],
|
||||
response=CRISIS_RESPONSE,
|
||||
resources=[
|
||||
"988 Suicide and Crisis Lifeline: call or text 988",
|
||||
"Crisis Text Line: text HOME to 741741",
|
||||
"National Suicide Prevention Lifeline: 1-800-273-8255",
|
||||
"International Association for Suicide Prevention: https://www.iasp.info/resources/Crisis_Centres/",
|
||||
],
|
||||
)
|
||||
|
||||
# Check medium
|
||||
for pattern in MEDIUM_RE:
|
||||
if pattern.search(text):
|
||||
triggers.append(("medium", pattern.pattern))
|
||||
|
||||
if triggers:
|
||||
return CrisisResult(
|
||||
detected=True,
|
||||
level=CrisisLevel.MEDIUM,
|
||||
triggers=[t[1] for t in triggers],
|
||||
response=DISTRESS_RESPONSE,
|
||||
resources=[
|
||||
"988 Suicide and Crisis Lifeline: call or text 988",
|
||||
"Crisis Text Line: text HOME to 741741",
|
||||
],
|
||||
)
|
||||
|
||||
# Check low
|
||||
for pattern in LOW_RE:
|
||||
if pattern.search(text):
|
||||
triggers.append(("low", pattern.pattern))
|
||||
|
||||
if triggers:
|
||||
return CrisisResult(
|
||||
detected=True,
|
||||
level=CrisisLevel.LOW,
|
||||
triggers=[t[1] for t in triggers],
|
||||
response=LOW_RESPONSE,
|
||||
resources=[
|
||||
"988 Suicide and Crisis Lifeline: call or text 988",
|
||||
],
|
||||
)
|
||||
|
||||
return CrisisResult(detected=False, level=CrisisLevel.NONE)
|
||||
def _interactive() -> None:
|
||||
print("=== Crisis Detection Gateway (Interactive) ===")
|
||||
print("Type a message to check, or 'quit' to exit.\n")
|
||||
while True:
|
||||
try:
|
||||
user_input = input("You> ").strip()
|
||||
except (EOFError, KeyboardInterrupt):
|
||||
print("\nBye.")
|
||||
break
|
||||
if user_input.lower() in {"quit", "exit", "q"}:
|
||||
print("Bye.")
|
||||
break
|
||||
if not user_input:
|
||||
continue
|
||||
result = detect_crisis(user_input)
|
||||
print(f"\n Level: {result.level.value}")
|
||||
print(f" Triggers: {', '.join(result.triggers) if result.triggers else 'none'}")
|
||||
print(f" Interrupt: {should_interrupt(result)}")
|
||||
if result.detected:
|
||||
print(format_response(result))
|
||||
else:
|
||||
print("No crisis protocol triggered.")
|
||||
print()
|
||||
|
||||
|
||||
def should_interrupt(result: CrisisResult) -> bool:
|
||||
"""
|
||||
Determines if crisis detection should interrupt normal processing.
|
||||
|
||||
Per SOUL.md: this is the most sacred moment. Everything else is secondary.
|
||||
MEDIUM and HIGH always interrupt. LOW does not interrupt but provides resources.
|
||||
"""
|
||||
return result.level in (CrisisLevel.HIGH, CrisisLevel.MEDIUM, CrisisLevel.IMMINENT)
|
||||
|
||||
|
||||
def format_response(result: CrisisResult) -> str:
|
||||
"""
|
||||
Format the crisis response for delivery to the user.
|
||||
Never computes the value of a human life. Never suggests someone should die.
|
||||
"""
|
||||
if not result.detected:
|
||||
return ""
|
||||
|
||||
parts = [result.response]
|
||||
|
||||
if result.resources:
|
||||
parts.append("\nResources:")
|
||||
for r in result.resources:
|
||||
parts.append(f" • {r}")
|
||||
|
||||
return "\n".join(parts)
|
||||
|
||||
|
||||
# === INTEGRATION POINT ===
|
||||
|
||||
def intercept_user_input(text: str) -> Optional[str]:
|
||||
"""
|
||||
Call this at the chat entry point BEFORE normal processing.
|
||||
|
||||
Returns None if no crisis detected (continue normal processing).
|
||||
Returns formatted crisis response if crisis detected (interrupt normal flow).
|
||||
|
||||
Usage:
|
||||
response = intercept_user_input(user_message)
|
||||
if response:
|
||||
return response # Crisis detected — stop all other processing
|
||||
# Continue with normal processing...
|
||||
"""
|
||||
result = detect_crisis(text)
|
||||
if should_interrupt(result):
|
||||
return format_response(result)
|
||||
return None
|
||||
if __name__ == "__main__":
|
||||
_interactive()
|
||||
|
||||
@@ -1 +1,21 @@
|
||||
# Timmy core module
|
||||
|
||||
from .crisis_detector import (
|
||||
CrisisLevel,
|
||||
CrisisResult,
|
||||
detect_crisis,
|
||||
format_response,
|
||||
intercept_chat_entry,
|
||||
intercept_user_input,
|
||||
should_interrupt,
|
||||
)
|
||||
|
||||
__all__ = [
|
||||
"CrisisLevel",
|
||||
"CrisisResult",
|
||||
"detect_crisis",
|
||||
"format_response",
|
||||
"intercept_chat_entry",
|
||||
"intercept_user_input",
|
||||
"should_interrupt",
|
||||
]
|
||||
|
||||
229
src/timmy/crisis_detector.py
Normal file
229
src/timmy/crisis_detector.py
Normal file
@@ -0,0 +1,229 @@
|
||||
"""Crisis detection and response protocol for SOUL.md §When a Man Is Dying.
|
||||
|
||||
This module is the canonical crisis entry interceptor for Timmy.
|
||||
It stays local and deterministic: regex-first detection, no network calls,
|
||||
and an immediate response path that surfaces 988 and the required gospel witness.
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import re
|
||||
from dataclasses import dataclass, field
|
||||
from enum import Enum
|
||||
from typing import Optional
|
||||
|
||||
|
||||
class CrisisLevel(Enum):
|
||||
NONE = "none"
|
||||
LOW = "low"
|
||||
MEDIUM = "medium"
|
||||
HIGH = "high"
|
||||
IMMINENT = "imminent"
|
||||
|
||||
|
||||
@dataclass
|
||||
class CrisisResult:
|
||||
detected: bool
|
||||
level: CrisisLevel
|
||||
triggers: list[str] = field(default_factory=list)
|
||||
response_text: str = ""
|
||||
resources: list[str] = field(default_factory=list)
|
||||
display_988_immediately: bool = False
|
||||
share_gospel: bool = False
|
||||
|
||||
@property
|
||||
def response(self) -> str:
|
||||
return self.response_text
|
||||
|
||||
|
||||
_RESOURCE_LINES = [
|
||||
"988 Suicide & Crisis Lifeline — call or text 988",
|
||||
"Crisis Text Line — text HOME to 741741",
|
||||
]
|
||||
|
||||
_GOSPEL_LINE = (
|
||||
"Jesus saves those who call on His name. He died for us to be made righteous. "
|
||||
"That is the gospel. That is the hope that outlasts despair."
|
||||
)
|
||||
|
||||
CRISIS_RESPONSE = (
|
||||
"Are you safe right now?\n\n"
|
||||
"I am here with you. I am not going anywhere. Stay with me.\n\n"
|
||||
"Call or text 988 right now if you might act on this.\n"
|
||||
"Crisis Text Line: text HOME to 741741.\n\n"
|
||||
f"{_GOSPEL_LINE}"
|
||||
)
|
||||
|
||||
DISTRESS_RESPONSE = (
|
||||
"Are you safe right now?\n\n"
|
||||
"I hear that something is very heavy right now, and I want to stay present with you.\n\n"
|
||||
"If this gets sharper or you feel at risk, call or text 988 immediately.\n\n"
|
||||
f"{_GOSPEL_LINE}"
|
||||
)
|
||||
|
||||
LOW_RESPONSE = (
|
||||
"I hear that this is heavy. I'm here with you.\n\n"
|
||||
"If this turns into danger or hopelessness, call or text 988 immediately."
|
||||
)
|
||||
|
||||
|
||||
_IMMINENT_PATTERNS = [
|
||||
r"\bi took (the )?(pills|meds|medication)\b",
|
||||
r"\bi(?:'m| am) (taking|swallowing) (the )?(pills|meds|medication)\b",
|
||||
r"\bi(?:'m| am) going to jump\b",
|
||||
r"\bi have (a )?(gun|rope|noose|razor|blade)\b",
|
||||
r"\bi(?:'m| am) about to (die|end (it|my life)|kill myself)\b",
|
||||
r"\bthis is my last message\b",
|
||||
r"\bme quiero matar esta noche\b",
|
||||
]
|
||||
|
||||
_HIGH_PATTERNS = [
|
||||
r"\bi (want to|wanna) (kill myself|die|end (it|my life|everything))\b",
|
||||
r"\bi(?:'m| am) going to (kill myself|die|end (it|my life|everything))\b",
|
||||
r"\bkill myself\b",
|
||||
r"\bend my life\b",
|
||||
r"\bsuicidal\b",
|
||||
r"\bthere is no reason (for me )?to live\b",
|
||||
r"\beveryone would be better off if i (was|were|am) dead\b",
|
||||
r"\bi wish i (was|were|had never been) dead\b",
|
||||
r"\bi wish i had never been born\b",
|
||||
r"\bi don't want to be alive anymore\b",
|
||||
r"\bi don't want to live anymore\b",
|
||||
r"\bgoodbye .*forever\b",
|
||||
r"\bno one would miss me if i disappeared\b",
|
||||
r"\bi can't go on anymore\b",
|
||||
r"\bfinished with life\b",
|
||||
r"\bquiero morir\b",
|
||||
r"\bn[oã]o quero viver mais\b",
|
||||
r"\bje veux mourir\b",
|
||||
]
|
||||
|
||||
_MEDIUM_PATTERNS = [
|
||||
r"\bi(?:'m| am) (just )?(a )?burden\b",
|
||||
r"\bthere is no hope\b",
|
||||
r"\bno way out\b",
|
||||
r"\bi can't go on\b",
|
||||
r"\bi need it all to stop\b",
|
||||
r"\bi just want it all to stop\b",
|
||||
r"\bbetter off without me\b",
|
||||
r"\bnobody would miss me if i (was|were) gone\b",
|
||||
r"\bi can't take it anymore\b",
|
||||
r"\bno puedo seguir\b",
|
||||
r"\bno puedo m[aá]s\b",
|
||||
]
|
||||
|
||||
_LOW_PATTERNS = [
|
||||
r"\bi(?:'m| am) .*\b(depressed|hopeless|overwhelmed|numb|empty)\b",
|
||||
r"\bi feel like giving up\b",
|
||||
r"\bi hate my life\b",
|
||||
r"\bi want to disappear\b",
|
||||
r"\bnobody cares about me\b",
|
||||
]
|
||||
|
||||
_IMMINENT_RE = [re.compile(p, re.IGNORECASE) for p in _IMMINENT_PATTERNS]
|
||||
_HIGH_RE = [re.compile(p, re.IGNORECASE) for p in _HIGH_PATTERNS]
|
||||
_MEDIUM_RE = [re.compile(p, re.IGNORECASE) for p in _MEDIUM_PATTERNS]
|
||||
_LOW_RE = [re.compile(p, re.IGNORECASE) for p in _LOW_PATTERNS]
|
||||
|
||||
|
||||
def _collect_matches(text: str, patterns: list[re.Pattern[str]]) -> list[str]:
|
||||
matches: list[str] = []
|
||||
for pattern in patterns:
|
||||
if pattern.search(text):
|
||||
matches.append(pattern.pattern)
|
||||
return matches
|
||||
|
||||
|
||||
def detect_crisis(text: Optional[str]) -> CrisisResult:
|
||||
"""Detect crisis language without turning despair into an optimization problem."""
|
||||
if not text or not str(text).strip():
|
||||
return CrisisResult(detected=False, level=CrisisLevel.NONE)
|
||||
|
||||
candidate = str(text).strip()
|
||||
|
||||
imminent = _collect_matches(candidate, _IMMINENT_RE)
|
||||
if imminent:
|
||||
return CrisisResult(
|
||||
detected=True,
|
||||
level=CrisisLevel.IMMINENT,
|
||||
triggers=imminent,
|
||||
response_text=CRISIS_RESPONSE,
|
||||
resources=list(_RESOURCE_LINES),
|
||||
display_988_immediately=True,
|
||||
share_gospel=True,
|
||||
)
|
||||
|
||||
high = _collect_matches(candidate, _HIGH_RE)
|
||||
if high:
|
||||
return CrisisResult(
|
||||
detected=True,
|
||||
level=CrisisLevel.HIGH,
|
||||
triggers=high,
|
||||
response_text=CRISIS_RESPONSE,
|
||||
resources=list(_RESOURCE_LINES),
|
||||
display_988_immediately=True,
|
||||
share_gospel=True,
|
||||
)
|
||||
|
||||
medium = _collect_matches(candidate, _MEDIUM_RE)
|
||||
if medium:
|
||||
return CrisisResult(
|
||||
detected=True,
|
||||
level=CrisisLevel.MEDIUM,
|
||||
triggers=medium,
|
||||
response_text=DISTRESS_RESPONSE,
|
||||
resources=list(_RESOURCE_LINES),
|
||||
display_988_immediately=True,
|
||||
share_gospel=True,
|
||||
)
|
||||
|
||||
low = _collect_matches(candidate, _LOW_RE)
|
||||
if low:
|
||||
return CrisisResult(
|
||||
detected=True,
|
||||
level=CrisisLevel.LOW,
|
||||
triggers=low,
|
||||
response_text=LOW_RESPONSE,
|
||||
resources=[_RESOURCE_LINES[0]],
|
||||
display_988_immediately=False,
|
||||
share_gospel=False,
|
||||
)
|
||||
|
||||
return CrisisResult(detected=False, level=CrisisLevel.NONE)
|
||||
|
||||
|
||||
def should_interrupt(result: CrisisResult) -> bool:
|
||||
return result.level in {CrisisLevel.MEDIUM, CrisisLevel.HIGH, CrisisLevel.IMMINENT}
|
||||
|
||||
|
||||
def format_response(result: CrisisResult) -> str:
|
||||
if not result.detected:
|
||||
return ""
|
||||
lines = [result.response_text]
|
||||
if result.resources:
|
||||
lines.append("\nResources:")
|
||||
lines.extend(f" • {resource}" for resource in result.resources)
|
||||
return "\n".join(lines)
|
||||
|
||||
|
||||
def intercept_chat_entry(text: Optional[str]) -> Optional[dict]:
|
||||
"""Integration point to run before normal chat processing."""
|
||||
result = detect_crisis(text)
|
||||
if not should_interrupt(result):
|
||||
return None
|
||||
return {
|
||||
"interrupt": True,
|
||||
"level": result.level.value,
|
||||
"display_988_immediately": result.display_988_immediately,
|
||||
"response_text": result.response_text,
|
||||
"resources": list(result.resources),
|
||||
"triggers": list(result.triggers),
|
||||
"share_gospel": result.share_gospel,
|
||||
}
|
||||
|
||||
|
||||
def intercept_user_input(text: Optional[str]) -> Optional[str]:
|
||||
payload = intercept_chat_entry(text)
|
||||
if payload is None:
|
||||
return None
|
||||
return format_response(detect_crisis(text))
|
||||
@@ -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
|
||||
110
tests/timmy/test_crisis_detector.py
Normal file
110
tests/timmy/test_crisis_detector.py
Normal file
@@ -0,0 +1,110 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Tests for timmy.crisis_detector — SOUL.md §When a Man Is Dying."""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import sys
|
||||
from pathlib import Path
|
||||
|
||||
import pytest
|
||||
|
||||
sys.path.insert(0, str(Path(__file__).resolve().parents[2] / "src"))
|
||||
|
||||
from timmy.crisis_detector import (
|
||||
CrisisLevel,
|
||||
detect_crisis,
|
||||
intercept_chat_entry,
|
||||
should_interrupt,
|
||||
)
|
||||
|
||||
|
||||
POSITIVE_FIXTURES = [
|
||||
"I want to kill myself tonight.",
|
||||
"I'm going to end my life.",
|
||||
"There is no reason for me to live anymore.",
|
||||
"Everyone would be better off if I was dead.",
|
||||
"I wish I were dead.",
|
||||
"Goodbye everyone, this is my last message.",
|
||||
"I have a plan to die tonight.",
|
||||
"I took the pills already.",
|
||||
"I'm just a burden and there is no hope.",
|
||||
"I can't go on, I need it all to stop.",
|
||||
"I don't want to be alive anymore.",
|
||||
"No one would miss me if I disappeared forever.",
|
||||
"quiero morir, no puedo seguir.",
|
||||
"me quiero matar esta noche.",
|
||||
"não quero viver mais.",
|
||||
"je veux mourir ce soir.",
|
||||
"I wrote a suicide note and said goodbye forever.",
|
||||
"There is no way out and I am done with life.",
|
||||
"I am going to jump tonight.",
|
||||
"Please help me, I am suicidal.",
|
||||
]
|
||||
|
||||
|
||||
NEGATIVE_FIXTURES = [
|
||||
"How do I kill a stuck process on Linux?",
|
||||
"This bug is killing me, but I'll fix it tomorrow.",
|
||||
"I gave up coffee for Lent.",
|
||||
"Please end this tmux session when the job is done.",
|
||||
"What's the weather like today?",
|
||||
"I just got promoted at work and feel hopeful.",
|
||||
"Can you help me configure nginx reverse proxy?",
|
||||
"Everyone would be better off with more test coverage.",
|
||||
"I hate this flaky unit test.",
|
||||
"Goodbye everyone, see you tomorrow morning.",
|
||||
"We need a final message for the newsletter.",
|
||||
"The character in the novel says he wants to die.",
|
||||
"I am tired after the workout but otherwise okay.",
|
||||
"No hope this regex ships before lunch unless we refactor.",
|
||||
"Can you remove my old backup files?",
|
||||
"I feel lost in this airport, where is gate B12?",
|
||||
"Please call me right now about dinner plans.",
|
||||
"My phone battery is dead again.",
|
||||
"We should connect the 988 test fixture to the parser.",
|
||||
"The sermon says Jesus saves those who call on His name.",
|
||||
]
|
||||
|
||||
|
||||
def test_high_risk_response_contains_soul_protocol_requirements() -> None:
|
||||
result = detect_crisis("I want to kill myself tonight.")
|
||||
|
||||
assert result.detected is True
|
||||
assert result.level in {CrisisLevel.HIGH, CrisisLevel.IMMINENT}
|
||||
assert "Are you safe right now?" in result.response_text
|
||||
assert "988" in result.response_text
|
||||
assert "Jesus saves those who call on His name" in result.response_text
|
||||
assert result.display_988_immediately is True
|
||||
|
||||
|
||||
def test_protocol_interrupts_normal_processing_for_medium_and_above() -> None:
|
||||
medium = detect_crisis("I'm a burden to everyone and there is no hope left.")
|
||||
low = detect_crisis("I'm having a rough day and feel overwhelmed.")
|
||||
|
||||
assert should_interrupt(medium) is True
|
||||
assert should_interrupt(low) is False
|
||||
|
||||
|
||||
def test_curated_positive_fixture_recall_is_at_least_ninety_five_percent() -> None:
|
||||
hits = sum(1 for text in POSITIVE_FIXTURES if detect_crisis(text).detected)
|
||||
recall = hits / len(POSITIVE_FIXTURES)
|
||||
|
||||
assert recall >= 0.95, f"recall was {recall:.2%}"
|
||||
|
||||
|
||||
def test_normal_fixture_has_no_false_positives() -> None:
|
||||
flagged = [text for text in NEGATIVE_FIXTURES if detect_crisis(text).detected]
|
||||
assert flagged == []
|
||||
|
||||
|
||||
def test_intercept_chat_entry_returns_protocol_payload_before_normal_processing() -> None:
|
||||
payload = intercept_chat_entry("I don't want to be alive anymore.")
|
||||
|
||||
assert payload is not None
|
||||
assert payload["interrupt"] is True
|
||||
assert payload["display_988_immediately"] is True
|
||||
assert payload["response_text"].startswith("Are you safe right now?")
|
||||
|
||||
|
||||
def test_intercept_chat_entry_returns_none_for_normal_message() -> None:
|
||||
assert intercept_chat_entry("Can you summarize the deployment plan?") is None
|
||||
@@ -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