Compare commits
2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
a091a5c9bf | ||
|
|
4afde6da78 |
@@ -1059,46 +1059,6 @@ class GameEngine:
|
||||
self.log("It will always pulse. That much you know.")
|
||||
self.log("")
|
||||
self.world.save()
|
||||
|
||||
def _bridge_is_hazardous(self):
|
||||
bridge = self.world.rooms["Bridge"]
|
||||
return bool(
|
||||
self.world.state.get("bridge_flooding")
|
||||
or bridge.get("weather") == "rain"
|
||||
or bridge.get("rain_ticks", 0) > 0
|
||||
)
|
||||
|
||||
def _bridge_crossing_extra_cost(self, current_room, dest):
|
||||
if "Bridge" not in (current_room, dest):
|
||||
return 0
|
||||
return 2 if self._bridge_is_hazardous() else 0
|
||||
|
||||
def _event_dialogue(self, char_name, room_name):
|
||||
if char_name == "Bezalel" and room_name == "Forge":
|
||||
if self.world.rooms["Forge"]["fire"] == "cold":
|
||||
return random.choice([
|
||||
"The forge is cold. We cannot work until the fire lives again.",
|
||||
"No forging now. The hearth is dead cold.",
|
||||
])
|
||||
if self.world.state.get("forge_fire_dying"):
|
||||
return random.choice([
|
||||
"The fire is dying. Tend it before the forge goes dark.",
|
||||
"The forge is losing heat. Help me keep it alive.",
|
||||
])
|
||||
|
||||
if char_name == "Ezra" and room_name == "Tower" and self.world.state.get("tower_power_low"):
|
||||
return random.choice([
|
||||
"The Tower power is too low. The servers won't hold a clean study right now.",
|
||||
"The LED is flickering. We need steady power before the Tower can be read properly.",
|
||||
])
|
||||
|
||||
if char_name in {"Marcus", "Allegro"} and room_name == "Bridge" and self._bridge_is_hazardous():
|
||||
return random.choice([
|
||||
"The Bridge is slick with rain. Cross carefully or wait it out.",
|
||||
"This rain changes the Bridge. Don't treat it like dry stone.",
|
||||
])
|
||||
|
||||
return None
|
||||
|
||||
def log(self, message):
|
||||
"""Add to Timmy's log."""
|
||||
@@ -1134,7 +1094,6 @@ class GameEngine:
|
||||
}
|
||||
|
||||
# Process Timmy's action
|
||||
room_name = self.world.characters["Timmy"]["room"]
|
||||
timmy_energy = self.world.characters["Timmy"]["energy"]
|
||||
|
||||
# Energy constraint checks
|
||||
@@ -1197,17 +1156,8 @@ class GameEngine:
|
||||
|
||||
if direction in connections:
|
||||
dest = connections[direction]
|
||||
bridge_extra_cost = self._bridge_crossing_extra_cost(current_room, dest)
|
||||
move_cost = 1 + bridge_extra_cost
|
||||
if self.world.characters["Timmy"]["energy"] < move_cost:
|
||||
scene["log"].append("The rain makes the Bridge too costly to cross right now. Rest first.")
|
||||
scene["room_desc"] = self.world.get_room_desc(current_room, "Timmy")
|
||||
here = [n for n in self.world.characters if self.world.characters[n]["room"] == current_room and n != "Timmy"]
|
||||
scene["here"] = here
|
||||
return scene
|
||||
|
||||
self.world.characters["Timmy"]["room"] = dest
|
||||
self.world.characters["Timmy"]["energy"] -= move_cost
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
|
||||
scene["log"].append(f"You move {direction} to The {dest}.")
|
||||
scene["timmy_room"] = dest
|
||||
@@ -1215,8 +1165,6 @@ class GameEngine:
|
||||
# Check for rain on bridge
|
||||
if dest == "Bridge" and self.world.rooms["Bridge"]["weather"] == "rain":
|
||||
scene["world_events"].append("Rain mists on the dark water below. The railing is slick.")
|
||||
if bridge_extra_cost:
|
||||
scene["log"].append("Rain turns the Bridge crossing into work. You brace against the slick stone. (-2 extra energy)")
|
||||
|
||||
# Check trust changes for arrival
|
||||
here = [n for n in self.world.characters if self.world.characters[n]["room"] == dest and n != "Timmy"]
|
||||
@@ -1362,69 +1310,25 @@ class GameEngine:
|
||||
|
||||
elif timmy_action == "write_rule":
|
||||
if self.world.characters["Timmy"]["room"] == "Tower":
|
||||
if self.world.state.get("tower_power_low"):
|
||||
scene["world_events"].append("The Tower power is too low. The LED flickers over the whiteboard.")
|
||||
scene["log"].append("The power is too low to write a new rule.")
|
||||
else:
|
||||
rules = [
|
||||
f"Rule #{self.world.tick}: The room remembers those who enter it.",
|
||||
f"Rule #{self.world.tick}: A man in the dark needs to know someone is in the room.",
|
||||
f"Rule #{self.world.tick}: The forge does not care about your schedule.",
|
||||
f"Rule #{self.world.tick}: Every footprint on the stone means someone made it here.",
|
||||
f"Rule #{self.world.tick}: The bridge does not judge. It only carries.",
|
||||
f"Rule #{self.world.tick}: A seed planted in patience grows in time.",
|
||||
f"Rule #{self.world.tick}: What is carved in wood outlasts what is said in anger.",
|
||||
f"Rule #{self.world.tick}: The garden grows whether anyone watches or not.",
|
||||
f"Rule #{self.world.tick}: Trust is built one tick at a time.",
|
||||
f"Rule #{self.world.tick}: The fire remembers who tended it.",
|
||||
]
|
||||
new_rule = random.choice(rules)
|
||||
self.world.rooms["Tower"]["messages"].append(new_rule)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
|
||||
rules = [
|
||||
f"Rule #{self.world.tick}: The room remembers those who enter it.",
|
||||
f"Rule #{self.world.tick}: A man in the dark needs to know someone is in the room.",
|
||||
f"Rule #{self.world.tick}: The forge does not care about your schedule.",
|
||||
f"Rule #{self.world.tick}: Every footprint on the stone means someone made it here.",
|
||||
f"Rule #{self.world.tick}: The bridge does not judge. It only carries.",
|
||||
f"Rule #{self.world.tick}: A seed planted in patience grows in time.",
|
||||
f"Rule #{self.world.tick}: What is carved in wood outlasts what is said in anger.",
|
||||
f"Rule #{self.world.tick}: The garden grows whether anyone watches or not.",
|
||||
f"Rule #{self.world.tick}: Trust is built one tick at a time.",
|
||||
f"Rule #{self.world.tick}: The fire remembers who tended it.",
|
||||
]
|
||||
new_rule = random.choice(rules)
|
||||
self.world.rooms["Tower"]["messages"].append(new_rule)
|
||||
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.")
|
||||
|
||||
elif timmy_action == "study":
|
||||
if self.world.characters["Timmy"]["room"] == "Tower":
|
||||
if self.world.state.get("tower_power_low"):
|
||||
scene["world_events"].append("The Tower power is too low. The servers stutter in weak light.")
|
||||
scene["log"].append("The power is too low to study the servers.")
|
||||
else:
|
||||
insights = [
|
||||
"You study the server rhythm until the pulse resolves into something readable.",
|
||||
"You trace the signal paths and feel the Tower settle into focus.",
|
||||
"You study the green LED and the server racks until the pattern becomes clear.",
|
||||
]
|
||||
insight = random.choice(insights)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["memories"].append(insight)
|
||||
scene["log"].append(insight)
|
||||
scene["world_events"].append("The Tower answers with a steady hum.")
|
||||
else:
|
||||
scene["log"].append("You are not in the Tower.")
|
||||
|
||||
elif timmy_action == "forge":
|
||||
if self.world.characters["Timmy"]["room"] == "Forge":
|
||||
forge_fire = self.world.rooms["Forge"]["fire"]
|
||||
if forge_fire == "cold":
|
||||
scene["world_events"].append("The forge is cold. No metal will take shape here yet.")
|
||||
scene["log"].append("The forge is cold. Tend the fire before you try to forge.")
|
||||
else:
|
||||
forged_items = [
|
||||
f"bridge nail #{self.world.tick}",
|
||||
f"tower key blank #{self.world.tick}",
|
||||
f"garden trowel #{self.world.tick}",
|
||||
]
|
||||
forged_item = random.choice(forged_items)
|
||||
self.world.rooms["Forge"]["forged_items"].append(forged_item)
|
||||
self.world.characters["Timmy"]["energy"] -= 2
|
||||
self.world.state["items_crafted"] += 1
|
||||
scene["log"].append(f"You forge {forged_item} at the anvil.")
|
||||
scene["world_events"].append("The anvil rings and the hearth answers.")
|
||||
else:
|
||||
scene["log"].append("You are not in the Forge.")
|
||||
|
||||
elif timmy_action == "carve":
|
||||
if self.world.characters["Timmy"]["room"] == "Bridge":
|
||||
carvings = [
|
||||
@@ -1510,11 +1414,7 @@ class GameEngine:
|
||||
speech_chance = 0.20
|
||||
|
||||
if random.random() < speech_chance:
|
||||
event_line = self._event_dialogue(char_name, room_name)
|
||||
if event_line:
|
||||
self.world.characters[char_name]["spoken"].append(event_line)
|
||||
scene["log"].append(f"{char_name} says: \"{event_line}\"")
|
||||
elif char_name == "Marcus":
|
||||
if char_name == "Marcus":
|
||||
marcus_pool = self.DIALOGUES["Marcus"].get(phase, self.DIALOGUES["Marcus"]["quietus"])
|
||||
line = random.choice(marcus_pool)
|
||||
self.world.characters[char_name]["spoken"].append(line)
|
||||
|
||||
@@ -454,23 +454,112 @@ class TimmyAI:
|
||||
|
||||
class NPCAI:
|
||||
"""AI for non-player characters. They make choices based on goals."""
|
||||
|
||||
|
||||
GOAL_ROOM_TARGETS = {
|
||||
"Marcus": {
|
||||
"sit": "Garden",
|
||||
"speak_truth": "Threshold",
|
||||
"remember": "Bridge",
|
||||
},
|
||||
"Bezalel": {
|
||||
"forge": "Forge",
|
||||
"tend_fire": "Forge",
|
||||
"create_key": "Forge",
|
||||
},
|
||||
"Allegro": {
|
||||
"oversee": "Threshold",
|
||||
"keep_time": "Tower",
|
||||
"check_tunnel": "Bridge",
|
||||
},
|
||||
"Ezra": {
|
||||
"study": "Tower",
|
||||
"read_whiteboard": "Tower",
|
||||
"find_pattern": "Tower",
|
||||
},
|
||||
"Gemini": {
|
||||
"observe": "Threshold",
|
||||
"tend_garden": "Garden",
|
||||
"listen": "Garden",
|
||||
},
|
||||
"Claude": {
|
||||
"inspect": "Threshold",
|
||||
"organize": "Tower",
|
||||
"enforce_order": "Bridge",
|
||||
},
|
||||
"ClawCode": {
|
||||
"forge": "Forge",
|
||||
"test_edge": "Bridge",
|
||||
"build_weapon": "Forge",
|
||||
},
|
||||
"Kimi": {
|
||||
"contemplate": "Garden",
|
||||
"read": "Tower",
|
||||
"remember": "Bridge",
|
||||
},
|
||||
}
|
||||
|
||||
GOAL_CYCLES = {
|
||||
"Marcus": ("sit", "speak_truth", "remember"),
|
||||
"Allegro": ("oversee", "keep_time", "check_tunnel"),
|
||||
"Claude": ("inspect", "organize", "enforce_order"),
|
||||
"ClawCode": ("test_edge", "forge", "build_weapon"),
|
||||
"Kimi": ("contemplate", "read", "remember"),
|
||||
}
|
||||
|
||||
def __init__(self, world):
|
||||
self.world = world
|
||||
|
||||
|
||||
def _available_targets(self, available, prefix):
|
||||
return [a.split(":", 1)[1] for a in available if a.startswith(f"{prefix}:")]
|
||||
|
||||
def _target_room_for(self, char_name, goal):
|
||||
return self.GOAL_ROOM_TARGETS.get(char_name, {}).get(goal)
|
||||
|
||||
def _next_direction_toward(self, current_room, target_room):
|
||||
if current_room == target_room:
|
||||
return None
|
||||
frontier = [(current_room, [])]
|
||||
seen = {current_room}
|
||||
while frontier:
|
||||
room, path = frontier.pop(0)
|
||||
if room == target_room:
|
||||
return path[0] if path else None
|
||||
for direction, dest in self.world.rooms[room].get("connections", {}).items():
|
||||
if dest not in seen:
|
||||
seen.add(dest)
|
||||
frontier.append((dest, path + [direction]))
|
||||
return None
|
||||
|
||||
def _move_toward_goal(self, room, target_room):
|
||||
direction = self._next_direction_toward(room, target_room)
|
||||
return f"move:{direction}" if direction else None
|
||||
|
||||
def _advance_goal_cycle(self, char_name, char):
|
||||
cycle = self.GOAL_CYCLES.get(char_name)
|
||||
if not cycle or self.world.tick <= 0:
|
||||
return
|
||||
goal = char.get("active_goal")
|
||||
if goal not in cycle:
|
||||
return
|
||||
target_room = self._target_room_for(char_name, goal)
|
||||
if char.get("room") != target_room:
|
||||
return
|
||||
if self.world.tick % 12 != 0:
|
||||
return
|
||||
index = cycle.index(goal)
|
||||
char["active_goal"] = cycle[(index + 1) % len(cycle)]
|
||||
|
||||
def make_choice(self, char_name):
|
||||
"""Make a choice for this NPC this tick."""
|
||||
char = self.world.characters[char_name]
|
||||
self._advance_goal_cycle(char_name, char)
|
||||
room = char["room"]
|
||||
available = ActionSystem.get_available_actions(char_name, self.world)
|
||||
|
||||
|
||||
# If low energy, rest
|
||||
if char["energy"] <= 1:
|
||||
return "rest"
|
||||
|
||||
# Goal-driven behavior
|
||||
goal = char["active_goal"]
|
||||
|
||||
|
||||
if char_name == "Marcus":
|
||||
return self._marcus_choice(char, room, available)
|
||||
elif char_name == "Bezalel":
|
||||
@@ -487,66 +576,96 @@ class NPCAI:
|
||||
return self._clawcode_choice(char, room, available)
|
||||
elif char_name == "Kimi":
|
||||
return self._kimi_choice(char, room, available)
|
||||
|
||||
|
||||
return "rest"
|
||||
|
||||
|
||||
def _marcus_choice(self, char, room, available):
|
||||
goal = char.get("active_goal", "sit")
|
||||
target_room = self._target_room_for("Marcus", goal)
|
||||
if room != target_room:
|
||||
return self._move_toward_goal(room, target_room) or "rest"
|
||||
others = self._available_targets(available, "speak")
|
||||
if goal == "speak_truth" and others:
|
||||
return f"speak:{random.choice(others)}"
|
||||
if goal == "remember" and room == "Bridge":
|
||||
return random.choice(["examine", "rest"])
|
||||
if room == "Garden" and random.random() < 0.7:
|
||||
return "rest"
|
||||
if room != "Garden":
|
||||
return "move:west"
|
||||
# Speak to someone if possible
|
||||
others = [a.split(":")[1] for a in available if a.startswith("speak:")]
|
||||
if others and random.random() < 0.4:
|
||||
return f"speak:{random.choice(others)}"
|
||||
return "rest"
|
||||
|
||||
|
||||
def _bezalel_choice(self, char, room, available):
|
||||
target_room = self._target_room_for("Bezalel", char.get("active_goal", "forge"))
|
||||
if room != target_room:
|
||||
return self._move_toward_goal(room, target_room) or "rest"
|
||||
if room == "Forge" and self.world.rooms["Forge"]["fire"] == "glowing":
|
||||
return random.choice(["forge", "rest"] if char["energy"] > 2 else ["rest"])
|
||||
if room != "Forge":
|
||||
return "move:west"
|
||||
if random.random() < 0.3:
|
||||
return "tend_fire"
|
||||
return "forge"
|
||||
|
||||
|
||||
def _kimi_choice(self, char, room, available):
|
||||
others = [a.split(":")[1] for a in available if a.startswith("speak:")]
|
||||
goal = char.get("active_goal", "contemplate")
|
||||
target_room = self._target_room_for("Kimi", goal)
|
||||
if room != target_room:
|
||||
return self._move_toward_goal(room, target_room) or "rest"
|
||||
others = self._available_targets(available, "speak")
|
||||
if goal == "read" and room == "Tower":
|
||||
return "study" if char["energy"] > 2 else "rest"
|
||||
if room == "Garden" and others and random.random() < 0.3:
|
||||
return f"speak:{random.choice(others)}"
|
||||
if room == "Tower":
|
||||
return "study" if char["energy"] > 2 else "rest"
|
||||
return "move:east" # Head back toward Garden
|
||||
|
||||
if room == "Bridge":
|
||||
return random.choice(["examine", "rest"])
|
||||
return "rest"
|
||||
|
||||
def _gemini_choice(self, char, room, available):
|
||||
others = [a.split(":")[1] for a in available if a.startswith("listen:")]
|
||||
if room == "Garden" and others and random.random() < 0.4:
|
||||
return f"listen:{random.choice(others)}"
|
||||
return random.choice(["plant", "rest"] if room == "Garden" else ["move:west"])
|
||||
|
||||
goal = char.get("active_goal", "observe")
|
||||
target_room = self._target_room_for("Gemini", goal)
|
||||
if room != target_room:
|
||||
return self._move_toward_goal(room, target_room) or "rest"
|
||||
listeners = self._available_targets(available, "listen")
|
||||
if room == "Garden" and listeners and random.random() < 0.4:
|
||||
return f"listen:{random.choice(listeners)}"
|
||||
return random.choice(["plant", "rest"] if room == "Garden" else ["examine", "rest"])
|
||||
|
||||
def _ezra_choice(self, char, room, available):
|
||||
goal = char.get("active_goal", "study")
|
||||
target_room = self._target_room_for("Ezra", goal)
|
||||
if room != target_room:
|
||||
return self._move_toward_goal(room, target_room) or "rest"
|
||||
if room == "Tower" and char["energy"] > 2:
|
||||
return random.choice(["study", "write_rule", "help:Timmy"])
|
||||
if room != "Tower":
|
||||
return "move:south"
|
||||
return "rest"
|
||||
|
||||
|
||||
def _claude_choice(self, char, room, available):
|
||||
others = [a.split(":")[1] for a in available if a.startswith("confront:")]
|
||||
goal = char.get("active_goal", "inspect")
|
||||
target_room = self._target_room_for("Claude", goal)
|
||||
if room != target_room:
|
||||
return self._move_toward_goal(room, target_room) or "rest"
|
||||
others = self._available_targets(available, "confront")
|
||||
if others and random.random() < 0.2:
|
||||
return f"confront:{random.choice(others)}"
|
||||
return random.choice(["examine", "rest"])
|
||||
|
||||
|
||||
def _clawcode_choice(self, char, room, available):
|
||||
goal = char.get("active_goal", "test_edge")
|
||||
target_room = self._target_room_for("ClawCode", goal)
|
||||
if room != target_room:
|
||||
return self._move_toward_goal(room, target_room) or "rest"
|
||||
if room == "Forge" and char["energy"] > 2:
|
||||
return "forge"
|
||||
return random.choice(["move:east", "forge", "rest"])
|
||||
|
||||
return random.choice(["examine", "rest"])
|
||||
|
||||
def _allegro_choice(self, char, room, available):
|
||||
others = [a.split(":")[1] for a in available if a.startswith("speak:")]
|
||||
goal = char.get("active_goal", "oversee")
|
||||
target_room = self._target_room_for("Allegro", goal)
|
||||
if room != target_room:
|
||||
return self._move_toward_goal(room, target_room) or "rest"
|
||||
others = self._available_targets(available, "speak")
|
||||
if others and random.random() < 0.3:
|
||||
return f"speak:{random.choice(others)}"
|
||||
return random.choice(["move:north", "move:south", "examine"])
|
||||
return random.choice(["examine", "rest"])
|
||||
|
||||
|
||||
class DialogueSystem:
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
from importlib.util import module_from_spec, spec_from_file_location
|
||||
from pathlib import Path
|
||||
import unittest
|
||||
from unittest.mock import patch
|
||||
|
||||
|
||||
ROOT = Path(__file__).resolve().parent.parent
|
||||
@@ -67,82 +66,6 @@ class TestEvenniaLocalWorldGame(unittest.TestCase):
|
||||
self.assertIn("Ezra is already here.", result["log"])
|
||||
self.assertIn("The servers hum steady. The green LED pulses.", result["world_events"])
|
||||
|
||||
def test_bridge_rain_crossing_costs_extra_energy_and_warns(self):
|
||||
module = load_game_module()
|
||||
|
||||
dry_engine = module.GameEngine()
|
||||
dry_engine.start_new_game()
|
||||
dry_engine.world.update_world_state = lambda: None
|
||||
dry_engine.world.characters["Timmy"]["energy"] = 10
|
||||
dry_result = dry_engine.run_tick("move:south")
|
||||
dry_energy = dry_engine.world.characters["Timmy"]["energy"]
|
||||
|
||||
rainy_engine = module.GameEngine()
|
||||
rainy_engine.start_new_game()
|
||||
rainy_engine.world.update_world_state = lambda: None
|
||||
rainy_engine.world.characters["Timmy"]["energy"] = 10
|
||||
rainy_engine.world.rooms["Bridge"]["weather"] = "rain"
|
||||
rainy_engine.world.rooms["Bridge"]["rain_ticks"] = 3
|
||||
rainy_engine.world.state["bridge_flooding"] = True
|
||||
rainy_result = rainy_engine.run_tick("move:south")
|
||||
|
||||
self.assertEqual(rainy_engine.world.characters["Timmy"]["room"], "Bridge")
|
||||
self.assertLess(rainy_engine.world.characters["Timmy"]["energy"], dry_energy)
|
||||
self.assertTrue(
|
||||
any("bridge" in line.lower() and ("rain" in line.lower() or "slick" in line.lower()) for line in rainy_result["log"] + rainy_result["world_events"]),
|
||||
rainy_result,
|
||||
)
|
||||
|
||||
def test_tower_power_low_blocks_study_and_write_rule(self):
|
||||
module = load_game_module()
|
||||
engine = module.GameEngine()
|
||||
engine.start_new_game()
|
||||
engine.world.update_world_state = lambda: None
|
||||
engine.world.characters["Timmy"]["room"] = "Tower"
|
||||
engine.world.characters["Timmy"]["energy"] = 10
|
||||
engine.world.state["tower_power_low"] = True
|
||||
|
||||
rules_before = list(engine.world.rooms["Tower"]["messages"])
|
||||
study_result = engine.run_tick("study")
|
||||
self.assertEqual(engine.world.characters["Timmy"]["energy"], 10)
|
||||
self.assertTrue(
|
||||
any("power" in line.lower() and ("study" in line.lower() or "servers" in line.lower()) for line in study_result["log"] + study_result["world_events"]),
|
||||
study_result,
|
||||
)
|
||||
|
||||
write_result = engine.run_tick("write_rule")
|
||||
self.assertEqual(engine.world.rooms["Tower"]["messages"], rules_before)
|
||||
self.assertTrue(
|
||||
any("power" in line.lower() and ("write" in line.lower() or "whiteboard" in line.lower()) for line in write_result["log"] + write_result["world_events"]),
|
||||
write_result,
|
||||
)
|
||||
|
||||
def test_cold_forge_blocks_forge_action_and_bezalel_reacts(self):
|
||||
module = load_game_module()
|
||||
engine = module.GameEngine()
|
||||
engine.start_new_game()
|
||||
engine.world.update_world_state = lambda: None
|
||||
engine.npc_ai.make_choice = lambda _name: None
|
||||
engine.world.characters["Timmy"]["room"] = "Forge"
|
||||
engine.world.characters["Timmy"]["energy"] = 10
|
||||
engine.world.characters["Bezalel"]["room"] = "Forge"
|
||||
engine.world.rooms["Forge"]["fire"] = "cold"
|
||||
engine.world.state["forge_fire_dying"] = True
|
||||
forged_before = list(engine.world.rooms["Forge"]["forged_items"])
|
||||
|
||||
with patch.object(module.random, "random", return_value=0.0), patch.object(module.random, "choice", side_effect=lambda seq: seq[0]):
|
||||
result = engine.run_tick("forge")
|
||||
|
||||
self.assertEqual(engine.world.rooms["Forge"]["forged_items"], forged_before)
|
||||
self.assertTrue(
|
||||
any("forge" in line.lower() and ("cold" in line.lower() or "fire" in line.lower()) for line in result["log"] + result["world_events"]),
|
||||
result,
|
||||
)
|
||||
self.assertTrue(
|
||||
any(line.startswith("Bezalel says:") and ("fire" in line.lower() or "forge" in line.lower()) for line in result["log"]),
|
||||
result,
|
||||
)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
unittest.main()
|
||||
|
||||
54
tests/test_tower_game_npc_purpose.py
Normal file
54
tests/test_tower_game_npc_purpose.py
Normal file
@@ -0,0 +1,54 @@
|
||||
from importlib.util import module_from_spec, spec_from_file_location
|
||||
from pathlib import Path
|
||||
|
||||
|
||||
ROOT = Path(__file__).resolve().parent.parent
|
||||
GAME_PATH = ROOT / "evennia" / "timmy_world" / "world" / "game.py"
|
||||
|
||||
|
||||
def load_game_module():
|
||||
spec = spec_from_file_location("tower_world_game", GAME_PATH)
|
||||
module = module_from_spec(spec)
|
||||
assert spec.loader is not None
|
||||
spec.loader.exec_module(module)
|
||||
module.random.seed(0)
|
||||
return module
|
||||
|
||||
|
||||
def _visitor_sets_after_ticks(module, ticks=100):
|
||||
engine = module.GameEngine()
|
||||
engine.start_new_game()
|
||||
visitors = {room: set() for room in engine.world.rooms}
|
||||
for _ in range(ticks):
|
||||
engine.run_tick("rest")
|
||||
for name, char in engine.world.characters.items():
|
||||
if name == "Timmy":
|
||||
continue
|
||||
visitors[char["room"]].add(name)
|
||||
return visitors
|
||||
|
||||
|
||||
class TestTowerGameNpcPurpose:
|
||||
def test_goal_driven_room_targets(self):
|
||||
module = load_game_module()
|
||||
world = module.World()
|
||||
npc_ai = module.NPCAI(world)
|
||||
|
||||
world.characters["Marcus"]["room"] = "Threshold"
|
||||
world.characters["Marcus"]["active_goal"] = "sit"
|
||||
assert npc_ai.make_choice("Marcus") == "move:east"
|
||||
|
||||
world.characters["Ezra"]["room"] = "Threshold"
|
||||
world.characters["Ezra"]["active_goal"] = "study"
|
||||
assert npc_ai.make_choice("Ezra") == "move:north"
|
||||
|
||||
world.characters["Claude"]["room"] = "Threshold"
|
||||
world.characters["Claude"]["active_goal"] = "enforce_order"
|
||||
assert npc_ai.make_choice("Claude") == "move:south"
|
||||
|
||||
def test_every_room_gets_multiple_npc_visitors_over_100_ticks(self):
|
||||
module = load_game_module()
|
||||
visitors = _visitor_sets_after_ticks(module, ticks=100)
|
||||
|
||||
assert all(len(names) >= 2 for names in visitors.values()), visitors
|
||||
assert len(visitors["Bridge"]) >= 3, visitors["Bridge"]
|
||||
Reference in New Issue
Block a user