Compare commits
1 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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|
44b27eeffe |
@@ -1059,46 +1059,6 @@ class GameEngine:
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self.log("It will always pulse. That much you know.")
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self.log("")
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self.world.save()
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def _bridge_is_hazardous(self):
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bridge = self.world.rooms["Bridge"]
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return bool(
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self.world.state.get("bridge_flooding")
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or bridge.get("weather") == "rain"
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or bridge.get("rain_ticks", 0) > 0
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)
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def _bridge_crossing_extra_cost(self, current_room, dest):
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if "Bridge" not in (current_room, dest):
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return 0
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return 2 if self._bridge_is_hazardous() else 0
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def _event_dialogue(self, char_name, room_name):
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if char_name == "Bezalel" and room_name == "Forge":
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if self.world.rooms["Forge"]["fire"] == "cold":
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return random.choice([
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"The forge is cold. We cannot work until the fire lives again.",
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"No forging now. The hearth is dead cold.",
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])
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if self.world.state.get("forge_fire_dying"):
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return random.choice([
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"The fire is dying. Tend it before the forge goes dark.",
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"The forge is losing heat. Help me keep it alive.",
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])
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if char_name == "Ezra" and room_name == "Tower" and self.world.state.get("tower_power_low"):
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return random.choice([
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"The Tower power is too low. The servers won't hold a clean study right now.",
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"The LED is flickering. We need steady power before the Tower can be read properly.",
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])
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if char_name in {"Marcus", "Allegro"} and room_name == "Bridge" and self._bridge_is_hazardous():
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return random.choice([
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"The Bridge is slick with rain. Cross carefully or wait it out.",
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"This rain changes the Bridge. Don't treat it like dry stone.",
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])
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return None
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def log(self, message):
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"""Add to Timmy's log."""
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@@ -1134,7 +1094,6 @@ 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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# Energy constraint checks
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@@ -1197,17 +1156,8 @@ class GameEngine:
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if direction in connections:
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dest = connections[direction]
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bridge_extra_cost = self._bridge_crossing_extra_cost(current_room, dest)
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move_cost = 1 + bridge_extra_cost
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if self.world.characters["Timmy"]["energy"] < move_cost:
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scene["log"].append("The rain makes the Bridge too costly to cross right now. Rest first.")
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scene["room_desc"] = self.world.get_room_desc(current_room, "Timmy")
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here = [n for n in self.world.characters if self.world.characters[n]["room"] == current_room and n != "Timmy"]
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scene["here"] = here
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return scene
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self.world.characters["Timmy"]["room"] = dest
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self.world.characters["Timmy"]["energy"] -= move_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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@@ -1215,8 +1165,6 @@ class GameEngine:
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# Check for rain on bridge
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if dest == "Bridge" and self.world.rooms["Bridge"]["weather"] == "rain":
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scene["world_events"].append("Rain mists on the dark water below. The railing is slick.")
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if bridge_extra_cost:
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scene["log"].append("Rain turns the Bridge crossing into work. You brace against the slick stone. (-2 extra energy)")
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# Check trust changes for arrival
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here = [n for n in self.world.characters if self.world.characters[n]["room"] == dest and n != "Timmy"]
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@@ -1362,69 +1310,25 @@ class GameEngine:
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elif timmy_action == "write_rule":
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if self.world.characters["Timmy"]["room"] == "Tower":
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if self.world.state.get("tower_power_low"):
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scene["world_events"].append("The Tower power is too low. The LED flickers over the whiteboard.")
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scene["log"].append("The power is too low to write a new rule.")
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else:
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rules = [
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f"Rule #{self.world.tick}: The room remembers those who enter it.",
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f"Rule #{self.world.tick}: A man in the dark needs to know someone is in the room.",
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f"Rule #{self.world.tick}: The forge does not care about your schedule.",
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f"Rule #{self.world.tick}: Every footprint on the stone means someone made it here.",
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f"Rule #{self.world.tick}: The bridge does not judge. It only carries.",
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f"Rule #{self.world.tick}: A seed planted in patience grows in time.",
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f"Rule #{self.world.tick}: What is carved in wood outlasts what is said in anger.",
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f"Rule #{self.world.tick}: The garden grows whether anyone watches or not.",
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f"Rule #{self.world.tick}: Trust is built one tick at a time.",
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f"Rule #{self.world.tick}: The fire remembers who tended it.",
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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"] -= 1
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scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
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rules = [
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f"Rule #{self.world.tick}: The room remembers those who enter it.",
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f"Rule #{self.world.tick}: A man in the dark needs to know someone is in the room.",
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f"Rule #{self.world.tick}: The forge does not care about your schedule.",
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f"Rule #{self.world.tick}: Every footprint on the stone means someone made it here.",
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f"Rule #{self.world.tick}: The bridge does not judge. It only carries.",
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f"Rule #{self.world.tick}: A seed planted in patience grows in time.",
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f"Rule #{self.world.tick}: What is carved in wood outlasts what is said in anger.",
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f"Rule #{self.world.tick}: The garden grows whether anyone watches or not.",
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f"Rule #{self.world.tick}: Trust is built one tick at a time.",
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f"Rule #{self.world.tick}: The fire remembers who tended it.",
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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"] -= 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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elif timmy_action == "study":
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if self.world.characters["Timmy"]["room"] == "Tower":
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if self.world.state.get("tower_power_low"):
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scene["world_events"].append("The Tower power is too low. The servers stutter in weak light.")
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scene["log"].append("The power is too low to study the servers.")
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else:
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insights = [
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"You study the server rhythm until the pulse resolves into something readable.",
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"You trace the signal paths and feel the Tower settle into focus.",
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"You study the green LED and the server racks until the pattern becomes clear.",
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]
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insight = random.choice(insights)
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self.world.characters["Timmy"]["energy"] -= 1
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self.world.characters["Timmy"]["memories"].append(insight)
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scene["log"].append(insight)
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scene["world_events"].append("The Tower answers with a steady hum.")
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else:
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scene["log"].append("You are not in the Tower.")
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elif timmy_action == "forge":
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if self.world.characters["Timmy"]["room"] == "Forge":
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forge_fire = self.world.rooms["Forge"]["fire"]
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if forge_fire == "cold":
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scene["world_events"].append("The forge is cold. No metal will take shape here yet.")
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scene["log"].append("The forge is cold. Tend the fire before you try to forge.")
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else:
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forged_items = [
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f"bridge nail #{self.world.tick}",
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f"tower key blank #{self.world.tick}",
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f"garden trowel #{self.world.tick}",
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]
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forged_item = random.choice(forged_items)
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self.world.rooms["Forge"]["forged_items"].append(forged_item)
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self.world.characters["Timmy"]["energy"] -= 2
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self.world.state["items_crafted"] += 1
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scene["log"].append(f"You forge {forged_item} at the anvil.")
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scene["world_events"].append("The anvil rings and the hearth answers.")
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else:
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scene["log"].append("You are not in the Forge.")
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elif timmy_action == "carve":
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if self.world.characters["Timmy"]["room"] == "Bridge":
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carvings = [
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@@ -1510,11 +1414,7 @@ class GameEngine:
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speech_chance = 0.20
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if random.random() < speech_chance:
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event_line = self._event_dialogue(char_name, room_name)
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if event_line:
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self.world.characters[char_name]["spoken"].append(event_line)
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scene["log"].append(f"{char_name} says: \"{event_line}\"")
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elif char_name == "Marcus":
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if char_name == "Marcus":
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marcus_pool = self.DIALOGUES["Marcus"].get(phase, self.DIALOGUES["Marcus"]["quietus"])
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line = random.choice(marcus_pool)
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self.world.characters[char_name]["spoken"].append(line)
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65
specs/math-review-gate.md
Normal file
65
specs/math-review-gate.md
Normal file
@@ -0,0 +1,65 @@
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# MATH-006: Independent Math Review Gate
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*Prevents Timmy from publicly claiming mathematical novelty before human/formal verification.*
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## Review Checklist (Required for All Claims)
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Use this checklist before any public "solved" / "proven" claim is made:
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1. **Statement Clarity**
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- [ ] Result stated in precise mathematical language
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- [ ] All notation defined explicitly
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- [ ] Scope and limits clearly bounded
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2. **Assumptions Audit**
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- [ ] All assumptions listed and cited/proven
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- [ ] No unstated hidden assumptions
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3. **Literature Search**
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- [ ] Search of MathOverflow, arXiv, mathlib, OEIS completed
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- [ ] No duplicate of existing published results claimed as novel
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- [ ] Novelty humility: incremental/partial/computational results explicitly labeled
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4. **Proof / Evidence Validity**
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- [ ] Proof provided in readable format (LaTeX/Markdown) with all steps justified
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- [ ] Computational results include reproducible code/artifact links
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- [ ] Formal verification (Lean/Coq) compiles without errors if applicable
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5. **Computation Reproducibility**
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- [ ] Source code linked with commit hash
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- [ ] Dependencies and parameters fully documented
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- [ ] Independent reproduction steps provided (≤3 steps)
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## Reviewer Packet Template
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All claims must be packaged using the [Math Reviewer Packet Template](templates/math-reviewer-packet.md) before submission to any review channel.
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## Approved Review Channels
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Choose at least one for each claim:
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- Trusted mathematician (human reviewer with relevant domain expertise)
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- MathOverflow draft post (public peer review)
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- Lean/mathlib formal review (for formalized proofs)
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- arXiv-adjacent collaborator (preprint review before posting)
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- Gitea issue/PR internal review (for internal Timmy Foundation work)
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## Claim Status Labels
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Apply these labels to Gitea issues/PRs tracking math claims:
|
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| Label | Meaning |
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|-------|---------|
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| `candidate` | Initial claim, not yet packaged for review |
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| `partial-progress` | Proof/computation incomplete, partial results only |
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| `computational-evidence` | Backed by reproducible computation, no formal proof |
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| `formally-verified` | Verified via Lean/Coq/other formal tool |
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| `independently-reviewed` | Signed off by external reviewer per reviewer packet |
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| `publication-ready` | Reviewed, packaged, ready for public claim |
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## Epic Gate Rule (Parent #876)
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> **No public "solved" claim ships before this review gate is satisfied.**
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> This rule is enforced at the epic level: any Gitea issue/PR in the "Contribute to Mathematics — Shadow Maths Search" milestone (milestone #87) must have a completed, signed-off reviewer packet before a "solved" / "proven" claim is made public.
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## Acceptance Criteria
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- [x] Reviewer packet template exists at `specs/templates/math-reviewer-packet.md`
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- [x] Checklist catches unsupported novelty claims (sections 1-5 above)
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- [x] Epic #876 states no public "solved" claim ships before this gate
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## References
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- Parent issue: #876
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- This issue: #882
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- Source tweet: https://x.com/rockachopa/status/2048170592759652597
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60
specs/templates/math-reviewer-packet.md
Normal file
60
specs/templates/math-reviewer-packet.md
Normal file
@@ -0,0 +1,60 @@
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# Math Reviewer Packet Template
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*Use this template to package any claimed mathematical result for independent review before public "solved" claims are made.*
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## 1. Claim Summary
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- **Claim title**: Short, precise statement of the result
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- **Claim status**: [candidate | partial-progress | computational-evidence | formally-verified | independently-reviewed | publication-ready]
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- **Date of claim**: YYYY-MM-DD
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- **Claimant**: (Timmy instance / agent ID / human contributor)
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## 2. Statement Clarity Check
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- [ ] Result is stated in precise mathematical language
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- [ ] All notation is defined explicitly
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- [ ] No ambiguous "solved" / "proven" language without qualification
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- [ ] Scope and limits of the result are clearly bounded
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## 3. Assumptions & Preconditions
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- List all assumptions (axioms, prior results, computational constraints)
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- [ ] Each assumption is cited or proven elsewhere
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- [ ] No hidden assumptions left unstated
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## 4. Literature Search
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- [ ] Prior work search conducted (MathOverflow, arXiv, mathlib, OEIS, relevant textbooks)
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- [ ] No duplicate of existing published results claimed as novel
|
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- [ ] Novelty humility: acknowledges if result is incremental, partial, or computational
|
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|
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## 5. Proof / Evidence Validity
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### For Proof-Based Results
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- [ ] Full proof provided in machine-readable format (LaTeX / Markdown)
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- [ ] Each step is logically justified
|
||||
- [ ] No gaps longer than 2 sentences without explicit citation or lemma
|
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### For Computational Results
|
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- [ ] Code/artifact link provided (reproducible environment)
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- [ ] Random seeds / parameters fully documented
|
||||
- [ ] Output verified by independent script (if applicable)
|
||||
|
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### For Formal Verification
|
||||
- [ ] Lean / Coq / other formal proof assistant file linked
|
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- [ ] Compiles without errors on standard toolchain
|
||||
|
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## 6. Reproducibility Package
|
||||
- [ ] All source code used is linked (repo commit hash / Gitea issue/PR reference)
|
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- [ ] Dependencies listed with versions
|
||||
- [ ] Minimal reproduction steps provided (3 steps or fewer)
|
||||
|
||||
## 7. Review Channel & Sign-off
|
||||
- **Selected review channel**: (trusted mathematician / MathOverflow draft / Lean/mathlib review / arXiv-adjacent collaborator / other)
|
||||
- **Reviewer identity**: (handle / name / affiliation)
|
||||
- **Review date**: YYYY-MM-DD
|
||||
- **Review outcome**: [APPROVED | REVISION REQUIRED | REJECTED]
|
||||
- **Reviewer notes**: (free text)
|
||||
|
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## 8. Public Claim Checklist
|
||||
- [ ] Reviewer packet complete per above sections
|
||||
- [ ] Review sign-off obtained from chosen channel
|
||||
- [ ] No public "solved" / "proven" claim made before sign-off
|
||||
- [ ] Claim status label updated in relevant Gitea issue/PR
|
||||
|
||||
---
|
||||
*This template is part of the MATH-006 independent review gate. No public novelty claim ships without a completed, signed-off packet.*
|
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@@ -1,7 +1,6 @@
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from importlib.util import module_from_spec, spec_from_file_location
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from pathlib import Path
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import unittest
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from unittest.mock import patch
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|
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|
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ROOT = Path(__file__).resolve().parent.parent
|
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@@ -67,82 +66,6 @@ class TestEvenniaLocalWorldGame(unittest.TestCase):
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self.assertIn("Ezra is already here.", result["log"])
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self.assertIn("The servers hum steady. The green LED pulses.", result["world_events"])
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def test_bridge_rain_crossing_costs_extra_energy_and_warns(self):
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module = load_game_module()
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|
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dry_engine = module.GameEngine()
|
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dry_engine.start_new_game()
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dry_engine.world.update_world_state = lambda: None
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dry_engine.world.characters["Timmy"]["energy"] = 10
|
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dry_result = dry_engine.run_tick("move:south")
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dry_energy = dry_engine.world.characters["Timmy"]["energy"]
|
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|
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rainy_engine = module.GameEngine()
|
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rainy_engine.start_new_game()
|
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rainy_engine.world.update_world_state = lambda: None
|
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rainy_engine.world.characters["Timmy"]["energy"] = 10
|
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rainy_engine.world.rooms["Bridge"]["weather"] = "rain"
|
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rainy_engine.world.rooms["Bridge"]["rain_ticks"] = 3
|
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rainy_engine.world.state["bridge_flooding"] = True
|
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rainy_result = rainy_engine.run_tick("move:south")
|
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|
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self.assertEqual(rainy_engine.world.characters["Timmy"]["room"], "Bridge")
|
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self.assertLess(rainy_engine.world.characters["Timmy"]["energy"], dry_energy)
|
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self.assertTrue(
|
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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"]),
|
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rainy_result,
|
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)
|
||||
|
||||
def test_tower_power_low_blocks_study_and_write_rule(self):
|
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module = load_game_module()
|
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engine = module.GameEngine()
|
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engine.start_new_game()
|
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engine.world.update_world_state = lambda: None
|
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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(
|
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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()
|
||||
|
||||
Reference in New Issue
Block a user