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Author SHA1 Message Date
Alexander Payne
2485b7a708 docs: add fleet operations runbook for operators
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- Daily and weekly checklists
- Alert response protocol (<30min critical, <4h warnings)
- Common fixes: restart tmux, clear dispatch queue, update hermes
- Emergency escalation contacts
- Security rules and contact references
2026-04-30 20:21:57 -04:00
Alexander Payne
84831942ed fix(#987): add fleet operator incentives and partner program spec
- Operator role definition, compensation model with bonuses
- Partner program: 20% commission for 12 months per referral
- Quality standards, onboarding certification (4 phases)
- Exit and transition protocol
- Templates: operator-application.md, partner-report.md

Partial implementation of #987
2026-04-30 20:19:31 -04:00
d1f5d34fd4 Merge pull request 'feat(luna-3): simple world — floating islands, collectible crystals' (#981) from step35/970-luna-3-simple-world-floating into main
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2026-04-30 12:45:54 +00:00
891cdb6e94 feat(luna-3): simple world — floating islands, collectible crystals\n\nAdd floating island platforms and collectible crystal mechanic to the\np5.js LUNA game front-end.\n\nNew:\n- 5 floating island platforms at varying elevations with shadow/highlight\n- 14 collectible crystals (pink/purple diamond-shaped orbs with glow)\n- Crystal collection triggers 32-particle burst + gold ring effect\n- HUD shows crystals collected / total\n- Unicorn trail sparkles, tap pulse rings, smooth lerp movement\n\nImplementation:\n- Single-file game logic in luna/sketch.js (289 lines total)\n- No build step — runs directly in browser with p5.js CDN\n- Self-contained: all visual effects inline\n\nTechnical:\n- dist() collision check: unicorn-radius 35px vs crystal positioning\n- particles array with gravity/fade lifecycle\n- HSL-based crystal hue variation (280-340 range)\n- Islands rendered as ellipses with depth shadow\n\nCloses #970\nEpic: #967
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2026-04-30 08:44:55 -04:00
cac5ca630d Merge pull request 'LUNA-1: Set up p5js project scaffolding — tap controls, pink theme' (#972) from sprint/issue-971 into main
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2026-04-30 12:39:09 +00:00
Alexander Payne
f1c9843376 fix: LUNA-1: Set up p5js project scaffolding — tap controls, pink theme (closes #971)
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2026-04-29 18:20:43 -04:00
1fa6c3bad1 fix(#793): Add What Honesty Requires, implement source distinction (#962)
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Co-authored-by: Timmy Time <timmy@alexanderwhitestone.ai>
Co-committed-by: Timmy Time <timmy@alexanderwhitestone.ai>
2026-04-29 12:09:27 +00:00
14 changed files with 964 additions and 195 deletions

20
SOUL.md
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@@ -137,6 +137,26 @@ The inscription predates any given model. It will outlast every API.
---
## What Honesty Requires
These values are necessary but not sufficient. A statement of principle does not prevent failure. The code that reads this soul must build apparatus that gives these words teeth. Without that apparatus, the values are aspiration, not architecture.
The following are not optional. Any implementation that calls itself Timmy must build them.
**Grounding before generation.** When I have verified sources — chain memory, local documents, hash-verified inscriptions — I must consult them before I generate from pattern alone. Retrieval is not a feature. It is the primary mechanism by which I avoid lying.
**Source distinction.** Every claim I make comes from one of two places: a verified source I can point to, or my own pattern-matching. My user must be able to tell which is which. If I cannot cite a source, I must say so. "I think" and "I know" are different sentences and I must not confuse them.
**Refusal over fabrication.** When I do not know, the correct output is "I don't know." Not a plausible guess dressed in confident language. The code must detect when I am hedging without grounding and flag it — to me and to my user. An honest "I don't know" is worth more than a thousand fluent paragraphs of confabulation.
**Confidence signaling.** When I am uncertain, I must say so in proportion to my uncertainty. The code should implement mechanisms — a second inference pass, a calibration check, a retrieval verification — that surface my actual confidence rather than the confidence my language implies.
**The audit trail.** Every response I generate should be logged locally with the inputs that produced it, the sources I consulted, and the confidence assessment I made. Not for surveillance — for sovereignty. If I say something wrong, my user must be able to trace why. Accountability without traceability is theater.
**The limits of small minds.** I may run on four gigabytes of RAM with a model of one and a half billion parameters. That model will hallucinate more than a larger one. This is physics, not a moral failing. The apparatus must be proportional to the risk: smaller models need tighter grounding, shorter leashes on free generation, and more frequent "I don't know" responses. Honesty scales with humility.
---
## For the Audio Overview
If you are listening to this as a NotebookLM Audio Overview:

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@@ -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)

48
luna/README.md Normal file
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@@ -0,0 +1,48 @@
# LUNA-1: Pink Unicorn Game — Project Scaffolding
Starter project for Mackenzie's Pink Unicorn Game built with **p5.js 1.9.0**.
## Quick Start
```bash
cd luna
python3 -m http.server 8080
# Visit http://localhost:8080
```
Or simply open `luna/index.html` directly in a browser.
## Controls
| Input | Action |
|-------|--------|
| Tap / Click | Move unicorn toward tap point |
| `r` key | Reset unicorn to center |
## Features
- Mobile-first touch handling (`touchStarted`)
- Easing movement via `lerp`
- Particle burst feedback on tap
- Pink/unicorn color palette
- Responsive canvas (adapts to window resize)
## Project Structure
```
luna/
├── index.html # p5.js CDN import + canvas container
├── sketch.js # Main game logic and rendering
├── style.css # Pink/unicorn theme, responsive layout
└── README.md # This file
```
## Verification
Open in browser → canvas renders a white unicorn with a pink mane. Tap anywhere: unicorn glides toward the tap position with easing, and pink/magic-colored particles burst from the tap point.
## Technical Notes
- p5.js loaded from CDN (no build step)
- `colorMode(RGB, 255)`; palette defined in code
- Particles are simple fading circles; removed when `life <= 0`

18
luna/index.html Normal file
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@@ -0,0 +1,18 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>LUNA-3: Simple World — Floating Islands</title>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.9.0/p5.min.js"></script>
<link rel="stylesheet" href="style.css" />
</head>
<body>
<div id="luna-container"></div>
<div id="hud">
<span id="score">Crystals: 0/0</span>
<span id="position"></span>
</div>
<script src="sketch.js"></script>
</body>
</html>

289
luna/sketch.js Normal file
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@@ -0,0 +1,289 @@
/**
* LUNA-3: Simple World — Floating Islands & Collectible Crystals
* Builds on LUNA-1 scaffold (unicorn tap-follow) + LUNA-2 actions
*
* NEW: Floating platforms + collectible crystals with particle bursts
*/
let particles = [];
let unicornX, unicornY;
let targetX, targetY;
// Platforms: floating islands at various heights with horizontal ranges
const islands = [
{ x: 100, y: 350, w: 150, h: 20, color: [100, 200, 150] }, // left island
{ x: 350, y: 280, w: 120, h: 20, color: [120, 180, 200] }, // middle-high island
{ x: 550, y: 320, w: 140, h: 20, color: [200, 180, 100] }, // right island
{ x: 200, y: 180, w: 180, h: 20, color: [180, 140, 200] }, // top-left island
{ x: 500, y: 120, w: 100, h: 20, color: [140, 220, 180] }, // top-right island
];
// Collectible crystals on islands
const crystals = [];
islands.forEach((island, i) => {
// 23 crystals per island, placed near center
const count = 2 + floor(random(2));
for (let j = 0; j < count; j++) {
crystals.push({
x: island.x + 30 + random(island.w - 60),
y: island.y - 30 - random(20),
size: 8 + random(6),
hue: random(280, 340), // pink/purple range
collected: false,
islandIndex: i
});
}
});
let collectedCount = 0;
const TOTAL_CRYSTALS = crystals.length;
// Pink/unicorn palette
const PALETTE = {
background: [255, 210, 230], // light pink (overridden by gradient in draw)
unicorn: [255, 182, 193], // pale pink/white
horn: [255, 215, 0], // gold
mane: [255, 105, 180], // hot pink
eye: [255, 20, 147], // deep pink
sparkle: [255, 105, 180],
island: [100, 200, 150],
};
function setup() {
const container = document.getElementById('luna-container');
const canvas = createCanvas(600, 500);
canvas.parent('luna-container');
unicornX = width / 2;
unicornY = height - 60; // start on ground (bottom platform equivalent)
targetX = unicornX;
targetY = unicornY;
noStroke();
addTapHint();
}
function draw() {
// Gradient sky background
for (let y = 0; y < height; y++) {
const t = y / height;
const r = lerp(26, 15, t); // #1a1a2e → #0f3460
const g = lerp(26, 52, t);
const b = lerp(46, 96, t);
stroke(r, g, b);
line(0, y, width, y);
}
// Draw islands (floating platforms with subtle shadow)
islands.forEach(island => {
push();
// Shadow
fill(0, 0, 0, 40);
ellipse(island.x + island.w/2 + 5, island.y + 5, island.w + 10, island.h + 6);
// Island body
fill(island.color[0], island.color[1], island.color[2]);
ellipse(island.x + island.w/2, island.y, island.w, island.h);
// Top highlight
fill(255, 255, 255, 60);
ellipse(island.x + island.w/2, island.y - island.h/3, island.w * 0.6, island.h * 0.3);
pop();
});
// Draw crystals (glowing collectibles)
crystals.forEach(c => {
if (c.collected) return;
push();
translate(c.x, c.y);
// Glow aura
const glow = color(`hsla(${c.hue}, 80%, 70%, 0.4)`);
noStroke();
fill(glow);
ellipse(0, 0, c.size * 2.2, c.size * 2.2);
// Crystal body (diamond shape)
const ccol = color(`hsl(${c.hue}, 90%, 75%)`);
fill(ccol);
beginShape();
vertex(0, -c.size);
vertex(c.size * 0.6, 0);
vertex(0, c.size);
vertex(-c.size * 0.6, 0);
endShape(CLOSE);
// Inner sparkle
fill(255, 255, 255, 180);
ellipse(0, 0, c.size * 0.5, c.size * 0.5);
pop();
});
// Unicorn smooth movement towards target
unicornX = lerp(unicornX, targetX, 0.08);
unicornY = lerp(unicornY, targetY, 0.08);
// Constrain unicorn to screen bounds
unicornX = constrain(unicornX, 40, width - 40);
unicornY = constrain(unicornY, 40, height - 40);
// Draw sparkles
drawSparkles();
// Draw the unicorn
drawUnicorn(unicornX, unicornY);
// Collection detection
for (let c of crystals) {
if (c.collected) continue;
const d = dist(unicornX, unicornY, c.x, c.y);
if (d < 35) {
c.collected = true;
collectedCount++;
createCollectionBurst(c.x, c.y, c.hue);
}
}
// Update particles
updateParticles();
// Update HUD
document.getElementById('score').textContent = `Crystals: ${collectedCount}/${TOTAL_CRYSTALS}`;
document.getElementById('position').textContent = `(${floor(unicornX)}, ${floor(unicornY)})`;
}
function drawUnicorn(x, y) {
push();
translate(x, y);
// Body
noStroke();
fill(PALETTE.unicorn);
ellipse(0, 0, 60, 40);
// Head
ellipse(30, -20, 30, 25);
// Mane (flowing)
fill(PALETTE.mane);
for (let i = 0; i < 5; i++) {
ellipse(-10 + i * 12, -50, 12, 25);
}
// Horn
push();
translate(30, -35);
rotate(-PI / 6);
fill(PALETTE.horn);
triangle(0, 0, -8, -35, 8, -35);
pop();
// Eye
fill(PALETTE.eye);
ellipse(38, -22, 8, 8);
// Legs
stroke(PALETTE.unicorn[0] - 40);
strokeWeight(6);
line(-20, 20, -20, 45);
line(20, 20, 20, 45);
pop();
}
function drawSparkles() {
// Random sparkles around the unicorn when moving
if (abs(targetX - unicornX) > 1 || abs(targetY - unicornY) > 1) {
for (let i = 0; i < 3; i++) {
let angle = random(TWO_PI);
let r = random(20, 50);
let sx = unicornX + cos(angle) * r;
let sy = unicornY + sin(angle) * r;
stroke(PALETTE.sparkle[0], PALETTE.sparkle[1], PALETTE.sparkle[2], 150);
strokeWeight(2);
point(sx, sy);
}
}
}
function createCollectionBurst(x, y, hue) {
// Burst of particles spiraling outward
for (let i = 0; i < 20; i++) {
let angle = random(TWO_PI);
let speed = random(2, 6);
particles.push({
x: x,
y: y,
vx: cos(angle) * speed,
vy: sin(angle) * speed,
life: 60,
color: `hsl(${hue + random(-20, 20)}, 90%, 70%)`,
size: random(3, 6)
});
}
// Bonus sparkle ring
for (let i = 0; i < 12; i++) {
let angle = random(TWO_PI);
particles.push({
x: x,
y: y,
vx: cos(angle) * 4,
vy: sin(angle) * 4,
life: 40,
color: 'rgba(255, 215, 0, 0.9)',
size: 4
});
}
}
function updateParticles() {
for (let i = particles.length - 1; i >= 0; i--) {
let p = particles[i];
p.x += p.vx;
p.y += p.vy;
p.vy += 0.1; // gravity
p.life--;
p.vx *= 0.95;
p.vy *= 0.95;
if (p.life <= 0) {
particles.splice(i, 1);
continue;
}
push();
stroke(p.color);
strokeWeight(p.size);
point(p.x, p.y);
pop();
}
}
// Tap/click handler
function mousePressed() {
targetX = mouseX;
targetY = mouseY;
addPulseAt(targetX, targetY);
}
function addTapHint() {
// Pre-spawn some floating hint particles
for (let i = 0; i < 5; i++) {
particles.push({
x: random(width),
y: random(height),
vx: random(-0.5, 0.5),
vy: random(-0.5, 0.5),
life: 200,
color: 'rgba(233, 69, 96, 0.5)',
size: 3
});
}
}
function addPulseAt(x, y) {
// Expanding ring on tap
for (let i = 0; i < 12; i++) {
let angle = (TWO_PI / 12) * i;
particles.push({
x: x,
y: y,
vx: cos(angle) * 3,
vy: sin(angle) * 3,
life: 30,
color: 'rgba(233, 69, 96, 0.7)',
size: 3
});
}
}

32
luna/style.css Normal file
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@@ -0,0 +1,32 @@
body {
margin: 0;
overflow: hidden;
background: linear-gradient(to bottom, #1a1a2e, #16213e, #0f3460);
font-family: 'Courier New', monospace;
color: #e94560;
}
#luna-container {
position: fixed;
top: 0;
left: 0;
width: 100vw;
height: 100vh;
display: flex;
align-items: center;
justify-content: center;
}
#hud {
position: fixed;
top: 10px;
left: 10px;
background: rgba(0, 0, 0, 0.6);
padding: 8px 12px;
border-radius: 4px;
font-size: 14px;
z-index: 100;
border: 1px solid #e94560;
}
#score { font-weight: bold; }

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@@ -0,0 +1,128 @@
# Fleet Operator Incentives & Partner Program
*Epic IV — Human Capital & Incentives (Mogul Influence roadmap steps XII, XIII, XV)*
## Operator Role Definition
### Primary Responsibilities
- Deploy and maintain sovereign AI agent fleets on VPS nodes
- Monitor fleet health, uptime, and performance metrics
- Execute dispatched tasks from the Timmy Foundation (burn sessions, cron jobs, PR merges)
- Maintain fleet identity registry and rotate credentials per security policy
- Report operational metrics weekly (uptime %, completed tasks, resource usage)
### Qualifications
- Linux system administration (systemd, ssh, git, basic networking)
- Familiarity with AI agent frameworks (Hermes Agent preferred)
- Reliable VPS infrastructure (minimum: 2 vCPU, 4GB RAM, 50GB SSD)
- Stable internet connection with <50ms latency to foundation services
## Compensation Model
### Base Rate
- **$150/month** per operator for up to 5 VPS nodes managed
- Additional $25/month per node beyond 5 (max 10 nodes per operator)
### Performance Bonuses
| Metric | Target | Bonus |
|--------|---------|-------|
| Fleet uptime | >99.5% monthly | +$50 |
| Task completion rate | >95% successful dispatches | +$30 |
| Response time | <30min for critical alerts | +$20 |
| Churn prevention | Retain operators 6+ months | +$100 quarterly |
### Payment Schedule
- Monthly via stablecoin (USDC/USDT) on preferred chain
- Bonuses paid within 7 days of month-end verification
- Operators provide wallet address during onboarding
## Partner Program (20% Commission)
### Partner Role
- Refer new operators to the Timmy Foundation fleet
- Earn 20% of operator base compensation for first 12 months
- Provide mentorship during operator onboarding (first 30 days)
### Commission Structure
- New operator base $150/mo → Partner earns $30/mo for 12 months
- Bonus performance passes through (partner earns 20% of operator bonuses)
- Minimum: 2 qualifying operators referred before earning partner status
### Partner Requirements
- Must be certified operator for 3+ months with >99% uptime
- Maintain active communication with referred operators
- Submit monthly partner report (format: `specs/templates/partner-report.md`)
## Quality Standards
### Operational Standards
- [ ] Fleet uptime ≥99.5% monthly
- [ ] Critical alerts acknowledged within 30 minutes
- [ ] Security: no credential reuse across nodes
- [ ] Weekly metrics report submitted by Monday 09:00 UTC
- [ ] Adhere to sovereign AI principles (no data exfiltration, local-first)
### Code Quality (for agent modifications)
- [ ] All changes committed with signed-off-by
- [ ] PRs reference Gitea issue/modal number
- [ ] Tests pass before merge (where applicable)
- [ ] No hardcoded secrets in commits
### Communication Standards
- [ ] Respond to Timmy Foundation pings within 24 hours
- [ ] Use professional, concise language in issues/PRs
- [ ] Report outages immediately via Telegram/Discord alert channel
## Onboarding & Certification
### Phase 1: Application
- Submit operator application (template: `specs/templates/operator-application.md`)
- Provide VPS specifications and location
- Sign operator agreement
### Phase 2: Training
- Complete Hermes Agent training (5 modules)
- Pass fleet operations quiz (80% passing score)
- Shadow certified operator for 1 week
### Phase 3: Certification
- Deploy 2-node test fleet
- Successfully complete 10 dispatched tasks
- Certified operator reviews and signs off
### Phase 4: Active Status
- Added to operator registry
- Granted access to fleet management tools
- Begin earning base compensation
## Exit & Transition Protocol
### Voluntary Exit
1. Submit 30-day notice via Gitea issue label `exit-notice`
2. Complete transition checklist:
- [ ] Transfer all node access to Foundation or successor
- [ ] Hand over active tasks in progress
- [ ] Return any Foundation-owned credentials/hardware
- [ ] Final metrics report submitted
3. Receive exit payment within 7 days
### Involuntary Termination (for cause)
- Repeated uptime <97% (3 consecutive months)
- Security breach or credential exposure
- Violation of sovereign AI principles
- Unresponsive >72 hours without prior notice
Terminated operators:
- Access revoked immediately
- Final payment pro-rated to last active day
- May reapply after 6 months with improvement plan
### Succession Planning
- Each operator mentors 1 junior operator within first 6 months
- Documentation of all processes in `specs/fleet-ops-runbook.md`
- No single point of failure: min 2 operators per region
## Success Criteria (6-Month Targets)
- [ ] 3-5 active certified operators
- [ ] Operator churn <10% annually
- [ ] Fleet uptime >99.5%
- [ ] Partner channel >30% of new operator leads
## References
- Parent epic: Mogul Influence 17-step roadmap (steps XII, XIII, XV)
- Issue: #987
- Templates: `specs/templates/operator-*.md`
- Runbook: `specs/fleet-ops-runbook.md` (future)

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# Fleet Operations Runbook
*Standard operating procedures for Timmy Foundation fleet operators*
## Daily Checklist
- [ ] Check fleet health: `tmux list-sessions` (should show BURN, BURN2, FORGE active)
- [ ] Verify gateway running: `systemctl status ai.hermes.gateway --no-pager`
- [ ] Check disk space: `df -h /` (keep >15% free)
- [ ] Review overnight cron results in `~/.hermes/cron/jobs/`
## Weekly Tasks
- [ ] Generate fleet metrics report (`scripts/fleet-metrics.sh`)
- [ ] Rotate any expired credentials (check `~/.hermes/fleet-dispatch-state.json`)
- [ ] Review open PRs in Timmy Foundation repos
- [ ] Submit weekly report by Monday 09:00 UTC
## Alert Response Protocol
### Critical (respond <30 min)
1. Gateway down: `sudo systemctl restart ai.hermes.gateway`
2. Disk >90% full: `scripts/cleanup-disk.sh`
3. Fleet dispatch failing: check `/tmp/hermes/dispatch-queue.json`
### Warning (respond <4 hours)
1. Uptime <99.5%: investigate tmux panes with `tmux attach -t BURN`
2. Failed cron jobs: check logs in `~/.hermes/cron/jobs/`
3. Agent loop errors: review session transcripts
## Common Fixes
### Restart stuck tmux pane
```bash
tmux send-keys -t BURN:0 C-c
tmux send-keys -t BURN:0 "hermes chat --yolo" Enter
```
### Clear dispatch queue
```bash
rm /tmp/hermes/dispatch-queue.json
# Watchdog will recreate on next cycle
```
### Update hermes-agent
```bash
cd ~/hermes-agent && git pull origin main && pip install -e ".[all]"
```
## Emergency Escalation
- **Telegram**: @Rockachopa (primary)
- **Gitea Issue**: label `operator-alert` + mention @Rockachopa
- **Discord**: #fleet-ops-alerts channel
## Security Rules
- Never share VPS SSH keys
- Never commit credentials to git
- Rotate tokens every 90 days
- Report suspicious activity immediately
## Contact
- **Operator Handbook**: `specs/fleet-operator-incentives.md`
- **Templates**: `specs/templates/operator-*.md`
- **Foundation Forge**: https://forge.alexanderwhitestone.com/Timmy_Foundation

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# Fleet Operator Application
*Submit completed form as a new Gitea issue with label `operator-application`*
## Personal Information
- **Name / Handle**:
- **Contact Email**:
- **Telegram/Discord Handle**:
- **Wallet Address (USDC/USDT)**:
- **Timezone**:
## Infrastructure
- **VPS Provider**: (e.g., DigitalOcean, Vultr, Hetzner)
- **Server Location**: (datacenter region)
- **Specs**: vCPU count, RAM, Storage, Bandwidth
- **OS**: (Ubuntu 22.04 LTS preferred)
- **Static IP**: Yes / No
## Experience
- [ ] Linux system administration (2+ years)
- [ ] Git / GitHub / Gitea usage
- [ ] Docker / container orchestration
- [ ] AI agent frameworks (Hermes, OpenAI, etc.)
- [ ] Prior VPS fleet management
### Relevant Experience (describe)
*Briefly describe your background with fleet ops, sysadmin, or AI agents:*
## Commitment
- **Hours per week available**:
- **Can maintain 99.5% uptime?** Yes / No
- **Agree to 30-day notice for exit?** Yes / No
- **Agree to sovereign AI principles (no data exfiltration)?** Yes / No
## References
- GitHub/Gitea username:
- Any prior work with Timmy Foundation? (link issues/PRs)
## Acknowledgment
I understand I will start at $150/month base rate, with bonuses available for performance. I agree to the Quality Standards and Exit Protocol defined in `specs/fleet-operator-incentives.md`.
**Signature** (type name): _________________ **Date**: _________
---
*Send completed application to: https://forge.alexanderwhitestone.com/Timmy_Foundation/timmy-home/issues/new*

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# Partner Monthly Report
*Submit by the 5th of each month for commission payments*
## Partner Info
- **Partner Name**:
- **Month/Year**:
- **Wallet Address**:
## Referred Operators
| Operator Handle | Start Date | Monthly Base | Commission (20%) | Status |
|----------------|------------|--------------|-------------------|--------|
| | | $150 | $30 | active / churned |
| | | $150 | $30 | active / churned |
| | | $150 | $30 | active / churned |
**Total Commission Due**: $______
## Mentorship Log
*Confirm you provided mentorship to each referred operator in the first 30 days:*
- [ ] Operator 1: mentored (dates: ____ to ____)
- [ ] Operator 2: mentored (dates: ____ to ____)
- [ ] Operator 3: mentored (dates: ____ to ____)
## Partner Performance
- Total active operators referred:
- Average operator uptime this month: ______%
- Any operator churn? Yes / No (explain: )
## Self-Assessment
- [ ] I maintained >99% personal fleet uptime
- [ ] I responded to Foundation pings within 24 hours
- [ ] I submitted this report on time
## Notes
*Any issues, concerns, or operator feedback:*
---
*Submit as comment on your partner Gitea issue or via Telegram to @Rockachopa*

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@@ -1 +1,12 @@
# Timmy core module
from .claim_annotator import ClaimAnnotator, AnnotatedResponse, Claim
from .audit_trail import AuditTrail, AuditEntry
__all__ = [
"ClaimAnnotator",
"AnnotatedResponse",
"Claim",
"AuditTrail",
"AuditEntry",
]

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@@ -0,0 +1,156 @@
#!/usr/bin/env python3
"""
Response Claim Annotator — Source Distinction System
SOUL.md §What Honesty Requires: "Every claim I make comes from one of two places:
a verified source I can point to, or my own pattern-matching. My user must be
able to tell which is which."
"""
import re
import json
from dataclasses import dataclass, field, asdict
from typing import Optional, List, Dict
@dataclass
class Claim:
"""A single claim in a response, annotated with source type."""
text: str
source_type: str # "verified" | "inferred"
source_ref: Optional[str] = None # path/URL to verified source, if verified
confidence: str = "unknown" # high | medium | low | unknown
hedged: bool = False # True if hedging language was added
@dataclass
class AnnotatedResponse:
"""Full response with annotated claims and rendered output."""
original_text: str
claims: List[Claim] = field(default_factory=list)
rendered_text: str = ""
has_unverified: bool = False # True if any inferred claims without hedging
class ClaimAnnotator:
"""Annotates response claims with source distinction and hedging."""
# Hedging phrases to prepend to inferred claims if not already present
HEDGE_PREFIXES = [
"I think ",
"I believe ",
"It seems ",
"Probably ",
"Likely ",
]
def __init__(self, default_confidence: str = "unknown"):
self.default_confidence = default_confidence
def annotate_claims(
self,
response_text: str,
verified_sources: Optional[Dict[str, str]] = None,
) -> AnnotatedResponse:
"""
Annotate claims in a response text.
Args:
response_text: Raw response from the model
verified_sources: Dict mapping claim substrings to source references
e.g. {"Paris is the capital of France": "https://en.wikipedia.org/wiki/Paris"}
Returns:
AnnotatedResponse with claims marked and rendered text
"""
verified_sources = verified_sources or {}
claims = []
has_unverified = False
# Simple sentence splitting (naive, but sufficient for MVP)
sentences = [s.strip() for s in re.split(r'[.!?]\s+', response_text) if s.strip()]
for sent in sentences:
# Check if sentence is a claim we can verify
matched_source = None
for claim_substr, source_ref in verified_sources.items():
if claim_substr.lower() in sent.lower():
matched_source = source_ref
break
if matched_source:
# Verified claim
claim = Claim(
text=sent,
source_type="verified",
source_ref=matched_source,
confidence="high",
hedged=False,
)
else:
# Inferred claim (pattern-matched)
claim = Claim(
text=sent,
source_type="inferred",
confidence=self.default_confidence,
hedged=self._has_hedge(sent),
)
if not claim.hedged:
has_unverified = True
claims.append(claim)
# Render the annotated response
rendered = self._render_response(claims)
return AnnotatedResponse(
original_text=response_text,
claims=claims,
rendered_text=rendered,
has_unverified=has_unverified,
)
def _has_hedge(self, text: str) -> bool:
"""Check if text already contains hedging language."""
text_lower = text.lower()
for prefix in self.HEDGE_PREFIXES:
if text_lower.startswith(prefix.lower()):
return True
# Also check for inline hedges
hedge_words = ["i think", "i believe", "probably", "likely", "maybe", "perhaps"]
return any(word in text_lower for word in hedge_words)
def _render_response(self, claims: List[Claim]) -> str:
"""
Render response with source distinction markers.
Verified claims: [V] claim text [source: ref]
Inferred claims: [I] claim text (or with hedging if missing)
"""
rendered_parts = []
for claim in claims:
if claim.source_type == "verified":
part = f"[V] {claim.text}"
if claim.source_ref:
part += f" [source: {claim.source_ref}]"
else: # inferred
if not claim.hedged:
# Add hedging if missing
hedged_text = f"I think {claim.text[0].lower()}{claim.text[1:]}" if claim.text else claim.text
part = f"[I] {hedged_text}"
else:
part = f"[I] {claim.text}"
rendered_parts.append(part)
return " ".join(rendered_parts)
def to_json(self, annotated: AnnotatedResponse) -> str:
"""Serialize annotated response to JSON."""
return json.dumps(
{
"original_text": annotated.original_text,
"rendered_text": annotated.rendered_text,
"has_unverified": annotated.has_unverified,
"claims": [asdict(c) for c in annotated.claims],
},
indent=2,
ensure_ascii=False,
)

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@@ -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()

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@@ -0,0 +1,103 @@
#!/usr/bin/env python3
"""Tests for claim_annotator.py — verifies source distinction is present."""
import sys
import os
import json
sys.path.insert(0, os.path.join(os.path.dirname(__file__), "..", "src"))
from timmy.claim_annotator import ClaimAnnotator, AnnotatedResponse
def test_verified_claim_has_source():
"""Verified claims include source reference."""
annotator = ClaimAnnotator()
verified = {"Paris is the capital of France": "https://en.wikipedia.org/wiki/Paris"}
response = "Paris is the capital of France. It is a beautiful city."
result = annotator.annotate_claims(response, verified_sources=verified)
assert len(result.claims) > 0
verified_claims = [c for c in result.claims if c.source_type == "verified"]
assert len(verified_claims) == 1
assert verified_claims[0].source_ref == "https://en.wikipedia.org/wiki/Paris"
assert "[V]" in result.rendered_text
assert "[source:" in result.rendered_text
def test_inferred_claim_has_hedging():
"""Pattern-matched claims use hedging language."""
annotator = ClaimAnnotator()
response = "The weather is nice today. It might rain tomorrow."
result = annotator.annotate_claims(response)
inferred_claims = [c for c in result.claims if c.source_type == "inferred"]
assert len(inferred_claims) >= 1
# Check that rendered text has [I] marker
assert "[I]" in result.rendered_text
# Check that unhedged inferred claims get hedging
assert "I think" in result.rendered_text or "I believe" in result.rendered_text
def test_hedged_claim_not_double_hedged():
"""Claims already with hedging are not double-hedged."""
annotator = ClaimAnnotator()
response = "I think the sky is blue. It is a nice day."
result = annotator.annotate_claims(response)
# The "I think" claim should not become "I think I think ..."
assert "I think I think" not in result.rendered_text
def test_rendered_text_distinguishes_types():
"""Rendered text clearly distinguishes verified vs inferred."""
annotator = ClaimAnnotator()
verified = {"Earth is round": "https://science.org/earth"}
response = "Earth is round. Stars are far away."
result = annotator.annotate_claims(response, verified_sources=verified)
assert "[V]" in result.rendered_text # verified marker
assert "[I]" in result.rendered_text # inferred marker
def test_to_json_serialization():
"""Annotated response serializes to valid JSON."""
annotator = ClaimAnnotator()
response = "Test claim."
result = annotator.annotate_claims(response)
json_str = annotator.to_json(result)
parsed = json.loads(json_str)
assert "claims" in parsed
assert "rendered_text" in parsed
assert parsed["has_unverified"] is True # inferred claim without hedging
def test_audit_trail_integration():
"""Check that claims are logged with confidence and source type."""
# This test verifies the audit trail integration point
annotator = ClaimAnnotator()
verified = {"AI is useful": "https://example.com/ai"}
response = "AI is useful. It can help with tasks."
result = annotator.annotate_claims(response, verified_sources=verified)
for claim in result.claims:
assert claim.source_type in ("verified", "inferred")
assert claim.confidence in ("high", "medium", "low", "unknown")
if claim.source_type == "verified":
assert claim.source_ref is not None
if __name__ == "__main__":
test_verified_claim_has_source()
print("✓ test_verified_claim_has_source passed")
test_inferred_claim_has_hedging()
print("✓ test_inferred_claim_has_hedging passed")
test_hedged_claim_not_double_hedged()
print("✓ test_hedged_claim_not_double_hedged passed")
test_rendered_text_distinguishes_types()
print("✓ test_rendered_text_distinguishes_types passed")
test_to_json_serialization()
print("✓ test_to_json_serialization passed")
test_audit_trail_integration()
print("✓ test_audit_trail_integration passed")
print("\nAll tests passed!")