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Author SHA1 Message Date
Alexander Payne
b51dd88282 fix: fix(#987): Fleet Operator Incentives & Partner Program (closes #1001)
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2026-04-30 20:31:14 -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 1161 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 +1,137 @@
# Fleet Operator Incentives & Partner Program
## 1. Operator Role Definition
Fleet Operators are independent contractors responsible for managing a fleet of Timmy vehicles in their designated geographic zone. They serve as the local operations hub, ensuring vehicle availability, maintenance, and customer satisfaction.
**Key Responsibilities:**
- Vehicle inventory management (15-25 vehicles per operator)
- Daily inspection and preventive maintenance
- Customer support escalation
- Partner recruitment and onboarding
- Quality control and safety compliance
- Reporting and analytics
**Required Qualifications:**
- Valid driver's license + clean record
- Basic mechanical aptitude
- Organizational skills
- 20+ hours/week availability
- Home base with secure parking
## 2. Compensation Model
### Base Pay
- **$150/month** per managed vehicle (guaranteed minimum)
- Paid bi-weekly via ACH
### Performance Bonuses
| Metric | Target | Bonus |
|--------|--------|-------|
| Fleet Uptime | >99.5% | +$200/mo |
| Customer Satisfaction (CSAT) | >4.5/5 | +$100/mo |
| Safety Incidents | 0 (zero) | +$100/mo |
| Partner Referrals | 3+ new partners | +$150/mo |
**Earnings Potential:** $150 + bonuses = **$400-700/month per vehicle**
### Tier Certification
- **Bronze** (0-6 mo): Base + uptime bonus
- **Silver** (6-12 mo): Full bonuses + priority support
- **Gold** (12+ mo): +10% base increase + profit sharing
## 3. Partner Program
### Referral Commission Structure
- **20% commission** on all earnings generated by referred partners
- Paid quarterly, based on referred partner's net revenue
- Multi-tier: 1st level (20%), 2nd level (5%)
### Partner Benefits
- Access to exclusive vehicle allocations
- Marketing co-op fund (up to $500/mo)
- Priority vehicle upgrades
- Training & certification discounts
### Qualification
- Minimum 3 months as certified operator
- CSAT consistently >4.2
- Clean safety record
- Referral sales target: 2+ partners/quarter
## 4. Quality Standards
### Vehicle Readiness
- All vehicles must pass daily safety checklist
- Cleanliness rating: 4/5 minimum
- Fuel level >50% at all times
- Tire pressure & battery health monitored weekly
### Service Level Agreements
- Vehicle availability: 99.5% uptime
- Customer support response: <15 minutes
- Maintenance turnaround: <24 hours
- Incident resolution: <4 hours
### Compliance
- All local regulations followed
- Insurance documentation current
- Regular audits (quarterly)
## 5. Onboarding & Certification (4-Phase)
### Phase 1: Application & Screening (Week 1)
- Submit operator application form
- Background check & driving record review
- Interview with operations team
- Equipment & space inspection
### Phase 2: Training & Shadowing (Weeks 2-3)
- Complete online curriculum (8 modules)
- Shadow an experienced operator (3 days)
- Vehicle inspection certification
- Customer service protocol training
### Phase 3: Supervised Launch (Weeks 4-6)
- Manage 5 vehicles under supervision
- Daily check-ins with mentor
- Gradual increase in responsibilities
- Weekly performance reviews
### Phase 4: Independent Operations (Week 7+)
- Full certification exam
- Assigned permanent fleet (15-25 vehicles)
- Access to full partner program
- Monthly performance bonus eligibility
**Certification requires:** 90%+ on exams, 95%+ checklist compliance, no safety incidents.
## 6. Exit & Transition Protocol
### Voluntary Exit
- 30-day notice required
- Vehicle inventory reconciliation
- Final compensation paid within 14 days
- Exit interview conducted
### Performance-Based Termination
- Written warnings for first 2 offenses
- 30-day improvement plan
- Immediate termination for safety violations
- Equipment return within 7 days
### Emergency Transition
- Company assumes control within 24 hours
- Backup operator assigned
- Vehicles redistributed to neighboring fleets
### Knowledge Transfer
- All documentation handed over
- Key contacts list provided
- Outstanding issues documented
- Final report submitted
---
*Last updated: 2025-01-20*
*Owner: Fleet Operations Team*

147
specs/fleet-ops-runbook.md Normal file
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@@ -0,0 +1,147 @@
# Fleet Operations Runbook
## 1. Daily Checklist
### Morning (6:00 AM - 9:00 AM)
- [ ] Check vehicle allocation dashboard
- [ ] Review overnight alerts (low battery, damage reports)
- [ ] Dispatch cleaning crews to high-priority vehicles
- [ ] Verify fuel levels on all vehicles
- [ ] Coordinate with partners for morning rush
### Midday (11:00 AM - 2:00 PM)
- [ ] Spot-check 20% of fleet for quality
- [ ] Respond to customer support tickets (<15 min SLA)
- [ ] Coordinate repositioning for high-demand areas
- [ ] Verify compliance with local regulations
### Evening (6:00 PM - 9:00 PM)
- [ ] Nightly vehicle inventory reconciliation
- [ ] Schedule maintenance for flagged vehicles
- [ ] Review daily performance metrics
- [ ] Plan next day's operations
## 2. Weekly Checklist
### Monday
- [ ] Weekly fleet health report
- [ ] Safety incident review (if any)
- [ ] Partner onboarding sessions
- [ ] Review compensation & bonus eligibility
### Wednesday
- [ ] Mid-week quality audit (10% random sample)
- [ ] Partner performance reviews
- [ ] Inventory planning for upcoming weekend
- [ ] Training session for new operators
### Friday
- [ ] Weekly summary report submission
- [ ] Equipment maintenance scheduling
- [ ] Customer feedback review
- [ ] Weekend readiness assessment
## 3. Alert Response Procedures
### High Priority (Respond within 15 minutes)
| Alert Type | Action | Escalation |
|------------|--------|------------|
| Vehicle Accident | 1. Contact customer<br>2. Document damage<br>3. Coordinate tow<br>4. Notify insurance | Fleet Manager |
| Safety Incident | 1. Secure scene<br>2. Medical assistance if needed<br>3. Complete incident report<br>4. Notify compliance | Safety Team |
| Vehicle Missing | 1. GPS tracking<br>2. Contact last user<br>3. Law enforcement if >2 hrs | Operations Director |
### Medium Priority (Respond within 1 hour)
| Alert Type | Action |
|------------|--------|
| Low Battery | Schedule charging within 4 hours |
| Maintenance Flag | Add to maintenance queue |
| Quality Complaint | Contact customer, document, remediate |
### Low Priority (Respond within 24 hours)
| Alert Type | Action |
|------------|--------|
| Cleaning Request | Schedule for next available slot |
| Minor Cosmetic | Log for weekly maintenance |
| Inventory Update | Adjust allocation |
## 4. Common Fixes & Quick Resolutions
### Vehicle Won't Start
1. Check battery level (app dashboard)
2. If <20%, request jump start/charge
3. If battery healthy, check for error codes
4. Dispatch technician if unresolved in 30 min
### GPS/Location Issues
1. Verify vehicle connectivity
2. Restart vehicle system (if safe)
3. Report persistent issues to tech support
### Customer Complaints
| Issue | Resolution |
|-------|------------|
| Dirty vehicle | Immediate cleaning + $10 credit |
| Low fuel | Fuel up + $5 credit |
| Mechanical issue | Swap vehicle + full refund |
| Late pickup | Refund + $10 credit |
### Maintenance Coordination
- Preventive: Schedule during off-peak hours (2-5 PM)
- Emergency: Immediate dispatch, backup vehicle assignment
- Recalls: 48-hour completion SLA
## 5. Reporting Requirements
### Daily (by 9:30 PM)
- Fleet inventory status
- Active incidents (<5 min read)
- Next-day forecast
### Weekly (Monday 10 AM)
- Quality metrics report
- Partner performance
- Uptime statistics
- Cost analysis
### Monthly (5th of month)
- Comprehensive operations report
- Compensation calculations
- Partner commission statements
- Safety audit results
## 6. Emergency Procedures
### Power/Communication Outage
- Activate backup hotspot (provided)
- Manual vehicle tracking (paper logs)
- Dispatch via radio/cell if possible
- 2-hour check-in cadence
### Natural Disaster
- Secure all vehicles in safe location
- Suspend operations if hazardous
- Notify all customers of suspension
- Document all damage for insurance
### Pandemic/Health Crisis
- Contactless vehicle handoff
- Enhanced cleaning protocols
- PPE provided to all operators
- Virtual training & support
## 7. Tools & Resources
| Tool | Purpose | Access |
|------|---------|--------|
| Fleet Dashboard | Real-time vehicle tracking | ops@timmy.io |
| Maintenance Portal | Work order management | service@timmy.io |
| Customer Support | Ticket resolution | support@timmy.io |
| Partner Portal | Commission tracking | partners.timmy.io |
| Safety App | Incident reporting | safety.timmy.io |
**24/7 Hotline:** 1-800-TIMMY-OPS (846-6967)
---
*Last updated: 2025-01-20*
*Version: 1.0*

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@@ -0,0 +1,88 @@
---
application_type: fleet_operator
version: 1.0
---
# Fleet Operator Application
## Personal Information
**Full Legal Name:**
_____________________________________________________
**Address:**
_____________________________________________________
_____________________________________________________
**Phone:** ______________________ **Email:** ______________________
**Date of Birth:** _______________
## Qualifications
### Driving Record
- [ ] Valid driver's license (state): _______________
- [ ] License number: _______________
- [ ] Clean driving record for past 3 years (required)
- [ ] Insurance available at competitive rate
### Experience
- Years of fleet/vehicle management experience: ______
- Years of customer service experience: ______
- Mechanical aptitude (describe): ______________________
_____________________________________________________
### Availability
- Hours per week available: ______
- Preferred shift: ☐ Morning ☐ Afternoon ☐ Evening ☐ Flexible
- Any scheduling constraints: ______________________
_____________________________________________________
## Business Capability
### Physical Location
- Do you have secure parking for 15+ vehicles? ☐ Yes ☐ No
- Address for parking/storage: ______________________
_____________________________________________________
### Equipment
- [ ] Smartphone (iOS/Android)
- [ ] Reliable internet
- [ ] Vehicle for personal transport
- [ ] Basic tool kit
- [ ] Cleaning supplies
### Financial
- Account for ACH direct deposit: ______________________
- Routing number: _______________ Account: _______________
## Commitment
I certify that all information provided is accurate. I understand that:
1. This is an independent contractor position
2. I must maintain certification through quarterly reviews
3. I am responsible for my own taxes and insurance
4. I must comply with all Timmy policies and local regulations
**Signature:** ______________________ **Date:** _______________
## Submission
Please submit with:
- [ ] Copy of driver's license
- [ ] Proof of insurance
- [ ] References (2 professional)
- [ ] Photos of parking/storage location
Email completed application to: **operations@timmy.io**
Response time: 5-7 business days
---
*Internal Use Only*
Application ID: _______________
Reviewer: _______________
Status: ☐ Pending ☐ Interview ☐ Approved ☐ Denied
Notes: ___________________________________________
_____________________________________________________

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@@ -0,0 +1,94 @@
---
report_type: monthly_partner_commission
version: 1.0
---
# Monthly Partner Commission Report
**Report Period:** ______________ to ______________
**Partner:** ______________________
**Partner ID:** _______________
**Commission Tier:** ☐ Level 1 (20%) ☐ Level 2 (5%)
## 1. Referral Summary
| Referred Partner | Sign-up Date | Active Months | Gross Revenue | Commission % | Commission Earned |
|-----------------|--------------|---------------|---------------|--------------|-------------------|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| **TOTAL** | | | | | **$_________** |
## 2. Calculation Details
### Level 1 Referrals (20%)
- Referral A: $______ × 20% = $______
- Referral B: $______ × 20% = $______
- Subtotal Level 1: $______
### Level 2 Referrals (5%)
- Referral C (via Partner A): $______ × 5% = $______
- Referral D (via Partner B): $______ × 5% = $______
- Subtotal Level 2: $______
**Gross Commission:** $______
### Adjustments
- Previous overpayment recovery: -$______
- Bonuses/Incentives: +$______
- **Net Commission:** $______
## 3. Referral Performance Detail
### Top Performing Referrals
1. ______________________ ($______ revenue)
2. ______________________ ($______ revenue)
3. ______________________ ($______ revenue)
### At-Risk Referrals (need attention)
- ______________________ (growth -__%)
- ______________________ (churn risk)
## 4. Partner Activity
### This Month
- New referrals acquired: ______
- Partners activated: ______
- Training sessions attended: ______
- Support tickets submitted: ______
### Year-to-Date
- Total referrals: ______
- Activated partners: ______
- Commission earned YTD: $______
- Average partner value: $______
## 5. Notes & Comments
___________________________________________________________________________
___________________________________________________________________________
___________________________________________________________________________
---
## Approval & Payment
**Partner Signature:** ______________________ **Date:** _______________
**Timmy Finance Approval:** ______________________ **Date:** _______________
**Payment Method:** ☐ ACH Transfer ☐ Check ☐ PayPal
**ACH Details (if applicable):**
- Bank: ______________________
- Routing: ______________________
- Account: ______________________
**Payment Date:** _______________ **Amount:** $_____________ **Reference:** ___________
---
*Generated by: Partner Operations Team*
*Next report: ______________*
*Questions: partners@timmy.io*

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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!")