Compare commits

..

2 Commits

Author SHA1 Message Date
Alexander Whitestone
a091a5c9bf fix: give tower NPC room movement purposeful goals (#517)
Some checks failed
Self-Healing Smoke / self-healing-smoke (pull_request) Failing after 26s
Smoke Test / smoke (pull_request) Failing after 27s
Agent PR Gate / gate (pull_request) Failing after 37s
Agent PR Gate / report (pull_request) Successful in 8s
2026-04-22 11:51:47 -04:00
Alexander Whitestone
4afde6da78 test: add tower NPC movement acceptance coverage (#517) 2026-04-22 11:47:21 -04:00
4 changed files with 211 additions and 239 deletions

View File

@@ -12,29 +12,6 @@ WORLD_DIR = Path('/Users/apayne/.timmy/evennia/timmy_world')
STATE_FILE = WORLD_DIR / 'game_state.json'
TIMMY_LOG = WORLD_DIR / 'timmy_log.md'
WORLD_ITEMS = {
"foraged key": {"effect": "unlock_tower_cache", "quest_item": True, "consumable": False, "effect_text": "A hidden cache clicks open in the Tower wall."},
"seed packet": {"effect": "grow_garden", "quest_item": False, "consumable": True, "effect_text": "Fresh growth pushes through the Garden soil."},
"notebook": {"effect": "write_notebook_rule", "quest_item": False, "consumable": False, "effect_text": "A new rule joins the whiteboard in the Tower."},
"cloth": {"effect": "patch_bridge", "quest_item": False, "consumable": True, "effect_text": "The Bridge railing is wrapped tight against the weather."},
"oil can": {"effect": "stoke_forge", "quest_item": False, "consumable": True, "effect_text": "The Forge fire answers with a hotter glow."},
"lantern": {"effect": "light_bridge", "quest_item": False, "consumable": False, "effect_text": "A steady lantern glow cuts through the dark over the Bridge."},
"rope spool": {"effect": "secure_bridge", "quest_item": False, "consumable": True, "effect_text": "The Bridge is lashed tight and feels safer underfoot."},
"chalk": {"effect": "mark_threshold", "quest_item": False, "consumable": True, "effect_text": "A chalk mark at the Threshold points wanderers home."},
"weather vane": {"effect": "read_weather", "quest_item": False, "consumable": False, "effect_text": "The weather vane settles and the coming storm makes sense."},
"sunstone": {"effect": "restore_tower_power", "quest_item": False, "consumable": False, "effect_text": "Warm light races through the Tower circuits."},
"iron nails": {"effect": "reinforce_bridge", "quest_item": False, "consumable": True, "effect_text": "The Bridge planks are pinned down against the flood."},
"river stone": {"effect": "water_garden", "quest_item": False, "consumable": True, "effect_text": "Moisture returns to the Garden beds."},
}
ROOM_DISCOVERABLES = {
"Threshold": ["chalk", "sunstone"],
"Tower": ["notebook", "lantern"],
"Forge": ["oil can", "iron nails"],
"Garden": ["seed packet", "foraged key"],
"Bridge": ["cloth", "rope spool", "weather vane", "river stone"],
}
# ============================================================
# NARRATIVE ARC — 4 phases that transform the world
# ============================================================
@@ -166,8 +143,6 @@ class World:
"visitors": [],
},
}
for room_name, items in ROOM_DISCOVERABLES.items():
self.rooms[room_name]["discoverables"] = list(items)
# Characters (not NPCs — they have lives)
self.characters = {
@@ -283,14 +258,6 @@ class World:
"items_crafted": 0,
"conflicts_resolved": 0,
"nights_survived": 0,
"bridge_patched": False,
"bridge_secured": False,
"bridge_reinforced": False,
"bridge_lantern_lit": False,
"tower_cache_unlocked": False,
"threshold_marked": False,
"weather_readable": False,
"sunstone_socketed": False,
}
def tick_time(self):
@@ -409,14 +376,6 @@ class World:
desc += " Rain mists on the dark water below."
if len(self.rooms["Bridge"]["carvings"]) > 1:
desc += f" There are {len(self.rooms['Bridge']['carvings'])} carvings now."
if self.state.get("bridge_patched"):
desc += " Cloth bindings keep the railing from splintering."
if self.state.get("bridge_secured"):
desc += " Rope lines keep the span steady against the flood."
if self.state.get("bridge_reinforced"):
desc += " Fresh iron nails hold the planks tight."
if self.state.get("bridge_lantern_lit"):
desc += " A lantern glows warm over the water."
elif room_name == "Tower":
power = self.state.get("tower_power_low", False)
@@ -425,19 +384,6 @@ class World:
if self.rooms["Tower"]["messages"]:
desc += f" The whiteboard holds {len(self.rooms['Tower']['messages'])} rules."
if self.state.get("tower_cache_unlocked"):
desc += " A hidden cache stands open beneath the whiteboard."
if room_name == "Threshold" and self.state.get("threshold_marked"):
desc += " A chalk arrow points late arrivals toward shelter."
if room_name == "Garden" and self.state.get("weather_readable"):
desc += " The beds are arranged to catch whatever weather comes next."
if room_name == "Tower" and self.state.get("sunstone_socketed"):
desc += " A sunstone keeps the room lit with a stubborn amber glow."
discoverables = room.get("discoverables", [])
if discoverables:
desc += f" Discoverable items: {', '.join(discoverables)}."
# Who's here
here = [n for n, c in self.characters.items() if c["room"] == room_name and n != char_name]
@@ -539,10 +485,6 @@ class ActionSystem:
"cost": 1,
"description": "Take an item from the room",
},
"use": {
"cost": 1,
"description": "Use an item from your inventory to change the world",
},
"examine": {
"cost": 0,
"description": "Examine something in detail",
@@ -588,13 +530,6 @@ class ActionSystem:
available.append("rest")
available.append("examine")
discoverables = world.rooms[room].get("discoverables", [])
for item in discoverables:
available.append(f"take:{item}")
for item in char["inventory"]:
available.append(f"use:{item}")
if char["inventory"]:
available.append("give:item")
@@ -1137,76 +1072,6 @@ class GameEngine:
f.write(f"\n*Began: {datetime.now().strftime('%Y-%m-%d %H:%M')}*\n\n")
f.write("---\n\n")
f.write(message + "\n")
def _take_item(self, item_name, scene):
room_name = self.world.characters["Timmy"]["room"]
discoverables = self.world.rooms[room_name].get("discoverables", [])
if item_name not in discoverables:
scene["log"].append(f"There is no {item_name} here.")
return
discoverables.remove(item_name)
self.world.characters["Timmy"]["inventory"].append(item_name)
scene["log"].append(f"You take the {item_name}.")
if WORLD_ITEMS.get(item_name, {}).get("quest_item"):
scene["world_events"].append(f"The {item_name} feels important. It might open a quest route.")
def _use_item(self, item_name, scene):
inventory = self.world.characters["Timmy"]["inventory"]
if item_name not in inventory:
scene["log"].append(f"You are not carrying {item_name}.")
return
item = WORLD_ITEMS.get(item_name)
if not item:
scene["log"].append(f"The {item_name} doesn't seem to do anything.")
return
effect = item["effect"]
effect_text = item["effect_text"]
if effect == "grow_garden":
self.world.rooms["Garden"]["growth"] = min(5, self.world.rooms["Garden"]["growth"] + 2)
self.world.state["garden_drought"] = False
elif effect == "unlock_tower_cache":
self.world.state["tower_cache_unlocked"] = True
cache_rule = "Rule: Keys open more than doors when the world trusts you."
if cache_rule not in self.world.rooms["Tower"]["messages"]:
self.world.rooms["Tower"]["messages"].append(cache_rule)
elif effect == "write_notebook_rule":
note_rule = f"Rule #{self.world.tick}: A notebook can turn memory into structure."
self.world.rooms["Tower"]["messages"].append(note_rule)
elif effect == "patch_bridge":
self.world.state["bridge_patched"] = True
self.world.state["bridge_flooding"] = False
self.world.rooms["Bridge"]["weather"] = None
self.world.rooms["Bridge"]["rain_ticks"] = 0
elif effect == "stoke_forge":
self.world.rooms["Forge"]["fire"] = "glowing"
self.world.state["forge_fire_dying"] = False
elif effect == "light_bridge":
self.world.state["bridge_lantern_lit"] = True
elif effect == "secure_bridge":
self.world.state["bridge_secured"] = True
self.world.state["bridge_flooding"] = False
self.world.rooms["Bridge"]["weather"] = None
self.world.rooms["Bridge"]["rain_ticks"] = 0
elif effect == "mark_threshold":
self.world.state["threshold_marked"] = True
elif effect == "read_weather":
self.world.state["weather_readable"] = True
self.world.state["garden_drought"] = False
elif effect == "restore_tower_power":
self.world.state["tower_power_low"] = False
self.world.state["sunstone_socketed"] = True
elif effect == "reinforce_bridge":
self.world.state["bridge_reinforced"] = True
self.world.state["bridge_flooding"] = False
elif effect == "water_garden":
self.world.state["garden_drought"] = False
self.world.rooms["Garden"]["growth"] = min(5, self.world.rooms["Garden"]["growth"] + 1)
scene["log"].append(f"You use the {item_name}. {effect_text}")
scene["world_events"].append(effect_text)
if item.get("consumable"):
inventory.remove(item_name)
def run_tick(self, timmy_action="look"):
"""Run one tick. Return the scene and available choices."""
@@ -1235,7 +1100,7 @@ class GameEngine:
action_costs = {
"move": 2, "tend_fire": 3, "write_rule": 2, "carve": 2,
"plant": 2, "study": 2, "forge": 3, "help": 2, "speak": 1,
"listen": 0, "rest": -2, "examine": 0, "give": 0, "take": 1, "use": 1,
"listen": 0, "rest": -2, "examine": 0, "give": 0, "take": 1,
}
# Extract action name
@@ -1495,17 +1360,9 @@ class GameEngine:
elif timmy_action == "examine":
room = self.world.characters["Timmy"]["room"]
room_data = self.world.rooms[room]
items = room_data.get("items", []) + room_data.get("discoverables", [])
items = room_data.get("items", [])
scene["log"].append(f"You examine The {room}. You see: {', '.join(items) if items else 'nothing special'}")
elif timmy_action.startswith("take:"):
item_name = timmy_action.split(":", 1)[1]
self._take_item(item_name, scene)
elif timmy_action.startswith("use:"):
item_name = timmy_action.split(":", 1)[1]
self._use_item(item_name, scene)
elif timmy_action.startswith("help:"):
# Help increases trust
target_name = timmy_action.split(":")[1]

View File

@@ -454,23 +454,112 @@ class TimmyAI:
class NPCAI:
"""AI for non-player characters. They make choices based on goals."""
GOAL_ROOM_TARGETS = {
"Marcus": {
"sit": "Garden",
"speak_truth": "Threshold",
"remember": "Bridge",
},
"Bezalel": {
"forge": "Forge",
"tend_fire": "Forge",
"create_key": "Forge",
},
"Allegro": {
"oversee": "Threshold",
"keep_time": "Tower",
"check_tunnel": "Bridge",
},
"Ezra": {
"study": "Tower",
"read_whiteboard": "Tower",
"find_pattern": "Tower",
},
"Gemini": {
"observe": "Threshold",
"tend_garden": "Garden",
"listen": "Garden",
},
"Claude": {
"inspect": "Threshold",
"organize": "Tower",
"enforce_order": "Bridge",
},
"ClawCode": {
"forge": "Forge",
"test_edge": "Bridge",
"build_weapon": "Forge",
},
"Kimi": {
"contemplate": "Garden",
"read": "Tower",
"remember": "Bridge",
},
}
GOAL_CYCLES = {
"Marcus": ("sit", "speak_truth", "remember"),
"Allegro": ("oversee", "keep_time", "check_tunnel"),
"Claude": ("inspect", "organize", "enforce_order"),
"ClawCode": ("test_edge", "forge", "build_weapon"),
"Kimi": ("contemplate", "read", "remember"),
}
def __init__(self, world):
self.world = world
def _available_targets(self, available, prefix):
return [a.split(":", 1)[1] for a in available if a.startswith(f"{prefix}:")]
def _target_room_for(self, char_name, goal):
return self.GOAL_ROOM_TARGETS.get(char_name, {}).get(goal)
def _next_direction_toward(self, current_room, target_room):
if current_room == target_room:
return None
frontier = [(current_room, [])]
seen = {current_room}
while frontier:
room, path = frontier.pop(0)
if room == target_room:
return path[0] if path else None
for direction, dest in self.world.rooms[room].get("connections", {}).items():
if dest not in seen:
seen.add(dest)
frontier.append((dest, path + [direction]))
return None
def _move_toward_goal(self, room, target_room):
direction = self._next_direction_toward(room, target_room)
return f"move:{direction}" if direction else None
def _advance_goal_cycle(self, char_name, char):
cycle = self.GOAL_CYCLES.get(char_name)
if not cycle or self.world.tick <= 0:
return
goal = char.get("active_goal")
if goal not in cycle:
return
target_room = self._target_room_for(char_name, goal)
if char.get("room") != target_room:
return
if self.world.tick % 12 != 0:
return
index = cycle.index(goal)
char["active_goal"] = cycle[(index + 1) % len(cycle)]
def make_choice(self, char_name):
"""Make a choice for this NPC this tick."""
char = self.world.characters[char_name]
self._advance_goal_cycle(char_name, char)
room = char["room"]
available = ActionSystem.get_available_actions(char_name, self.world)
# If low energy, rest
if char["energy"] <= 1:
return "rest"
# Goal-driven behavior
goal = char["active_goal"]
if char_name == "Marcus":
return self._marcus_choice(char, room, available)
elif char_name == "Bezalel":
@@ -487,66 +576,96 @@ class NPCAI:
return self._clawcode_choice(char, room, available)
elif char_name == "Kimi":
return self._kimi_choice(char, room, available)
return "rest"
def _marcus_choice(self, char, room, available):
goal = char.get("active_goal", "sit")
target_room = self._target_room_for("Marcus", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
others = self._available_targets(available, "speak")
if goal == "speak_truth" and others:
return f"speak:{random.choice(others)}"
if goal == "remember" and room == "Bridge":
return random.choice(["examine", "rest"])
if room == "Garden" and random.random() < 0.7:
return "rest"
if room != "Garden":
return "move:west"
# Speak to someone if possible
others = [a.split(":")[1] for a in available if a.startswith("speak:")]
if others and random.random() < 0.4:
return f"speak:{random.choice(others)}"
return "rest"
def _bezalel_choice(self, char, room, available):
target_room = self._target_room_for("Bezalel", char.get("active_goal", "forge"))
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
if room == "Forge" and self.world.rooms["Forge"]["fire"] == "glowing":
return random.choice(["forge", "rest"] if char["energy"] > 2 else ["rest"])
if room != "Forge":
return "move:west"
if random.random() < 0.3:
return "tend_fire"
return "forge"
def _kimi_choice(self, char, room, available):
others = [a.split(":")[1] for a in available if a.startswith("speak:")]
goal = char.get("active_goal", "contemplate")
target_room = self._target_room_for("Kimi", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
others = self._available_targets(available, "speak")
if goal == "read" and room == "Tower":
return "study" if char["energy"] > 2 else "rest"
if room == "Garden" and others and random.random() < 0.3:
return f"speak:{random.choice(others)}"
if room == "Tower":
return "study" if char["energy"] > 2 else "rest"
return "move:east" # Head back toward Garden
if room == "Bridge":
return random.choice(["examine", "rest"])
return "rest"
def _gemini_choice(self, char, room, available):
others = [a.split(":")[1] for a in available if a.startswith("listen:")]
if room == "Garden" and others and random.random() < 0.4:
return f"listen:{random.choice(others)}"
return random.choice(["plant", "rest"] if room == "Garden" else ["move:west"])
goal = char.get("active_goal", "observe")
target_room = self._target_room_for("Gemini", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
listeners = self._available_targets(available, "listen")
if room == "Garden" and listeners and random.random() < 0.4:
return f"listen:{random.choice(listeners)}"
return random.choice(["plant", "rest"] if room == "Garden" else ["examine", "rest"])
def _ezra_choice(self, char, room, available):
goal = char.get("active_goal", "study")
target_room = self._target_room_for("Ezra", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
if room == "Tower" and char["energy"] > 2:
return random.choice(["study", "write_rule", "help:Timmy"])
if room != "Tower":
return "move:south"
return "rest"
def _claude_choice(self, char, room, available):
others = [a.split(":")[1] for a in available if a.startswith("confront:")]
goal = char.get("active_goal", "inspect")
target_room = self._target_room_for("Claude", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
others = self._available_targets(available, "confront")
if others and random.random() < 0.2:
return f"confront:{random.choice(others)}"
return random.choice(["examine", "rest"])
def _clawcode_choice(self, char, room, available):
goal = char.get("active_goal", "test_edge")
target_room = self._target_room_for("ClawCode", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
if room == "Forge" and char["energy"] > 2:
return "forge"
return random.choice(["move:east", "forge", "rest"])
return random.choice(["examine", "rest"])
def _allegro_choice(self, char, room, available):
others = [a.split(":")[1] for a in available if a.startswith("speak:")]
goal = char.get("active_goal", "oversee")
target_room = self._target_room_for("Allegro", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
others = self._available_targets(available, "speak")
if others and random.random() < 0.3:
return f"speak:{random.choice(others)}"
return random.choice(["move:north", "move:south", "examine"])
return random.choice(["examine", "rest"])
class DialogueSystem:

View File

@@ -1,58 +0,0 @@
from importlib.util import module_from_spec, spec_from_file_location
from pathlib import Path
import unittest
ROOT = Path(__file__).resolve().parent.parent
GAME_PATH = ROOT / "evennia" / "timmy_world" / "game.py"
def load_game_module():
spec = spec_from_file_location("tower_game_items", GAME_PATH)
module = module_from_spec(spec)
assert spec.loader is not None
spec.loader.exec_module(module)
module.random.seed(0)
return module
class TestTowerGameWorldItems(unittest.TestCase):
def test_world_has_ten_unique_items_and_a_quest_item(self):
module = load_game_module()
world = module.World()
room_items = {
item
for room in world.rooms.values()
for item in room.get("discoverables", [])
}
self.assertGreaterEqual(len(room_items), 10)
self.assertIn("foraged key", room_items)
self.assertTrue(module.WORLD_ITEMS["foraged key"]["quest_item"])
def test_items_change_world_state_when_used(self):
module = load_game_module()
engine = module.GameEngine()
engine.start_new_game()
engine.world.characters["Timmy"]["energy"] = 10
engine.world.characters["Timmy"]["room"] = "Garden"
initial_growth = engine.world.rooms["Garden"]["growth"]
engine.run_tick("take:seed packet")
use_seed = engine.run_tick("use:seed packet")
self.assertGreater(engine.world.rooms["Garden"]["growth"], initial_growth)
self.assertNotIn("seed packet", engine.world.characters["Timmy"]["inventory"])
self.assertTrue(any("garden" in line.lower() for line in use_seed["world_events"] + use_seed["log"]))
engine.world.characters["Timmy"]["energy"] = 10
engine.run_tick("take:foraged key")
use_key = engine.run_tick("use:foraged key")
self.assertTrue(engine.world.state["tower_cache_unlocked"])
self.assertTrue(any("cache" in line.lower() or "quest" in line.lower() for line in use_key["world_events"] + use_key["log"]))
if __name__ == "__main__":
unittest.main()

View File

@@ -0,0 +1,54 @@
from importlib.util import module_from_spec, spec_from_file_location
from pathlib import Path
ROOT = Path(__file__).resolve().parent.parent
GAME_PATH = ROOT / "evennia" / "timmy_world" / "world" / "game.py"
def load_game_module():
spec = spec_from_file_location("tower_world_game", GAME_PATH)
module = module_from_spec(spec)
assert spec.loader is not None
spec.loader.exec_module(module)
module.random.seed(0)
return module
def _visitor_sets_after_ticks(module, ticks=100):
engine = module.GameEngine()
engine.start_new_game()
visitors = {room: set() for room in engine.world.rooms}
for _ in range(ticks):
engine.run_tick("rest")
for name, char in engine.world.characters.items():
if name == "Timmy":
continue
visitors[char["room"]].add(name)
return visitors
class TestTowerGameNpcPurpose:
def test_goal_driven_room_targets(self):
module = load_game_module()
world = module.World()
npc_ai = module.NPCAI(world)
world.characters["Marcus"]["room"] = "Threshold"
world.characters["Marcus"]["active_goal"] = "sit"
assert npc_ai.make_choice("Marcus") == "move:east"
world.characters["Ezra"]["room"] = "Threshold"
world.characters["Ezra"]["active_goal"] = "study"
assert npc_ai.make_choice("Ezra") == "move:north"
world.characters["Claude"]["room"] = "Threshold"
world.characters["Claude"]["active_goal"] = "enforce_order"
assert npc_ai.make_choice("Claude") == "move:south"
def test_every_room_gets_multiple_npc_visitors_over_100_ticks(self):
module = load_game_module()
visitors = _visitor_sets_after_ticks(module, ticks=100)
assert all(len(names) >= 2 for names in visitors.values()), visitors
assert len(visitors["Bridge"]) >= 3, visitors["Bridge"]