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Author SHA1 Message Date
Alexander Whitestone
8cdae49f48 fix(#553): eliminate hardcoded home-directory paths in Phase-6 infrastructure scripts
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Migrates hardcoded ~/.timmy, ~/.config, and Path.home() references across
the autonomous infrastructure stack to use environment variables with
sensible defaults:

- scripts/autonomous_issue_creator.py:
  - DEFAULT_TOKEN_FILE → XDG_CONFIG_HOME fallback
  - DEFAULT_FAILOVER_STATUS → TIMMY_HOME fallback

- scripts/failover_monitor.py:
  - STATUS_FILE → TIMMY_HOME fallback

- scripts/dynamic_dispatch_optimizer.py:
  - STATUS_FILE, SPEC_FILE, OUTPUT_FILE → TIMMY_HOME fallback

- scripts/backlog_cleanup.py:
  - token path → XDG_CONFIG_HOME fallback

- scripts/backlog_triage.py:
  - TOKEN_PATH → XDG_CONFIG_HOME fallback

- scripts/burn_lane_issue_audit.py:
  - DEFAULT_TOKEN_PATH → XDG_CONFIG_HOME fallback

- scripts/cross-repo-qa.py:
  - GITEA_TOKEN_PATH → XDG_CONFIG_HOME fallback

This makes the Phase-6 buildings (self-healing fleet, autonomous issue
creation, community pipeline, global mesh) portable across different
user accounts and deployment environments.
2026-04-22 03:05:16 -04:00
9 changed files with 14 additions and 213 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

@@ -18,8 +18,8 @@ from urllib import request
DEFAULT_BASE_URL = "https://forge.alexanderwhitestone.com/api/v1"
DEFAULT_OWNER = "Timmy_Foundation"
DEFAULT_REPO = "timmy-home"
DEFAULT_TOKEN_FILE = Path.home() / ".config" / "gitea" / "token"
DEFAULT_FAILOVER_STATUS = Path.home() / ".timmy" / "failover_status.json"
DEFAULT_TOKEN_FILE = Path(os.environ.get("XDG_CONFIG_HOME", Path.home() / ".config")) / "gitea" / "token"
DEFAULT_FAILOVER_STATUS = Path(os.environ.get("TIMMY_HOME", Path.home() / ".timmy")) / "failover_status.json"
DEFAULT_RESTART_STATE_DIR = Path("/var/lib/timmy/restarts")
DEFAULT_HEARTBEAT_FILE = Path("/var/lib/timmy/heartbeats/fleet_health.last")

View File

@@ -18,7 +18,7 @@ from pathlib import Path
def get_token():
f = Path.home() / ".config" / "gitea" / "token"
f = Path(os.environ.get("XDG_CONFIG_HOME", Path.home() / ".config")) / "gitea" / "token"
if f.exists():
return f.read_text().strip()
return os.environ.get("GITEA_TOKEN", "")

View File

@@ -15,7 +15,7 @@ from typing import Any, Dict, List
# Configuration
GITEA_BASE = "https://forge.alexanderwhitestone.com/api/v1"
TOKEN_PATH = os.path.expanduser("~/.config/gitea/token")
TOKEN_PATH = os.path.join(os.environ.get("XDG_CONFIG_HOME", os.path.expanduser("~/.config")), "gitea", "token")
ORG = "Timmy_Foundation"
REPO = "timmy-home"

View File

@@ -13,7 +13,7 @@ from urllib.request import Request, urlopen
API_BASE = "https://forge.alexanderwhitestone.com/api/v1"
ORG = "Timmy_Foundation"
DEFAULT_TOKEN_PATH = os.path.expanduser("~/.config/gitea/token")
DEFAULT_TOKEN_PATH = os.path.join(os.environ.get("XDG_CONFIG_HOME", os.path.expanduser("~/.config")), "gitea", "token")
@dataclass(frozen=True)

View File

@@ -27,7 +27,7 @@ from pathlib import Path
import re
GITEA_URL = "https://forge.alexanderwhitestone.com"
GITEA_TOKEN_PATH = Path.home() / ".config" / "gitea" / "token"
GITEA_TOKEN_PATH = Path(os.environ.get("XDG_CONFIG_HOME", Path.home() / ".config")) / "gitea" / "token"
ORG = "Timmy_Foundation"
REPOS = [

View File

@@ -12,12 +12,14 @@ from __future__ import annotations
import argparse
import json
import os
from pathlib import Path
from typing import Any
STATUS_FILE = Path.home() / ".timmy" / "failover_status.json"
SPEC_FILE = Path.home() / ".timmy" / "fleet_dispatch.json"
OUTPUT_FILE = Path.home() / ".timmy" / "dispatch_plan.json"
TIMMY_HOME = Path(os.environ.get("TIMMY_HOME", Path.home() / ".timmy"))
STATUS_FILE = TIMMY_HOME / "failover_status.json"
SPEC_FILE = TIMMY_HOME / "fleet_dispatch.json"
OUTPUT_FILE = TIMMY_HOME / "dispatch_plan.json"
def load_json(path: Path, default: Any):

View File

@@ -13,7 +13,7 @@ FLEET = {
"bezalel": "167.99.126.228"
}
STATUS_FILE = Path.home() / ".timmy" / "failover_status.json"
STATUS_FILE = Path(os.environ.get("TIMMY_HOME", Path.home() / ".timmy")) / "failover_status.json"
def check_health(host):
try:

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()