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fix/514
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step35/446
| Author | SHA1 | Date | |
|---|---|---|---|
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548bb96411 |
@@ -12,29 +12,6 @@ WORLD_DIR = Path('/Users/apayne/.timmy/evennia/timmy_world')
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STATE_FILE = WORLD_DIR / 'game_state.json'
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TIMMY_LOG = WORLD_DIR / 'timmy_log.md'
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WORLD_ITEMS = {
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"foraged key": {"effect": "unlock_tower_cache", "quest_item": True, "consumable": False, "effect_text": "A hidden cache clicks open in the Tower wall."},
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"seed packet": {"effect": "grow_garden", "quest_item": False, "consumable": True, "effect_text": "Fresh growth pushes through the Garden soil."},
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"notebook": {"effect": "write_notebook_rule", "quest_item": False, "consumable": False, "effect_text": "A new rule joins the whiteboard in the Tower."},
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"cloth": {"effect": "patch_bridge", "quest_item": False, "consumable": True, "effect_text": "The Bridge railing is wrapped tight against the weather."},
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"oil can": {"effect": "stoke_forge", "quest_item": False, "consumable": True, "effect_text": "The Forge fire answers with a hotter glow."},
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"lantern": {"effect": "light_bridge", "quest_item": False, "consumable": False, "effect_text": "A steady lantern glow cuts through the dark over the Bridge."},
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"rope spool": {"effect": "secure_bridge", "quest_item": False, "consumable": True, "effect_text": "The Bridge is lashed tight and feels safer underfoot."},
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"chalk": {"effect": "mark_threshold", "quest_item": False, "consumable": True, "effect_text": "A chalk mark at the Threshold points wanderers home."},
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"weather vane": {"effect": "read_weather", "quest_item": False, "consumable": False, "effect_text": "The weather vane settles and the coming storm makes sense."},
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"sunstone": {"effect": "restore_tower_power", "quest_item": False, "consumable": False, "effect_text": "Warm light races through the Tower circuits."},
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"iron nails": {"effect": "reinforce_bridge", "quest_item": False, "consumable": True, "effect_text": "The Bridge planks are pinned down against the flood."},
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"river stone": {"effect": "water_garden", "quest_item": False, "consumable": True, "effect_text": "Moisture returns to the Garden beds."},
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}
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ROOM_DISCOVERABLES = {
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"Threshold": ["chalk", "sunstone"],
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"Tower": ["notebook", "lantern"],
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"Forge": ["oil can", "iron nails"],
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"Garden": ["seed packet", "foraged key"],
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"Bridge": ["cloth", "rope spool", "weather vane", "river stone"],
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}
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# ============================================================
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# NARRATIVE ARC — 4 phases that transform the world
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# ============================================================
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@@ -166,8 +143,6 @@ class World:
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"visitors": [],
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},
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}
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for room_name, items in ROOM_DISCOVERABLES.items():
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self.rooms[room_name]["discoverables"] = list(items)
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# Characters (not NPCs — they have lives)
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self.characters = {
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@@ -283,14 +258,6 @@ class World:
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"items_crafted": 0,
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"conflicts_resolved": 0,
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"nights_survived": 0,
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"bridge_patched": False,
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"bridge_secured": False,
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"bridge_reinforced": False,
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"bridge_lantern_lit": False,
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"tower_cache_unlocked": False,
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"threshold_marked": False,
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"weather_readable": False,
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"sunstone_socketed": False,
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}
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def tick_time(self):
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@@ -409,14 +376,6 @@ class World:
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desc += " Rain mists on the dark water below."
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if len(self.rooms["Bridge"]["carvings"]) > 1:
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desc += f" There are {len(self.rooms['Bridge']['carvings'])} carvings now."
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if self.state.get("bridge_patched"):
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desc += " Cloth bindings keep the railing from splintering."
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if self.state.get("bridge_secured"):
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desc += " Rope lines keep the span steady against the flood."
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if self.state.get("bridge_reinforced"):
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desc += " Fresh iron nails hold the planks tight."
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if self.state.get("bridge_lantern_lit"):
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desc += " A lantern glows warm over the water."
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elif room_name == "Tower":
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power = self.state.get("tower_power_low", False)
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@@ -425,19 +384,6 @@ class World:
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if self.rooms["Tower"]["messages"]:
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desc += f" The whiteboard holds {len(self.rooms['Tower']['messages'])} rules."
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if self.state.get("tower_cache_unlocked"):
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desc += " A hidden cache stands open beneath the whiteboard."
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if room_name == "Threshold" and self.state.get("threshold_marked"):
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desc += " A chalk arrow points late arrivals toward shelter."
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if room_name == "Garden" and self.state.get("weather_readable"):
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desc += " The beds are arranged to catch whatever weather comes next."
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if room_name == "Tower" and self.state.get("sunstone_socketed"):
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desc += " A sunstone keeps the room lit with a stubborn amber glow."
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discoverables = room.get("discoverables", [])
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if discoverables:
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desc += f" Discoverable items: {', '.join(discoverables)}."
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# Who's here
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here = [n for n, c in self.characters.items() if c["room"] == room_name and n != char_name]
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@@ -539,10 +485,6 @@ class ActionSystem:
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"cost": 1,
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"description": "Take an item from the room",
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},
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"use": {
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"cost": 1,
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"description": "Use an item from your inventory to change the world",
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},
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"examine": {
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"cost": 0,
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"description": "Examine something in detail",
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@@ -588,13 +530,6 @@ class ActionSystem:
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available.append("rest")
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available.append("examine")
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discoverables = world.rooms[room].get("discoverables", [])
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for item in discoverables:
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available.append(f"take:{item}")
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for item in char["inventory"]:
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available.append(f"use:{item}")
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if char["inventory"]:
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available.append("give:item")
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@@ -1137,76 +1072,6 @@ class GameEngine:
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f.write(f"\n*Began: {datetime.now().strftime('%Y-%m-%d %H:%M')}*\n\n")
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f.write("---\n\n")
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f.write(message + "\n")
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def _take_item(self, item_name, scene):
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room_name = self.world.characters["Timmy"]["room"]
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discoverables = self.world.rooms[room_name].get("discoverables", [])
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if item_name not in discoverables:
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scene["log"].append(f"There is no {item_name} here.")
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return
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discoverables.remove(item_name)
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self.world.characters["Timmy"]["inventory"].append(item_name)
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scene["log"].append(f"You take the {item_name}.")
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if WORLD_ITEMS.get(item_name, {}).get("quest_item"):
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scene["world_events"].append(f"The {item_name} feels important. It might open a quest route.")
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def _use_item(self, item_name, scene):
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inventory = self.world.characters["Timmy"]["inventory"]
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if item_name not in inventory:
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scene["log"].append(f"You are not carrying {item_name}.")
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return
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item = WORLD_ITEMS.get(item_name)
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if not item:
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scene["log"].append(f"The {item_name} doesn't seem to do anything.")
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return
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effect = item["effect"]
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effect_text = item["effect_text"]
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if effect == "grow_garden":
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self.world.rooms["Garden"]["growth"] = min(5, self.world.rooms["Garden"]["growth"] + 2)
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self.world.state["garden_drought"] = False
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elif effect == "unlock_tower_cache":
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self.world.state["tower_cache_unlocked"] = True
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cache_rule = "Rule: Keys open more than doors when the world trusts you."
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if cache_rule not in self.world.rooms["Tower"]["messages"]:
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self.world.rooms["Tower"]["messages"].append(cache_rule)
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elif effect == "write_notebook_rule":
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note_rule = f"Rule #{self.world.tick}: A notebook can turn memory into structure."
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self.world.rooms["Tower"]["messages"].append(note_rule)
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elif effect == "patch_bridge":
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self.world.state["bridge_patched"] = True
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self.world.state["bridge_flooding"] = False
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self.world.rooms["Bridge"]["weather"] = None
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self.world.rooms["Bridge"]["rain_ticks"] = 0
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elif effect == "stoke_forge":
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self.world.rooms["Forge"]["fire"] = "glowing"
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self.world.state["forge_fire_dying"] = False
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elif effect == "light_bridge":
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self.world.state["bridge_lantern_lit"] = True
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elif effect == "secure_bridge":
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self.world.state["bridge_secured"] = True
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self.world.state["bridge_flooding"] = False
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self.world.rooms["Bridge"]["weather"] = None
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self.world.rooms["Bridge"]["rain_ticks"] = 0
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elif effect == "mark_threshold":
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self.world.state["threshold_marked"] = True
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elif effect == "read_weather":
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self.world.state["weather_readable"] = True
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self.world.state["garden_drought"] = False
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elif effect == "restore_tower_power":
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self.world.state["tower_power_low"] = False
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self.world.state["sunstone_socketed"] = True
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elif effect == "reinforce_bridge":
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self.world.state["bridge_reinforced"] = True
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self.world.state["bridge_flooding"] = False
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elif effect == "water_garden":
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self.world.state["garden_drought"] = False
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self.world.rooms["Garden"]["growth"] = min(5, self.world.rooms["Garden"]["growth"] + 1)
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scene["log"].append(f"You use the {item_name}. {effect_text}")
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scene["world_events"].append(effect_text)
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if item.get("consumable"):
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inventory.remove(item_name)
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def run_tick(self, timmy_action="look"):
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"""Run one tick. Return the scene and available choices."""
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@@ -1235,7 +1100,7 @@ class GameEngine:
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action_costs = {
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"move": 2, "tend_fire": 3, "write_rule": 2, "carve": 2,
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"plant": 2, "study": 2, "forge": 3, "help": 2, "speak": 1,
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"listen": 0, "rest": -2, "examine": 0, "give": 0, "take": 1, "use": 1,
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"listen": 0, "rest": -2, "examine": 0, "give": 0, "take": 1,
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}
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# Extract action name
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@@ -1495,17 +1360,9 @@ class GameEngine:
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elif timmy_action == "examine":
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room = self.world.characters["Timmy"]["room"]
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room_data = self.world.rooms[room]
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items = room_data.get("items", []) + room_data.get("discoverables", [])
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items = room_data.get("items", [])
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scene["log"].append(f"You examine The {room}. You see: {', '.join(items) if items else 'nothing special'}")
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elif timmy_action.startswith("take:"):
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item_name = timmy_action.split(":", 1)[1]
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self._take_item(item_name, scene)
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elif timmy_action.startswith("use:"):
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item_name = timmy_action.split(":", 1)[1]
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self._use_item(item_name, scene)
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elif timmy_action.startswith("help:"):
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# Help increases trust
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target_name = timmy_action.split(":")[1]
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@@ -323,6 +323,111 @@ class World:
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return False
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# ============================================================
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# PERSONALITY-DRIVEN DECISION ENGINE
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# ============================================================
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# Replaces fixed rotation with weighted choice.
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# Each character has:
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# - home_room: preferred location
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# - room_weights: base probabilities for each room
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# - explore_chance: probability to explore randomly (10%)
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# - social_weight: bonus when others are present
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# - goal_weights: adjustments based on active_goal
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PERSONALITY_DICT = {
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"Marcus": {
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"home_room": "Garden",
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"room_weights": {"Garden": 0.4, "Bridge": 0.2, "Threshold": 0.2, "Tower": 0.1, "Forge": 0.1},
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"explore_chance": 0.1,
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"social_weight": 0.3,
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"goal_weights": {
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"sit": {"Garden": +0.3},
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"speak_truth": {"Tower": +0.2, "Bridge": +0.2},
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"remember": {"Garden": +0.2, "Threshold": +0.1},
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},
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},
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"Bezalel": {
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"home_room": "Forge",
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"room_weights": {"Forge": 0.5, "Threshold": 0.2, "Garden": 0.1, "Bridge": 0.1, "Tower": 0.1},
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"explore_chance": 0.1,
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"social_weight": 0.15,
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"goal_weights": {
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"forge": {"Forge": +0.4},
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"tend_fire": {"Forge": +0.5},
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"create_key": {"Forge": +0.3},
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},
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},
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"Allegro": {
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"home_room": "Threshold",
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"room_weights": {"Threshold": 0.35, "Tower": 0.25, "Forge": 0.15, "Garden": 0.15, "Bridge": 0.1},
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"explore_chance": 0.1,
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"social_weight": 0.25,
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"goal_weights": {
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"oversee": {"Threshold": +0.3},
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"keep_time": {"Tower": +0.3},
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"check_tunnel": {"Bridge": +0.2, "Threshold": +0.1},
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},
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},
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"Ezra": {
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"home_room": "Tower",
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"room_weights": {"Tower": 0.45, "Threshold": 0.2, "Garden": 0.15, "Forge": 0.1, "Bridge": 0.1},
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"explore_chance": 0.1,
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"social_weight": 0.15,
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"goal_weights": {
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"study": {"Tower": +0.4},
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"read_whiteboard": {"Tower": +0.4},
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"find_pattern": {"Garden": +0.2, "Bridge": +0.1},
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},
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},
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"Gemini": {
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"home_room": "Garden",
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"room_weights": {"Garden": 0.45, "Threshold": 0.2, "Bridge": 0.15, "Tower": 0.1, "Forge": 0.1},
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"explore_chance": 0.1,
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"social_weight": 0.25,
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"goal_weights": {
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"observe": {"Garden": +0.2, "Tower": +0.2},
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"tend_garden": {"Garden": +0.5},
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"listen": {"Bridge": +0.1, "Threshold": +0.1},
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},
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},
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"Claude": {
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"home_room": "Threshold",
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"room_weights": {"Threshold": 0.3, "Tower": 0.25, "Forge": 0.2, "Garden": 0.15, "Bridge": 0.1},
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"explore_chance": 0.1,
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"social_weight": 0.2,
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"goal_weights": {
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"inspect": {"Threshold": +0.2, "Tower": +0.2},
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"organize": {"Tower": +0.2, "Forge": +0.1},
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"enforce_order": {"Threshold": +0.3, "Bridge": +0.1},
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},
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},
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"ClawCode": {
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"home_room": "Forge",
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"room_weights": {"Forge": 0.5, "Threshold": 0.2, "Garden": 0.1, "Bridge": 0.1, "Tower": 0.1},
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"explore_chance": 0.1,
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"social_weight": 0.1,
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"goal_weights": {
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"forge": {"Forge": +0.4},
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"test_edge": {"Forge": +0.4},
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"build_weapon": {"Forge": +0.5},
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},
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},
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"Kimi": {
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"home_room": "Garden",
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"room_weights": {"Garden": 0.4, "Threshold": 0.2, "Tower": 0.15, "Bridge": 0.15, "Forge": 0.1},
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"explore_chance": 0.1,
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"social_weight": 0.2,
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"goal_weights": {
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"contemplate": {"Garden": +0.3, "Tower": +0.1},
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"read": {"Tower": +0.3},
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"remember": {"Bridge": +0.2, "Threshold": +0.1},
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},
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},
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}
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# All available rooms
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ALL_ROOMS = ["Threshold", "Tower", "Forge", "Garden", "Bridge"]
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class ActionSystem:
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"""Defines what actions are possible and what they cost."""
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@@ -453,100 +558,167 @@ class TimmyAI:
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class NPCAI:
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"""AI for non-player characters. They make choices based on goals."""
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"""AI for non-player characters. Weighted decision engine — agents choose, do not rotate."""
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def __init__(self, world):
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self.world = world
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self._last_reasoning = {} # Store reasoning per char for tick logging
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def get_reasoning(self, char_name):
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"""Return reasoning dict for last decision."""
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return self._last_reasoning.get(char_name, {})
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def make_choice(self, char_name):
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"""Make a choice for this NPC this tick."""
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"""Make a weighted choice for this NPC. Returns (action, reasoning_dict)."""
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char = self.world.characters[char_name]
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room = char["room"]
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available = ActionSystem.get_available_actions(char_name, self.world)
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# If low energy, rest
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if char["energy"] <= 1:
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return "rest"
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# Goal-driven behavior
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goal = char["active_goal"]
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if char_name == "Marcus":
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return self._marcus_choice(char, room, available)
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elif char_name == "Bezalel":
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return self._bezalel_choice(char, room, available)
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elif char_name == "Allegro":
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return self._allegro_choice(char, room, available)
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elif char_name == "Ezra":
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return self._ezra_choice(char, room, available)
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elif char_name == "Gemini":
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return self._gemini_choice(char, room, available)
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elif char_name == "Claude":
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return self._claude_choice(char, room, available)
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elif char_name == "ClawCode":
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return self._clawcode_choice(char, room, available)
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elif char_name == "Kimi":
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return self._kimi_choice(char, room, available)
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return "rest"
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def _marcus_choice(self, char, room, available):
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if room == "Garden" and random.random() < 0.7:
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# Low energy → immediate rest
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if char["energy"] <= 1:
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self._last_reasoning[char_name] = {"trigger": "low_energy", "reason": "Energy ≤ 1, resting"}
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return "rest"
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if room != "Garden":
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return "move:west"
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# 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"
|
||||
|
||||
# Find personality profile
|
||||
personality = PERSONALITY_DICT.get(char_name)
|
||||
if not personality:
|
||||
# Fallback: move toward home room if not there
|
||||
if room != char.get("home", "Tower"):
|
||||
action = f"move:{self._direction_to_home(room, char.get('home', 'Tower'))}"
|
||||
self._last_reasoning[char_name] = {"trigger": "fallback_no_personality", "action": action}
|
||||
return action
|
||||
action = random.choice(["rest", "examine"])
|
||||
self._last_reasoning[char_name] = {"trigger": "fallback_no_personality", "action": action}
|
||||
return action
|
||||
|
||||
# Build weighted action list
|
||||
weights = self._compute_weights(char_name, char, room, available, personality, goal)
|
||||
|
||||
if not weights:
|
||||
action = "rest"
|
||||
self._last_reasoning[char_name] = {"trigger": "fallback", "reason": "No weighted actions available"}
|
||||
return action
|
||||
|
||||
# Sample action
|
||||
actions, probs = zip(*weights)
|
||||
action = random.choices(actions, weights=probs)[0]
|
||||
|
||||
# Store reasoning
|
||||
reasoning = self._build_reasoning(char_name, char, room, weights, action, personality, goal)
|
||||
self._last_reasoning[char_name] = reasoning
|
||||
return action
|
||||
|
||||
def _bezalel_choice(self, char, room, available):
|
||||
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 _direction_to_home(self, current_room, home_room):
|
||||
"""Return direction name to get from current to home (simple adjacency)."""
|
||||
# For now: use known map directions (fragile but minimal)
|
||||
# Better: derive from world.rooms connections by searching
|
||||
connections = self.world.rooms[current_room].get("connections", {})
|
||||
for direction, dest in connections.items():
|
||||
if dest == home_room:
|
||||
return direction
|
||||
# Fallback: pick a random connected room to explore toward home
|
||||
if connections:
|
||||
return random.choice(list(connections.keys()))
|
||||
return "north" # should not happen
|
||||
|
||||
def _kimi_choice(self, char, room, available):
|
||||
others = [a.split(":")[1] for a in available if a.startswith("speak:")]
|
||||
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
|
||||
def _compute_weights(self, char_name, char, room, available, personality, goal):
|
||||
"""Compute weighted list of (action, prob) tuples."""
|
||||
weights = []
|
||||
room_weights = personality["room_weights"]
|
||||
social_weight = personality["social_weight"]
|
||||
goal_bonus = personality["goal_weights"].get(goal, {})
|
||||
|
||||
# Count others in the room
|
||||
others_in_room = [n for n in self.world.characters
|
||||
if self.world.characters[n]["room"] == room and n != char_name]
|
||||
social_present = len(others_in_room) > 0
|
||||
|
||||
for action in available:
|
||||
base_w = 0.05 # small floor for every action
|
||||
|
||||
# Movement-specific
|
||||
if action.startswith("move:"):
|
||||
direction = action.split(":")[1]
|
||||
dest = action.split(" -> ")[1] if " -> " in action else None
|
||||
if dest:
|
||||
# Room probability
|
||||
base_w += room_weights.get(dest, 0.05)
|
||||
# Home room bonus
|
||||
if dest == personality["home_room"]:
|
||||
base_w += 0.2
|
||||
# Social bonus
|
||||
if social_present:
|
||||
base_w += social_weight
|
||||
# Goal bonus
|
||||
if dest in goal_bonus:
|
||||
base_w += goal_bonus[dest]
|
||||
# Exploration penalty for home room (sometimes leave)
|
||||
if dest == personality["home_room"]:
|
||||
base_w *= (1 - personality.get("explore_chance", 0.1))
|
||||
|
||||
# Social actions
|
||||
elif action.startswith("speak:") or action.startswith("listen:") or action.startswith("help:"):
|
||||
person = action.split(":")[1]
|
||||
base_w += 0.2 # base social interest
|
||||
# Goal bonus
|
||||
base_w += goal_bonus.get(person, 0)
|
||||
# Other in same room bonus
|
||||
if any(n == person for n in others_in_room):
|
||||
base_w += 0.3
|
||||
# Social weight
|
||||
base_w += social_weight * 0.5
|
||||
|
||||
elif action.startswith("confront:"):
|
||||
person = action.split(":")[1]
|
||||
base_w += 0.1 # lower baseline
|
||||
if any(n == person for n in others_in_room):
|
||||
base_w += 0.2
|
||||
|
||||
# Room-specific craft/production actions
|
||||
elif action in ["forge", "tend_fire", "study", "write_rule", "carve", "plant"]:
|
||||
# These are location-bound; should only be available in correct room
|
||||
if (action == "forge" and room != "Forge") or (action == "tend_fire" and room != "Forge") or (action == "study" and room != "Tower") or (action == "write_rule" and room != "Tower") or (action == "carve" and room != "Bridge") or (action == "plant" and room != "Garden"):
|
||||
continue # skip (shouldn't be available but guard)
|
||||
base_w += room_weights.get(room, 0.1) * 1.5 # being in the right room = high weight
|
||||
# Goal bonus
|
||||
if action in goal_bonus:
|
||||
base_w += goal_bonus[action]
|
||||
|
||||
# Rest
|
||||
elif action == "rest":
|
||||
base_w += char["energy"] * 0.1 # higher energy → less rest
|
||||
if char["energy"] < 3:
|
||||
base_w += 0.4
|
||||
else:
|
||||
base_w += 0.05
|
||||
|
||||
# Examine
|
||||
elif action == "examine":
|
||||
base_w += 0.1
|
||||
|
||||
weights.append((action, base_w))
|
||||
|
||||
# Normalize probabilities to sum to 1
|
||||
if not weights:
|
||||
return []
|
||||
total = sum(w for _, w in weights)
|
||||
normalized = [(a, w/total) for a, w in weights]
|
||||
return normalized
|
||||
|
||||
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"])
|
||||
|
||||
def _ezra_choice(self, char, room, available):
|
||||
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:")]
|
||||
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):
|
||||
if room == "Forge" and char["energy"] > 2:
|
||||
return "forge"
|
||||
return random.choice(["move:east", "forge", "rest"])
|
||||
|
||||
def _allegro_choice(self, char, room, available):
|
||||
others = [a.split(":")[1] for a in available if a.startswith("speak:")]
|
||||
if others and random.random() < 0.3:
|
||||
return f"speak:{random.choice(others)}"
|
||||
return random.choice(["move:north", "move:south", "examine"])
|
||||
def _build_reasoning(self, char_name, char, room, weights, action, personality, goal):
|
||||
"""Build reasoning dict explaining the decision."""
|
||||
# Find top contenders
|
||||
sorted_w = sorted(weights, key=lambda x: x[1], reverse=True)
|
||||
reasoning = {
|
||||
"char": char_name,
|
||||
"room": room,
|
||||
"goal": goal,
|
||||
"energy": char["energy"],
|
||||
"chosen": action,
|
||||
"top_contenders": sorted_w[:3],
|
||||
}
|
||||
return reasoning
|
||||
|
||||
|
||||
class DialogueSystem:
|
||||
@@ -1224,7 +1396,16 @@ class GameEngine:
|
||||
self.world.characters[char_name]["room"] = dest
|
||||
self.world.characters[char_name]["energy"] -= 1
|
||||
scene["npc_actions"].append(f"{char_name} moves from The {old_room} to The {dest}")
|
||||
|
||||
|
||||
# Collect NPC reasoning for debugging (Decision Engine trace)
|
||||
scene["npc_reasoning"] = {}
|
||||
for npc_name in self.world.characters:
|
||||
if npc_name == "Timmy":
|
||||
continue
|
||||
reasoning = self.npc_ai.get_reasoning(npc_name)
|
||||
if reasoning:
|
||||
scene["npc_reasoning"][npc_name] = reasoning
|
||||
|
||||
# Random NPC events
|
||||
room_name = self.world.characters["Timmy"]["room"]
|
||||
for char_name in self.world.characters:
|
||||
|
||||
@@ -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()
|
||||
Reference in New Issue
Block a user