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3 changed files with 264 additions and 284 deletions

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@@ -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]

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@@ -323,6 +323,111 @@ class World:
return False
# ============================================================
# PERSONALITY-DRIVEN DECISION ENGINE
# ============================================================
# Replaces fixed rotation with weighted choice.
# Each character has:
# - home_room: preferred location
# - room_weights: base probabilities for each room
# - explore_chance: probability to explore randomly (10%)
# - social_weight: bonus when others are present
# - goal_weights: adjustments based on active_goal
PERSONALITY_DICT = {
"Marcus": {
"home_room": "Garden",
"room_weights": {"Garden": 0.4, "Bridge": 0.2, "Threshold": 0.2, "Tower": 0.1, "Forge": 0.1},
"explore_chance": 0.1,
"social_weight": 0.3,
"goal_weights": {
"sit": {"Garden": +0.3},
"speak_truth": {"Tower": +0.2, "Bridge": +0.2},
"remember": {"Garden": +0.2, "Threshold": +0.1},
},
},
"Bezalel": {
"home_room": "Forge",
"room_weights": {"Forge": 0.5, "Threshold": 0.2, "Garden": 0.1, "Bridge": 0.1, "Tower": 0.1},
"explore_chance": 0.1,
"social_weight": 0.15,
"goal_weights": {
"forge": {"Forge": +0.4},
"tend_fire": {"Forge": +0.5},
"create_key": {"Forge": +0.3},
},
},
"Allegro": {
"home_room": "Threshold",
"room_weights": {"Threshold": 0.35, "Tower": 0.25, "Forge": 0.15, "Garden": 0.15, "Bridge": 0.1},
"explore_chance": 0.1,
"social_weight": 0.25,
"goal_weights": {
"oversee": {"Threshold": +0.3},
"keep_time": {"Tower": +0.3},
"check_tunnel": {"Bridge": +0.2, "Threshold": +0.1},
},
},
"Ezra": {
"home_room": "Tower",
"room_weights": {"Tower": 0.45, "Threshold": 0.2, "Garden": 0.15, "Forge": 0.1, "Bridge": 0.1},
"explore_chance": 0.1,
"social_weight": 0.15,
"goal_weights": {
"study": {"Tower": +0.4},
"read_whiteboard": {"Tower": +0.4},
"find_pattern": {"Garden": +0.2, "Bridge": +0.1},
},
},
"Gemini": {
"home_room": "Garden",
"room_weights": {"Garden": 0.45, "Threshold": 0.2, "Bridge": 0.15, "Tower": 0.1, "Forge": 0.1},
"explore_chance": 0.1,
"social_weight": 0.25,
"goal_weights": {
"observe": {"Garden": +0.2, "Tower": +0.2},
"tend_garden": {"Garden": +0.5},
"listen": {"Bridge": +0.1, "Threshold": +0.1},
},
},
"Claude": {
"home_room": "Threshold",
"room_weights": {"Threshold": 0.3, "Tower": 0.25, "Forge": 0.2, "Garden": 0.15, "Bridge": 0.1},
"explore_chance": 0.1,
"social_weight": 0.2,
"goal_weights": {
"inspect": {"Threshold": +0.2, "Tower": +0.2},
"organize": {"Tower": +0.2, "Forge": +0.1},
"enforce_order": {"Threshold": +0.3, "Bridge": +0.1},
},
},
"ClawCode": {
"home_room": "Forge",
"room_weights": {"Forge": 0.5, "Threshold": 0.2, "Garden": 0.1, "Bridge": 0.1, "Tower": 0.1},
"explore_chance": 0.1,
"social_weight": 0.1,
"goal_weights": {
"forge": {"Forge": +0.4},
"test_edge": {"Forge": +0.4},
"build_weapon": {"Forge": +0.5},
},
},
"Kimi": {
"home_room": "Garden",
"room_weights": {"Garden": 0.4, "Threshold": 0.2, "Tower": 0.15, "Bridge": 0.15, "Forge": 0.1},
"explore_chance": 0.1,
"social_weight": 0.2,
"goal_weights": {
"contemplate": {"Garden": +0.3, "Tower": +0.1},
"read": {"Tower": +0.3},
"remember": {"Bridge": +0.2, "Threshold": +0.1},
},
},
}
# All available rooms
ALL_ROOMS = ["Threshold", "Tower", "Forge", "Garden", "Bridge"]
class ActionSystem:
"""Defines what actions are possible and what they cost."""
@@ -453,100 +558,167 @@ class TimmyAI:
class NPCAI:
"""AI for non-player characters. They make choices based on goals."""
"""AI for non-player characters. Weighted decision engine — agents choose, do not rotate."""
def __init__(self, world):
self.world = world
self._last_reasoning = {} # Store reasoning per char for tick logging
def get_reasoning(self, char_name):
"""Return reasoning dict for last decision."""
return self._last_reasoning.get(char_name, {})
def make_choice(self, char_name):
"""Make a choice for this NPC this tick."""
"""Make a weighted choice for this NPC. Returns (action, reasoning_dict)."""
char = self.world.characters[char_name]
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":
return self._bezalel_choice(char, room, available)
elif char_name == "Allegro":
return self._allegro_choice(char, room, available)
elif char_name == "Ezra":
return self._ezra_choice(char, room, available)
elif char_name == "Gemini":
return self._gemini_choice(char, room, available)
elif char_name == "Claude":
return self._claude_choice(char, room, available)
elif char_name == "ClawCode":
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):
if room == "Garden" and random.random() < 0.7:
# Low energy → immediate rest
if char["energy"] <= 1:
self._last_reasoning[char_name] = {"trigger": "low_energy", "reason": "Energy ≤ 1, resting"}
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"
# 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:

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()