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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 12 additions and 184 deletions

View File

@@ -12,27 +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'
FRIENDSHIP_THRESHOLD = 0.5
TENSION_THRESHOLD = -0.5
NPC_RELATIONSHIP_SEEDS = {
("Kimi", "Marcus"): {
"values": {"Kimi": 0.45, "Marcus": 0.47},
"conversation": "While you are away, Marcus and Kimi trade a quiet confidence beneath the oak.",
"milestone": "A friendship starts to take root between Marcus and Kimi.",
"hint": "Marcus and Kimi move with the easy familiarity of old friends.",
"delta": 0.08,
"kind": "friendship",
},
("Bezalel", "ClawCode"): {
"values": {"Bezalel": -0.46, "ClawCode": -0.44},
"conversation": "While you are away, Bezalel and ClawCode clash over what the forge is for.",
"milestone": "Tension hardens between Bezalel and ClawCode at the anvil.",
"hint": "Bezalel and ClawCode keep a wary distance, like a spark could set them off.",
"delta": -0.08,
"kind": "tension",
},
}
# ============================================================
# NARRATIVE ARC — 4 phases that transform the world
# ============================================================
@@ -279,35 +258,7 @@ class World:
"items_crafted": 0,
"conflicts_resolved": 0,
"nights_survived": 0,
"npc_friendships": [],
"npc_tensions": [],
}
self._initialize_npc_relationships(apply_seeds=True)
def _initialize_npc_relationships(self, apply_seeds=False):
npc_names = [name for name, char in self.characters.items() if not char.get("is_player", False)]
for npc_name in npc_names:
trust_map = self.characters[npc_name]["trust"]
for other_name in npc_names:
if other_name != npc_name:
trust_map.setdefault(other_name, 0.0)
if apply_seeds:
for pair, seed in NPC_RELATIONSHIP_SEEDS.items():
left, right = pair
self.characters[left]["trust"][right] = seed["values"][left]
self.characters[right]["trust"][left] = seed["values"][right]
self.state.setdefault("npc_friendships", [])
self.state.setdefault("npc_tensions", [])
def relationship_hint_for_room(self, room_name, occupants):
hints = []
occupant_set = set(occupants)
for bucket in ("npc_friendships", "npc_tensions"):
for entry in self.state.get(bucket, []):
pair = set(entry.get("pair", []))
if entry.get("room") == room_name and pair.issubset(occupant_set):
hints.append(entry.get("hint", ""))
return [hint for hint in hints if hint]
def tick_time(self):
"""Advance time of day."""
@@ -438,8 +389,6 @@ class World:
here = [n for n, c in self.characters.items() if c["room"] == room_name and n != char_name]
if here:
desc += f"\n Here: {', '.join(here)}"
for hint in self.relationship_hint_for_room(room_name, here):
desc += f" {hint}"
return desc
@@ -465,12 +414,6 @@ class World:
self.rooms = data.get("rooms", self.rooms)
self.characters = data.get("characters", self.characters)
self.state = data.get("state", self.state)
needs_seed = not any(
any(other != "Timmy" for other in char.get("trust", {}))
for name, char in self.characters.items()
if not char.get("is_player", False)
)
self._initialize_npc_relationships(apply_seeds=needs_seed)
return True
return False
@@ -1129,69 +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 _adjust_mutual_trust(self, left, right, delta):
for speaker, listener in ((left, right), (right, left)):
trust_map = self.world.characters[speaker]["trust"]
trust_map[listener] = max(-1.0, min(1.0, trust_map.get(listener, 0.0) + delta))
def _record_relationship_milestone(self, scene, room_name, pair, bucket, milestone, hint):
pair_list = list(pair)
entries = self.world.state.setdefault(bucket, [])
if any(entry.get("pair") == pair_list for entry in entries):
return
entries.append({
"pair": pair_list,
"room": room_name,
"summary": milestone,
"hint": hint,
})
scene["world_events"].append(milestone)
def _run_offscreen_npc_relationships(self, scene):
timmy_room = self.world.characters["Timmy"]["room"]
rooms = {}
for char_name, char in self.world.characters.items():
if char.get("is_player", False):
continue
rooms.setdefault(char["room"], []).append(char_name)
for room_name, occupants in rooms.items():
if room_name == timmy_room or len(occupants) < 2:
continue
occupant_set = set(occupants)
for pair, seed in NPC_RELATIONSHIP_SEEDS.items():
if not set(pair).issubset(occupant_set):
continue
left, right = pair
self._adjust_mutual_trust(left, right, seed["delta"])
scene["npc_actions"].append(f"{left} and {right} speak in The {room_name} while you are away.")
scene["world_events"].append(seed["conversation"])
self.world.characters[left]["spoken"].append(seed["conversation"])
self.world.characters[right]["spoken"].append(seed["conversation"])
self.world.characters[left]["memories"].append(seed["conversation"])
self.world.characters[right]["memories"].append(seed["conversation"])
left_trust = self.world.characters[left]["trust"][right]
right_trust = self.world.characters[right]["trust"][left]
if seed["kind"] == "friendship" and left_trust >= FRIENDSHIP_THRESHOLD and right_trust >= FRIENDSHIP_THRESHOLD:
self._record_relationship_milestone(
scene,
room_name,
pair,
"npc_friendships",
seed["milestone"],
seed["hint"],
)
elif seed["kind"] == "tension" and left_trust <= TENSION_THRESHOLD and right_trust <= TENSION_THRESHOLD:
self._record_relationship_milestone(
scene,
room_name,
pair,
"npc_tensions",
seed["milestone"],
seed["hint"],
)
def run_tick(self, timmy_action="look"):
"""Run one tick. Return the scene and available choices."""
@@ -1517,8 +1397,6 @@ 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}")
self._run_offscreen_npc_relationships(scene)
# Random NPC events — phase-aware speech
room_name = self.world.characters["Timmy"]["room"]

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

@@ -1,52 +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_relationships", 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 TestTowerGameNpcRelationships(unittest.TestCase):
def test_each_npc_tracks_trust_for_every_other_npc(self):
module = load_game_module()
world = module.World()
npc_names = [name for name, char in world.characters.items() if not char.get("is_player", False)]
for npc_name in npc_names:
with self.subTest(npc=npc_name):
trust_map = world.characters[npc_name]["trust"]
expected = set(npc_names) - {npc_name}
self.assertTrue(expected.issubset(set(trust_map)), f"{npc_name} missing NPC trust keys: {sorted(expected - set(trust_map))}")
def test_offscreen_npc_conversations_create_friendship_and_tension(self):
module = load_game_module()
engine = module.GameEngine()
engine.start_new_game()
result = engine.run_tick("look")
friendships = {tuple(rel["pair"]) for rel in engine.world.state["npc_friendships"]}
tensions = {tuple(rel["pair"]) for rel in engine.world.state["npc_tensions"]}
self.assertIn(("Kimi", "Marcus"), friendships)
self.assertIn(("Bezalel", "ClawCode"), tensions)
self.assertTrue(any("while you are away" in line.lower() for line in result["world_events"]))
garden_desc = engine.world.get_room_desc("Garden", "Timmy")
forge_desc = engine.world.get_room_desc("Forge", "Timmy")
self.assertIn("Marcus and Kimi", garden_desc)
self.assertIn("Bezalel and ClawCode", forge_desc)
if __name__ == "__main__":
unittest.main()