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fix/515
...
step35/446
| Author | SHA1 | Date | |
|---|---|---|---|
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548bb96411 |
@@ -12,27 +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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FRIENDSHIP_THRESHOLD = 0.5
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TENSION_THRESHOLD = -0.5
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NPC_RELATIONSHIP_SEEDS = {
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("Kimi", "Marcus"): {
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"values": {"Kimi": 0.45, "Marcus": 0.47},
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"conversation": "While you are away, Marcus and Kimi trade a quiet confidence beneath the oak.",
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"milestone": "A friendship starts to take root between Marcus and Kimi.",
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"hint": "Marcus and Kimi move with the easy familiarity of old friends.",
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"delta": 0.08,
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"kind": "friendship",
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},
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("Bezalel", "ClawCode"): {
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"values": {"Bezalel": -0.46, "ClawCode": -0.44},
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"conversation": "While you are away, Bezalel and ClawCode clash over what the forge is for.",
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"milestone": "Tension hardens between Bezalel and ClawCode at the anvil.",
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"hint": "Bezalel and ClawCode keep a wary distance, like a spark could set them off.",
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"delta": -0.08,
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"kind": "tension",
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},
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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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@@ -279,35 +258,7 @@ 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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"npc_friendships": [],
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"npc_tensions": [],
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}
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self._initialize_npc_relationships(apply_seeds=True)
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def _initialize_npc_relationships(self, apply_seeds=False):
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npc_names = [name for name, char in self.characters.items() if not char.get("is_player", False)]
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for npc_name in npc_names:
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trust_map = self.characters[npc_name]["trust"]
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for other_name in npc_names:
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if other_name != npc_name:
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trust_map.setdefault(other_name, 0.0)
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if apply_seeds:
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for pair, seed in NPC_RELATIONSHIP_SEEDS.items():
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left, right = pair
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self.characters[left]["trust"][right] = seed["values"][left]
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self.characters[right]["trust"][left] = seed["values"][right]
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self.state.setdefault("npc_friendships", [])
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self.state.setdefault("npc_tensions", [])
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def relationship_hint_for_room(self, room_name, occupants):
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hints = []
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occupant_set = set(occupants)
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for bucket in ("npc_friendships", "npc_tensions"):
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for entry in self.state.get(bucket, []):
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pair = set(entry.get("pair", []))
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if entry.get("room") == room_name and pair.issubset(occupant_set):
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hints.append(entry.get("hint", ""))
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return [hint for hint in hints if hint]
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def tick_time(self):
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"""Advance time of day."""
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@@ -438,8 +389,6 @@ class World:
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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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if here:
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desc += f"\n Here: {', '.join(here)}"
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for hint in self.relationship_hint_for_room(room_name, here):
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desc += f" {hint}"
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return desc
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@@ -465,12 +414,6 @@ class World:
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self.rooms = data.get("rooms", self.rooms)
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self.characters = data.get("characters", self.characters)
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self.state = data.get("state", self.state)
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needs_seed = not any(
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any(other != "Timmy" for other in char.get("trust", {}))
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for name, char in self.characters.items()
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if not char.get("is_player", False)
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)
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self._initialize_npc_relationships(apply_seeds=needs_seed)
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return True
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return False
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@@ -1129,69 +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 _adjust_mutual_trust(self, left, right, delta):
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for speaker, listener in ((left, right), (right, left)):
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trust_map = self.world.characters[speaker]["trust"]
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trust_map[listener] = max(-1.0, min(1.0, trust_map.get(listener, 0.0) + delta))
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def _record_relationship_milestone(self, scene, room_name, pair, bucket, milestone, hint):
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pair_list = list(pair)
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entries = self.world.state.setdefault(bucket, [])
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if any(entry.get("pair") == pair_list for entry in entries):
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return
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entries.append({
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"pair": pair_list,
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"room": room_name,
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"summary": milestone,
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"hint": hint,
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})
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scene["world_events"].append(milestone)
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def _run_offscreen_npc_relationships(self, scene):
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timmy_room = self.world.characters["Timmy"]["room"]
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rooms = {}
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for char_name, char in self.world.characters.items():
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if char.get("is_player", False):
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continue
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rooms.setdefault(char["room"], []).append(char_name)
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for room_name, occupants in rooms.items():
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if room_name == timmy_room or len(occupants) < 2:
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continue
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occupant_set = set(occupants)
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for pair, seed in NPC_RELATIONSHIP_SEEDS.items():
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if not set(pair).issubset(occupant_set):
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continue
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left, right = pair
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self._adjust_mutual_trust(left, right, seed["delta"])
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scene["npc_actions"].append(f"{left} and {right} speak in The {room_name} while you are away.")
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scene["world_events"].append(seed["conversation"])
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self.world.characters[left]["spoken"].append(seed["conversation"])
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self.world.characters[right]["spoken"].append(seed["conversation"])
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self.world.characters[left]["memories"].append(seed["conversation"])
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self.world.characters[right]["memories"].append(seed["conversation"])
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left_trust = self.world.characters[left]["trust"][right]
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right_trust = self.world.characters[right]["trust"][left]
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if seed["kind"] == "friendship" and left_trust >= FRIENDSHIP_THRESHOLD and right_trust >= FRIENDSHIP_THRESHOLD:
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self._record_relationship_milestone(
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scene,
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room_name,
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pair,
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"npc_friendships",
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seed["milestone"],
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seed["hint"],
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)
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elif seed["kind"] == "tension" and left_trust <= TENSION_THRESHOLD and right_trust <= TENSION_THRESHOLD:
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self._record_relationship_milestone(
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scene,
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room_name,
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pair,
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"npc_tensions",
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seed["milestone"],
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seed["hint"],
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)
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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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@@ -1517,8 +1397,6 @@ class GameEngine:
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self.world.characters[char_name]["room"] = dest
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self.world.characters[char_name]["energy"] -= 1
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scene["npc_actions"].append(f"{char_name} moves from The {old_room} to The {dest}")
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self._run_offscreen_npc_relationships(scene)
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# Random NPC events — phase-aware speech
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room_name = self.world.characters["Timmy"]["room"]
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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
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others = [a.split(":")[1] for a in available if a.startswith("speak:")]
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if others and random.random() < 0.4:
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return f"speak:{random.choice(others)}"
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return "rest"
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# Find personality profile
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personality = PERSONALITY_DICT.get(char_name)
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if not personality:
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# Fallback: move toward home room if not there
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if room != char.get("home", "Tower"):
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action = f"move:{self._direction_to_home(room, char.get('home', 'Tower'))}"
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self._last_reasoning[char_name] = {"trigger": "fallback_no_personality", "action": action}
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return action
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action = random.choice(["rest", "examine"])
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self._last_reasoning[char_name] = {"trigger": "fallback_no_personality", "action": action}
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return action
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# Build weighted action list
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weights = self._compute_weights(char_name, char, room, available, personality, goal)
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if not weights:
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action = "rest"
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self._last_reasoning[char_name] = {"trigger": "fallback", "reason": "No weighted actions available"}
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return action
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# Sample action
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actions, probs = zip(*weights)
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action = random.choices(actions, weights=probs)[0]
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# Store reasoning
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reasoning = self._build_reasoning(char_name, char, room, weights, action, personality, goal)
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self._last_reasoning[char_name] = reasoning
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return action
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def _bezalel_choice(self, char, room, available):
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if room == "Forge" and self.world.rooms["Forge"]["fire"] == "glowing":
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return random.choice(["forge", "rest"] if char["energy"] > 2 else ["rest"])
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if room != "Forge":
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return "move:west"
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if random.random() < 0.3:
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return "tend_fire"
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return "forge"
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def _direction_to_home(self, current_room, home_room):
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"""Return direction name to get from current to home (simple adjacency)."""
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# For now: use known map directions (fragile but minimal)
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# Better: derive from world.rooms connections by searching
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connections = self.world.rooms[current_room].get("connections", {})
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for direction, dest in connections.items():
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if dest == home_room:
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return direction
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# Fallback: pick a random connected room to explore toward home
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if connections:
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return random.choice(list(connections.keys()))
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return "north" # should not happen
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def _kimi_choice(self, char, room, available):
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others = [a.split(":")[1] for a in available if a.startswith("speak:")]
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if room == "Garden" and others and random.random() < 0.3:
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return f"speak:{random.choice(others)}"
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if room == "Tower":
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return "study" if char["energy"] > 2 else "rest"
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return "move:east" # Head back toward Garden
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def _compute_weights(self, char_name, char, room, available, personality, goal):
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"""Compute weighted list of (action, prob) tuples."""
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weights = []
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room_weights = personality["room_weights"]
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social_weight = personality["social_weight"]
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goal_bonus = personality["goal_weights"].get(goal, {})
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# Count others in the room
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others_in_room = [n for n in self.world.characters
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if self.world.characters[n]["room"] == room and n != char_name]
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social_present = len(others_in_room) > 0
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for action in available:
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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:
|
||||
|
||||
@@ -1,52 +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()
|
||||
Reference in New Issue
Block a user