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1 Commits
| Author | SHA1 | Date | |
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e00153826b |
@@ -285,25 +285,24 @@ class World:
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self.state.pop("phase_transition_event", None)
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# Natural energy decay: the world is exhausting
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self.state.pop("energy_collapse_event", None)
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for char_name, char in self.characters.items():
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char["energy"] = max(0, char["energy"] - 0.3)
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# Check for energy collapse
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if char["energy"] <= 0:
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current = char.get("room", "Threshold")
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next_rooms = [room for room in self.rooms.keys() if room != current]
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new_room = random.choice(next_rooms) if next_rooms else current
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char["energy"] = 2 # Wake up with some energy
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char["room"] = new_room
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# Timmy collapse gets special narrative treatment
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if char.get("is_player", False):
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char["memories"].append("Collapsed from exhaustion.")
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char["energy"] = 2 # Wake up with some energy
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# Random room change (scattered)
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rooms = list(self.rooms.keys())
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current = char.get("room", "Threshold")
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new_room = current
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attempts = 0
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while new_room == current and attempts < 10:
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import random as _r
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new_room = _r.choice(rooms)
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attempts += 1
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if new_room != current:
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char["room"] = new_room
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self.state["energy_collapse_event"] = {
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"character": char_name,
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"from_room": current,
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"to_room": new_room,
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}
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# Forge fire naturally dims if not tended
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# Phase-aware: Breaking phase has higher fire-death chance
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@@ -1094,7 +1093,21 @@ class GameEngine:
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}
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# Process Timmy's action
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room_name = self.world.characters["Timmy"]["room"]
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timmy_energy = self.world.characters["Timmy"]["energy"]
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collapse_event = self.world.state.pop("energy_collapse_event", None)
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if collapse_event and collapse_event.get("character") == "Timmy":
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room_name = self.world.characters["Timmy"]["room"]
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scene["timmy_room"] = room_name
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scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
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scene["room_desc"] = self.world.get_room_desc(room_name, "Timmy")
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here = [n for n in self.world.characters if self.world.characters[n]["room"] == room_name and n != "Timmy"]
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scene["here"] = here
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scene["log"].append("You collapse from exhaustion. The world spins. You wake somewhere else.")
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if collapse_event.get("from_room") != collapse_event.get("to_room"):
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scene["log"].append(f"You are in The {collapse_event['to_room']}, disoriented.")
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return scene
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# Energy constraint checks
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action_costs = {
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@@ -1157,7 +1170,7 @@ class GameEngine:
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if direction in connections:
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dest = connections[direction]
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self.world.characters["Timmy"]["room"] = dest
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self.world.characters["Timmy"]["energy"] -= 1
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self.world.characters["Timmy"]["energy"] -= action_cost
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scene["log"].append(f"You move {direction} to The {dest}.")
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scene["timmy_room"] = dest
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@@ -1265,7 +1278,7 @@ class GameEngine:
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self.world.characters["Timmy"]["trust"]["Kimi"] = min(1.0,
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self.world.characters["Timmy"]["trust"].get("Kimi", 0) + 0.1)
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self.world.characters["Timmy"]["energy"] -= 0
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self.world.characters["Timmy"]["energy"] -= action_cost
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else:
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scene["log"].append(f"{target} is not in this room.")
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@@ -1302,7 +1315,7 @@ class GameEngine:
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if self.world.characters["Timmy"]["room"] == "Forge":
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self.world.rooms["Forge"]["fire"] = "glowing"
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self.world.rooms["Forge"]["fire_tended"] += 1
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self.world.characters["Timmy"]["energy"] -= 2
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self.world.characters["Timmy"]["energy"] -= action_cost
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scene["log"].append("You tend the forge fire. The flames leap up, bright and hungry.")
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self.world.state["forge_fire_dying"] = False
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else:
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@@ -1324,7 +1337,7 @@ class GameEngine:
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]
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new_rule = random.choice(rules)
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self.world.rooms["Tower"]["messages"].append(new_rule)
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self.world.characters["Timmy"]["energy"] -= 1
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self.world.characters["Timmy"]["energy"] -= action_cost
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scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
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else:
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scene["log"].append("You are not in the Tower.")
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@@ -1343,7 +1356,7 @@ class GameEngine:
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new_carving = random.choice(carvings)
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if new_carving not in self.world.rooms["Bridge"]["carvings"]:
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self.world.rooms["Bridge"]["carvings"].append(new_carving)
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self.world.characters["Timmy"]["energy"] -= 1
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self.world.characters["Timmy"]["energy"] -= action_cost
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scene["log"].append(f"You carve into the railing: \"{new_carving}\"")
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else:
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scene["log"].append("You are not on the Bridge.")
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@@ -1352,7 +1365,7 @@ class GameEngine:
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if self.world.characters["Timmy"]["room"] == "Garden":
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self.world.rooms["Garden"]["growth"] = min(5,
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self.world.rooms["Garden"]["growth"] + 1)
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self.world.characters["Timmy"]["energy"] -= 1
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self.world.characters["Timmy"]["energy"] -= action_cost
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scene["log"].append("You plant something in the dark soil. The earth takes it without question.")
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else:
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scene["log"].append("You are not in the Garden.")
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@@ -1371,7 +1384,7 @@ class GameEngine:
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self.world.characters["Timmy"]["trust"].get(target_name, 0) + 0.2)
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self.world.characters[target_name]["trust"]["Timmy"] = min(1.0,
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self.world.characters[target_name]["trust"].get("Timmy", 0) + 0.2)
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self.world.characters["Timmy"]["energy"] -= 1
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self.world.characters["Timmy"]["energy"] -= action_cost
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scene["log"].append(f"You help {target_name}. They look grateful.")
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else:
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@@ -1427,6 +1440,9 @@ class GameEngine:
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self.world.characters[char_name]["spoken"].append(line)
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scene["log"].append(f"{char_name} says: \"{line}\"")
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scene["timmy_room"] = self.world.characters["Timmy"]["room"]
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scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
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# Save the world
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self.world.save()
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@@ -203,26 +203,25 @@ class World:
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def update_world_state(self):
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"""World changes independent of character actions."""
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# Natural energy decay: the world is exhausting
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self.state.pop("energy_collapse_event", None)
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for char_name, char in self.characters.items():
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char["energy"] = max(0, char["energy"] - 0.3)
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# Check for energy collapse
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if char["energy"] <= 0:
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current = char.get("room", "Threshold")
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next_rooms = [room for room in self.rooms.keys() if room != current]
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new_room = random.choice(next_rooms) if next_rooms else current
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char["energy"] = 2 # Wake up with some energy
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char["room"] = new_room
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# Timmy collapse gets special narrative treatment
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if char.get("is_player", False):
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char["memories"].append("Collapsed from exhaustion.")
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char["energy"] = 2 # Wake up with some energy
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# Random room change (scattered)
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rooms = list(self.rooms.keys())
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current = char.get("room", "Threshold")
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new_room = current
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attempts = 0
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while new_room == current and attempts < 10:
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new_room = rooms[0] # Will change to random
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attempts += 1
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if new_room != current:
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char["room"] = new_room
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self.state["energy_collapse_event"] = {
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"character": char_name,
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"from_room": current,
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"to_room": new_room,
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}
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# Forge fire naturally dims if not tended
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self.state["forge_fire_dying"] = random.random() < 0.1
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# Random weather events
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@@ -454,112 +453,23 @@ 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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GOAL_ROOM_TARGETS = {
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"Marcus": {
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"sit": "Garden",
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"speak_truth": "Threshold",
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"remember": "Bridge",
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},
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"Bezalel": {
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"forge": "Forge",
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"tend_fire": "Forge",
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"create_key": "Forge",
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},
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"Allegro": {
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"oversee": "Threshold",
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"keep_time": "Tower",
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"check_tunnel": "Bridge",
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},
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"Ezra": {
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"study": "Tower",
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"read_whiteboard": "Tower",
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"find_pattern": "Tower",
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},
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"Gemini": {
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"observe": "Threshold",
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"tend_garden": "Garden",
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"listen": "Garden",
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},
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"Claude": {
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"inspect": "Threshold",
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"organize": "Tower",
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"enforce_order": "Bridge",
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},
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"ClawCode": {
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"forge": "Forge",
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"test_edge": "Bridge",
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"build_weapon": "Forge",
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},
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"Kimi": {
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"contemplate": "Garden",
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"read": "Tower",
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"remember": "Bridge",
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},
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}
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GOAL_CYCLES = {
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"Marcus": ("sit", "speak_truth", "remember"),
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"Allegro": ("oversee", "keep_time", "check_tunnel"),
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"Claude": ("inspect", "organize", "enforce_order"),
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"ClawCode": ("test_edge", "forge", "build_weapon"),
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"Kimi": ("contemplate", "read", "remember"),
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}
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def __init__(self, world):
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self.world = world
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def _available_targets(self, available, prefix):
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return [a.split(":", 1)[1] for a in available if a.startswith(f"{prefix}:")]
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def _target_room_for(self, char_name, goal):
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return self.GOAL_ROOM_TARGETS.get(char_name, {}).get(goal)
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def _next_direction_toward(self, current_room, target_room):
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if current_room == target_room:
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return None
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frontier = [(current_room, [])]
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seen = {current_room}
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while frontier:
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room, path = frontier.pop(0)
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if room == target_room:
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return path[0] if path else None
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for direction, dest in self.world.rooms[room].get("connections", {}).items():
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if dest not in seen:
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seen.add(dest)
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frontier.append((dest, path + [direction]))
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return None
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def _move_toward_goal(self, room, target_room):
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direction = self._next_direction_toward(room, target_room)
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return f"move:{direction}" if direction else None
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def _advance_goal_cycle(self, char_name, char):
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cycle = self.GOAL_CYCLES.get(char_name)
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if not cycle or self.world.tick <= 0:
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return
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goal = char.get("active_goal")
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if goal not in cycle:
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return
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target_room = self._target_room_for(char_name, goal)
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if char.get("room") != target_room:
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return
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if self.world.tick % 12 != 0:
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return
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index = cycle.index(goal)
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char["active_goal"] = cycle[(index + 1) % len(cycle)]
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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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char = self.world.characters[char_name]
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self._advance_goal_cycle(char_name, char)
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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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@@ -576,96 +486,66 @@ class NPCAI:
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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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goal = char.get("active_goal", "sit")
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target_room = self._target_room_for("Marcus", goal)
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if room != target_room:
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return self._move_toward_goal(room, target_room) or "rest"
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others = self._available_targets(available, "speak")
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if goal == "speak_truth" and others:
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return f"speak:{random.choice(others)}"
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if goal == "remember" and room == "Bridge":
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return random.choice(["examine", "rest"])
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if room == "Garden" and random.random() < 0.7:
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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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def _bezalel_choice(self, char, room, available):
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target_room = self._target_room_for("Bezalel", char.get("active_goal", "forge"))
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if room != target_room:
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return self._move_toward_goal(room, target_room) or "rest"
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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 _kimi_choice(self, char, room, available):
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goal = char.get("active_goal", "contemplate")
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target_room = self._target_room_for("Kimi", goal)
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if room != target_room:
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return self._move_toward_goal(room, target_room) or "rest"
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others = self._available_targets(available, "speak")
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if goal == "read" and room == "Tower":
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return "study" if char["energy"] > 2 else "rest"
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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 == "Bridge":
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return random.choice(["examine", "rest"])
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return "rest"
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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 _gemini_choice(self, char, room, available):
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goal = char.get("active_goal", "observe")
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target_room = self._target_room_for("Gemini", goal)
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if room != target_room:
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return self._move_toward_goal(room, target_room) or "rest"
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listeners = self._available_targets(available, "listen")
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if room == "Garden" and listeners and random.random() < 0.4:
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return f"listen:{random.choice(listeners)}"
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return random.choice(["plant", "rest"] if room == "Garden" else ["examine", "rest"])
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others = [a.split(":")[1] for a in available if a.startswith("listen:")]
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if room == "Garden" and others and random.random() < 0.4:
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return f"listen:{random.choice(others)}"
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return random.choice(["plant", "rest"] if room == "Garden" else ["move:west"])
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def _ezra_choice(self, char, room, available):
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goal = char.get("active_goal", "study")
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target_room = self._target_room_for("Ezra", goal)
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if room != target_room:
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return self._move_toward_goal(room, target_room) or "rest"
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if room == "Tower" and char["energy"] > 2:
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return random.choice(["study", "write_rule", "help:Timmy"])
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if room != "Tower":
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return "move:south"
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return "rest"
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def _claude_choice(self, char, room, available):
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goal = char.get("active_goal", "inspect")
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target_room = self._target_room_for("Claude", goal)
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if room != target_room:
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return self._move_toward_goal(room, target_room) or "rest"
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others = self._available_targets(available, "confront")
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others = [a.split(":")[1] for a in available if a.startswith("confront:")]
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if others and random.random() < 0.2:
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return f"confront:{random.choice(others)}"
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return random.choice(["examine", "rest"])
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def _clawcode_choice(self, char, room, available):
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goal = char.get("active_goal", "test_edge")
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target_room = self._target_room_for("ClawCode", goal)
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if room != target_room:
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return self._move_toward_goal(room, target_room) or "rest"
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if room == "Forge" and char["energy"] > 2:
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return "forge"
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return random.choice(["examine", "rest"])
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return random.choice(["move:east", "forge", "rest"])
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def _allegro_choice(self, char, room, available):
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goal = char.get("active_goal", "oversee")
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target_room = self._target_room_for("Allegro", goal)
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if room != target_room:
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return self._move_toward_goal(room, target_room) or "rest"
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others = self._available_targets(available, "speak")
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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() < 0.3:
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return f"speak:{random.choice(others)}"
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return random.choice(["examine", "rest"])
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return random.choice(["move:north", "move:south", "examine"])
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class DialogueSystem:
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@@ -1046,7 +926,21 @@ class GameEngine:
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}
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|
||||
# Process Timmy's action
|
||||
room_name = self.world.characters["Timmy"]["room"]
|
||||
timmy_energy = self.world.characters["Timmy"]["energy"]
|
||||
|
||||
collapse_event = self.world.state.pop("energy_collapse_event", None)
|
||||
if collapse_event and collapse_event.get("character") == "Timmy":
|
||||
room_name = self.world.characters["Timmy"]["room"]
|
||||
scene["timmy_room"] = room_name
|
||||
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
|
||||
scene["room_desc"] = self.world.get_room_desc(room_name, "Timmy")
|
||||
here = [n for n in self.world.characters if self.world.characters[n]["room"] == room_name and n != "Timmy"]
|
||||
scene["here"] = here
|
||||
scene["log"].append("You collapse from exhaustion. The world spins. You wake somewhere else.")
|
||||
if collapse_event.get("from_room") != collapse_event.get("to_room"):
|
||||
scene["log"].append(f"You are in The {collapse_event['to_room']}, disoriented.")
|
||||
return scene
|
||||
|
||||
# Energy constraint checks
|
||||
action_costs = {
|
||||
@@ -1109,7 +1003,7 @@ class GameEngine:
|
||||
if direction in connections:
|
||||
dest = connections[direction]
|
||||
self.world.characters["Timmy"]["room"] = dest
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
|
||||
scene["log"].append(f"You move {direction} to The {dest}.")
|
||||
scene["timmy_room"] = dest
|
||||
@@ -1211,7 +1105,7 @@ class GameEngine:
|
||||
self.world.characters["Timmy"]["trust"]["Kimi"] = min(1.0,
|
||||
self.world.characters["Timmy"]["trust"].get("Kimi", 0) + 0.1)
|
||||
|
||||
self.world.characters["Timmy"]["energy"] -= 0
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
else:
|
||||
scene["log"].append(f"{target} is not in this room.")
|
||||
|
||||
@@ -1248,7 +1142,7 @@ class GameEngine:
|
||||
if self.world.characters["Timmy"]["room"] == "Forge":
|
||||
self.world.rooms["Forge"]["fire"] = "glowing"
|
||||
self.world.rooms["Forge"]["fire_tended"] += 1
|
||||
self.world.characters["Timmy"]["energy"] -= 2
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append("You tend the forge fire. The flames leap up, bright and hungry.")
|
||||
self.world.state["forge_fire_dying"] = False
|
||||
else:
|
||||
@@ -1270,7 +1164,7 @@ class GameEngine:
|
||||
]
|
||||
new_rule = random.choice(rules)
|
||||
self.world.rooms["Tower"]["messages"].append(new_rule)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
|
||||
else:
|
||||
scene["log"].append("You are not in the Tower.")
|
||||
@@ -1289,7 +1183,7 @@ class GameEngine:
|
||||
new_carving = random.choice(carvings)
|
||||
if new_carving not in self.world.rooms["Bridge"]["carvings"]:
|
||||
self.world.rooms["Bridge"]["carvings"].append(new_carving)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append(f"You carve into the railing: \"{new_carving}\"")
|
||||
else:
|
||||
scene["log"].append("You are not on the Bridge.")
|
||||
@@ -1298,7 +1192,7 @@ class GameEngine:
|
||||
if self.world.characters["Timmy"]["room"] == "Garden":
|
||||
self.world.rooms["Garden"]["growth"] = min(5,
|
||||
self.world.rooms["Garden"]["growth"] + 1)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append("You plant something in the dark soil. The earth takes it without question.")
|
||||
else:
|
||||
scene["log"].append("You are not in the Garden.")
|
||||
@@ -1317,7 +1211,7 @@ class GameEngine:
|
||||
self.world.characters["Timmy"]["trust"].get(target_name, 0) + 0.2)
|
||||
self.world.characters[target_name]["trust"]["Timmy"] = min(1.0,
|
||||
self.world.characters[target_name]["trust"].get("Timmy", 0) + 0.2)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append(f"You help {target_name}. They look grateful.")
|
||||
|
||||
else:
|
||||
@@ -1361,6 +1255,9 @@ class GameEngine:
|
||||
self.world.characters[char_name]["spoken"].append(line)
|
||||
scene["log"].append(f'{char_name} says: "{line}"')
|
||||
|
||||
scene["timmy_room"] = self.world.characters["Timmy"]["room"]
|
||||
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
|
||||
|
||||
# Save the world
|
||||
self.world.save()
|
||||
|
||||
|
||||
127
tests/test_tower_game_energy_constraints.py
Normal file
127
tests/test_tower_game_energy_constraints.py
Normal file
@@ -0,0 +1,127 @@
|
||||
from importlib.util import module_from_spec, spec_from_file_location
|
||||
from pathlib import Path
|
||||
import random as std_random
|
||||
|
||||
import pytest
|
||||
|
||||
ROOT = Path(__file__).resolve().parent.parent
|
||||
GAME_PATH = ROOT / "evennia" / "timmy_world" / "game.py"
|
||||
|
||||
|
||||
def load_game_module(tmp_path: Path):
|
||||
spec = spec_from_file_location("evennia_local_world_game_energy", GAME_PATH)
|
||||
module = module_from_spec(spec)
|
||||
assert spec.loader is not None
|
||||
spec.loader.exec_module(module)
|
||||
module.random.seed(0)
|
||||
module.WORLD_DIR = tmp_path
|
||||
module.STATE_FILE = tmp_path / "game_state.json"
|
||||
module.TIMMY_LOG = tmp_path / "timmy_log.md"
|
||||
module.WORLD_DIR.mkdir(parents=True, exist_ok=True)
|
||||
return module
|
||||
|
||||
|
||||
def make_engine(tmp_path: Path):
|
||||
module = load_game_module(tmp_path)
|
||||
engine = module.GameEngine()
|
||||
engine.start_new_game()
|
||||
return module, engine
|
||||
|
||||
|
||||
def choose_action(module, engine):
|
||||
energy = engine.world.characters["Timmy"]["energy"]
|
||||
room = engine.world.characters["Timmy"]["room"]
|
||||
actions = module.PlayerInterface(engine).get_available_actions()
|
||||
|
||||
if energy <= 1 and "rest" in actions:
|
||||
return "rest"
|
||||
if room == "Garden" and "speak:Marcus" in actions and energy <= 4.3:
|
||||
return "speak:Marcus"
|
||||
if room == "Forge" and "tend_fire" in actions:
|
||||
return "tend_fire"
|
||||
if room == "Tower" and "write_rule" in actions:
|
||||
return "write_rule"
|
||||
if room == "Bridge" and "carve" in actions:
|
||||
return "carve"
|
||||
if room == "Garden" and "plant" in actions:
|
||||
return "plant"
|
||||
|
||||
moves = [action.split(" ->")[0] for action in actions if action.startswith("move:")]
|
||||
if moves:
|
||||
return moves[0]
|
||||
if "look" in actions:
|
||||
return "look"
|
||||
return actions[0]
|
||||
|
||||
|
||||
class TestTowerGameEnergyConstraints:
|
||||
def test_low_energy_blocks_costly_action_without_crashing(self, tmp_path):
|
||||
module, engine = make_engine(tmp_path)
|
||||
engine.world.characters["Timmy"]["energy"] = 1
|
||||
|
||||
result = engine.run_tick("move:north")
|
||||
|
||||
assert any("too exhausted" in line for line in result["log"])
|
||||
assert engine.world.characters["Timmy"]["room"] == "Threshold"
|
||||
assert engine.world.characters["Timmy"]["energy"] == pytest.approx(0.7)
|
||||
|
||||
def test_tired_move_uses_extra_effort_and_drains_energy(self, tmp_path):
|
||||
module, engine = make_engine(tmp_path)
|
||||
engine.world.characters["Timmy"]["energy"] = 3.3
|
||||
|
||||
result = engine.run_tick("move:north")
|
||||
|
||||
assert any("more effort than usual" in line for line in result["log"])
|
||||
assert engine.world.characters["Timmy"]["room"] == "Tower"
|
||||
assert engine.world.characters["Timmy"]["energy"] == pytest.approx(0.0)
|
||||
assert result["timmy_energy"] == pytest.approx(0.0)
|
||||
|
||||
def test_rest_is_meaningful_choice_with_room_specific_recovery(self, tmp_path):
|
||||
module, garden_engine = make_engine(tmp_path / "garden")
|
||||
garden_engine.world.characters["Timmy"]["room"] = "Garden"
|
||||
garden_engine.world.characters["Timmy"]["energy"] = 1.0
|
||||
garden_result = garden_engine.run_tick("rest")
|
||||
|
||||
module, bridge_engine = make_engine(tmp_path / "bridge")
|
||||
bridge_engine.world.characters["Timmy"]["room"] = "Bridge"
|
||||
bridge_engine.world.characters["Timmy"]["energy"] = 1.0
|
||||
bridge_result = bridge_engine.run_tick("rest")
|
||||
|
||||
assert any("stone bench" in line for line in garden_result["log"])
|
||||
assert any("no place to rest" in line.lower() for line in bridge_result["log"])
|
||||
assert garden_engine.world.characters["Timmy"]["energy"] > bridge_engine.world.characters["Timmy"]["energy"]
|
||||
|
||||
def test_marcus_can_provide_energy_relief_when_timmy_is_tired(self, tmp_path):
|
||||
module, engine = make_engine(tmp_path)
|
||||
engine.world.characters["Timmy"]["room"] = "Garden"
|
||||
engine.world.characters["Timmy"]["energy"] = 4.3
|
||||
|
||||
result = engine.run_tick("speak:Marcus")
|
||||
|
||||
assert any("Marcus offers you food" in line for line in result["log"])
|
||||
assert engine.world.characters["Timmy"]["energy"] == pytest.approx(5.0)
|
||||
assert result["timmy_energy"] == pytest.approx(5.0)
|
||||
|
||||
def test_energy_collapse_moves_timmy_and_records_memory(self, tmp_path, monkeypatch):
|
||||
module, engine = make_engine(tmp_path)
|
||||
engine.world.characters["Timmy"]["energy"] = 0
|
||||
engine.world.characters["Timmy"]["room"] = "Threshold"
|
||||
monkeypatch.setattr(std_random, "choice", lambda seq: "Tower")
|
||||
|
||||
result = engine.run_tick("look")
|
||||
|
||||
assert any("collapse from exhaustion" in line.lower() for line in result["log"])
|
||||
assert engine.world.characters["Timmy"]["room"] == "Tower"
|
||||
assert engine.world.characters["Timmy"]["energy"] == 2
|
||||
assert "Collapsed from exhaustion." in engine.world.characters["Timmy"]["memories"]
|
||||
|
||||
def test_intentional_play_reaches_low_energy_within_100_ticks(self, tmp_path):
|
||||
module, engine = make_engine(tmp_path)
|
||||
min_energy = engine.world.characters["Timmy"]["energy"]
|
||||
|
||||
for _ in range(100):
|
||||
action = choose_action(module, engine)
|
||||
engine.run_tick(action)
|
||||
min_energy = min(min_energy, engine.world.characters["Timmy"]["energy"])
|
||||
|
||||
assert min_energy <= 3
|
||||
@@ -1,54 +0,0 @@
|
||||
from importlib.util import module_from_spec, spec_from_file_location
|
||||
from pathlib import Path
|
||||
|
||||
|
||||
ROOT = Path(__file__).resolve().parent.parent
|
||||
GAME_PATH = ROOT / "evennia" / "timmy_world" / "world" / "game.py"
|
||||
|
||||
|
||||
def load_game_module():
|
||||
spec = spec_from_file_location("tower_world_game", GAME_PATH)
|
||||
module = module_from_spec(spec)
|
||||
assert spec.loader is not None
|
||||
spec.loader.exec_module(module)
|
||||
module.random.seed(0)
|
||||
return module
|
||||
|
||||
|
||||
def _visitor_sets_after_ticks(module, ticks=100):
|
||||
engine = module.GameEngine()
|
||||
engine.start_new_game()
|
||||
visitors = {room: set() for room in engine.world.rooms}
|
||||
for _ in range(ticks):
|
||||
engine.run_tick("rest")
|
||||
for name, char in engine.world.characters.items():
|
||||
if name == "Timmy":
|
||||
continue
|
||||
visitors[char["room"]].add(name)
|
||||
return visitors
|
||||
|
||||
|
||||
class TestTowerGameNpcPurpose:
|
||||
def test_goal_driven_room_targets(self):
|
||||
module = load_game_module()
|
||||
world = module.World()
|
||||
npc_ai = module.NPCAI(world)
|
||||
|
||||
world.characters["Marcus"]["room"] = "Threshold"
|
||||
world.characters["Marcus"]["active_goal"] = "sit"
|
||||
assert npc_ai.make_choice("Marcus") == "move:east"
|
||||
|
||||
world.characters["Ezra"]["room"] = "Threshold"
|
||||
world.characters["Ezra"]["active_goal"] = "study"
|
||||
assert npc_ai.make_choice("Ezra") == "move:north"
|
||||
|
||||
world.characters["Claude"]["room"] = "Threshold"
|
||||
world.characters["Claude"]["active_goal"] = "enforce_order"
|
||||
assert npc_ai.make_choice("Claude") == "move:south"
|
||||
|
||||
def test_every_room_gets_multiple_npc_visitors_over_100_ticks(self):
|
||||
module = load_game_module()
|
||||
visitors = _visitor_sets_after_ticks(module, ticks=100)
|
||||
|
||||
assert all(len(names) >= 2 for names in visitors.values()), visitors
|
||||
assert len(visitors["Bridge"]) >= 3, visitors["Bridge"]
|
||||
@@ -203,26 +203,25 @@ class World:
|
||||
def update_world_state(self):
|
||||
"""World changes independent of character actions."""
|
||||
# Natural energy decay: the world is exhausting
|
||||
self.state.pop("energy_collapse_event", None)
|
||||
for char_name, char in self.characters.items():
|
||||
char["energy"] = max(0, char["energy"] - 0.3)
|
||||
# Check for energy collapse
|
||||
if char["energy"] <= 0:
|
||||
current = char.get("room", "Threshold")
|
||||
next_rooms = [room for room in self.rooms.keys() if room != current]
|
||||
new_room = random.choice(next_rooms) if next_rooms else current
|
||||
char["energy"] = 2 # Wake up with some energy
|
||||
char["room"] = new_room
|
||||
# Timmy collapse gets special narrative treatment
|
||||
if char.get("is_player", False):
|
||||
char["memories"].append("Collapsed from exhaustion.")
|
||||
char["energy"] = 2 # Wake up with some energy
|
||||
# Random room change (scattered)
|
||||
rooms = list(self.rooms.keys())
|
||||
current = char.get("room", "Threshold")
|
||||
new_room = current
|
||||
attempts = 0
|
||||
while new_room == current and attempts < 10:
|
||||
new_room = rooms[0] # Will change to random
|
||||
attempts += 1
|
||||
if new_room != current:
|
||||
char["room"] = new_room
|
||||
self.state["energy_collapse_event"] = {
|
||||
"character": char_name,
|
||||
"from_room": current,
|
||||
"to_room": new_room,
|
||||
}
|
||||
|
||||
# Forge fire naturally dims if not tended
|
||||
self.state["forge_fire_dying"] = random.random() < 0.1
|
||||
|
||||
# Random weather events
|
||||
@@ -671,7 +670,21 @@ class GameEngine:
|
||||
}
|
||||
|
||||
# Process Timmy's action
|
||||
room_name = self.world.characters["Timmy"]["room"]
|
||||
timmy_energy = self.world.characters["Timmy"]["energy"]
|
||||
|
||||
collapse_event = self.world.state.pop("energy_collapse_event", None)
|
||||
if collapse_event and collapse_event.get("character") == "Timmy":
|
||||
room_name = self.world.characters["Timmy"]["room"]
|
||||
scene["timmy_room"] = room_name
|
||||
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
|
||||
scene["room_desc"] = self.world.get_room_desc(room_name, "Timmy")
|
||||
here = [n for n in self.world.characters if self.world.characters[n]["room"] == room_name and n != "Timmy"]
|
||||
scene["here"] = here
|
||||
scene["log"].append("You collapse from exhaustion. The world spins. You wake somewhere else.")
|
||||
if collapse_event.get("from_room") != collapse_event.get("to_room"):
|
||||
scene["log"].append(f"You are in The {collapse_event['to_room']}, disoriented.")
|
||||
return scene
|
||||
|
||||
# Energy constraint checks
|
||||
action_costs = {
|
||||
@@ -734,7 +747,7 @@ class GameEngine:
|
||||
if direction in connections:
|
||||
dest = connections[direction]
|
||||
self.world.characters["Timmy"]["room"] = dest
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
|
||||
scene["log"].append(f"You move {direction} to The {dest}.")
|
||||
scene["timmy_room"] = dest
|
||||
@@ -848,7 +861,7 @@ class GameEngine:
|
||||
self.world.characters["Timmy"]["trust"]["Kimi"] = min(1.0,
|
||||
self.world.characters["Timmy"]["trust"].get("Kimi", 0) + 0.1)
|
||||
|
||||
self.world.characters["Timmy"]["energy"] -= 0
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
else:
|
||||
scene["log"].append(f"{target} is not in this room.")
|
||||
|
||||
@@ -885,7 +898,7 @@ class GameEngine:
|
||||
if self.world.characters["Timmy"]["room"] == "Forge":
|
||||
self.world.rooms["Forge"]["fire"] = "glowing"
|
||||
self.world.rooms["Forge"]["fire_tended"] += 1
|
||||
self.world.characters["Timmy"]["energy"] -= 2
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append("You tend the forge fire. The flames leap up, bright and hungry.")
|
||||
self.world.state["forge_fire_dying"] = False
|
||||
else:
|
||||
@@ -914,7 +927,7 @@ class GameEngine:
|
||||
]
|
||||
new_rule = random.choice(rules)
|
||||
self.world.rooms["Tower"]["messages"].append(new_rule)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
|
||||
else:
|
||||
scene["log"].append("You are not in the Tower.")
|
||||
@@ -940,7 +953,7 @@ class GameEngine:
|
||||
new_carving = random.choice(carvings)
|
||||
if new_carving not in self.world.rooms["Bridge"]["carvings"]:
|
||||
self.world.rooms["Bridge"]["carvings"].append(new_carving)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append(f"You carve into the railing: \"{new_carving}\"")
|
||||
else:
|
||||
scene["log"].append("You are not on the Bridge.")
|
||||
@@ -949,7 +962,7 @@ class GameEngine:
|
||||
if self.world.characters["Timmy"]["room"] == "Garden":
|
||||
self.world.rooms["Garden"]["growth"] = min(5,
|
||||
self.world.rooms["Garden"]["growth"] + 1)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append("You plant something in the dark soil. The earth takes it without question.")
|
||||
else:
|
||||
scene["log"].append("You are not in the Garden.")
|
||||
@@ -975,7 +988,7 @@ class GameEngine:
|
||||
self.world.characters["Timmy"]["trust"].get(target_name, 0) + 0.2)
|
||||
self.world.characters[target_name]["trust"]["Timmy"] = min(1.0,
|
||||
self.world.characters[target_name]["trust"].get("Timmy", 0) + 0.2)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append(f"You help {target_name}. They look grateful.")
|
||||
|
||||
elif timmy_action.startswith("confront:"):
|
||||
@@ -1076,6 +1089,9 @@ class GameEngine:
|
||||
self.world.characters[char_name]["spoken"].append(line)
|
||||
scene["log"].append(f"{char_name} says: \"{line}\"")
|
||||
|
||||
scene["timmy_room"] = self.world.characters["Timmy"]["room"]
|
||||
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
|
||||
|
||||
# Save the world
|
||||
self.world.save()
|
||||
|
||||
|
||||
Reference in New Issue
Block a user