Compare commits
2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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f68f110d0e | ||
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289f0410aa |
@@ -12,6 +12,27 @@ 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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@@ -258,7 +279,35 @@ 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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@@ -389,6 +438,8 @@ 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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@@ -414,6 +465,12 @@ 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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@@ -1072,6 +1129,69 @@ 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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@@ -1397,6 +1517,8 @@ 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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@@ -454,112 +454,23 @@ 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 +487,66 @@ 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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@@ -1,54 +0,0 @@
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from importlib.util import module_from_spec, spec_from_file_location
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from pathlib import Path
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ROOT = Path(__file__).resolve().parent.parent
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GAME_PATH = ROOT / "evennia" / "timmy_world" / "world" / "game.py"
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def load_game_module():
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spec = spec_from_file_location("tower_world_game", GAME_PATH)
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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"]
|
||||
52
tests/test_tower_game_npc_relationships.py
Normal file
52
tests/test_tower_game_npc_relationships.py
Normal file
@@ -0,0 +1,52 @@
|
||||
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