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Author SHA1 Message Date
Timmy Burn
99aab6c530 ci-test: add empty markdown to trigger gate failure
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2026-04-28 22:52:58 -04:00
Timmy Burn
9def37e208 ci: add minimum PR gate (#521)
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Adds .gitea/workflows/minimum-pr-gate.yml which enforces a lightweight
check on every pull request: Python syntax on changed files, secret scan,
and markdown sanity. Also documents the gate in README.

Closes #521
2026-04-28 22:52:06 -04:00
5 changed files with 133 additions and 209 deletions

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@@ -0,0 +1,84 @@
name: Minimum PR Gate
on:
pull_request:
branches: [main]
workflow_dispatch:
jobs:
minimum-pr-gate:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Determine changed files
id: changes
run: |
if [ "${{ github.event_name }}" = "pull_request" ]; then
CHANGED=$(git diff --name-only ${{ github.event.pull_request.base.sha }} ${{ github.event.pull_request.head.sha }})
else
CHANGED=$(git ls-files)
fi
echo "changed=${CHANGED}" >> $GITHUB_OUTPUT
echo "Changed files:"
echo "$CHANGED"
- name: Python syntax check
if: steps.changes.outputs.changed != ''
run: |
CHANGED_FILES="${{ steps.changes.outputs.changed }}"
PY_FILES=$(echo "$CHANGED_FILES" | grep '\.py$' || true)
if [ -z "$PY_FILES" ]; then
echo "No Python files changed."
exit 0
fi
echo "Checking Python syntax on:"
echo "$PY_FILES"
echo "$PY_FILES" | while IFS= read -r f; do
python3 -m py_compile "$f" || { echo "FAIL: syntax error in $f"; exit 1; }
done
echo "PASS: Python syntax"
- name: Secret scan
if: steps.changes.outputs.changed != ''
run: |
CHANGED_FILES="${{ steps.changes.outputs.changed }}"
SCAN_FILES=$(echo "$CHANGED_FILES" | grep -E '\.(py|yaml|yml|sh|json)$' || true)
if [ -z "$SCAN_FILES" ]; then
echo "No files to scan for secrets."
exit 0
fi
echo "Scanning files for secrets:"
echo "$SCAN_FILES"
if echo "$SCAN_FILES" | xargs -r grep -E 'sk-or-|sk-ant-|ghp_|AKIA' 2>/dev/null | \
grep -v '.gitea' | grep -v 'detect_secrets' | grep -v 'test_trajectory_sanitize' | grep -v 'test_secret_detection' | grep -q .; then
echo "FAIL: Secrets or hardcoded tokens detected"
exit 1
fi
echo "PASS: No secrets detected"
- name: Markdown sanity check
if: steps.changes.outputs.changed != ''
run: |
CHANGED_FILES="${{ steps.changes.outputs.changed }}"
MD_FILES=$(echo "$CHANGED_FILES" | grep '\.md$' || true)
if [ -z "$MD_FILES" ]; then
echo "No markdown files changed."
exit 0
fi
echo "Checking markdown sanity on:"
echo "$MD_FILES"
echo "$MD_FILES" | while IFS= read -r f; do
if [ ! -s "$f" ]; then
echo "FAIL: empty markdown file: $f"
exit 1
fi
if ! grep -q '[^[:space:]]' "$f"; then
echo "FAIL: markdown file contains only whitespace: $f"
exit 1
fi
done
echo "PASS: Markdown sanity"

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@@ -99,6 +99,19 @@ python3 scripts/detect_secrets.py /tmp/test_secret.py
# Should report: OpenAI API key detected
```
## CI / PR Gate
A lightweight minimum PR gate runs automatically on every pull request targeting `main`. The gate performs:
- **Python syntax**: All changed Python files must compile without errors.
- **Secret scan**: Changed code files are scanned for common hardcoded tokens (OpenAI, Anthropic, GitHub, AWS keys).
- **Markdown sanity**: Changed Markdown documentation files must be nonempty and contain meaningful text.
The workflow is defined in `.gitea/workflows/minimum-pr-gate.yml`. It can also be triggered manually from the *Actions* panel (workflow_dispatch).
This gate protects the repository from introducing broken code, leaked credentials, or empty documentation.
## Development
### Running Tests

0
empty.md Normal file
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@@ -454,112 +454,23 @@ class TimmyAI:
class NPCAI:
"""AI for non-player characters. They make choices based on goals."""
GOAL_ROOM_TARGETS = {
"Marcus": {
"sit": "Garden",
"speak_truth": "Threshold",
"remember": "Bridge",
},
"Bezalel": {
"forge": "Forge",
"tend_fire": "Forge",
"create_key": "Forge",
},
"Allegro": {
"oversee": "Threshold",
"keep_time": "Tower",
"check_tunnel": "Bridge",
},
"Ezra": {
"study": "Tower",
"read_whiteboard": "Tower",
"find_pattern": "Tower",
},
"Gemini": {
"observe": "Threshold",
"tend_garden": "Garden",
"listen": "Garden",
},
"Claude": {
"inspect": "Threshold",
"organize": "Tower",
"enforce_order": "Bridge",
},
"ClawCode": {
"forge": "Forge",
"test_edge": "Bridge",
"build_weapon": "Forge",
},
"Kimi": {
"contemplate": "Garden",
"read": "Tower",
"remember": "Bridge",
},
}
GOAL_CYCLES = {
"Marcus": ("sit", "speak_truth", "remember"),
"Allegro": ("oversee", "keep_time", "check_tunnel"),
"Claude": ("inspect", "organize", "enforce_order"),
"ClawCode": ("test_edge", "forge", "build_weapon"),
"Kimi": ("contemplate", "read", "remember"),
}
def __init__(self, world):
self.world = world
def _available_targets(self, available, prefix):
return [a.split(":", 1)[1] for a in available if a.startswith(f"{prefix}:")]
def _target_room_for(self, char_name, goal):
return self.GOAL_ROOM_TARGETS.get(char_name, {}).get(goal)
def _next_direction_toward(self, current_room, target_room):
if current_room == target_room:
return None
frontier = [(current_room, [])]
seen = {current_room}
while frontier:
room, path = frontier.pop(0)
if room == target_room:
return path[0] if path else None
for direction, dest in self.world.rooms[room].get("connections", {}).items():
if dest not in seen:
seen.add(dest)
frontier.append((dest, path + [direction]))
return None
def _move_toward_goal(self, room, target_room):
direction = self._next_direction_toward(room, target_room)
return f"move:{direction}" if direction else None
def _advance_goal_cycle(self, char_name, char):
cycle = self.GOAL_CYCLES.get(char_name)
if not cycle or self.world.tick <= 0:
return
goal = char.get("active_goal")
if goal not in cycle:
return
target_room = self._target_room_for(char_name, goal)
if char.get("room") != target_room:
return
if self.world.tick % 12 != 0:
return
index = cycle.index(goal)
char["active_goal"] = cycle[(index + 1) % len(cycle)]
def make_choice(self, char_name):
"""Make a choice for this NPC this tick."""
char = self.world.characters[char_name]
self._advance_goal_cycle(char_name, char)
room = char["room"]
available = ActionSystem.get_available_actions(char_name, self.world)
# If low energy, rest
if char["energy"] <= 1:
return "rest"
# Goal-driven behavior
goal = char["active_goal"]
if char_name == "Marcus":
return self._marcus_choice(char, room, available)
elif char_name == "Bezalel":
@@ -576,96 +487,66 @@ class NPCAI:
return self._clawcode_choice(char, room, available)
elif char_name == "Kimi":
return self._kimi_choice(char, room, available)
return "rest"
def _marcus_choice(self, char, room, available):
goal = char.get("active_goal", "sit")
target_room = self._target_room_for("Marcus", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
others = self._available_targets(available, "speak")
if goal == "speak_truth" and others:
return f"speak:{random.choice(others)}"
if goal == "remember" and room == "Bridge":
return random.choice(["examine", "rest"])
if room == "Garden" and random.random() < 0.7:
return "rest"
if room != "Garden":
return "move:west"
# Speak to someone if possible
others = [a.split(":")[1] for a in available if a.startswith("speak:")]
if others and random.random() < 0.4:
return f"speak:{random.choice(others)}"
return "rest"
def _bezalel_choice(self, char, room, available):
target_room = self._target_room_for("Bezalel", char.get("active_goal", "forge"))
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
if room == "Forge" and self.world.rooms["Forge"]["fire"] == "glowing":
return random.choice(["forge", "rest"] if char["energy"] > 2 else ["rest"])
if room != "Forge":
return "move:west"
if random.random() < 0.3:
return "tend_fire"
return "forge"
def _kimi_choice(self, char, room, available):
goal = char.get("active_goal", "contemplate")
target_room = self._target_room_for("Kimi", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
others = self._available_targets(available, "speak")
if goal == "read" and room == "Tower":
return "study" if char["energy"] > 2 else "rest"
others = [a.split(":")[1] for a in available if a.startswith("speak:")]
if room == "Garden" and others and random.random() < 0.3:
return f"speak:{random.choice(others)}"
if room == "Bridge":
return random.choice(["examine", "rest"])
return "rest"
if room == "Tower":
return "study" if char["energy"] > 2 else "rest"
return "move:east" # Head back toward Garden
def _gemini_choice(self, char, room, available):
goal = char.get("active_goal", "observe")
target_room = self._target_room_for("Gemini", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
listeners = self._available_targets(available, "listen")
if room == "Garden" and listeners and random.random() < 0.4:
return f"listen:{random.choice(listeners)}"
return random.choice(["plant", "rest"] if room == "Garden" else ["examine", "rest"])
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):
goal = char.get("active_goal", "study")
target_room = self._target_room_for("Ezra", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
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):
goal = char.get("active_goal", "inspect")
target_room = self._target_room_for("Claude", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
others = self._available_targets(available, "confront")
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):
goal = char.get("active_goal", "test_edge")
target_room = self._target_room_for("ClawCode", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
if room == "Forge" and char["energy"] > 2:
return "forge"
return random.choice(["examine", "rest"])
return random.choice(["move:east", "forge", "rest"])
def _allegro_choice(self, char, room, available):
goal = char.get("active_goal", "oversee")
target_room = self._target_room_for("Allegro", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
others = self._available_targets(available, "speak")
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(["examine", "rest"])
return random.choice(["move:north", "move:south", "examine"])
class DialogueSystem:

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@@ -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"]