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Author SHA1 Message Date
Alexander Whitestone
e00153826b fix: make tower game energy constraints bite (#511)
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2026-04-22 11:59:36 -04:00
7 changed files with 232 additions and 659 deletions

View File

@@ -285,25 +285,24 @@ class World:
self.state.pop("phase_transition_event", None)
# 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:
import random as _r
new_room = _r.choice(rooms)
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
# Phase-aware: Breaking phase has higher fire-death chance
@@ -1094,7 +1093,21 @@ 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 = {
@@ -1157,7 +1170,7 @@ 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
@@ -1265,7 +1278,7 @@ 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.")
@@ -1302,7 +1315,7 @@ 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:
@@ -1324,7 +1337,7 @@ 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.")
@@ -1343,7 +1356,7 @@ 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.")
@@ -1352,7 +1365,7 @@ 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.")
@@ -1371,7 +1384,7 @@ 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:
@@ -1427,6 +1440,9 @@ 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()

View File

@@ -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
@@ -927,7 +926,21 @@ 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 = {
@@ -990,7 +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
@@ -1092,7 +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.")
@@ -1129,7 +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:
@@ -1151,7 +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.")
@@ -1170,7 +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.")
@@ -1179,7 +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.")
@@ -1198,7 +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:
@@ -1242,6 +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()

View File

@@ -1,313 +0,0 @@
#!/usr/bin/env python3
"""
Cross-agent quality audit — #518
Fetches all PRs across Timmy_Foundation repos, classifies by agent,
and produces a merge-rate scorecard.
Usage:
python scripts/cross_agent_quality_audit.py
python scripts/cross_agent_quality_audit.py --scorecard timmy-config/agent-quality-scorecard.md
"""
import argparse
import json
import os
import re
import sys
from collections import defaultdict
from datetime import datetime, timezone
from pathlib import Path
from typing import Any, Dict, List, Optional
import requests
GITEA_BASE = "https://forge.alexanderwhitestone.com/api/v1"
ORG = "Timmy_Foundation"
TOKEN = os.environ.get("GITEA_TOKEN") or (
Path.home() / ".config" / "gitea" / "token"
).read_text().strip()
HEADERS = {"Authorization": f"token {TOKEN}"}
# Repos to audit (active code repos)
DEFAULT_REPOS = [
"timmy-home",
"hermes-agent",
"the-nexus",
"the-door",
"fleet-ops",
"burn-fleet",
"the-playground",
"compounding-intelligence",
"the-beacon",
"second-son-of-timmy",
"timmy-academy",
"timmy-config",
]
class AgentClassifier:
"""Classify PRs by agent identity."""
# PR title prefixes that explicitly name an agent
AGENT_TITLE_RE = re.compile(
r"^\[(?P<agent>Claude|Ezra|Allegro|Bezalel|Timmy|Gemini|Kimi|Manus|Codex)\]",
re.IGNORECASE,
)
# Branch patterns that embed agent names
AGENT_BRANCH_RE = re.compile(
r"(?P<agent>claude|ezra|allegro|bezalel|timmy|gemini|kimi|manus|codex)",
re.IGNORECASE,
)
@classmethod
def classify(cls, pr: Dict[str, Any]) -> str:
title = pr.get("title", "")
branch = pr.get("head", {}).get("ref", "")
user = pr.get("user", {}).get("login", "")
# 1. Explicit title tag like [Claude] or [Ezra]
m = cls.AGENT_TITLE_RE.match(title)
if m:
return m.group("agent").lower()
# 2. Branch contains agent name (e.g. claude/issue-123)
m = cls.AGENT_BRANCH_RE.search(branch)
if m:
return m.group("agent").lower()
# 3. Git user mapping
if user.lower() == "claude":
return "claude"
if user.lower() == "rockachopa":
# Rockachopa is the human / orchestrator — map to "burn-loop"
return "burn-loop"
return "unknown"
def fetch_prs(repo: str, state: str = "all", per_page: int = 50) -> List[Dict[str, Any]]:
"""Paginate through all PRs for a repo."""
prs: List[Dict[str, Any]] = []
page = 1
while True:
url = f"{GITEA_BASE}/repos/{ORG}/{repo}/pulls?state={state}&limit={per_page}&page={page}"
resp = requests.get(url, headers=HEADERS, timeout=30)
resp.raise_for_status()
batch = resp.json()
if not batch:
break
prs.extend(batch)
if len(batch) < per_page:
break
page += 1
return prs
def parse_datetime(dt_str: Optional[str]) -> Optional[datetime]:
if not dt_str:
return None
try:
return datetime.fromisoformat(dt_str.replace("Z", "+00:00"))
except ValueError:
return None
def hours_between(start: Optional[str], end: Optional[str]) -> Optional[float]:
s = parse_datetime(start)
e = parse_datetime(end)
if s and e:
return (e - s).total_seconds() / 3600
return None
def audit_repos(repos: List[str]) -> Dict[str, Any]:
"""Run the audit and return aggregated stats."""
agent_stats: Dict[str, Dict[str, Any]] = defaultdict(
lambda: {
"total": 0,
"merged": 0,
"closed_unmerged": 0,
"open": 0,
"hours_to_merge": [],
"hours_to_close": [],
"repos": set(),
"prs": [],
}
)
repo_stats: Dict[str, Dict[str, Any]] = {}
for repo in repos:
print(f"Fetching PRs for {repo} ...", file=sys.stderr)
try:
prs = fetch_prs(repo)
except requests.HTTPError as exc:
print(f" SKIP {repo}: {exc}", file=sys.stderr)
continue
repo_merged = 0
repo_total = len(prs)
for pr in prs:
agent = AgentClassifier.classify(pr)
s = agent_stats[agent]
s["total"] += 1
s["repos"].add(repo)
s["prs"].append(
{
"repo": repo,
"number": pr["number"],
"title": pr["title"],
"state": pr["state"],
"merged": pr.get("merged", False),
"created_at": pr.get("created_at"),
"merged_at": pr.get("merged_at"),
"closed_at": pr.get("closed_at"),
}
)
if pr.get("merged"):
s["merged"] += 1
repo_merged += 1
h = hours_between(pr.get("created_at"), pr.get("merged_at"))
if h is not None:
s["hours_to_merge"].append(h)
elif pr["state"] == "closed":
s["closed_unmerged"] += 1
h = hours_between(pr.get("created_at"), pr.get("closed_at"))
if h is not None:
s["hours_to_close"].append(h)
else:
s["open"] += 1
repo_stats[repo] = {
"total": repo_total,
"merged": repo_merged,
"merge_rate": round(repo_merged / repo_total, 2) if repo_total else 0,
}
# Compute derived metrics
summary = {}
for agent, s in sorted(agent_stats.items(), key=lambda x: -x[1]["total"]):
total = s["total"]
merged = s["merged"]
closed = s["closed_unmerged"]
resolved = merged + closed
merge_rate = round(merged / resolved, 3) if resolved else 0
avg_merge_hours = (
round(sum(s["hours_to_merge"]) / len(s["hours_to_merge"]), 1)
if s["hours_to_merge"]
else None
)
avg_close_hours = (
round(sum(s["hours_to_close"]) / len(s["hours_to_close"]), 1)
if s["hours_to_close"]
else None
)
summary[agent] = {
"total_prs": total,
"merged": merged,
"closed_unmerged": closed,
"open": s["open"],
"merge_rate": merge_rate,
"rejection_rate": round(closed / resolved, 3) if resolved else 0,
"avg_hours_to_merge": avg_merge_hours,
"avg_hours_to_close": avg_close_hours,
"repos": sorted(s["repos"]),
}
return {
"audited_at": datetime.now(timezone.utc).isoformat(),
"repos_audited": repos,
"repo_stats": repo_stats,
"agent_summary": summary,
"raw_prs": {a: s["prs"] for a, s in agent_stats.items()},
}
def render_scorecard(data: Dict[str, Any]) -> str:
"""Render a markdown scorecard."""
lines = [
"# Cross-Agent Quality Scorecard",
"",
f"**Audited at:** {data['audited_at']}",
f"**Repos audited:** {', '.join(data['repos_audited'])}",
"",
"## Per-Agent Summary",
"",
"| Agent | Total PRs | Merged | Closed (unmerged) | Open | Merge Rate | Rejection Rate | Avg Hours to Merge | Avg Hours to Close |",
"|---|---|---:|---:|---:|---:|---:|---:|---:|",
]
for agent, s in data["agent_summary"].items():
merge_hours = f"{s['avg_hours_to_merge']:.1f}" if s["avg_hours_to_merge"] is not None else ""
close_hours = f"{s['avg_hours_to_close']:.1f}" if s["avg_hours_to_close"] is not None else ""
lines.append(
f"| {agent} | {s['total_prs']} | {s['merged']} | {s['closed_unmerged']} | "
f"{s['open']} | {s['merge_rate']:.1%} | {s['rejection_rate']:.1%} | "
f"{merge_hours} | {close_hours} |"
)
lines.extend([
"",
"## Per-Repo Merge Rate",
"",
"| Repo | Total PRs | Merged | Merge Rate |",
"|---|---|---:|---:|",
])
for repo, s in sorted(data["repo_stats"].items(), key=lambda x: -x[1]["total"]):
lines.append(
f"| {repo} | {s['total']} | {s['merged']} | {s['merge_rate']:.1%} |"
)
lines.extend([
"",
"## Methodology",
"",
"- **Agent classification** uses three signals in priority order:",
" 1. Explicit title tag (e.g. `[Claude]`, `[Ezra]`)",
" 2. Branch name containing agent name (e.g. `claude/issue-123`)",
" 3. Git user (`claude` → claude, `Rockachopa` → burn-loop)",
"- **Merge rate** = merged / (merged + closed_unmerged). Open PRs are excluded.",
"- **Rejection rate** = closed_unmerged / (merged + closed_unmerged).",
"- **Time metrics** are computed from created_at to merged_at / closed_at.",
"",
"## Raw Data",
"",
"```json",
json.dumps(data["agent_summary"], indent=2),
"```",
"",
])
return "\n".join(lines) + "\n"
def main() -> int:
parser = argparse.ArgumentParser(description="Cross-agent quality audit")
parser.add_argument("--repos", nargs="+", default=DEFAULT_REPOS, help="Repos to audit")
parser.add_argument("--scorecard", default="timmy-config/agent-quality-scorecard.md", help="Output path")
parser.add_argument("--json", default=None, help="Also write raw JSON to path")
args = parser.parse_args()
data = audit_repos(args.repos)
scorecard_path = Path(args.scorecard)
scorecard_path.parent.mkdir(parents=True, exist_ok=True)
scorecard_path.write_text(render_scorecard(data))
print(f"Scorecard written to {scorecard_path}", file=sys.stderr)
if args.json:
json_path = Path(args.json)
json_path.parent.mkdir(parents=True, exist_ok=True)
json_path.write_text(json.dumps(data, indent=2, default=str))
print(f"Raw JSON written to {json_path}", file=sys.stderr)
return 0
if __name__ == "__main__":
raise SystemExit(main())

View File

@@ -1,45 +0,0 @@
"""Tests for cross_agent_quality_audit.py — #518."""
import pytest
import sys
from pathlib import Path
sys.path.insert(0, str(Path(__file__).parent.parent / "scripts"))
from cross_agent_quality_audit import AgentClassifier, hours_between
class TestAgentClassifier:
def test_title_tag_claude(self):
pr = {"title": "[Claude] fix auth middleware", "head": {"ref": "fix/123"}, "user": {"login": "rockachopa"}}
assert AgentClassifier.classify(pr) == "claude"
def test_title_tag_ezra(self):
pr = {"title": "[Ezra] tmux fleet launcher", "head": {"ref": "burn/10"}, "user": {"login": "rockachopa"}}
assert AgentClassifier.classify(pr) == "ezra"
def test_branch_name_claude(self):
pr = {"title": "fix auth", "head": {"ref": "claude/issue-1695"}, "user": {"login": "rockachopa"}}
assert AgentClassifier.classify(pr) == "claude"
def test_user_mapping(self):
pr = {"title": "some fix", "head": {"ref": "fix/1"}, "user": {"login": "claude"}}
assert AgentClassifier.classify(pr) == "claude"
def test_rockachopa_maps_to_burn_loop(self):
pr = {"title": "some fix", "head": {"ref": "fix/1"}, "user": {"login": "Rockachopa"}}
assert AgentClassifier.classify(pr) == "burn-loop"
def test_unknown_fallback(self):
pr = {"title": "some fix", "head": {"ref": "fix/1"}, "user": {"login": "random"}}
assert AgentClassifier.classify(pr) == "unknown"
class TestHoursBetween:
def test_same_day(self):
h = hours_between("2026-04-22T10:00:00Z", "2026-04-22T12:00:00Z")
assert h == 2.0
def test_none_returns_none(self):
assert hours_between(None, "2026-04-22T12:00:00Z") is None
assert hours_between("2026-04-22T10:00:00Z", None) is None

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@@ -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

View File

@@ -1,244 +0,0 @@
# Cross-Agent Quality Scorecard
**Audited at:** 2026-04-22T06:17:43.574309+00:00
**Repos audited:** timmy-home, hermes-agent, the-nexus, the-door, fleet-ops, burn-fleet, the-playground, compounding-intelligence, the-beacon, second-son-of-timmy, timmy-academy, timmy-config
## Per-Agent Summary
| Agent | Total PRs | Merged | Closed (unmerged) | Open | Merge Rate | Rejection Rate | Avg Hours to Merge | Avg Hours to Close |
|---|---|---:|---:|---:|---:|---:|---:|---:|
| burn-loop | 1733 | 346 | 1239 | 148 | 21.8% | 78.2% | 18.9 | 20.6 |
| unknown | 843 | 598 | 214 | 31 | 73.6% | 26.4% | 2.3 | 11.3 |
| claude | 264 | 138 | 121 | 5 | 53.3% | 46.7% | 3.3 | 6.2 |
| gemini | 95 | 24 | 70 | 1 | 25.5% | 74.5% | 0.5 | 11.3 |
| timmy | 28 | 15 | 11 | 2 | 57.7% | 42.3% | 9.8 | 20.2 |
| bezalel | 21 | 11 | 9 | 1 | 55.0% | 45.0% | 2.7 | 8.0 |
| allegro | 21 | 7 | 11 | 3 | 38.9% | 61.1% | 31.1 | 20.2 |
| ezra | 8 | 2 | 3 | 3 | 40.0% | 60.0% | 4.4 | 16.8 |
| kimi | 6 | 3 | 3 | 0 | 50.0% | 50.0% | 39.5 | 0.5 |
| manus | 6 | 5 | 1 | 0 | 83.3% | 16.7% | 0.0 | 18.8 |
| codex | 2 | 2 | 0 | 0 | 100.0% | 0.0% | 2.3 | — |
## Per-Repo Merge Rate
| Repo | Total PRs | Merged | Merge Rate |
|---|---|---:|---:|
| the-nexus | 985 | 501 | 51.0% |
| hermes-agent | 519 | 128 | 25.0% |
| timmy-config | 404 | 140 | 35.0% |
| timmy-home | 270 | 104 | 39.0% |
| fleet-ops | 266 | 84 | 32.0% |
| the-beacon | 175 | 62 | 35.0% |
| the-door | 153 | 31 | 20.0% |
| second-son-of-timmy | 111 | 82 | 74.0% |
| compounding-intelligence | 50 | 9 | 18.0% |
| the-playground | 44 | 2 | 5.0% |
| burn-fleet | 38 | 2 | 5.0% |
| timmy-academy | 12 | 6 | 50.0% |
## Methodology
- **Agent classification** uses three signals in priority order:
1. Explicit title tag (e.g. `[Claude]`, `[Ezra]`)
2. Branch name containing agent name (e.g. `claude/issue-123`)
3. Git user (`claude` → claude, `Rockachopa` → burn-loop)
- **Merge rate** = merged / (merged + closed_unmerged). Open PRs are excluded.
- **Rejection rate** = closed_unmerged / (merged + closed_unmerged).
- **Time metrics** are computed from created_at to merged_at / closed_at.
## Raw Data
```json
{
"burn-loop": {
"total_prs": 1733,
"merged": 346,
"closed_unmerged": 1239,
"open": 148,
"merge_rate": 0.218,
"rejection_rate": 0.782,
"avg_hours_to_merge": 18.9,
"avg_hours_to_close": 20.6,
"repos": [
"burn-fleet",
"compounding-intelligence",
"fleet-ops",
"hermes-agent",
"second-son-of-timmy",
"the-beacon",
"the-door",
"the-nexus",
"the-playground",
"timmy-academy",
"timmy-config",
"timmy-home"
]
},
"unknown": {
"total_prs": 843,
"merged": 598,
"closed_unmerged": 214,
"open": 31,
"merge_rate": 0.736,
"rejection_rate": 0.264,
"avg_hours_to_merge": 2.3,
"avg_hours_to_close": 11.3,
"repos": [
"fleet-ops",
"hermes-agent",
"second-son-of-timmy",
"the-beacon",
"the-door",
"the-nexus",
"timmy-academy",
"timmy-config",
"timmy-home"
]
},
"claude": {
"total_prs": 264,
"merged": 138,
"closed_unmerged": 121,
"open": 5,
"merge_rate": 0.533,
"rejection_rate": 0.467,
"avg_hours_to_merge": 3.3,
"avg_hours_to_close": 6.2,
"repos": [
"hermes-agent",
"the-nexus",
"timmy-config",
"timmy-home"
]
},
"gemini": {
"total_prs": 95,
"merged": 24,
"closed_unmerged": 70,
"open": 1,
"merge_rate": 0.255,
"rejection_rate": 0.745,
"avg_hours_to_merge": 0.5,
"avg_hours_to_close": 11.3,
"repos": [
"hermes-agent",
"the-nexus",
"timmy-config",
"timmy-home"
]
},
"timmy": {
"total_prs": 28,
"merged": 15,
"closed_unmerged": 11,
"open": 2,
"merge_rate": 0.577,
"rejection_rate": 0.423,
"avg_hours_to_merge": 9.8,
"avg_hours_to_close": 20.2,
"repos": [
"burn-fleet",
"hermes-agent",
"the-nexus",
"timmy-config",
"timmy-home"
]
},
"bezalel": {
"total_prs": 21,
"merged": 11,
"closed_unmerged": 9,
"open": 1,
"merge_rate": 0.55,
"rejection_rate": 0.45,
"avg_hours_to_merge": 2.7,
"avg_hours_to_close": 8.0,
"repos": [
"burn-fleet",
"hermes-agent",
"the-beacon",
"the-nexus",
"timmy-config",
"timmy-home"
]
},
"allegro": {
"total_prs": 21,
"merged": 7,
"closed_unmerged": 11,
"open": 3,
"merge_rate": 0.389,
"rejection_rate": 0.611,
"avg_hours_to_merge": 31.1,
"avg_hours_to_close": 20.2,
"repos": [
"burn-fleet",
"hermes-agent",
"the-beacon",
"the-nexus",
"timmy-config",
"timmy-home"
]
},
"ezra": {
"total_prs": 8,
"merged": 2,
"closed_unmerged": 3,
"open": 3,
"merge_rate": 0.4,
"rejection_rate": 0.6,
"avg_hours_to_merge": 4.4,
"avg_hours_to_close": 16.8,
"repos": [
"burn-fleet",
"fleet-ops",
"timmy-config",
"timmy-home"
]
},
"kimi": {
"total_prs": 6,
"merged": 3,
"closed_unmerged": 3,
"open": 0,
"merge_rate": 0.5,
"rejection_rate": 0.5,
"avg_hours_to_merge": 39.5,
"avg_hours_to_close": 0.5,
"repos": [
"hermes-agent",
"the-nexus",
"timmy-home"
]
},
"manus": {
"total_prs": 6,
"merged": 5,
"closed_unmerged": 1,
"open": 0,
"merge_rate": 0.833,
"rejection_rate": 0.167,
"avg_hours_to_merge": 0.0,
"avg_hours_to_close": 18.8,
"repos": [
"the-nexus",
"timmy-config"
]
},
"codex": {
"total_prs": 2,
"merged": 2,
"closed_unmerged": 0,
"open": 0,
"merge_rate": 1.0,
"rejection_rate": 0.0,
"avg_hours_to_merge": 2.3,
"avg_hours_to_close": null,
"repos": [
"timmy-config",
"timmy-home"
]
}
}
```

View File

@@ -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()