Compare commits
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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@@ -927,7 +926,21 @@ 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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@@ -990,7 +1003,7 @@ 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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@@ -1092,7 +1105,7 @@ 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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@@ -1129,7 +1142,7 @@ 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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@@ -1151,7 +1164,7 @@ 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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@@ -1170,7 +1183,7 @@ 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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@@ -1179,7 +1192,7 @@ 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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@@ -1198,7 +1211,7 @@ 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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@@ -1242,6 +1255,9 @@ 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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@@ -1,245 +0,0 @@
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#!/usr/bin/env python3
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"""Fleet cost report generator.
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Reads Timmy's sovereignty metrics database and estimates paid API spend by
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agent/provider lane. Default output targets the local timmy-config reports
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folder so the cost report can be filed from the sidecar repo.
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"""
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from __future__ import annotations
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import argparse
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import sqlite3
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from datetime import datetime, timedelta
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from pathlib import Path
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from typing import Iterable
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DB_PATH = Path.home() / ".timmy" / "metrics" / "model_metrics.db"
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AGENT_LANES = (
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{
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"agent": "Timmy Cloud Lane",
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"provider": "OpenRouter",
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"patterns": ("openrouter/", "google/", "deepseek/", "x-ai/", "mistral/"),
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"notes": "Cloud fallback and external reasoning routed through OpenRouter-compatible lanes.",
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},
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{
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"agent": "Ezra",
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"provider": "Anthropic",
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"patterns": ("claude-", "anthropic/claude"),
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"notes": "Archivist / long-form reasoning house on Claude-family models.",
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},
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{
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"agent": "Bezalel",
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"provider": "OpenAI",
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"patterns": ("gpt-", "openai/", "codex"),
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"notes": "Forge / implementation house on Codex/OpenAI-backed execution lanes.",
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},
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{
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"agent": "Allegro",
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"provider": "Kimi / Moonshot",
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"patterns": ("kimi", "moonshot"),
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"notes": "Tempo-and-dispatch house on Kimi / Moonshot direct API lanes.",
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},
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)
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def default_report_path(report_date: str | None = None) -> Path:
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if report_date is None:
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report_date = datetime.now().strftime("%Y-%m-%d")
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return Path.home() / "code" / "timmy-config" / "reports" / "production" / f"{report_date}-fleet-cost-report.md"
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def match_lane(model: str) -> dict | None:
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lowered = (model or "").lower()
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for lane in AGENT_LANES:
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if any(pattern in lowered for pattern in lane["patterns"]):
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return lane
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return None
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def load_cost_rows(days: int = 30, db_path: Path = DB_PATH) -> list[tuple[str, int, int, int, float]]:
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if not db_path.exists():
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return []
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cutoff = (datetime.now() - timedelta(days=days)).timestamp()
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with sqlite3.connect(str(db_path)) as conn:
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rows = conn.execute(
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"""
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SELECT model, SUM(sessions), SUM(messages), SUM(tool_calls), SUM(est_cost_usd)
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FROM session_stats
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WHERE timestamp > ? AND is_local = 0
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GROUP BY model
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ORDER BY SUM(est_cost_usd) DESC, model ASC
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""",
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(cutoff,),
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).fetchall()
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return [
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(model, int(sessions or 0), int(messages or 0), int(tool_calls or 0), float(cost or 0.0))
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for model, sessions, messages, tool_calls, cost in rows
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]
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def summarize_rows(rows: Iterable[tuple[str, int, int, int, float]], days: int = 30) -> dict:
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rows = list(rows)
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agents: dict[str, dict] = {}
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providers_seen: set[str] = set()
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inventory = [
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{
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"agent": lane["agent"],
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"provider": lane["provider"],
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"notes": lane["notes"],
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}
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for lane in AGENT_LANES
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]
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for lane in AGENT_LANES:
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agents[lane["agent"]] = {
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"provider": lane["provider"],
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"models": [],
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"sessions": 0,
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"messages": 0,
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"tool_calls": 0,
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"monthly_cost_usd": 0.0,
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"daily_cost_usd": 0.0,
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"notes": lane["notes"],
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}
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unassigned = {
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"provider": "Unassigned",
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"models": [],
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"sessions": 0,
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"messages": 0,
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"tool_calls": 0,
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"monthly_cost_usd": 0.0,
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"daily_cost_usd": 0.0,
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"notes": "Observed paid-model spend not yet mapped to a named wizard house.",
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}
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for model, sessions, messages, tool_calls, monthly_cost in rows:
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lane = match_lane(model)
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if lane is None:
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bucket = unassigned
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else:
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bucket = agents[lane["agent"]]
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providers_seen.add(lane["provider"])
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bucket["models"].append(
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{
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"model": model,
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"sessions": sessions,
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"messages": messages,
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"tool_calls": tool_calls,
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"monthly_cost_usd": round(monthly_cost, 4),
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}
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)
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bucket["sessions"] += sessions
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bucket["messages"] += messages
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bucket["tool_calls"] += tool_calls
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bucket["monthly_cost_usd"] += monthly_cost
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for bucket in list(agents.values()) + [unassigned]:
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bucket["monthly_cost_usd"] = round(bucket["monthly_cost_usd"], 4)
|
||||
bucket["daily_cost_usd"] = round(bucket["monthly_cost_usd"] / max(days, 1), 4)
|
||||
|
||||
if unassigned["models"]:
|
||||
agents["Unassigned"] = unassigned
|
||||
providers_seen.add("Unassigned")
|
||||
|
||||
total_monthly = round(sum(item["monthly_cost_usd"] for item in agents.values()), 4)
|
||||
total_daily = round(sum(item["daily_cost_usd"] for item in agents.values()), 4)
|
||||
|
||||
provider_order = sorted(providers_seen)
|
||||
if "Unassigned" in provider_order:
|
||||
provider_order = [p for p in provider_order if p != "Unassigned"] + ["Unassigned"]
|
||||
|
||||
return {
|
||||
"days": days,
|
||||
"providers": provider_order,
|
||||
"inventory": inventory,
|
||||
"agents": agents,
|
||||
"total_monthly_cost_usd": total_monthly,
|
||||
"total_daily_cost_usd": total_daily,
|
||||
}
|
||||
|
||||
|
||||
def render_markdown(summary: dict, report_date: str | None = None) -> str:
|
||||
if report_date is None:
|
||||
report_date = datetime.now().strftime("%Y-%m-%d")
|
||||
lines = [
|
||||
f"# Fleet Cost Report — {report_date}",
|
||||
"",
|
||||
f"Window: last {summary['days']} days of paid-model session stats from `~/.timmy/metrics/model_metrics.db`.",
|
||||
"",
|
||||
"## Paid API inventory",
|
||||
"",
|
||||
"| Agent | Provider | Notes |",
|
||||
"| --- | --- | --- |",
|
||||
]
|
||||
for item in summary["inventory"]:
|
||||
lines.append(f"| {item['agent']} | {item['provider']} | {item['notes']} |")
|
||||
|
||||
lines.extend(
|
||||
[
|
||||
"",
|
||||
"## Estimated cost per agent per day",
|
||||
"",
|
||||
"| Agent | Provider | Daily cost | Monthly estimate | Sessions | Messages | Tool calls |",
|
||||
"| --- | --- | ---: | ---: | ---: | ---: | ---: |",
|
||||
]
|
||||
)
|
||||
for agent, data in summary["agents"].items():
|
||||
lines.append(
|
||||
f"| {agent} | {data['provider']} | ${data['daily_cost_usd']:.2f} | ${data['monthly_cost_usd']:.2f} | {data['sessions']} | {data['messages']} | {data['tool_calls']} |"
|
||||
)
|
||||
|
||||
lines.extend(
|
||||
[
|
||||
"",
|
||||
f"Total estimated daily paid spend: ${summary['total_daily_cost_usd']:.2f}",
|
||||
f"Total estimated monthly paid spend: ${summary['total_monthly_cost_usd']:.2f}",
|
||||
"",
|
||||
"## Model evidence",
|
||||
"",
|
||||
]
|
||||
)
|
||||
for agent, data in summary["agents"].items():
|
||||
lines.append(f"### {agent}")
|
||||
if not data["models"]:
|
||||
lines.append("- No paid-model sessions observed in the selected window.")
|
||||
else:
|
||||
for model in data["models"]:
|
||||
lines.append(
|
||||
f"- `{model['model']}` — {model['sessions']} sessions / {model['messages']} messages / {model['tool_calls']} tool calls / ${model['monthly_cost_usd']:.2f} est."
|
||||
)
|
||||
lines.append("")
|
||||
|
||||
lines.append("Generated by `python3 scripts/fleet_cost_report.py --days 30`. Default output path targets the local timmy-config report lane.")
|
||||
lines.append("")
|
||||
return "\n".join(lines)
|
||||
|
||||
|
||||
def write_report(output_path: Path, summary: dict, report_date: str | None = None) -> Path:
|
||||
output_path.parent.mkdir(parents=True, exist_ok=True)
|
||||
output_path.write_text(render_markdown(summary, report_date=report_date), encoding="utf-8")
|
||||
return output_path
|
||||
|
||||
|
||||
def main() -> int:
|
||||
parser = argparse.ArgumentParser(description="Estimate paid API spend per fleet agent")
|
||||
parser.add_argument("--days", type=int, default=30, help="Lookback window in days")
|
||||
parser.add_argument("--db-path", default=str(DB_PATH), help="Path to model_metrics.db")
|
||||
parser.add_argument("--output", help="Optional markdown output path")
|
||||
parser.add_argument("--date", help="Override report date (YYYY-MM-DD)")
|
||||
args = parser.parse_args()
|
||||
|
||||
rows = load_cost_rows(days=args.days, db_path=Path(args.db_path).expanduser())
|
||||
summary = summarize_rows(rows, days=args.days)
|
||||
report_date = args.date or datetime.now().strftime("%Y-%m-%d")
|
||||
output_path = Path(args.output).expanduser() if args.output else default_report_path(report_date)
|
||||
write_report(output_path, summary, report_date=report_date)
|
||||
print(output_path)
|
||||
return 0
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
raise SystemExit(main())
|
||||
@@ -1,77 +0,0 @@
|
||||
from importlib.util import module_from_spec, spec_from_file_location
|
||||
from pathlib import Path
|
||||
import tempfile
|
||||
import unittest
|
||||
|
||||
|
||||
ROOT = Path(__file__).resolve().parent.parent
|
||||
SCRIPT_PATH = ROOT / "scripts" / "fleet_cost_report.py"
|
||||
|
||||
|
||||
def load_module():
|
||||
spec = spec_from_file_location("fleet_cost_report", SCRIPT_PATH)
|
||||
module = module_from_spec(spec)
|
||||
assert spec.loader is not None
|
||||
spec.loader.exec_module(module)
|
||||
return module
|
||||
|
||||
|
||||
class TestFleetCostReport(unittest.TestCase):
|
||||
def test_default_output_targets_timmy_config_report_path(self):
|
||||
module = load_module()
|
||||
output_path = module.default_report_path("2026-04-22")
|
||||
self.assertIn("timmy-config", str(output_path))
|
||||
self.assertTrue(str(output_path).endswith("2026-04-22-fleet-cost-report.md"))
|
||||
|
||||
def test_summary_groups_paid_costs_by_agent_and_provider(self):
|
||||
module = load_module()
|
||||
rows = [
|
||||
("claude-sonnet-4-6", 12, 120, 24, 6.0),
|
||||
("gpt-5.4", 6, 60, 12, 3.0),
|
||||
("openrouter/google/gemini-2.5-pro", 4, 40, 8, 2.0),
|
||||
("kimi-k2", 2, 20, 4, 1.0),
|
||||
]
|
||||
summary = module.summarize_rows(rows, days=30)
|
||||
|
||||
self.assertEqual(summary["providers"], ["Anthropic", "Kimi / Moonshot", "OpenAI", "OpenRouter"])
|
||||
self.assertAlmostEqual(summary["agents"]["Ezra"]["monthly_cost_usd"], 6.0)
|
||||
self.assertAlmostEqual(summary["agents"]["Bezalel"]["monthly_cost_usd"], 3.0)
|
||||
self.assertAlmostEqual(summary["agents"]["Timmy Cloud Lane"]["monthly_cost_usd"], 2.0)
|
||||
self.assertAlmostEqual(summary["agents"]["Allegro"]["monthly_cost_usd"], 1.0)
|
||||
self.assertAlmostEqual(summary["agents"]["Ezra"]["daily_cost_usd"], 0.2)
|
||||
|
||||
def test_report_render_mentions_inventory_and_agent_costs(self):
|
||||
module = load_module()
|
||||
rows = [
|
||||
("claude-sonnet-4-6", 12, 120, 24, 6.0),
|
||||
("gpt-5.4", 6, 60, 12, 3.0),
|
||||
("openrouter/google/gemini-2.5-pro", 4, 40, 8, 2.0),
|
||||
]
|
||||
summary = module.summarize_rows(rows, days=30)
|
||||
report = module.render_markdown(summary, report_date="2026-04-22")
|
||||
|
||||
self.assertIn("# Fleet Cost Report — 2026-04-22", report)
|
||||
self.assertIn("## Paid API inventory", report)
|
||||
self.assertIn("Anthropic", report)
|
||||
self.assertIn("OpenRouter", report)
|
||||
self.assertIn("OpenAI", report)
|
||||
self.assertIn("## Estimated cost per agent per day", report)
|
||||
self.assertIn("Timmy Cloud Lane", report)
|
||||
self.assertIn("Ezra", report)
|
||||
self.assertIn("Bezalel", report)
|
||||
|
||||
def test_write_report_creates_markdown_file(self):
|
||||
module = load_module()
|
||||
rows = [("claude-sonnet-4-6", 1, 10, 2, 0.5)]
|
||||
summary = module.summarize_rows(rows, days=30)
|
||||
with tempfile.TemporaryDirectory() as tmpdir:
|
||||
dest = Path(tmpdir) / "fleet-cost.md"
|
||||
module.write_report(dest, summary, report_date="2026-04-22")
|
||||
self.assertTrue(dest.exists())
|
||||
text = dest.read_text()
|
||||
self.assertIn("Fleet Cost Report", text)
|
||||
self.assertIn("Ezra", text)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
unittest.main()
|
||||
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
|
||||
@@ -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