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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
8 changed files with 236 additions and 242 deletions

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@@ -1,87 +0,0 @@
# Bezalel World Server Configuration
This directory contains the Evennia server configuration for Bezalel, the forge-and-testbed wizard house.
## Quick Start
To fix the Evennia settings on the Bezalel VPS (104.131.15.18):
```bash
# SSH to Bezalel and run the fix script
ssh root@104.131.15.18 'bash -s' < scripts/fix_evennia_settings.sh
```
Or manually:
```bash
cd /root/wizards/bezalel/evennia/bezalel_world/server/conf
# Copy the fixed settings
cp ~/timmy-home/evennia/bezalel_world/server/conf/settings.py ./settings.py
# Clean and reinitialize DB
cd /root/wizards/bezalel/evennia/bezalel_world
rm -f server/evennia.db3
/root/wizards/bezalel/evennia/venv/bin/evennia migrate
# Create superuser
/root/wizards/bezalel/evennia/venv/bin/python3 -c "
import sys, os
sys.setrecursionlimit(5000)
os.environ['DJANGO_SETTINGS_MODULE'] = 'server.conf.settings'
import django
django.setup()
from evennia.accounts.accounts import AccountDB
AccountDB.objects.create_superuser('Timmy', 'timmy@tower.world', 'timmy123')
"
# Start Evennia
/root/wizards/bezalel/evennia/venv/bin/evennia start
```
## The Fix (Issue #534)
**Problem:** `WEBSERVER_PORTS = [(4101, None)]` — the `None` tuple value crashes Evennia's Twisted port binding with:
```
TypeError: 'NoneType' object cannot be interpreted as an integer
```
**Solution:** Port tuples MUST include a host string:
```python
WEBSERVER_PORTS = [(4001, "0.0.0.0")]
TELNET_PORTS = [(4000, "0.0.0.0")]
WEBSOCKET_PORTS = [(4002, "0.0.0.0")]
```
## Verification
After starting Evennia:
```bash
evennia status # Should show Portal and Server running
ss -tlnp | grep 4000 # Telnet port
ss -tlnp | grep 4001 # Web port
ss -tlnp | grep 4002 # WebSocket port
```
Test connection:
```bash
telnet 104.131.15.18 4000
```
## File Structure
```
server/
├── conf/
│ ├── __init__.py
│ └── settings.py # Main settings file (FIXED for #534)
├── logs/ # Evennia logs
└── evennia.db3 # SQLite database (created at runtime)
```
## Reference
- Gitea Issue: [timmy-home#534](https://forge.alexanderwhitestone.com/Timmy_Foundation/timmy-home/issues/534)
- Evennia Docs: https://www.evennia.com/docs/latest/Setup/Settings-Default.html
- World Plan: docs/BEZALEL_EVENNIA_WORLD.md

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@@ -1,87 +0,0 @@
r"""
Evennia settings file for Bezalel World.
This is the sovereign Evennia configuration for the Bezalel forge-and-testbed wizard.
Reference: timmy-home#534
The available options are found in the default settings file found here:
https://www.evennia.com/docs/latest/Setup/Settings-Default.html
"""
# Use the defaults from Evennia unless explicitly overridden
from evennia.settings_default import *
######################################################################
# Evennia base server config
######################################################################
# Server name
SERVERNAME = "bezalel_world"
######################################################################
# Network ports - FIXED for #534
# Port tuples MUST include a host string, not None
######################################################################
# Web server port (HTTP)
WEBSERVER_PORTS = [(4001, "0.0.0.0")]
# Telnet server port
TELNET_PORTS = [(4000, "0.0.0.0")]
# WebSocket port for webclient
WEBSOCKET_PORTS = [(4002, "0.0.0.0")]
######################################################################
# Database configuration
# Using SQLite for sovereign local deployment
######################################################################
DATABASES = {
'default': {
'ENGINE': 'django.db.backends.sqlite3',
'NAME': os.path.join(GAME_DIR, 'server', 'evennia.db3'),
'USER': '',
'PASSWORD': '',
'HOST': '',
'PORT': ''
}
}
######################################################################
# Security settings
######################################################################
# Lockdown mode for VPS - only bind to localhost unless needed
# To allow external connections, use 0.0.0.0 in port tuples above
ALLOWED_HOSTS = ['*'] # VPS needs this for external access
######################################################################
# Game world defaults
######################################################################
# Start location for new characters
DEFAULT_HOME = "#2" # Limbo
# Start location for guests
GUEST_HOME = "#2"
######################################################################
# Telnet settings
######################################################################
TELNET_INTERFACES = ['0.0.0.0']
######################################################################
# Web server settings
######################################################################
WEBSERVER_INTERFACES = ['0.0.0.0']
######################################################################
# Settings given in secret_settings.py override those in this file.
######################################################################
try:
from server.conf.secret_settings import *
except ImportError:
print("secret_settings.py file not found or failed to import.")

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@@ -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()

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@@ -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()

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@@ -15,20 +15,13 @@ EVENNIA_DIR="/root/wizards/bezalel/evennia/bezalel_world"
SETTINGS="${EVENNIA_DIR}/server/conf/settings.py"
VENV_PYTHON="/root/wizards/bezalel/evennia/venv/bin/python3"
VENV_EVENNIA="/root/wizards/bezalel/evennia/venv/bin/evennia"
TIMMY_HOME="${TIMMY_HOME:-/root/timmy-home}" # Or wherever the repo is cloned
echo "=== Fix Evennia Settings (Bezalel) ==="
# 1. Fix settings.py — prefer repo version, fallback to sed patch
# 1. Fix settings.py — remove bad port tuples
echo "Fixing settings.py..."
if [ -f "${TIMMY_HOME}/evennia/bezalel_world/server/conf/settings.py" ]; then
# Use the fixed settings from the repo
mkdir -p "$(dirname "$SETTINGS")"
cp "${TIMMY_HOME}/evennia/bezalel_world/server/conf/settings.py" "$SETTINGS"
echo "Copied fixed settings from timmy-home repo."
elif [ -f "$SETTINGS" ]; then
# Fallback: patch in place
echo "Patching existing settings..."
if [ -f "$SETTINGS" ]; then
# Remove broken port lines
sed -i '/WEBSERVER_PORTS/d' "$SETTINGS"
sed -i '/TELNET_PORTS/d' "$SETTINGS"
sed -i '/WEBSOCKET_PORTS/d' "$SETTINGS"
@@ -42,7 +35,7 @@ elif [ -f "$SETTINGS" ]; then
echo 'TELNET_PORTS = [(4000, "0.0.0.0")]' >> "$SETTINGS"
echo 'WEBSOCKET_PORTS = [(4002, "0.0.0.0")]' >> "$SETTINGS"
echo "Patched existing settings file."
echo "Settings fixed."
else
echo "ERROR: Settings file not found at $SETTINGS"
exit 1

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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

@@ -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()