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Author SHA1 Message Date
Alexander Whitestone
a091a5c9bf fix: give tower NPC room movement purposeful goals (#517)
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2026-04-22 11:51:47 -04:00
Alexander Whitestone
4afde6da78 test: add tower NPC movement acceptance coverage (#517) 2026-04-22 11:47:21 -04:00
6 changed files with 213 additions and 221 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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@@ -454,23 +454,112 @@ class TimmyAI:
class NPCAI:
"""AI for non-player characters. They make choices based on goals."""
GOAL_ROOM_TARGETS = {
"Marcus": {
"sit": "Garden",
"speak_truth": "Threshold",
"remember": "Bridge",
},
"Bezalel": {
"forge": "Forge",
"tend_fire": "Forge",
"create_key": "Forge",
},
"Allegro": {
"oversee": "Threshold",
"keep_time": "Tower",
"check_tunnel": "Bridge",
},
"Ezra": {
"study": "Tower",
"read_whiteboard": "Tower",
"find_pattern": "Tower",
},
"Gemini": {
"observe": "Threshold",
"tend_garden": "Garden",
"listen": "Garden",
},
"Claude": {
"inspect": "Threshold",
"organize": "Tower",
"enforce_order": "Bridge",
},
"ClawCode": {
"forge": "Forge",
"test_edge": "Bridge",
"build_weapon": "Forge",
},
"Kimi": {
"contemplate": "Garden",
"read": "Tower",
"remember": "Bridge",
},
}
GOAL_CYCLES = {
"Marcus": ("sit", "speak_truth", "remember"),
"Allegro": ("oversee", "keep_time", "check_tunnel"),
"Claude": ("inspect", "organize", "enforce_order"),
"ClawCode": ("test_edge", "forge", "build_weapon"),
"Kimi": ("contemplate", "read", "remember"),
}
def __init__(self, world):
self.world = world
def _available_targets(self, available, prefix):
return [a.split(":", 1)[1] for a in available if a.startswith(f"{prefix}:")]
def _target_room_for(self, char_name, goal):
return self.GOAL_ROOM_TARGETS.get(char_name, {}).get(goal)
def _next_direction_toward(self, current_room, target_room):
if current_room == target_room:
return None
frontier = [(current_room, [])]
seen = {current_room}
while frontier:
room, path = frontier.pop(0)
if room == target_room:
return path[0] if path else None
for direction, dest in self.world.rooms[room].get("connections", {}).items():
if dest not in seen:
seen.add(dest)
frontier.append((dest, path + [direction]))
return None
def _move_toward_goal(self, room, target_room):
direction = self._next_direction_toward(room, target_room)
return f"move:{direction}" if direction else None
def _advance_goal_cycle(self, char_name, char):
cycle = self.GOAL_CYCLES.get(char_name)
if not cycle or self.world.tick <= 0:
return
goal = char.get("active_goal")
if goal not in cycle:
return
target_room = self._target_room_for(char_name, goal)
if char.get("room") != target_room:
return
if self.world.tick % 12 != 0:
return
index = cycle.index(goal)
char["active_goal"] = cycle[(index + 1) % len(cycle)]
def make_choice(self, char_name):
"""Make a choice for this NPC this tick."""
char = self.world.characters[char_name]
self._advance_goal_cycle(char_name, char)
room = char["room"]
available = ActionSystem.get_available_actions(char_name, self.world)
# If low energy, rest
if char["energy"] <= 1:
return "rest"
# Goal-driven behavior
goal = char["active_goal"]
if char_name == "Marcus":
return self._marcus_choice(char, room, available)
elif char_name == "Bezalel":
@@ -487,66 +576,96 @@ class NPCAI:
return self._clawcode_choice(char, room, available)
elif char_name == "Kimi":
return self._kimi_choice(char, room, available)
return "rest"
def _marcus_choice(self, char, room, available):
goal = char.get("active_goal", "sit")
target_room = self._target_room_for("Marcus", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
others = self._available_targets(available, "speak")
if goal == "speak_truth" and others:
return f"speak:{random.choice(others)}"
if goal == "remember" and room == "Bridge":
return random.choice(["examine", "rest"])
if room == "Garden" and random.random() < 0.7:
return "rest"
if room != "Garden":
return "move:west"
# Speak to someone if possible
others = [a.split(":")[1] for a in available if a.startswith("speak:")]
if others and random.random() < 0.4:
return f"speak:{random.choice(others)}"
return "rest"
def _bezalel_choice(self, char, room, available):
target_room = self._target_room_for("Bezalel", char.get("active_goal", "forge"))
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
if room == "Forge" and self.world.rooms["Forge"]["fire"] == "glowing":
return random.choice(["forge", "rest"] if char["energy"] > 2 else ["rest"])
if room != "Forge":
return "move:west"
if random.random() < 0.3:
return "tend_fire"
return "forge"
def _kimi_choice(self, char, room, available):
others = [a.split(":")[1] for a in available if a.startswith("speak:")]
goal = char.get("active_goal", "contemplate")
target_room = self._target_room_for("Kimi", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
others = self._available_targets(available, "speak")
if goal == "read" and room == "Tower":
return "study" if char["energy"] > 2 else "rest"
if room == "Garden" and others and random.random() < 0.3:
return f"speak:{random.choice(others)}"
if room == "Tower":
return "study" if char["energy"] > 2 else "rest"
return "move:east" # Head back toward Garden
if room == "Bridge":
return random.choice(["examine", "rest"])
return "rest"
def _gemini_choice(self, char, room, available):
others = [a.split(":")[1] for a in available if a.startswith("listen:")]
if room == "Garden" and others and random.random() < 0.4:
return f"listen:{random.choice(others)}"
return random.choice(["plant", "rest"] if room == "Garden" else ["move:west"])
goal = char.get("active_goal", "observe")
target_room = self._target_room_for("Gemini", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
listeners = self._available_targets(available, "listen")
if room == "Garden" and listeners and random.random() < 0.4:
return f"listen:{random.choice(listeners)}"
return random.choice(["plant", "rest"] if room == "Garden" else ["examine", "rest"])
def _ezra_choice(self, char, room, available):
goal = char.get("active_goal", "study")
target_room = self._target_room_for("Ezra", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
if room == "Tower" and char["energy"] > 2:
return random.choice(["study", "write_rule", "help:Timmy"])
if room != "Tower":
return "move:south"
return "rest"
def _claude_choice(self, char, room, available):
others = [a.split(":")[1] for a in available if a.startswith("confront:")]
goal = char.get("active_goal", "inspect")
target_room = self._target_room_for("Claude", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
others = self._available_targets(available, "confront")
if others and random.random() < 0.2:
return f"confront:{random.choice(others)}"
return random.choice(["examine", "rest"])
def _clawcode_choice(self, char, room, available):
goal = char.get("active_goal", "test_edge")
target_room = self._target_room_for("ClawCode", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
if room == "Forge" and char["energy"] > 2:
return "forge"
return random.choice(["move:east", "forge", "rest"])
return random.choice(["examine", "rest"])
def _allegro_choice(self, char, room, available):
others = [a.split(":")[1] for a in available if a.startswith("speak:")]
goal = char.get("active_goal", "oversee")
target_room = self._target_room_for("Allegro", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
others = self._available_targets(available, "speak")
if others and random.random() < 0.3:
return f"speak:{random.choice(others)}"
return random.choice(["move:north", "move:south", "examine"])
return random.choice(["examine", "rest"])
class DialogueSystem:

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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 +1,54 @@
from importlib.util import module_from_spec, spec_from_file_location
from pathlib import Path
ROOT = Path(__file__).resolve().parent.parent
GAME_PATH = ROOT / "evennia" / "timmy_world" / "world" / "game.py"
def load_game_module():
spec = spec_from_file_location("tower_world_game", GAME_PATH)
module = module_from_spec(spec)
assert spec.loader is not None
spec.loader.exec_module(module)
module.random.seed(0)
return module
def _visitor_sets_after_ticks(module, ticks=100):
engine = module.GameEngine()
engine.start_new_game()
visitors = {room: set() for room in engine.world.rooms}
for _ in range(ticks):
engine.run_tick("rest")
for name, char in engine.world.characters.items():
if name == "Timmy":
continue
visitors[char["room"]].add(name)
return visitors
class TestTowerGameNpcPurpose:
def test_goal_driven_room_targets(self):
module = load_game_module()
world = module.World()
npc_ai = module.NPCAI(world)
world.characters["Marcus"]["room"] = "Threshold"
world.characters["Marcus"]["active_goal"] = "sit"
assert npc_ai.make_choice("Marcus") == "move:east"
world.characters["Ezra"]["room"] = "Threshold"
world.characters["Ezra"]["active_goal"] = "study"
assert npc_ai.make_choice("Ezra") == "move:north"
world.characters["Claude"]["room"] = "Threshold"
world.characters["Claude"]["active_goal"] = "enforce_order"
assert npc_ai.make_choice("Claude") == "move:south"
def test_every_room_gets_multiple_npc_visitors_over_100_ticks(self):
module = load_game_module()
visitors = _visitor_sets_after_ticks(module, ticks=100)
assert all(len(names) >= 2 for names in visitors.values()), visitors
assert len(visitors["Bridge"]) >= 3, visitors["Bridge"]