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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 238 additions and 245 deletions

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@@ -1,96 +0,0 @@
# Bezalel Tailscale Bootstrap
Refs #535
This is the repo-side operator packet for installing Tailscale on the Bezalel VPS and verifying the internal network path for federation work.
Important truth:
- issue #535 names `104.131.15.18`
- older Bezalel control-plane docs also mention `159.203.146.185`
- the current source of truth in this repo is `ansible/inventory/hosts.ini`, which currently resolves `bezalel` to `67.205.155.108`
Because of that drift, `scripts/bezalel_tailscale_bootstrap.py` now resolves the target host from `ansible/inventory/hosts.ini` by default instead of trusting a stale hardcoded IP.
## What the script does
`python3 scripts/bezalel_tailscale_bootstrap.py`
Safe by default:
- builds the remote bootstrap script
- writes it locally to `/tmp/bezalel_tailscale_bootstrap.sh`
- prints the SSH command needed to run it
- does **not** touch the VPS unless `--apply` is passed
When applied, the remote script does all of the issues repo-side bootstrap steps:
- installs Tailscale
- runs `tailscale up --ssh --hostname bezalel`
- appends the provided Mac SSH public key to `~/.ssh/authorized_keys`
- prints `tailscale status --json`
- pings the expected peer targets:
- Mac: `100.124.176.28`
- Ezra: `100.126.61.75`
## Required secrets / inputs
- Tailscale auth key
- Mac SSH public key
Provide them either directly or through files:
- `--auth-key` or `--auth-key-file`
- `--ssh-public-key` or `--ssh-public-key-file`
## Dry-run example
```bash
python3 scripts/bezalel_tailscale_bootstrap.py \
--auth-key-file ~/.config/tailscale/auth_key \
--ssh-public-key-file ~/.ssh/id_ed25519.pub \
--json
```
This prints:
- resolved host
- host source (`inventory:<path>` when pulled from `ansible/inventory/hosts.ini`)
- local script path
- SSH command to execute
- peer targets
## Apply example
```bash
python3 scripts/bezalel_tailscale_bootstrap.py \
--auth-key-file ~/.config/tailscale/auth_key \
--ssh-public-key-file ~/.ssh/id_ed25519.pub \
--apply \
--json
```
## Verifying success after apply
The script now parses the remote stdout into structured verification data:
- `verification.tailscale.self.tailscale_ips`
- `verification.tailscale.self.dns_name`
- `verification.peers`
- `verification.ping_ok`
A successful run should show:
- at least one Bezalel Tailscale IP under `tailscale_ips`
- `ping_ok.mac = 100.124.176.28`
- `ping_ok.ezra = 100.126.61.75`
## Expected remote install commands
```bash
curl -fsSL https://tailscale.com/install.sh | sh
tailscale up --ssh --hostname bezalel
install -d -m 700 ~/.ssh
touch ~/.ssh/authorized_keys && chmod 600 ~/.ssh/authorized_keys
tailscale status --json
```
## Why this PR does not claim live completion
This repo can safely ship the bootstrap script, host resolution logic, structured proof parsing, and operator packet.
It cannot honestly claim that Bezalel was actually joined to the tailnet unless a human/operator runs the script with a real auth key and real SSH access to the VPS.
That means the correct PR language for #535 is advancement, not pretend closure.

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@@ -14,7 +14,6 @@ Quick-reference index for common operational tasks across the Timmy Foundation i
| Agent scorecard | fleet-ops | `python3 scripts/agent_scorecard.py` |
| View fleet manifest | fleet-ops | `cat manifest.yaml` |
| Run nightly codebase genome pass | timmy-home | `python3 scripts/codebase_genome_nightly.py --dry-run` |
| Prepare Bezalel Tailscale bootstrap | timmy-home | `python3 scripts/bezalel_tailscale_bootstrap.py --auth-key-file <path> --ssh-public-key-file <path> --json` |
## the-nexus (Frontend + Brain)

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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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@@ -16,14 +16,11 @@ import argparse
import json
import shlex
import subprocess
import re
from json import JSONDecoder
from pathlib import Path
from typing import Any
DEFAULT_HOST = "67.205.155.108"
DEFAULT_HOST = "159.203.146.185"
DEFAULT_HOSTNAME = "bezalel"
DEFAULT_INVENTORY_PATH = Path(__file__).resolve().parents[1] / "ansible" / "inventory" / "hosts.ini"
DEFAULT_PEERS = {
"mac": "100.124.176.28",
"ezra": "100.126.61.75",
@@ -69,37 +66,6 @@ def parse_tailscale_status(payload: dict[str, Any]) -> dict[str, Any]:
}
def resolve_host(host: str | None, inventory_path: Path = DEFAULT_INVENTORY_PATH, hostname: str = DEFAULT_HOSTNAME) -> tuple[str, str]:
if host:
return host, "explicit"
if inventory_path.exists():
pattern = re.compile(rf"^{re.escape(hostname)}\s+.*ansible_host=([^\s]+)")
for line in inventory_path.read_text().splitlines():
match = pattern.search(line.strip())
if match:
return match.group(1), f"inventory:{inventory_path}"
return DEFAULT_HOST, "default"
def parse_apply_output(stdout: str) -> dict[str, Any]:
result: dict[str, Any] = {"tailscale": None, "ping_ok": {}}
text = stdout or ""
start = text.find("{")
if start != -1:
try:
payload, _ = JSONDecoder().raw_decode(text[start:])
if isinstance(payload, dict):
result["tailscale"] = parse_tailscale_status(payload)
except Exception:
pass
for line in text.splitlines():
if line.startswith("PING_OK:"):
_, name, ip = line.split(":", 2)
result["ping_ok"][name] = ip
return result
def build_ssh_command(host: str, remote_script_path: str = "/tmp/bezalel_tailscale_bootstrap.sh") -> list[str]:
return ["ssh", host, f"bash {shlex.quote(remote_script_path)}"]
@@ -123,9 +89,8 @@ def parse_peer_args(items: list[str]) -> dict[str, str]:
def parse_args() -> argparse.Namespace:
parser = argparse.ArgumentParser(description="Prepare or execute Tailscale bootstrap for the Bezalel VPS.")
parser.add_argument("--host")
parser.add_argument("--host", default=DEFAULT_HOST)
parser.add_argument("--hostname", default=DEFAULT_HOSTNAME)
parser.add_argument("--inventory-path", type=Path, default=DEFAULT_INVENTORY_PATH)
parser.add_argument("--auth-key", help="Tailscale auth key")
parser.add_argument("--auth-key-file", type=Path, help="Path to file containing the Tailscale auth key")
parser.add_argument("--ssh-public-key", help="SSH public key to append to authorized_keys")
@@ -151,7 +116,6 @@ def main() -> None:
auth_key = _read_secret(args.auth_key, args.auth_key_file)
ssh_public_key = _read_secret(args.ssh_public_key, args.ssh_public_key_file)
peers = parse_peer_args(args.peer)
resolved_host, host_source = resolve_host(args.host, args.inventory_path, args.hostname)
if not auth_key:
raise SystemExit("Missing Tailscale auth key. Use --auth-key or --auth-key-file.")
@@ -162,31 +126,28 @@ def main() -> None:
write_script(args.script_out, script)
payload: dict[str, Any] = {
"host": resolved_host,
"host_source": host_source,
"host": args.host,
"hostname": args.hostname,
"inventory_path": str(args.inventory_path),
"script_out": str(args.script_out),
"remote_script_path": args.remote_script_path,
"ssh_command": build_ssh_command(resolved_host, args.remote_script_path),
"ssh_command": build_ssh_command(args.host, args.remote_script_path),
"peer_targets": peers,
"applied": False,
}
if args.apply:
result = run_remote(resolved_host, args.remote_script_path)
result = run_remote(args.host, args.remote_script_path)
payload["applied"] = True
payload["exit_code"] = result.returncode
payload["stdout"] = result.stdout
payload["stderr"] = result.stderr
payload["verification"] = parse_apply_output(result.stdout)
if args.json:
print(json.dumps(payload, indent=2))
return
print("--- Bezalel Tailscale Bootstrap ---")
print(f"Host: {resolved_host} ({host_source})")
print(f"Host: {args.host}")
print(f"Local script: {args.script_out}")
print("SSH command: " + " ".join(payload["ssh_command"]))
if args.apply:

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@@ -2,12 +2,9 @@ from scripts.bezalel_tailscale_bootstrap import (
DEFAULT_PEERS,
build_remote_script,
build_ssh_command,
parse_apply_output,
parse_peer_args,
parse_tailscale_status,
resolve_host,
)
from pathlib import Path
def test_build_remote_script_contains_install_up_and_key_append():
@@ -81,46 +78,3 @@ def test_parse_peer_args_merges_overrides_into_defaults():
"ezra": "100.126.61.76",
"forge": "100.70.0.9",
}
def test_resolve_host_prefers_inventory_over_stale_default(tmp_path: Path):
inventory = tmp_path / "hosts.ini"
inventory.write_text(
"[fleet]\n"
"ezra ansible_host=143.198.27.163 ansible_user=root\n"
"bezalel ansible_host=67.205.155.108 ansible_user=root\n"
)
host, source = resolve_host(None, inventory)
assert host == "67.205.155.108"
assert source == f"inventory:{inventory}"
def test_parse_apply_output_extracts_status_and_ping_markers():
stdout = (
'{"Self": {"HostName": "bezalel", "DNSName": "bezalel.tailnet.ts.net", "TailscaleIPs": ["100.90.0.10"]}, '
'"Peer": {"node-1": {"HostName": "ezra", "TailscaleIPs": ["100.126.61.75"]}}}'
"\nPING_OK:mac:100.124.176.28\n"
"PING_OK:ezra:100.126.61.75\n"
)
result = parse_apply_output(stdout)
assert result["tailscale"]["self"]["tailscale_ips"] == ["100.90.0.10"]
assert result["ping_ok"] == {"mac": "100.124.176.28", "ezra": "100.126.61.75"}
def test_runbook_doc_exists_and_mentions_inventory_auth_and_peer_checks():
doc = Path("docs/BEZALEL_TAILSCALE_BOOTSTRAP.md")
assert doc.exists(), "missing docs/BEZALEL_TAILSCALE_BOOTSTRAP.md"
text = doc.read_text()
assert "ansible/inventory/hosts.ini" in text
assert "tailscale up" in text
assert "authorized_keys" in text
assert "100.124.176.28" in text
assert "100.126.61.75" in text
runbook = Path("docs/RUNBOOK_INDEX.md").read_text()
assert "Prepare Bezalel Tailscale bootstrap" in runbook
assert "scripts/bezalel_tailscale_bootstrap.py" in runbook

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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()