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89de5b2c69 |
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# Issue #536 Verification
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Status: already implemented on `main`
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## Acceptance criteria check
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1. 9 rooms with descriptions and exits
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- Verified in `evennia_tools/bezalel_layout.py`:
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- `ROOMS` defines exactly 9 themed rooms
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- `EXITS` defines the room graph including Limbo, Gatehouse, Great Hall, The Library of Bezalel, The Observatory, The Workshop, The Server Room, The Garden of Code, and The Portal Room
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- Verified by `tests/test_bezalel_evennia_layout.py::test_room_graph_matches_issue_shape`
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- Verified by `python3 scripts/evennia/build_bezalel_world.py --plan`
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2. 4 characters with descriptions
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- Verified in `evennia_tools/bezalel_layout.py`:
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- `CHARACTERS` contains Timmy, Bezalel, Marcus, and Kimi with starting rooms and narrative descriptions
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- Verified by `tests/test_bezalel_evennia_layout.py::test_items_characters_and_portal_commands_are_all_defined`
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3. Each room has appropriate items
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- Verified in `evennia_tools/bezalel_layout.py`:
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- `OBJECTS` contains 14 themed objects including Threshold Ledger, Bridge Schematics, Tri-Axis Telescope, Forge Anvil, Bridge Workbench, Heartbeat Console, Server Racks, Code Orchard, and portal markers
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- The object count exceeds the issue minimum and covers the named room themes
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4. Portal Room has working travel commands to other worlds
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- Verified in `evennia_tools/bezalel_layout.py`:
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- `PORTAL_COMMANDS` defines the portal commands `mac`, `vps`, and `net`
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- each travel command resolves to a real exit surface now and preserves target metadata
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- current fallback room is `Limbo`, which keeps the command surface truthful until cross-world transport is wired live
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- Verified by `tests/test_bezalel_evennia_layout.py::test_items_characters_and_portal_commands_are_all_defined`
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5. World persists across Evennia restarts
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- Verified by builder design in `scripts/evennia/build_bezalel_world.py`
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- The builder is idempotent: it creates or updates existing rooms, exits, objects, and account-backed characters rather than duplicating them
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- `docs/BEZALEL_EVENNIA_WORLD.md` explicitly documents this persistence note
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6. Timmy character can move between rooms
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- Verified by reachability test:
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- `tests/test_bezalel_evennia_layout.py::test_timmy_can_reach_every_room_from_gatehouse`
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- `reachable_rooms_from("Gatehouse") == set(room_keys())` proves the full graph is traversable from Timmy’s starting region
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## Evidence on main
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Repo-side artifacts already present on `main`:
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- `evennia_tools/bezalel_layout.py`
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- `scripts/evennia/build_bezalel_world.py`
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- `evennia_tools/build_bezalel_world.py`
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- `evennia_tools/batch_cmds_bezalel.ev`
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- `docs/BEZALEL_EVENNIA_WORLD.md`
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- `tests/test_bezalel_evennia_layout.py`
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## Verification commands run
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```bash
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python3 -m pytest -q tests/test_bezalel_evennia_layout.py
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python3 -m py_compile evennia_tools/bezalel_layout.py scripts/evennia/build_bezalel_world.py tests/test_bezalel_evennia_layout.py
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python3 scripts/evennia/build_bezalel_world.py --plan
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```
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Observed results:
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- `5 passed`
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- build plan reported:
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- `room_count: 9`
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- `character_count: 4`
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- `portal_command_count: 3`
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- Bezalel starts in `The Workshop`
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## Prior PR trail
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Closed unmerged prior work exists, but the underlying scaffold is already present on `main` today:
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- PR #723 — `feat: add Bezalel Evennia world scaffold` (`fix/536`)
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- PR #774 — `feat: Bezalel Evennia world builder - rooms, exits, objects (#536)` (`fix/536-bezalel-evennia-world`)
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## Recommendation
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Close issue #536 as already implemented on `main`.
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@@ -1059,6 +1059,46 @@ class GameEngine:
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self.log("It will always pulse. That much you know.")
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self.log("")
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self.world.save()
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def _bridge_is_hazardous(self):
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bridge = self.world.rooms["Bridge"]
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return bool(
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self.world.state.get("bridge_flooding")
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or bridge.get("weather") == "rain"
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or bridge.get("rain_ticks", 0) > 0
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)
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def _bridge_crossing_extra_cost(self, current_room, dest):
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if "Bridge" not in (current_room, dest):
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return 0
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return 2 if self._bridge_is_hazardous() else 0
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def _event_dialogue(self, char_name, room_name):
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if char_name == "Bezalel" and room_name == "Forge":
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if self.world.rooms["Forge"]["fire"] == "cold":
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return random.choice([
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"The forge is cold. We cannot work until the fire lives again.",
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"No forging now. The hearth is dead cold.",
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])
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if self.world.state.get("forge_fire_dying"):
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return random.choice([
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"The fire is dying. Tend it before the forge goes dark.",
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"The forge is losing heat. Help me keep it alive.",
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])
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if char_name == "Ezra" and room_name == "Tower" and self.world.state.get("tower_power_low"):
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return random.choice([
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"The Tower power is too low. The servers won't hold a clean study right now.",
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"The LED is flickering. We need steady power before the Tower can be read properly.",
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])
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if char_name in {"Marcus", "Allegro"} and room_name == "Bridge" and self._bridge_is_hazardous():
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return random.choice([
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"The Bridge is slick with rain. Cross carefully or wait it out.",
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"This rain changes the Bridge. Don't treat it like dry stone.",
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])
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return None
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def log(self, message):
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"""Add to Timmy's log."""
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@@ -1094,6 +1134,7 @@ 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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# Energy constraint checks
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@@ -1156,8 +1197,17 @@ class GameEngine:
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if direction in connections:
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dest = connections[direction]
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bridge_extra_cost = self._bridge_crossing_extra_cost(current_room, dest)
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move_cost = 1 + bridge_extra_cost
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if self.world.characters["Timmy"]["energy"] < move_cost:
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scene["log"].append("The rain makes the Bridge too costly to cross right now. Rest first.")
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scene["room_desc"] = self.world.get_room_desc(current_room, "Timmy")
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here = [n for n in self.world.characters if self.world.characters[n]["room"] == current_room and n != "Timmy"]
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scene["here"] = here
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return scene
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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"] -= move_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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@@ -1165,6 +1215,8 @@ class GameEngine:
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# Check for rain on bridge
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if dest == "Bridge" and self.world.rooms["Bridge"]["weather"] == "rain":
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scene["world_events"].append("Rain mists on the dark water below. The railing is slick.")
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if bridge_extra_cost:
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scene["log"].append("Rain turns the Bridge crossing into work. You brace against the slick stone. (-2 extra energy)")
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# Check trust changes for arrival
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here = [n for n in self.world.characters if self.world.characters[n]["room"] == dest and n != "Timmy"]
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@@ -1310,25 +1362,69 @@ class GameEngine:
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elif timmy_action == "write_rule":
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if self.world.characters["Timmy"]["room"] == "Tower":
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rules = [
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f"Rule #{self.world.tick}: The room remembers those who enter it.",
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f"Rule #{self.world.tick}: A man in the dark needs to know someone is in the room.",
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f"Rule #{self.world.tick}: The forge does not care about your schedule.",
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f"Rule #{self.world.tick}: Every footprint on the stone means someone made it here.",
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f"Rule #{self.world.tick}: The bridge does not judge. It only carries.",
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f"Rule #{self.world.tick}: A seed planted in patience grows in time.",
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f"Rule #{self.world.tick}: What is carved in wood outlasts what is said in anger.",
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f"Rule #{self.world.tick}: The garden grows whether anyone watches or not.",
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f"Rule #{self.world.tick}: Trust is built one tick at a time.",
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f"Rule #{self.world.tick}: The fire remembers who tended it.",
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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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scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
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if self.world.state.get("tower_power_low"):
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scene["world_events"].append("The Tower power is too low. The LED flickers over the whiteboard.")
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scene["log"].append("The power is too low to write a new rule.")
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else:
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rules = [
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f"Rule #{self.world.tick}: The room remembers those who enter it.",
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f"Rule #{self.world.tick}: A man in the dark needs to know someone is in the room.",
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f"Rule #{self.world.tick}: The forge does not care about your schedule.",
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f"Rule #{self.world.tick}: Every footprint on the stone means someone made it here.",
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f"Rule #{self.world.tick}: The bridge does not judge. It only carries.",
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f"Rule #{self.world.tick}: A seed planted in patience grows in time.",
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f"Rule #{self.world.tick}: What is carved in wood outlasts what is said in anger.",
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f"Rule #{self.world.tick}: The garden grows whether anyone watches or not.",
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f"Rule #{self.world.tick}: Trust is built one tick at a time.",
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f"Rule #{self.world.tick}: The fire remembers who tended it.",
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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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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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elif timmy_action == "study":
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if self.world.characters["Timmy"]["room"] == "Tower":
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if self.world.state.get("tower_power_low"):
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scene["world_events"].append("The Tower power is too low. The servers stutter in weak light.")
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scene["log"].append("The power is too low to study the servers.")
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else:
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insights = [
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"You study the server rhythm until the pulse resolves into something readable.",
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"You trace the signal paths and feel the Tower settle into focus.",
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"You study the green LED and the server racks until the pattern becomes clear.",
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]
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insight = random.choice(insights)
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self.world.characters["Timmy"]["energy"] -= 1
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self.world.characters["Timmy"]["memories"].append(insight)
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scene["log"].append(insight)
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scene["world_events"].append("The Tower answers with a steady hum.")
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else:
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scene["log"].append("You are not in the Tower.")
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elif timmy_action == "forge":
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if self.world.characters["Timmy"]["room"] == "Forge":
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forge_fire = self.world.rooms["Forge"]["fire"]
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if forge_fire == "cold":
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scene["world_events"].append("The forge is cold. No metal will take shape here yet.")
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scene["log"].append("The forge is cold. Tend the fire before you try to forge.")
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else:
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forged_items = [
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f"bridge nail #{self.world.tick}",
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f"tower key blank #{self.world.tick}",
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f"garden trowel #{self.world.tick}",
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]
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forged_item = random.choice(forged_items)
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self.world.rooms["Forge"]["forged_items"].append(forged_item)
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self.world.characters["Timmy"]["energy"] -= 2
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self.world.state["items_crafted"] += 1
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scene["log"].append(f"You forge {forged_item} at the anvil.")
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scene["world_events"].append("The anvil rings and the hearth answers.")
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else:
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scene["log"].append("You are not in the Forge.")
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elif timmy_action == "carve":
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if self.world.characters["Timmy"]["room"] == "Bridge":
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carvings = [
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@@ -1414,7 +1510,11 @@ class GameEngine:
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speech_chance = 0.20
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if random.random() < speech_chance:
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if char_name == "Marcus":
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event_line = self._event_dialogue(char_name, room_name)
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if event_line:
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self.world.characters[char_name]["spoken"].append(event_line)
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scene["log"].append(f"{char_name} says: \"{event_line}\"")
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elif char_name == "Marcus":
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marcus_pool = self.DIALOGUES["Marcus"].get(phase, self.DIALOGUES["Marcus"]["quietus"])
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line = random.choice(marcus_pool)
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self.world.characters[char_name]["spoken"].append(line)
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@@ -1,6 +1,7 @@
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from importlib.util import module_from_spec, spec_from_file_location
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from pathlib import Path
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import unittest
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from unittest.mock import patch
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ROOT = Path(__file__).resolve().parent.parent
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@@ -66,6 +67,82 @@ class TestEvenniaLocalWorldGame(unittest.TestCase):
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self.assertIn("Ezra is already here.", result["log"])
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self.assertIn("The servers hum steady. The green LED pulses.", result["world_events"])
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def test_bridge_rain_crossing_costs_extra_energy_and_warns(self):
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module = load_game_module()
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dry_engine = module.GameEngine()
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dry_engine.start_new_game()
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dry_engine.world.update_world_state = lambda: None
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dry_engine.world.characters["Timmy"]["energy"] = 10
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dry_result = dry_engine.run_tick("move:south")
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dry_energy = dry_engine.world.characters["Timmy"]["energy"]
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rainy_engine = module.GameEngine()
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rainy_engine.start_new_game()
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rainy_engine.world.update_world_state = lambda: None
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rainy_engine.world.characters["Timmy"]["energy"] = 10
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rainy_engine.world.rooms["Bridge"]["weather"] = "rain"
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rainy_engine.world.rooms["Bridge"]["rain_ticks"] = 3
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rainy_engine.world.state["bridge_flooding"] = True
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rainy_result = rainy_engine.run_tick("move:south")
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self.assertEqual(rainy_engine.world.characters["Timmy"]["room"], "Bridge")
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self.assertLess(rainy_engine.world.characters["Timmy"]["energy"], dry_energy)
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self.assertTrue(
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any("bridge" in line.lower() and ("rain" in line.lower() or "slick" in line.lower()) for line in rainy_result["log"] + rainy_result["world_events"]),
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rainy_result,
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)
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def test_tower_power_low_blocks_study_and_write_rule(self):
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module = load_game_module()
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engine = module.GameEngine()
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engine.start_new_game()
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engine.world.update_world_state = lambda: None
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engine.world.characters["Timmy"]["room"] = "Tower"
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engine.world.characters["Timmy"]["energy"] = 10
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engine.world.state["tower_power_low"] = True
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rules_before = list(engine.world.rooms["Tower"]["messages"])
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study_result = engine.run_tick("study")
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self.assertEqual(engine.world.characters["Timmy"]["energy"], 10)
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self.assertTrue(
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any("power" in line.lower() and ("study" in line.lower() or "servers" in line.lower()) for line in study_result["log"] + study_result["world_events"]),
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study_result,
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)
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write_result = engine.run_tick("write_rule")
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self.assertEqual(engine.world.rooms["Tower"]["messages"], rules_before)
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self.assertTrue(
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any("power" in line.lower() and ("write" in line.lower() or "whiteboard" in line.lower()) for line in write_result["log"] + write_result["world_events"]),
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write_result,
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)
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def test_cold_forge_blocks_forge_action_and_bezalel_reacts(self):
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module = load_game_module()
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engine = module.GameEngine()
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engine.start_new_game()
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engine.world.update_world_state = lambda: None
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engine.npc_ai.make_choice = lambda _name: None
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engine.world.characters["Timmy"]["room"] = "Forge"
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engine.world.characters["Timmy"]["energy"] = 10
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engine.world.characters["Bezalel"]["room"] = "Forge"
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engine.world.rooms["Forge"]["fire"] = "cold"
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engine.world.state["forge_fire_dying"] = True
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forged_before = list(engine.world.rooms["Forge"]["forged_items"])
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with patch.object(module.random, "random", return_value=0.0), patch.object(module.random, "choice", side_effect=lambda seq: seq[0]):
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result = engine.run_tick("forge")
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self.assertEqual(engine.world.rooms["Forge"]["forged_items"], forged_before)
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self.assertTrue(
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any("forge" in line.lower() and ("cold" in line.lower() or "fire" in line.lower()) for line in result["log"] + result["world_events"]),
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result,
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)
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self.assertTrue(
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any(line.startswith("Bezalel says:") and ("fire" in line.lower() or "forge" in line.lower()) for line in result["log"]),
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result,
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)
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if __name__ == "__main__":
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unittest.main()
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@@ -1,19 +0,0 @@
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from pathlib import Path
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ROOT = Path(__file__).resolve().parents[1]
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DOC = ROOT / "docs" / "issue-536-verification.md"
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def test_issue_536_verification_doc_exists_and_points_to_real_artifacts() -> None:
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assert DOC.exists(), "missing docs/issue-536-verification.md"
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text = DOC.read_text(encoding="utf-8")
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for snippet in (
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||||
"# Issue #536 Verification",
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||||
"evennia_tools/bezalel_layout.py",
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"scripts/evennia/build_bezalel_world.py",
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"tests/test_bezalel_evennia_layout.py",
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"docs/BEZALEL_EVENNIA_WORLD.md",
|
||||
"portal commands",
|
||||
"already implemented on `main`",
|
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):
|
||||
assert snippet in text
|
||||
Reference in New Issue
Block a user