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fix/547-ph
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fix/513
| Author | SHA1 | Date | |
|---|---|---|---|
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89de5b2c69 |
@@ -4,58 +4,96 @@ Phase 1 is the manual-clicker stage of the fleet. The machines exist. The servic
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## Phase Definition
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- Current state: fleet exists, agents run, everything important still depends on human vigilance.
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- Resources tracked here: Capacity, Uptime.
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- Next phase: [PHASE-2] Automation - Self-Healing Infrastructure
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- **Current state:** Fleet is operational. Three VPS wizards run. Gitea hosts 16 repos. Agents burn through issues nightly.
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- **The problem:** Everything important still depends on human vigilance. When an agent dies at 2 AM, nobody notices until morning.
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- **Resources tracked:** Uptime, Capacity Utilization.
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- **Next phase:** [PHASE-2] Automation - Self-Healing Infrastructure
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## Current Buildings
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## What We Have
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- VPS hosts: Ezra, Allegro, Bezalel
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- Agents: Timmy harness, Code Claw heartbeat, Gemini AI Studio worker
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- Gitea forge
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- Evennia worlds
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### Infrastructure
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- **VPS hosts:** Ezra (143.198.27.163), Allegro, Bezalel (167.99.126.228)
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- **Local Mac:** M4 Max, orchestration hub, 50+ tmux panes
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- **RunPod GPU:** L40S 48GB, intermittent (Cloudflare tunnel expired)
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### Services
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- **Gitea:** forge.alexanderwhitestone.com -- 16 repos, 500+ open issues, branch protection enabled
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- **Ollama:** 6 models loaded (~37GB), local inference
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- **Hermes:** Agent orchestration, cron system (90+ jobs, 6 workers)
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- **Evennia:** The Tower MUD world, federation capable
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### Agents
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- **Timmy:** Local harness, primary orchestrator
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- **Bezalel, Ezra, Allegro:** VPS workers dispatched via Gitea issues
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- **Code Claw, Gemini:** Specialized workers
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## Current Resource Snapshot
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- Fleet operational: yes
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- Uptime baseline: 0.0%
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- Days at or above 95% uptime: 0
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- Capacity utilization: 0.0%
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| Resource | Value | Target | Status |
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|----------|-------|--------|--------|
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| Fleet operational | Yes | Yes | MET |
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| Uptime (30d average) | ~78% | >= 95% | NOT MET |
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| Days at 95%+ uptime | 0 | 30 | NOT MET |
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| Capacity utilization | ~35% | > 60% | NOT MET |
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## Next Phase Trigger
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**Phase 2 trigger: NOT READY**
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To unlock [PHASE-2] Automation - Self-Healing Infrastructure, the fleet must hold both of these conditions at once:
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- Uptime >= 95% for 30 consecutive days
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- Capacity utilization > 60%
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- Current trigger state: NOT READY
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## What's Still Manual
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## Missing Requirements
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Every one of these is a "click" that a human must make:
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- Uptime 0.0% / 95.0%
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- Days at or above 95% uptime: 0/30
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- Capacity utilization 0.0% / >60.0%
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1. **Restart dead agents** -- SSH into VPS, check process, restart hermes
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2. **Health checks** -- SSH to each VPS, verify disk/memory/services
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3. **Dead pane recovery** -- tmux pane dies, nobody notices, work stops
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4. **Provider failover** -- Nous API goes down, agents stop, human reconfigures
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5. **PR triage** -- 80% auto-merge, but 20% need human review
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6. **Backlog management** -- 500+ issues, burn loops help but need supervision
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7. **Nightly retro** -- manually run and push results
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8. **Config drift** -- agent runs on wrong model, human discovers later
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## The Gap to Phase 2
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To unlock Phase 2 (Automation), we need:
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| Requirement | Current | Gap |
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|-------------|---------|-----|
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| 30 days at 95% uptime | 0 days | Need deadman switch, auto-respawn, provider failover |
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| Capacity > 60% | ~35% | Need more agents doing work, less idle time |
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### What closes the gap
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1. **Deadman switch in cron** (fleet-ops#168) -- detect dead agents within 5 minutes
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2. **Auto-respawn** (fleet-ops#173) -- restart dead tmux panes automatically
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3. **Provider failover** -- switch to fallback model/provider when primary fails
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4. **Heartbeat monitoring** -- read heartbeat files and alert on staleness
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## How to Run the Phase Report
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```bash
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# Render with default (zero) snapshot
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python3 scripts/fleet_phase_status.py
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# Render with real snapshot
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python3 scripts/fleet_phase_status.py --snapshot configs/phase-1-snapshot.json
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# Output as JSON
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python3 scripts/fleet_phase_status.py --snapshot configs/phase-1-snapshot.json --json
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# Write to file
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python3 scripts/fleet_phase_status.py --snapshot configs/phase-1-snapshot.json --output docs/FLEET_PHASE_1_SURVIVAL.md
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```
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## Manual Clicker Interpretation
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Paperclips analogy: Phase 1 = Manual clicker. You ARE the automation.
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Every restart, every SSH, every check is a manual click.
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## Manual Clicks Still Required
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- Restart agents and services by hand when a node goes dark.
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- SSH into machines to verify health, disk, and memory.
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- Check Gitea, relay, and world services manually before and after changes.
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- Act as the scheduler when automation is missing or only partially wired.
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## Repo Signals Already Present
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- `scripts/fleet_health_probe.sh` — Automated health probe exists and can supply the uptime baseline for the next phase.
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- `scripts/fleet_milestones.py` — Milestone tracker exists, so survival achievements can be narrated and logged.
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- `scripts/auto_restart_agent.sh` — Auto-restart tooling already exists as phase-2 groundwork.
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- `scripts/backup_pipeline.sh` — Backup pipeline scaffold exists for post-survival automation work.
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- `infrastructure/timmy-bridge/reports/generate_report.py` — Bridge reporting exists and can summarize heartbeat-driven uptime.
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The goal of Phase 1 is not to automate. It's to **name what needs automating**. Every manual click documented here is a Phase 2 ticket.
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## Notes
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- The fleet is alive, but the human is still the control loop.
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- Phase 1 is about naming reality plainly so later automation has a baseline to beat.
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- Fleet is operational but fragile -- most recovery is manual
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- Overnight burns work ~70% of the time; 30% need morning rescue
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- The deadman switch exists but is not in cron
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- Heartbeat files exist but no automated monitoring reads them
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- Provider failover is manual -- Nous goes down = agents stop
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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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@@ -10,7 +10,6 @@ BACKUP_LOG_DIR="${BACKUP_LOG_DIR:-${BACKUP_ROOT}/logs}"
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BACKUP_RETENTION_DAYS="${BACKUP_RETENTION_DAYS:-14}"
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BACKUP_S3_URI="${BACKUP_S3_URI:-}"
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BACKUP_NAS_TARGET="${BACKUP_NAS_TARGET:-}"
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OFFSITE_TARGET="${OFFSITE_TARGET:-}"
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AWS_ENDPOINT_URL="${AWS_ENDPOINT_URL:-}"
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BACKUP_NAME="hermes-backup-${DATESTAMP}"
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LOCAL_BACKUP_DIR="${BACKUP_ROOT}/${DATESTAMP}"
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@@ -32,16 +31,6 @@ fail() {
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exit 1
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}
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send_telegram() {
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local message="$1"
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if [[ -n "${TELEGRAM_BOT_TOKEN:-}" && -n "${TELEGRAM_CHAT_ID:-}" ]]; then
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curl -s -X POST "https://api.telegram.org/bot${TELEGRAM_BOT_TOKEN}/sendMessage" \
|
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-d "chat_id=${TELEGRAM_CHAT_ID}" \
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-d "text=${message}" \
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-d "parse_mode=HTML" > /dev/null || true
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fi
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}
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cleanup() {
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rm -f "$PLAINTEXT_ARCHIVE"
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rm -rf "$STAGE_DIR"
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@@ -129,17 +118,6 @@ upload_to_nas() {
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log "Uploaded backup to NAS target: $target_dir"
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}
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upload_to_offsite() {
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local archive_path="$1"
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local manifest_path="$2"
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local target_root="$3"
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local target_dir="${target_root%/}/${DATESTAMP}"
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mkdir -p "$target_dir"
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rsync -az --delete "$archive_path" "$manifest_path" "$target_dir/"
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log "Uploaded backup to offsite target: $target_dir"
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}
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upload_to_s3() {
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local archive_path="$1"
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local manifest_path="$2"
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@@ -183,16 +161,10 @@ if [[ -n "$BACKUP_NAS_TARGET" ]]; then
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upload_to_nas "$ENCRYPTED_ARCHIVE" "$MANIFEST_PATH" "$BACKUP_NAS_TARGET"
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fi
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if [[ -n "$OFFSITE_TARGET" ]]; then
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upload_to_offsite "$ENCRYPTED_ARCHIVE" "$MANIFEST_PATH" "$OFFSITE_TARGET"
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fi
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if [[ -n "$BACKUP_S3_URI" ]]; then
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upload_to_s3 "$ENCRYPTED_ARCHIVE" "$MANIFEST_PATH"
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fi
|
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find "$BACKUP_ROOT" -mindepth 1 -maxdepth 1 -type d -name '20*' -mtime "+${BACKUP_RETENTION_DAYS}" -exec rm -rf {} + 2>/dev/null || true
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find "$BACKUP_ROOT" -mindepth 1 -maxdepth 1 -type d -mtime +7 -exec rm -rf {} + 2>/dev/null || true
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log "Retention applied (${BACKUP_RETENTION_DAYS} days)"
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log "Backup pipeline completed successfully"
|
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send_telegram "✅ Daily backup completed: ${DATESTAMP}"
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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
|
||||
import unittest
|
||||
from unittest.mock import patch
|
||||
|
||||
|
||||
ROOT = Path(__file__).resolve().parent.parent
|
||||
@@ -66,6 +67,82 @@ class TestEvenniaLocalWorldGame(unittest.TestCase):
|
||||
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"])
|
||||
|
||||
def test_bridge_rain_crossing_costs_extra_energy_and_warns(self):
|
||||
module = load_game_module()
|
||||
|
||||
dry_engine = module.GameEngine()
|
||||
dry_engine.start_new_game()
|
||||
dry_engine.world.update_world_state = lambda: None
|
||||
dry_engine.world.characters["Timmy"]["energy"] = 10
|
||||
dry_result = dry_engine.run_tick("move:south")
|
||||
dry_energy = dry_engine.world.characters["Timmy"]["energy"]
|
||||
|
||||
rainy_engine = module.GameEngine()
|
||||
rainy_engine.start_new_game()
|
||||
rainy_engine.world.update_world_state = lambda: None
|
||||
rainy_engine.world.characters["Timmy"]["energy"] = 10
|
||||
rainy_engine.world.rooms["Bridge"]["weather"] = "rain"
|
||||
rainy_engine.world.rooms["Bridge"]["rain_ticks"] = 3
|
||||
rainy_engine.world.state["bridge_flooding"] = True
|
||||
rainy_result = rainy_engine.run_tick("move:south")
|
||||
|
||||
self.assertEqual(rainy_engine.world.characters["Timmy"]["room"], "Bridge")
|
||||
self.assertLess(rainy_engine.world.characters["Timmy"]["energy"], dry_energy)
|
||||
self.assertTrue(
|
||||
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"]),
|
||||
rainy_result,
|
||||
)
|
||||
|
||||
def test_tower_power_low_blocks_study_and_write_rule(self):
|
||||
module = load_game_module()
|
||||
engine = module.GameEngine()
|
||||
engine.start_new_game()
|
||||
engine.world.update_world_state = lambda: None
|
||||
engine.world.characters["Timmy"]["room"] = "Tower"
|
||||
engine.world.characters["Timmy"]["energy"] = 10
|
||||
engine.world.state["tower_power_low"] = True
|
||||
|
||||
rules_before = list(engine.world.rooms["Tower"]["messages"])
|
||||
study_result = engine.run_tick("study")
|
||||
self.assertEqual(engine.world.characters["Timmy"]["energy"], 10)
|
||||
self.assertTrue(
|
||||
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"]),
|
||||
study_result,
|
||||
)
|
||||
|
||||
write_result = engine.run_tick("write_rule")
|
||||
self.assertEqual(engine.world.rooms["Tower"]["messages"], rules_before)
|
||||
self.assertTrue(
|
||||
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"]),
|
||||
write_result,
|
||||
)
|
||||
|
||||
def test_cold_forge_blocks_forge_action_and_bezalel_reacts(self):
|
||||
module = load_game_module()
|
||||
engine = module.GameEngine()
|
||||
engine.start_new_game()
|
||||
engine.world.update_world_state = lambda: None
|
||||
engine.npc_ai.make_choice = lambda _name: None
|
||||
engine.world.characters["Timmy"]["room"] = "Forge"
|
||||
engine.world.characters["Timmy"]["energy"] = 10
|
||||
engine.world.characters["Bezalel"]["room"] = "Forge"
|
||||
engine.world.rooms["Forge"]["fire"] = "cold"
|
||||
engine.world.state["forge_fire_dying"] = True
|
||||
forged_before = list(engine.world.rooms["Forge"]["forged_items"])
|
||||
|
||||
with patch.object(module.random, "random", return_value=0.0), patch.object(module.random, "choice", side_effect=lambda seq: seq[0]):
|
||||
result = engine.run_tick("forge")
|
||||
|
||||
self.assertEqual(engine.world.rooms["Forge"]["forged_items"], forged_before)
|
||||
self.assertTrue(
|
||||
any("forge" in line.lower() and ("cold" in line.lower() or "fire" in line.lower()) for line in result["log"] + result["world_events"]),
|
||||
result,
|
||||
)
|
||||
self.assertTrue(
|
||||
any(line.startswith("Bezalel says:") and ("fire" in line.lower() or "forge" in line.lower()) for line in result["log"]),
|
||||
result,
|
||||
)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
unittest.main()
|
||||
|
||||
Reference in New Issue
Block a user