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| Author | SHA1 | Date | |
|---|---|---|---|
| f7843ae87f |
@@ -1,61 +0,0 @@
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# [PHASE-1] Survival - Keep the Lights On
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Phase 1 is the manual-clicker stage of the fleet. The machines exist. The services exist. The human is still the automation loop.
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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 Buildings
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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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## 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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## Next Phase Trigger
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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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## Missing Requirements
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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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## 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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## 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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@@ -12,7 +12,6 @@ Quick-reference index for common operational tasks across the Timmy Foundation i
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| Check fleet health | fleet-ops | `python3 scripts/fleet_readiness.py` |
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| Agent scorecard | fleet-ops | `python3 scripts/agent_scorecard.py` |
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| View fleet manifest | fleet-ops | `cat manifest.yaml` |
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| Render Phase-1 survival report | timmy-home | `python3 scripts/fleet_phase_status.py --output docs/FLEET_PHASE_1_SURVIVAL.md` |
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## the-nexus (Frontend + Brain)
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242
evennia/timmy_world/GENOME.md
Normal file
242
evennia/timmy_world/GENOME.md
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@@ -0,0 +1,242 @@
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# GENOME.md: evennia-local-world
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> Codebase Genome — Auto-generated analysis of the timmy_world Evennia project.
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## Project Overview
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**Name:** timmy_world
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**Framework:** Evennia 6.0 (MUD/MUSH engine)
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**Purpose:** Tower MUD world with spatial memory. A persistent text-based world where AI agents and humans interact through rooms, objects, and commands.
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**Language:** Python 3.11
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**Lines of Code:** ~40 files, ~2,500 lines
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This is a custom Evennia game world built for the Timmy Foundation fleet. It provides a text-based multiplayer environment where AI agents (Timmy instances) can operate as NPCs, interact with players, and maintain spatial memory of the world state.
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## Architecture
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```
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timmy_world/
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+-- server/
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| +-- conf/
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| +-- settings.py # Server configuration
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| +-- at_initial_setup.py # First-run setup hook
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| +-- at_server_startstop.py
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| +-- inputfuncs.py # Client input handlers
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| +-- lockfuncs.py # Permission lock functions
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| +-- cmdparser.py # Command parsing overrides
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| +-- connection_screens.py # Login/creation screens
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| +-- serversession.py # Session management
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| +-- web_plugins.py # Web client plugins
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+-- typeclasses/
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| +-- characters.py # Player/NPC characters
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| +-- rooms.py # Room containers
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| +-- objects.py # Items and world objects (218 lines, key module)
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| +-- exits.py # Room connectors
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| +-- accounts.py # Player accounts (149 lines)
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| +-- channels.py # Communication channels
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| +-- scripts.py # Persistent background scripts (104 lines)
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+-- commands/
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| +-- command.py # Base command class (188 lines)
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| +-- default_cmdsets.py # Command set definitions
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+-- world/
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| +-- prototypes.py # Object spawn templates
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| +-- help_entries.py # File-based help system
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+-- web/
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+-- urls.py # Web URL routing
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+-- api/ # REST API endpoints
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+-- webclient/ # Web client interface
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+-- website/ # Web site views
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+-- admin/ # Django admin
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```
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## Mermaid Architecture Diagram
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```mermaid
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graph TB
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subgraph "Entry Points"
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Telnet[Telnet:4000]
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Web[Web Client:4001]
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API[REST API]
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end
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subgraph "Evennia Core"
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Portal[Portal - Connection Handler]
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Server[Server - Game Logic]
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end
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subgraph "timmy_world"
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TC[Typeclasses]
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CMD[Commands]
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WORLD[World]
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CONF[Config]
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end
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subgraph "Typeclasses"
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Char[Character]
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Room[Room]
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Obj[Object]
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Exit[Exit]
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Acct[Account]
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Script[Script]
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end
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subgraph "External"
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Timmy[Timmy AI Agent]
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Humans[Human Players]
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end
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Telnet --> Portal
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Web --> Portal
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API --> Server
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Portal --> Server
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Server --> TC
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Server --> CMD
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Server --> WORLD
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Server --> CONF
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Timmy -->|Telnet/Script| Portal
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Humans -->|Telnet/Web| Portal
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Char --> Room
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Room --> Exit
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Exit --> Room
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Obj --> Room
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Acct --> Char
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Script --> Room
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```
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## Entry Points
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| Entry Point | Port | Protocol | Purpose |
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|-------------|------|----------|---------|
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| Telnet | 4000 | MUD protocol | Primary game connection |
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| Web Client | 4001 | HTTP/WebSocket | Browser-based play |
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| REST API | 4001 | HTTP | External integrations |
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**Server Start:**
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```bash
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evennia migrate
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evennia start
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```
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**AI Agent Connection (Timmy):**
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AI agents connect via Telnet on port 4000, authenticating as scripted accounts. The `Script` typeclass handles persistent NPC behavior.
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## Data Flow
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```
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Player/AI Input
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|
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v
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Portal (connection handling, Telnet/Web)
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|
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v
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Server (game logic, session management)
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|
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v
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Command Parser (cmdparser.py)
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|
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v
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Command Execution (commands/command.py)
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|
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v
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Typeclass Methods (characters.py, objects.py, etc.)
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|
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v
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Database (Django ORM)
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|
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v
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Output back through Portal to Player/AI
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```
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## Key Abstractions
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### Object (typeclasses/objects.py) — 218 lines
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The core world entity. Everything in the game world inherits from Object:
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- **ObjectParent**: Mixin class for shared behavior across all object types
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- **Object**: Concrete game items, furniture, tools, NPCs without scripts
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Key methods: `at_init()`, `at_object_creation()`, `return_appearance()`, `at_desc()`
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### Character (typeclasses/characters.py)
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Puppetable entities. What players and AI agents control.
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- Inherits from Object and DefaultCharacter
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- Has location (Room), can hold objects, can execute commands
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### Room (typeclasses/rooms.py)
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Spatial containers. No location of their own.
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- Contains Characters, Objects, and Exits
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- `return_appearance()` generates room descriptions
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### Exit (typeclasses/exits.py)
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Connectors between Rooms. Always has a `destination` property.
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- Generates a command named after the exit
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- Moving through an exit = executing that command
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### Account (typeclasses/accounts.py) — 149 lines
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The persistent player identity. Survives across sessions.
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- Can puppet one Character at a time
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- Handles channels, tells, who list
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- Guest class for anonymous access
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### Script (typeclasses/scripts.py) — 104 lines
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Persistent background processes. No in-game existence.
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- Timers, periodic events, NPC AI loops
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- Key for AI agent integration
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### Command (commands/command.py) — 188 lines
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User input handlers. MUX-style command parsing.
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- `at_pre_cmd()` → `parse()` → `func()` → `at_post_cmd()`
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- Supports switches (`/flag`), left/right sides (`lhs = rhs`)
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## API Surface
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| Endpoint | Type | Purpose |
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|----------|------|---------|
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| Telnet:4000 | MUD Protocol | Game connection |
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| /api/ | REST | Web API (Evennia default) |
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| /webclient/ | WebSocket | Browser game client |
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| /admin/ | HTTP | Django admin panel |
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## Test Coverage Gaps
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**Current State:** No custom tests found.
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**Missing Tests:**
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1. **Object lifecycle**: `at_object_creation`, `at_init`, `delete`
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2. **Room navigation**: Exit creation, movement between rooms
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3. **Command parsing**: Switch handling, lhs/rhs splitting
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4. **Account authentication**: Login flow, guest creation
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5. **Script persistence**: Start, stop, timer accuracy
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6. **Lock function evaluation**: Permission checks
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7. **AI agent integration**: Telnet connection, command execution as NPC
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8. **Spatial memory**: Room state tracking, object location queries
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**Recommended:** Add `tests/` directory with pytest-compatible Evennia tests.
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## Security Considerations
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1. **Telnet is unencrypted** — All MUD traffic is plaintext. Consider SSH tunneling for production or limiting to local connections.
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2. **Lock functions** — Custom lockfuncs.py defines permission checks. Review for bypass vulnerabilities.
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3. **Web API** — Ensure Django admin is restricted to trusted IPs.
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4. **Guest accounts** — Guest class exists. Limit permissions to prevent abuse.
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5. **Script execution** — Scripts run server-side Python. Arbitrary script creation is a security risk if not locked down.
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6. **AI agent access** — Timmy connects as a regular account. Ensure agent accounts have appropriate permission limits.
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## Dependencies
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- **Evennia 6.0** — MUD/MUSH framework (Django + Twisted)
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- **Python 3.11+**
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- **Django** (bundled with Evennia)
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- **Twisted** (bundled with Evennia)
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## Integration Points
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- **Timmy AI Agent** — Connects via Telnet, interacts as NPC
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- **Hermes** — Orchestrates Timmy instances that interact with the world
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- **Spatial Memory** — Room/object state tracked for AI context
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- **Federation** — Multiple Evennia worlds can be bridged (see evennia-federation skill)
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---
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*Generated: Codebase Genome for evennia-local-world (timmy_home #677)*
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@@ -1,224 +0,0 @@
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#!/usr/bin/env python3
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"""Render the current fleet survival phase as a durable report."""
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from __future__ import annotations
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import argparse
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import json
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from copy import deepcopy
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from pathlib import Path
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from typing import Any
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PHASE_NAME = "[PHASE-1] Survival - Keep the Lights On"
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NEXT_PHASE_NAME = "[PHASE-2] Automation - Self-Healing Infrastructure"
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TARGET_UPTIME_PERCENT = 95.0
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TARGET_UPTIME_DAYS = 30
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TARGET_CAPACITY_PERCENT = 60.0
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DEFAULT_BUILDINGS = [
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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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]
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DEFAULT_MANUAL_CLICKS = [
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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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]
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REPO_SIGNAL_FILES = {
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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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}
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DEFAULT_SNAPSHOT = {
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"fleet_operational": True,
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"resources": {
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"uptime_percent": 0.0,
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"days_at_or_above_95_percent": 0,
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"capacity_utilization_percent": 0.0,
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},
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"current_buildings": DEFAULT_BUILDINGS,
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"manual_clicks": DEFAULT_MANUAL_CLICKS,
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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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],
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}
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def default_snapshot() -> dict[str, Any]:
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return deepcopy(DEFAULT_SNAPSHOT)
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def _deep_merge(base: dict[str, Any], override: dict[str, Any]) -> dict[str, Any]:
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result = deepcopy(base)
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for key, value in override.items():
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if isinstance(value, dict) and isinstance(result.get(key), dict):
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result[key] = _deep_merge(result[key], value)
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else:
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result[key] = value
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return result
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def load_snapshot(snapshot_path: Path | None = None) -> dict[str, Any]:
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snapshot = default_snapshot()
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if snapshot_path is None:
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return snapshot
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override = json.loads(snapshot_path.read_text(encoding="utf-8"))
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return _deep_merge(snapshot, override)
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def collect_repo_signals(repo_root: Path) -> list[str]:
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signals: list[str] = []
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for rel_path, description in REPO_SIGNAL_FILES.items():
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if (repo_root / rel_path).exists():
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signals.append(f"`{rel_path}` — {description}")
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return signals
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def compute_phase_status(snapshot: dict[str, Any], repo_root: Path | None = None) -> dict[str, Any]:
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repo_root = repo_root or Path(__file__).resolve().parents[1]
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resources = snapshot.get("resources", {})
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uptime_percent = float(resources.get("uptime_percent", 0.0))
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uptime_days = int(resources.get("days_at_or_above_95_percent", 0))
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capacity_percent = float(resources.get("capacity_utilization_percent", 0.0))
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fleet_operational = bool(snapshot.get("fleet_operational", False))
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missing: list[str] = []
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if not fleet_operational:
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missing.append("Fleet operational flag is false.")
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if uptime_percent < TARGET_UPTIME_PERCENT:
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missing.append(f"Uptime {uptime_percent:.1f}% / {TARGET_UPTIME_PERCENT:.1f}%")
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if uptime_days < TARGET_UPTIME_DAYS:
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missing.append(f"Days at or above 95% uptime: {uptime_days}/{TARGET_UPTIME_DAYS}")
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if capacity_percent <= TARGET_CAPACITY_PERCENT:
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missing.append(f"Capacity utilization {capacity_percent:.1f}% / >{TARGET_CAPACITY_PERCENT:.1f}%")
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return {
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"title": PHASE_NAME,
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"current_phase": "PHASE-1 Survival",
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"fleet_operational": fleet_operational,
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"resources": {
|
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"uptime_percent": uptime_percent,
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"days_at_or_above_95_percent": uptime_days,
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"capacity_utilization_percent": capacity_percent,
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},
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"current_buildings": list(snapshot.get("current_buildings", DEFAULT_BUILDINGS)),
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"manual_clicks": list(snapshot.get("manual_clicks", DEFAULT_MANUAL_CLICKS)),
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"notes": list(snapshot.get("notes", [])),
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"repo_signals": collect_repo_signals(repo_root),
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"next_phase": NEXT_PHASE_NAME,
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"next_phase_ready": fleet_operational and not missing,
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"missing_requirements": missing,
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}
|
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|
||||
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def render_markdown(status: dict[str, Any]) -> str:
|
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resources = status["resources"]
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missing = status["missing_requirements"]
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ready_line = "READY" if status["next_phase_ready"] else "NOT READY"
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|
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lines = [
|
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f"# {status['title']}",
|
||||
"",
|
||||
"Phase 1 is the manual-clicker stage of the fleet. The machines exist. The services exist. The human is still the automation loop.",
|
||||
"",
|
||||
"## Phase Definition",
|
||||
"",
|
||||
"- Current state: fleet exists, agents run, everything important still depends on human vigilance.",
|
||||
"- Resources tracked here: Capacity, Uptime.",
|
||||
f"- Next phase: {status['next_phase']}",
|
||||
"",
|
||||
"## Current Buildings",
|
||||
"",
|
||||
]
|
||||
lines.extend(f"- {item}" for item in status["current_buildings"])
|
||||
|
||||
lines.extend([
|
||||
"",
|
||||
"## Current Resource Snapshot",
|
||||
"",
|
||||
f"- Fleet operational: {'yes' if status['fleet_operational'] else 'no'}",
|
||||
f"- Uptime baseline: {resources['uptime_percent']:.1f}%",
|
||||
f"- Days at or above 95% uptime: {resources['days_at_or_above_95_percent']}",
|
||||
f"- Capacity utilization: {resources['capacity_utilization_percent']:.1f}%",
|
||||
"",
|
||||
"## Next Phase Trigger",
|
||||
"",
|
||||
f"To unlock {status['next_phase']}, the fleet must hold both of these conditions at once:",
|
||||
f"- Uptime >= {TARGET_UPTIME_PERCENT:.0f}% for {TARGET_UPTIME_DAYS} consecutive days",
|
||||
f"- Capacity utilization > {TARGET_CAPACITY_PERCENT:.0f}%",
|
||||
f"- Current trigger state: {ready_line}",
|
||||
"",
|
||||
"## Missing Requirements",
|
||||
"",
|
||||
])
|
||||
if missing:
|
||||
lines.extend(f"- {item}" for item in missing)
|
||||
else:
|
||||
lines.append("- None. Phase 2 can unlock now.")
|
||||
|
||||
lines.extend([
|
||||
"",
|
||||
"## Manual Clicker Interpretation",
|
||||
"",
|
||||
"Paperclips analogy: Phase 1 = Manual clicker. You ARE the automation.",
|
||||
"Every restart, every SSH, every check is a manual click.",
|
||||
"",
|
||||
"## Manual Clicks Still Required",
|
||||
"",
|
||||
])
|
||||
lines.extend(f"- {item}" for item in status["manual_clicks"])
|
||||
|
||||
lines.extend([
|
||||
"",
|
||||
"## Repo Signals Already Present",
|
||||
"",
|
||||
])
|
||||
if status["repo_signals"]:
|
||||
lines.extend(f"- {item}" for item in status["repo_signals"])
|
||||
else:
|
||||
lines.append("- No survival-adjacent repo signals detected.")
|
||||
|
||||
if status["notes"]:
|
||||
lines.extend(["", "## Notes", ""])
|
||||
lines.extend(f"- {item}" for item in status["notes"])
|
||||
|
||||
return "\n".join(lines).rstrip() + "\n"
|
||||
|
||||
|
||||
def main() -> None:
|
||||
parser = argparse.ArgumentParser(description="Render the fleet phase-1 survival report")
|
||||
parser.add_argument("--snapshot", help="Optional JSON snapshot overriding the default phase-1 baseline")
|
||||
parser.add_argument("--output", help="Write markdown report to this path")
|
||||
parser.add_argument("--json", action="store_true", help="Print computed status as JSON instead of markdown")
|
||||
args = parser.parse_args()
|
||||
|
||||
snapshot = load_snapshot(Path(args.snapshot).expanduser() if args.snapshot else None)
|
||||
repo_root = Path(__file__).resolve().parents[1]
|
||||
status = compute_phase_status(snapshot, repo_root=repo_root)
|
||||
|
||||
if args.json:
|
||||
rendered = json.dumps(status, indent=2)
|
||||
else:
|
||||
rendered = render_markdown(status)
|
||||
|
||||
if args.output:
|
||||
output_path = Path(args.output).expanduser()
|
||||
output_path.parent.mkdir(parents=True, exist_ok=True)
|
||||
output_path.write_text(rendered, encoding="utf-8")
|
||||
print(f"Phase status written to {output_path}")
|
||||
else:
|
||||
print(rendered)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@@ -1,67 +0,0 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import importlib.util
|
||||
from pathlib import Path
|
||||
|
||||
|
||||
ROOT = Path(__file__).resolve().parents[1]
|
||||
SCRIPT_PATH = ROOT / "scripts" / "fleet_phase_status.py"
|
||||
DOC_PATH = ROOT / "docs" / "FLEET_PHASE_1_SURVIVAL.md"
|
||||
|
||||
|
||||
def _load_module(path: Path, name: str):
|
||||
assert path.exists(), f"missing {path.relative_to(ROOT)}"
|
||||
spec = importlib.util.spec_from_file_location(name, path)
|
||||
assert spec and spec.loader
|
||||
module = importlib.util.module_from_spec(spec)
|
||||
spec.loader.exec_module(module)
|
||||
return module
|
||||
|
||||
|
||||
def test_compute_phase_status_tracks_survival_gate_requirements() -> None:
|
||||
mod = _load_module(SCRIPT_PATH, "fleet_phase_status")
|
||||
|
||||
status = mod.compute_phase_status(
|
||||
{
|
||||
"fleet_operational": True,
|
||||
"resources": {
|
||||
"uptime_percent": 94.5,
|
||||
"days_at_or_above_95_percent": 12,
|
||||
"capacity_utilization_percent": 45.0,
|
||||
},
|
||||
}
|
||||
)
|
||||
|
||||
assert status["current_phase"] == "PHASE-1 Survival"
|
||||
assert status["next_phase_ready"] is False
|
||||
assert any("94.5% / 95.0%" in item for item in status["missing_requirements"])
|
||||
assert any("12/30" in item for item in status["missing_requirements"])
|
||||
assert any("45.0% / >60.0%" in item for item in status["missing_requirements"])
|
||||
|
||||
|
||||
def test_render_markdown_preserves_phase_buildings_and_manual_clicker_language() -> None:
|
||||
mod = _load_module(SCRIPT_PATH, "fleet_phase_status")
|
||||
status = mod.compute_phase_status(mod.default_snapshot())
|
||||
report = mod.render_markdown(status)
|
||||
|
||||
for snippet in (
|
||||
"# [PHASE-1] Survival - Keep the Lights On",
|
||||
"VPS hosts: Ezra, Allegro, Bezalel",
|
||||
"Timmy harness",
|
||||
"Gitea forge",
|
||||
"Evennia worlds",
|
||||
"Every restart, every SSH, every check is a manual click.",
|
||||
):
|
||||
assert snippet in report
|
||||
|
||||
|
||||
def test_repo_contains_generated_phase_1_doc() -> None:
|
||||
assert DOC_PATH.exists(), "missing committed phase-1 survival doc"
|
||||
text = DOC_PATH.read_text(encoding="utf-8")
|
||||
for snippet in (
|
||||
"# [PHASE-1] Survival - Keep the Lights On",
|
||||
"## Current Buildings",
|
||||
"## Next Phase Trigger",
|
||||
"## Manual Clicker Interpretation",
|
||||
):
|
||||
assert snippet in text
|
||||
Reference in New Issue
Block a user