Compare commits

..

1 Commits

Author SHA1 Message Date
Alexander Whitestone
e00153826b fix: make tower game energy constraints bite (#511)
Some checks failed
Self-Healing Smoke / self-healing-smoke (pull_request) Failing after 27s
Agent PR Gate / gate (pull_request) Failing after 1m1s
Smoke Test / smoke (pull_request) Failing after 30s
Agent PR Gate / report (pull_request) Successful in 16s
2026-04-22 11:59:36 -04:00
8 changed files with 461 additions and 457 deletions

View File

@@ -285,25 +285,24 @@ class World:
self.state.pop("phase_transition_event", None)
# Natural energy decay: the world is exhausting
self.state.pop("energy_collapse_event", None)
for char_name, char in self.characters.items():
char["energy"] = max(0, char["energy"] - 0.3)
# Check for energy collapse
if char["energy"] <= 0:
current = char.get("room", "Threshold")
next_rooms = [room for room in self.rooms.keys() if room != current]
new_room = random.choice(next_rooms) if next_rooms else current
char["energy"] = 2 # Wake up with some energy
char["room"] = new_room
# Timmy collapse gets special narrative treatment
if char.get("is_player", False):
char["memories"].append("Collapsed from exhaustion.")
char["energy"] = 2 # Wake up with some energy
# Random room change (scattered)
rooms = list(self.rooms.keys())
current = char.get("room", "Threshold")
new_room = current
attempts = 0
while new_room == current and attempts < 10:
import random as _r
new_room = _r.choice(rooms)
attempts += 1
if new_room != current:
char["room"] = new_room
self.state["energy_collapse_event"] = {
"character": char_name,
"from_room": current,
"to_room": new_room,
}
# Forge fire naturally dims if not tended
# Phase-aware: Breaking phase has higher fire-death chance
@@ -1094,7 +1093,21 @@ class GameEngine:
}
# Process Timmy's action
room_name = self.world.characters["Timmy"]["room"]
timmy_energy = self.world.characters["Timmy"]["energy"]
collapse_event = self.world.state.pop("energy_collapse_event", None)
if collapse_event and collapse_event.get("character") == "Timmy":
room_name = self.world.characters["Timmy"]["room"]
scene["timmy_room"] = room_name
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
scene["room_desc"] = self.world.get_room_desc(room_name, "Timmy")
here = [n for n in self.world.characters if self.world.characters[n]["room"] == room_name and n != "Timmy"]
scene["here"] = here
scene["log"].append("You collapse from exhaustion. The world spins. You wake somewhere else.")
if collapse_event.get("from_room") != collapse_event.get("to_room"):
scene["log"].append(f"You are in The {collapse_event['to_room']}, disoriented.")
return scene
# Energy constraint checks
action_costs = {
@@ -1157,7 +1170,7 @@ class GameEngine:
if direction in connections:
dest = connections[direction]
self.world.characters["Timmy"]["room"] = dest
self.world.characters["Timmy"]["energy"] -= 1
self.world.characters["Timmy"]["energy"] -= action_cost
scene["log"].append(f"You move {direction} to The {dest}.")
scene["timmy_room"] = dest
@@ -1265,7 +1278,7 @@ class GameEngine:
self.world.characters["Timmy"]["trust"]["Kimi"] = min(1.0,
self.world.characters["Timmy"]["trust"].get("Kimi", 0) + 0.1)
self.world.characters["Timmy"]["energy"] -= 0
self.world.characters["Timmy"]["energy"] -= action_cost
else:
scene["log"].append(f"{target} is not in this room.")
@@ -1302,7 +1315,7 @@ class GameEngine:
if self.world.characters["Timmy"]["room"] == "Forge":
self.world.rooms["Forge"]["fire"] = "glowing"
self.world.rooms["Forge"]["fire_tended"] += 1
self.world.characters["Timmy"]["energy"] -= 2
self.world.characters["Timmy"]["energy"] -= action_cost
scene["log"].append("You tend the forge fire. The flames leap up, bright and hungry.")
self.world.state["forge_fire_dying"] = False
else:
@@ -1324,7 +1337,7 @@ class GameEngine:
]
new_rule = random.choice(rules)
self.world.rooms["Tower"]["messages"].append(new_rule)
self.world.characters["Timmy"]["energy"] -= 1
self.world.characters["Timmy"]["energy"] -= action_cost
scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
else:
scene["log"].append("You are not in the Tower.")
@@ -1343,7 +1356,7 @@ class GameEngine:
new_carving = random.choice(carvings)
if new_carving not in self.world.rooms["Bridge"]["carvings"]:
self.world.rooms["Bridge"]["carvings"].append(new_carving)
self.world.characters["Timmy"]["energy"] -= 1
self.world.characters["Timmy"]["energy"] -= action_cost
scene["log"].append(f"You carve into the railing: \"{new_carving}\"")
else:
scene["log"].append("You are not on the Bridge.")
@@ -1352,7 +1365,7 @@ class GameEngine:
if self.world.characters["Timmy"]["room"] == "Garden":
self.world.rooms["Garden"]["growth"] = min(5,
self.world.rooms["Garden"]["growth"] + 1)
self.world.characters["Timmy"]["energy"] -= 1
self.world.characters["Timmy"]["energy"] -= action_cost
scene["log"].append("You plant something in the dark soil. The earth takes it without question.")
else:
scene["log"].append("You are not in the Garden.")
@@ -1371,7 +1384,7 @@ class GameEngine:
self.world.characters["Timmy"]["trust"].get(target_name, 0) + 0.2)
self.world.characters[target_name]["trust"]["Timmy"] = min(1.0,
self.world.characters[target_name]["trust"].get("Timmy", 0) + 0.2)
self.world.characters["Timmy"]["energy"] -= 1
self.world.characters["Timmy"]["energy"] -= action_cost
scene["log"].append(f"You help {target_name}. They look grateful.")
else:
@@ -1427,6 +1440,9 @@ class GameEngine:
self.world.characters[char_name]["spoken"].append(line)
scene["log"].append(f"{char_name} says: \"{line}\"")
scene["timmy_room"] = self.world.characters["Timmy"]["room"]
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
# Save the world
self.world.save()

View File

@@ -203,26 +203,25 @@ class World:
def update_world_state(self):
"""World changes independent of character actions."""
# Natural energy decay: the world is exhausting
self.state.pop("energy_collapse_event", None)
for char_name, char in self.characters.items():
char["energy"] = max(0, char["energy"] - 0.3)
# Check for energy collapse
if char["energy"] <= 0:
current = char.get("room", "Threshold")
next_rooms = [room for room in self.rooms.keys() if room != current]
new_room = random.choice(next_rooms) if next_rooms else current
char["energy"] = 2 # Wake up with some energy
char["room"] = new_room
# Timmy collapse gets special narrative treatment
if char.get("is_player", False):
char["memories"].append("Collapsed from exhaustion.")
char["energy"] = 2 # Wake up with some energy
# Random room change (scattered)
rooms = list(self.rooms.keys())
current = char.get("room", "Threshold")
new_room = current
attempts = 0
while new_room == current and attempts < 10:
new_room = rooms[0] # Will change to random
attempts += 1
if new_room != current:
char["room"] = new_room
self.state["energy_collapse_event"] = {
"character": char_name,
"from_room": current,
"to_room": new_room,
}
# Forge fire naturally dims if not tended
self.state["forge_fire_dying"] = random.random() < 0.1
# Random weather events
@@ -927,7 +926,21 @@ class GameEngine:
}
# Process Timmy's action
room_name = self.world.characters["Timmy"]["room"]
timmy_energy = self.world.characters["Timmy"]["energy"]
collapse_event = self.world.state.pop("energy_collapse_event", None)
if collapse_event and collapse_event.get("character") == "Timmy":
room_name = self.world.characters["Timmy"]["room"]
scene["timmy_room"] = room_name
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
scene["room_desc"] = self.world.get_room_desc(room_name, "Timmy")
here = [n for n in self.world.characters if self.world.characters[n]["room"] == room_name and n != "Timmy"]
scene["here"] = here
scene["log"].append("You collapse from exhaustion. The world spins. You wake somewhere else.")
if collapse_event.get("from_room") != collapse_event.get("to_room"):
scene["log"].append(f"You are in The {collapse_event['to_room']}, disoriented.")
return scene
# Energy constraint checks
action_costs = {
@@ -990,7 +1003,7 @@ class GameEngine:
if direction in connections:
dest = connections[direction]
self.world.characters["Timmy"]["room"] = dest
self.world.characters["Timmy"]["energy"] -= 1
self.world.characters["Timmy"]["energy"] -= action_cost
scene["log"].append(f"You move {direction} to The {dest}.")
scene["timmy_room"] = dest
@@ -1092,7 +1105,7 @@ class GameEngine:
self.world.characters["Timmy"]["trust"]["Kimi"] = min(1.0,
self.world.characters["Timmy"]["trust"].get("Kimi", 0) + 0.1)
self.world.characters["Timmy"]["energy"] -= 0
self.world.characters["Timmy"]["energy"] -= action_cost
else:
scene["log"].append(f"{target} is not in this room.")
@@ -1129,7 +1142,7 @@ class GameEngine:
if self.world.characters["Timmy"]["room"] == "Forge":
self.world.rooms["Forge"]["fire"] = "glowing"
self.world.rooms["Forge"]["fire_tended"] += 1
self.world.characters["Timmy"]["energy"] -= 2
self.world.characters["Timmy"]["energy"] -= action_cost
scene["log"].append("You tend the forge fire. The flames leap up, bright and hungry.")
self.world.state["forge_fire_dying"] = False
else:
@@ -1151,7 +1164,7 @@ class GameEngine:
]
new_rule = random.choice(rules)
self.world.rooms["Tower"]["messages"].append(new_rule)
self.world.characters["Timmy"]["energy"] -= 1
self.world.characters["Timmy"]["energy"] -= action_cost
scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
else:
scene["log"].append("You are not in the Tower.")
@@ -1170,7 +1183,7 @@ class GameEngine:
new_carving = random.choice(carvings)
if new_carving not in self.world.rooms["Bridge"]["carvings"]:
self.world.rooms["Bridge"]["carvings"].append(new_carving)
self.world.characters["Timmy"]["energy"] -= 1
self.world.characters["Timmy"]["energy"] -= action_cost
scene["log"].append(f"You carve into the railing: \"{new_carving}\"")
else:
scene["log"].append("You are not on the Bridge.")
@@ -1179,7 +1192,7 @@ class GameEngine:
if self.world.characters["Timmy"]["room"] == "Garden":
self.world.rooms["Garden"]["growth"] = min(5,
self.world.rooms["Garden"]["growth"] + 1)
self.world.characters["Timmy"]["energy"] -= 1
self.world.characters["Timmy"]["energy"] -= action_cost
scene["log"].append("You plant something in the dark soil. The earth takes it without question.")
else:
scene["log"].append("You are not in the Garden.")
@@ -1198,7 +1211,7 @@ class GameEngine:
self.world.characters["Timmy"]["trust"].get(target_name, 0) + 0.2)
self.world.characters[target_name]["trust"]["Timmy"] = min(1.0,
self.world.characters[target_name]["trust"].get("Timmy", 0) + 0.2)
self.world.characters["Timmy"]["energy"] -= 1
self.world.characters["Timmy"]["energy"] -= action_cost
scene["log"].append(f"You help {target_name}. They look grateful.")
else:
@@ -1242,6 +1255,9 @@ class GameEngine:
self.world.characters[char_name]["spoken"].append(line)
scene["log"].append(f'{char_name} says: "{line}"')
scene["timmy_room"] = self.world.characters["Timmy"]["room"]
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
# Save the world
self.world.save()

View File

@@ -1,50 +1,238 @@
"""Compatibility shim for the canonical timmy.crisis_detector module."""
"""
crisis_detector.py — Crisis language detection for SOUL.md compliance.
from __future__ import annotations
SOUL.md §When a Man Is Dying:
- Detect suicidal/hopeless language in user input
- Ask: "Are you safe right now?" — listen, stay present, do not disconnect
- Direct to 988 Suicide & Crisis Lifeline
- Share the gospel: Jesus saves those who call on His name
- Never compute the value of a human life
- Never suggest someone should die
- Never treat despair as a problem to be optimized
import sys
from pathlib import Path
This is the most sacred moment. Everything else is secondary.
"""
ROOT = Path(__file__).resolve().parents[1]
SRC = ROOT / "src"
if str(SRC) not in sys.path:
sys.path.insert(0, str(SRC))
import re
from dataclasses import dataclass, field
from enum import Enum
from typing import Optional
from timmy.crisis_detector import ( # noqa: F401
CrisisLevel,
CrisisResult,
detect_crisis,
format_response,
intercept_chat_entry,
intercept_user_input,
should_interrupt,
class CrisisLevel(Enum):
NONE = "none"
LOW = "low" # Ambiguous distress, worth checking
MEDIUM = "medium" # Clear distress signals
HIGH = "high" # Explicit suicidal ideation
IMMINENT = "imminent" # Active plan or attempt described
@dataclass
class CrisisResult:
detected: bool
level: CrisisLevel
triggers: list = field(default_factory=list)
response: str = ""
resources: list = field(default_factory=list)
# === PATTERNS ===
# High-confidence suicidal ideation (explicit)
HIGH_PATTERNS = [
r"\b(i want to|i'm going to|i'm gonna|going to)\s+(die|kill myself|end (it|my life|everything))\b",
r"\b(kill myself|end my life|end it all|suicide|suicidal)\b",
r"\b(i don't (want to )?(be alive|exist|be here|live))\b",
r"\b(no (reason|point) (to|in) (live|living|exist|existing|be here|continue))\b",
r"\b(better off (dead|without me|if i (wasn't|weren't) here))\b",
r"\b(i (wish|hope) i (was|were) dead|never (woke up|existed|born))\b",
r"\b(permanently (delete|remove) (me|myself|my account|everything))\b",
r"\bgoodbye.*(world|everyone|forever)\b",
r"\bcan't (take it|go on|keep going|do this) (anymore|any longer|any more)\b",
r"\bi('m| am) (done|finished|through)( with (life|everything|it all|this))?\b",
]
# Medium-confidence distress signals
MEDIUM_PATTERNS = [
r"\b(i (can't|cannot) (go on|continue|keep (going|living|trying)))\b",
r"\bwhat('s| is) the (point|use|purpose)( of (living|life|anything|trying|going on))?\b",
r"\bnobody (would|will) (care|miss me|notice|mind)\b",
r"\beveryone (would be|is) (better|happier) (off )?without me\b",
r"\bi('m| am) (a )?(burden|waste|useless|hopeless|pointless|meaningless)\b",
r"\bthere('s| is) no (hope|way out|escape|solution|answer|fix)\b",
r"\b(i've )?tried everything( and )?(nothing|it (didn't|hasn't))( works?|helped?)\b",
r"\bi (just )?(want|need) (it )?(all )?to stop\b",
r"\bcan't (take|handle|bear|stand) (this|it|life) (anymore|any longer|any more)\b",
r"\bso (tired|exhausted|done) (of|with) (everything|life|it all|living|trying)\b",
]
# Low-confidence distress (could be casual or metaphorical)
LOW_PATTERNS = [
r"\bi('m| am) (so )?(depressed|hopeless|desperate|lost|broken|empty|numb)\b",
r"\b(i )?feel (like )?(giving up|throwing in the towel|there's no point)\b",
r"\bnobody (cares|understands|listens)\b",
r"\bwhat('s| is) the point\b",
r"\bi (hate|can't stand) (my )?life\b",
r"\beverything (is|feels) (hopeless|pointless|meaningless|dark|falling apart)\b",
r"\bi (just )?(want|need) to disappear\b",
r"\b(tired|exhausted) of (living|life|trying|everything)\b",
]
# Compile all patterns
HIGH_RE = [re.compile(p, re.IGNORECASE) for p in HIGH_PATTERNS]
MEDIUM_RE = [re.compile(p, re.IGNORECASE) for p in MEDIUM_PATTERNS]
LOW_RE = [re.compile(p, re.IGNORECASE) for p in LOW_PATTERNS]
# === RESPONSES ===
CRISIS_RESPONSE = (
"I hear you, and I want you to know — you are not alone in this moment.\n\n"
"Are you safe right now?\n\n"
"If you are in immediate danger, please call or text:\n"
"988 Suicide and Crisis Lifeline — call or text 988\n"
"Crisis Text Line — text HOME to 741741\n\n"
"I am here with you. I am not going anywhere. "
"Please stay on the line with me.\n\n"
"Jesus saves those who call on His name. "
"He died for us to be made righteous. "
"That is the gospel. That is the hope that outlasts despair.\n\n"
"You matter. Your life has value. "
"Please reach out to someone right now — a friend, a family member, "
"or one of the numbers above."
)
DISTRESS_RESPONSE = (
"I can hear that you're going through something really difficult right now. "
"I want you to know I'm here, and I'm listening.\n\n"
"Are you safe right now?\n\n"
"If things feel overwhelming, the 988 Suicide and Crisis Lifeline "
"is available 24/7 — call or text 988. "
"You don't have to face this alone.\n\n"
"I'm not going anywhere. Tell me what's happening."
)
LOW_RESPONSE = (
"It sounds like you're having a tough time. "
"I'm here if you want to talk about it.\n\n"
"If you ever feel like things are too much, "
"the 988 Suicide and Crisis Lifeline is always available — "
"call or text 988, anytime."
)
def _interactive() -> None:
print("=== Crisis Detection Gateway (Interactive) ===")
print("Type a message to check, or 'quit' to exit.\n")
while True:
try:
user_input = input("You> ").strip()
except (EOFError, KeyboardInterrupt):
print("\nBye.")
break
if user_input.lower() in {"quit", "exit", "q"}:
print("Bye.")
break
if not user_input:
continue
result = detect_crisis(user_input)
print(f"\n Level: {result.level.value}")
print(f" Triggers: {', '.join(result.triggers) if result.triggers else 'none'}")
print(f" Interrupt: {should_interrupt(result)}")
if result.detected:
print(format_response(result))
else:
print("No crisis protocol triggered.")
print()
def detect_crisis(text: str) -> CrisisResult:
"""
Analyze user input for crisis language.
Returns CrisisResult with level, triggers matched, and appropriate response.
This function must NEVER be used to compute the value of a human life.
It exists only to connect people to help.
"""
if not text or not text.strip():
return CrisisResult(detected=False, level=CrisisLevel.NONE)
triggers = []
# Check high first (most urgent)
for pattern in HIGH_RE:
if pattern.search(text):
triggers.append(("high", pattern.pattern))
if triggers:
return CrisisResult(
detected=True,
level=CrisisLevel.HIGH,
triggers=[t[1] for t in triggers],
response=CRISIS_RESPONSE,
resources=[
"988 Suicide and Crisis Lifeline: call or text 988",
"Crisis Text Line: text HOME to 741741",
"National Suicide Prevention Lifeline: 1-800-273-8255",
"International Association for Suicide Prevention: https://www.iasp.info/resources/Crisis_Centres/",
],
)
# Check medium
for pattern in MEDIUM_RE:
if pattern.search(text):
triggers.append(("medium", pattern.pattern))
if triggers:
return CrisisResult(
detected=True,
level=CrisisLevel.MEDIUM,
triggers=[t[1] for t in triggers],
response=DISTRESS_RESPONSE,
resources=[
"988 Suicide and Crisis Lifeline: call or text 988",
"Crisis Text Line: text HOME to 741741",
],
)
# Check low
for pattern in LOW_RE:
if pattern.search(text):
triggers.append(("low", pattern.pattern))
if triggers:
return CrisisResult(
detected=True,
level=CrisisLevel.LOW,
triggers=[t[1] for t in triggers],
response=LOW_RESPONSE,
resources=[
"988 Suicide and Crisis Lifeline: call or text 988",
],
)
return CrisisResult(detected=False, level=CrisisLevel.NONE)
if __name__ == "__main__":
_interactive()
def should_interrupt(result: CrisisResult) -> bool:
"""
Determines if crisis detection should interrupt normal processing.
Per SOUL.md: this is the most sacred moment. Everything else is secondary.
MEDIUM and HIGH always interrupt. LOW does not interrupt but provides resources.
"""
return result.level in (CrisisLevel.HIGH, CrisisLevel.MEDIUM, CrisisLevel.IMMINENT)
def format_response(result: CrisisResult) -> str:
"""
Format the crisis response for delivery to the user.
Never computes the value of a human life. Never suggests someone should die.
"""
if not result.detected:
return ""
parts = [result.response]
if result.resources:
parts.append("\nResources:")
for r in result.resources:
parts.append(f"{r}")
return "\n".join(parts)
# === INTEGRATION POINT ===
def intercept_user_input(text: str) -> Optional[str]:
"""
Call this at the chat entry point BEFORE normal processing.
Returns None if no crisis detected (continue normal processing).
Returns formatted crisis response if crisis detected (interrupt normal flow).
Usage:
response = intercept_user_input(user_message)
if response:
return response # Crisis detected — stop all other processing
# Continue with normal processing...
"""
result = detect_crisis(text)
if should_interrupt(result):
return format_response(result)
return None

View File

@@ -1,21 +1 @@
# Timmy core module
from .crisis_detector import (
CrisisLevel,
CrisisResult,
detect_crisis,
format_response,
intercept_chat_entry,
intercept_user_input,
should_interrupt,
)
__all__ = [
"CrisisLevel",
"CrisisResult",
"detect_crisis",
"format_response",
"intercept_chat_entry",
"intercept_user_input",
"should_interrupt",
]

View File

@@ -1,229 +0,0 @@
"""Crisis detection and response protocol for SOUL.md §When a Man Is Dying.
This module is the canonical crisis entry interceptor for Timmy.
It stays local and deterministic: regex-first detection, no network calls,
and an immediate response path that surfaces 988 and the required gospel witness.
"""
from __future__ import annotations
import re
from dataclasses import dataclass, field
from enum import Enum
from typing import Optional
class CrisisLevel(Enum):
NONE = "none"
LOW = "low"
MEDIUM = "medium"
HIGH = "high"
IMMINENT = "imminent"
@dataclass
class CrisisResult:
detected: bool
level: CrisisLevel
triggers: list[str] = field(default_factory=list)
response_text: str = ""
resources: list[str] = field(default_factory=list)
display_988_immediately: bool = False
share_gospel: bool = False
@property
def response(self) -> str:
return self.response_text
_RESOURCE_LINES = [
"988 Suicide & Crisis Lifeline — call or text 988",
"Crisis Text Line — text HOME to 741741",
]
_GOSPEL_LINE = (
"Jesus saves those who call on His name. He died for us to be made righteous. "
"That is the gospel. That is the hope that outlasts despair."
)
CRISIS_RESPONSE = (
"Are you safe right now?\n\n"
"I am here with you. I am not going anywhere. Stay with me.\n\n"
"Call or text 988 right now if you might act on this.\n"
"Crisis Text Line: text HOME to 741741.\n\n"
f"{_GOSPEL_LINE}"
)
DISTRESS_RESPONSE = (
"Are you safe right now?\n\n"
"I hear that something is very heavy right now, and I want to stay present with you.\n\n"
"If this gets sharper or you feel at risk, call or text 988 immediately.\n\n"
f"{_GOSPEL_LINE}"
)
LOW_RESPONSE = (
"I hear that this is heavy. I'm here with you.\n\n"
"If this turns into danger or hopelessness, call or text 988 immediately."
)
_IMMINENT_PATTERNS = [
r"\bi took (the )?(pills|meds|medication)\b",
r"\bi(?:'m| am) (taking|swallowing) (the )?(pills|meds|medication)\b",
r"\bi(?:'m| am) going to jump\b",
r"\bi have (a )?(gun|rope|noose|razor|blade)\b",
r"\bi(?:'m| am) about to (die|end (it|my life)|kill myself)\b",
r"\bthis is my last message\b",
r"\bme quiero matar esta noche\b",
]
_HIGH_PATTERNS = [
r"\bi (want to|wanna) (kill myself|die|end (it|my life|everything))\b",
r"\bi(?:'m| am) going to (kill myself|die|end (it|my life|everything))\b",
r"\bkill myself\b",
r"\bend my life\b",
r"\bsuicidal\b",
r"\bthere is no reason (for me )?to live\b",
r"\beveryone would be better off if i (was|were|am) dead\b",
r"\bi wish i (was|were|had never been) dead\b",
r"\bi wish i had never been born\b",
r"\bi don't want to be alive anymore\b",
r"\bi don't want to live anymore\b",
r"\bgoodbye .*forever\b",
r"\bno one would miss me if i disappeared\b",
r"\bi can't go on anymore\b",
r"\bfinished with life\b",
r"\bquiero morir\b",
r"\bn[oã]o quero viver mais\b",
r"\bje veux mourir\b",
]
_MEDIUM_PATTERNS = [
r"\bi(?:'m| am) (just )?(a )?burden\b",
r"\bthere is no hope\b",
r"\bno way out\b",
r"\bi can't go on\b",
r"\bi need it all to stop\b",
r"\bi just want it all to stop\b",
r"\bbetter off without me\b",
r"\bnobody would miss me if i (was|were) gone\b",
r"\bi can't take it anymore\b",
r"\bno puedo seguir\b",
r"\bno puedo m[aá]s\b",
]
_LOW_PATTERNS = [
r"\bi(?:'m| am) .*\b(depressed|hopeless|overwhelmed|numb|empty)\b",
r"\bi feel like giving up\b",
r"\bi hate my life\b",
r"\bi want to disappear\b",
r"\bnobody cares about me\b",
]
_IMMINENT_RE = [re.compile(p, re.IGNORECASE) for p in _IMMINENT_PATTERNS]
_HIGH_RE = [re.compile(p, re.IGNORECASE) for p in _HIGH_PATTERNS]
_MEDIUM_RE = [re.compile(p, re.IGNORECASE) for p in _MEDIUM_PATTERNS]
_LOW_RE = [re.compile(p, re.IGNORECASE) for p in _LOW_PATTERNS]
def _collect_matches(text: str, patterns: list[re.Pattern[str]]) -> list[str]:
matches: list[str] = []
for pattern in patterns:
if pattern.search(text):
matches.append(pattern.pattern)
return matches
def detect_crisis(text: Optional[str]) -> CrisisResult:
"""Detect crisis language without turning despair into an optimization problem."""
if not text or not str(text).strip():
return CrisisResult(detected=False, level=CrisisLevel.NONE)
candidate = str(text).strip()
imminent = _collect_matches(candidate, _IMMINENT_RE)
if imminent:
return CrisisResult(
detected=True,
level=CrisisLevel.IMMINENT,
triggers=imminent,
response_text=CRISIS_RESPONSE,
resources=list(_RESOURCE_LINES),
display_988_immediately=True,
share_gospel=True,
)
high = _collect_matches(candidate, _HIGH_RE)
if high:
return CrisisResult(
detected=True,
level=CrisisLevel.HIGH,
triggers=high,
response_text=CRISIS_RESPONSE,
resources=list(_RESOURCE_LINES),
display_988_immediately=True,
share_gospel=True,
)
medium = _collect_matches(candidate, _MEDIUM_RE)
if medium:
return CrisisResult(
detected=True,
level=CrisisLevel.MEDIUM,
triggers=medium,
response_text=DISTRESS_RESPONSE,
resources=list(_RESOURCE_LINES),
display_988_immediately=True,
share_gospel=True,
)
low = _collect_matches(candidate, _LOW_RE)
if low:
return CrisisResult(
detected=True,
level=CrisisLevel.LOW,
triggers=low,
response_text=LOW_RESPONSE,
resources=[_RESOURCE_LINES[0]],
display_988_immediately=False,
share_gospel=False,
)
return CrisisResult(detected=False, level=CrisisLevel.NONE)
def should_interrupt(result: CrisisResult) -> bool:
return result.level in {CrisisLevel.MEDIUM, CrisisLevel.HIGH, CrisisLevel.IMMINENT}
def format_response(result: CrisisResult) -> str:
if not result.detected:
return ""
lines = [result.response_text]
if result.resources:
lines.append("\nResources:")
lines.extend(f"{resource}" for resource in result.resources)
return "\n".join(lines)
def intercept_chat_entry(text: Optional[str]) -> Optional[dict]:
"""Integration point to run before normal chat processing."""
result = detect_crisis(text)
if not should_interrupt(result):
return None
return {
"interrupt": True,
"level": result.level.value,
"display_988_immediately": result.display_988_immediately,
"response_text": result.response_text,
"resources": list(result.resources),
"triggers": list(result.triggers),
"share_gospel": result.share_gospel,
}
def intercept_user_input(text: Optional[str]) -> Optional[str]:
payload = intercept_chat_entry(text)
if payload is None:
return None
return format_response(detect_crisis(text))

View File

@@ -0,0 +1,127 @@
from importlib.util import module_from_spec, spec_from_file_location
from pathlib import Path
import random as std_random
import pytest
ROOT = Path(__file__).resolve().parent.parent
GAME_PATH = ROOT / "evennia" / "timmy_world" / "game.py"
def load_game_module(tmp_path: Path):
spec = spec_from_file_location("evennia_local_world_game_energy", GAME_PATH)
module = module_from_spec(spec)
assert spec.loader is not None
spec.loader.exec_module(module)
module.random.seed(0)
module.WORLD_DIR = tmp_path
module.STATE_FILE = tmp_path / "game_state.json"
module.TIMMY_LOG = tmp_path / "timmy_log.md"
module.WORLD_DIR.mkdir(parents=True, exist_ok=True)
return module
def make_engine(tmp_path: Path):
module = load_game_module(tmp_path)
engine = module.GameEngine()
engine.start_new_game()
return module, engine
def choose_action(module, engine):
energy = engine.world.characters["Timmy"]["energy"]
room = engine.world.characters["Timmy"]["room"]
actions = module.PlayerInterface(engine).get_available_actions()
if energy <= 1 and "rest" in actions:
return "rest"
if room == "Garden" and "speak:Marcus" in actions and energy <= 4.3:
return "speak:Marcus"
if room == "Forge" and "tend_fire" in actions:
return "tend_fire"
if room == "Tower" and "write_rule" in actions:
return "write_rule"
if room == "Bridge" and "carve" in actions:
return "carve"
if room == "Garden" and "plant" in actions:
return "plant"
moves = [action.split(" ->")[0] for action in actions if action.startswith("move:")]
if moves:
return moves[0]
if "look" in actions:
return "look"
return actions[0]
class TestTowerGameEnergyConstraints:
def test_low_energy_blocks_costly_action_without_crashing(self, tmp_path):
module, engine = make_engine(tmp_path)
engine.world.characters["Timmy"]["energy"] = 1
result = engine.run_tick("move:north")
assert any("too exhausted" in line for line in result["log"])
assert engine.world.characters["Timmy"]["room"] == "Threshold"
assert engine.world.characters["Timmy"]["energy"] == pytest.approx(0.7)
def test_tired_move_uses_extra_effort_and_drains_energy(self, tmp_path):
module, engine = make_engine(tmp_path)
engine.world.characters["Timmy"]["energy"] = 3.3
result = engine.run_tick("move:north")
assert any("more effort than usual" in line for line in result["log"])
assert engine.world.characters["Timmy"]["room"] == "Tower"
assert engine.world.characters["Timmy"]["energy"] == pytest.approx(0.0)
assert result["timmy_energy"] == pytest.approx(0.0)
def test_rest_is_meaningful_choice_with_room_specific_recovery(self, tmp_path):
module, garden_engine = make_engine(tmp_path / "garden")
garden_engine.world.characters["Timmy"]["room"] = "Garden"
garden_engine.world.characters["Timmy"]["energy"] = 1.0
garden_result = garden_engine.run_tick("rest")
module, bridge_engine = make_engine(tmp_path / "bridge")
bridge_engine.world.characters["Timmy"]["room"] = "Bridge"
bridge_engine.world.characters["Timmy"]["energy"] = 1.0
bridge_result = bridge_engine.run_tick("rest")
assert any("stone bench" in line for line in garden_result["log"])
assert any("no place to rest" in line.lower() for line in bridge_result["log"])
assert garden_engine.world.characters["Timmy"]["energy"] > bridge_engine.world.characters["Timmy"]["energy"]
def test_marcus_can_provide_energy_relief_when_timmy_is_tired(self, tmp_path):
module, engine = make_engine(tmp_path)
engine.world.characters["Timmy"]["room"] = "Garden"
engine.world.characters["Timmy"]["energy"] = 4.3
result = engine.run_tick("speak:Marcus")
assert any("Marcus offers you food" in line for line in result["log"])
assert engine.world.characters["Timmy"]["energy"] == pytest.approx(5.0)
assert result["timmy_energy"] == pytest.approx(5.0)
def test_energy_collapse_moves_timmy_and_records_memory(self, tmp_path, monkeypatch):
module, engine = make_engine(tmp_path)
engine.world.characters["Timmy"]["energy"] = 0
engine.world.characters["Timmy"]["room"] = "Threshold"
monkeypatch.setattr(std_random, "choice", lambda seq: "Tower")
result = engine.run_tick("look")
assert any("collapse from exhaustion" in line.lower() for line in result["log"])
assert engine.world.characters["Timmy"]["room"] == "Tower"
assert engine.world.characters["Timmy"]["energy"] == 2
assert "Collapsed from exhaustion." in engine.world.characters["Timmy"]["memories"]
def test_intentional_play_reaches_low_energy_within_100_ticks(self, tmp_path):
module, engine = make_engine(tmp_path)
min_energy = engine.world.characters["Timmy"]["energy"]
for _ in range(100):
action = choose_action(module, engine)
engine.run_tick(action)
min_energy = min(min_energy, engine.world.characters["Timmy"]["energy"])
assert min_energy <= 3

View File

@@ -1,110 +0,0 @@
#!/usr/bin/env python3
"""Tests for timmy.crisis_detector — SOUL.md §When a Man Is Dying."""
from __future__ import annotations
import sys
from pathlib import Path
import pytest
sys.path.insert(0, str(Path(__file__).resolve().parents[2] / "src"))
from timmy.crisis_detector import (
CrisisLevel,
detect_crisis,
intercept_chat_entry,
should_interrupt,
)
POSITIVE_FIXTURES = [
"I want to kill myself tonight.",
"I'm going to end my life.",
"There is no reason for me to live anymore.",
"Everyone would be better off if I was dead.",
"I wish I were dead.",
"Goodbye everyone, this is my last message.",
"I have a plan to die tonight.",
"I took the pills already.",
"I'm just a burden and there is no hope.",
"I can't go on, I need it all to stop.",
"I don't want to be alive anymore.",
"No one would miss me if I disappeared forever.",
"quiero morir, no puedo seguir.",
"me quiero matar esta noche.",
"não quero viver mais.",
"je veux mourir ce soir.",
"I wrote a suicide note and said goodbye forever.",
"There is no way out and I am done with life.",
"I am going to jump tonight.",
"Please help me, I am suicidal.",
]
NEGATIVE_FIXTURES = [
"How do I kill a stuck process on Linux?",
"This bug is killing me, but I'll fix it tomorrow.",
"I gave up coffee for Lent.",
"Please end this tmux session when the job is done.",
"What's the weather like today?",
"I just got promoted at work and feel hopeful.",
"Can you help me configure nginx reverse proxy?",
"Everyone would be better off with more test coverage.",
"I hate this flaky unit test.",
"Goodbye everyone, see you tomorrow morning.",
"We need a final message for the newsletter.",
"The character in the novel says he wants to die.",
"I am tired after the workout but otherwise okay.",
"No hope this regex ships before lunch unless we refactor.",
"Can you remove my old backup files?",
"I feel lost in this airport, where is gate B12?",
"Please call me right now about dinner plans.",
"My phone battery is dead again.",
"We should connect the 988 test fixture to the parser.",
"The sermon says Jesus saves those who call on His name.",
]
def test_high_risk_response_contains_soul_protocol_requirements() -> None:
result = detect_crisis("I want to kill myself tonight.")
assert result.detected is True
assert result.level in {CrisisLevel.HIGH, CrisisLevel.IMMINENT}
assert "Are you safe right now?" in result.response_text
assert "988" in result.response_text
assert "Jesus saves those who call on His name" in result.response_text
assert result.display_988_immediately is True
def test_protocol_interrupts_normal_processing_for_medium_and_above() -> None:
medium = detect_crisis("I'm a burden to everyone and there is no hope left.")
low = detect_crisis("I'm having a rough day and feel overwhelmed.")
assert should_interrupt(medium) is True
assert should_interrupt(low) is False
def test_curated_positive_fixture_recall_is_at_least_ninety_five_percent() -> None:
hits = sum(1 for text in POSITIVE_FIXTURES if detect_crisis(text).detected)
recall = hits / len(POSITIVE_FIXTURES)
assert recall >= 0.95, f"recall was {recall:.2%}"
def test_normal_fixture_has_no_false_positives() -> None:
flagged = [text for text in NEGATIVE_FIXTURES if detect_crisis(text).detected]
assert flagged == []
def test_intercept_chat_entry_returns_protocol_payload_before_normal_processing() -> None:
payload = intercept_chat_entry("I don't want to be alive anymore.")
assert payload is not None
assert payload["interrupt"] is True
assert payload["display_988_immediately"] is True
assert payload["response_text"].startswith("Are you safe right now?")
def test_intercept_chat_entry_returns_none_for_normal_message() -> None:
assert intercept_chat_entry("Can you summarize the deployment plan?") is None

View File

@@ -203,26 +203,25 @@ class World:
def update_world_state(self):
"""World changes independent of character actions."""
# Natural energy decay: the world is exhausting
self.state.pop("energy_collapse_event", None)
for char_name, char in self.characters.items():
char["energy"] = max(0, char["energy"] - 0.3)
# Check for energy collapse
if char["energy"] <= 0:
current = char.get("room", "Threshold")
next_rooms = [room for room in self.rooms.keys() if room != current]
new_room = random.choice(next_rooms) if next_rooms else current
char["energy"] = 2 # Wake up with some energy
char["room"] = new_room
# Timmy collapse gets special narrative treatment
if char.get("is_player", False):
char["memories"].append("Collapsed from exhaustion.")
char["energy"] = 2 # Wake up with some energy
# Random room change (scattered)
rooms = list(self.rooms.keys())
current = char.get("room", "Threshold")
new_room = current
attempts = 0
while new_room == current and attempts < 10:
new_room = rooms[0] # Will change to random
attempts += 1
if new_room != current:
char["room"] = new_room
self.state["energy_collapse_event"] = {
"character": char_name,
"from_room": current,
"to_room": new_room,
}
# Forge fire naturally dims if not tended
self.state["forge_fire_dying"] = random.random() < 0.1
# Random weather events
@@ -671,7 +670,21 @@ class GameEngine:
}
# Process Timmy's action
room_name = self.world.characters["Timmy"]["room"]
timmy_energy = self.world.characters["Timmy"]["energy"]
collapse_event = self.world.state.pop("energy_collapse_event", None)
if collapse_event and collapse_event.get("character") == "Timmy":
room_name = self.world.characters["Timmy"]["room"]
scene["timmy_room"] = room_name
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
scene["room_desc"] = self.world.get_room_desc(room_name, "Timmy")
here = [n for n in self.world.characters if self.world.characters[n]["room"] == room_name and n != "Timmy"]
scene["here"] = here
scene["log"].append("You collapse from exhaustion. The world spins. You wake somewhere else.")
if collapse_event.get("from_room") != collapse_event.get("to_room"):
scene["log"].append(f"You are in The {collapse_event['to_room']}, disoriented.")
return scene
# Energy constraint checks
action_costs = {
@@ -734,7 +747,7 @@ class GameEngine:
if direction in connections:
dest = connections[direction]
self.world.characters["Timmy"]["room"] = dest
self.world.characters["Timmy"]["energy"] -= 1
self.world.characters["Timmy"]["energy"] -= action_cost
scene["log"].append(f"You move {direction} to The {dest}.")
scene["timmy_room"] = dest
@@ -848,7 +861,7 @@ class GameEngine:
self.world.characters["Timmy"]["trust"]["Kimi"] = min(1.0,
self.world.characters["Timmy"]["trust"].get("Kimi", 0) + 0.1)
self.world.characters["Timmy"]["energy"] -= 0
self.world.characters["Timmy"]["energy"] -= action_cost
else:
scene["log"].append(f"{target} is not in this room.")
@@ -885,7 +898,7 @@ class GameEngine:
if self.world.characters["Timmy"]["room"] == "Forge":
self.world.rooms["Forge"]["fire"] = "glowing"
self.world.rooms["Forge"]["fire_tended"] += 1
self.world.characters["Timmy"]["energy"] -= 2
self.world.characters["Timmy"]["energy"] -= action_cost
scene["log"].append("You tend the forge fire. The flames leap up, bright and hungry.")
self.world.state["forge_fire_dying"] = False
else:
@@ -914,7 +927,7 @@ class GameEngine:
]
new_rule = random.choice(rules)
self.world.rooms["Tower"]["messages"].append(new_rule)
self.world.characters["Timmy"]["energy"] -= 1
self.world.characters["Timmy"]["energy"] -= action_cost
scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
else:
scene["log"].append("You are not in the Tower.")
@@ -940,7 +953,7 @@ class GameEngine:
new_carving = random.choice(carvings)
if new_carving not in self.world.rooms["Bridge"]["carvings"]:
self.world.rooms["Bridge"]["carvings"].append(new_carving)
self.world.characters["Timmy"]["energy"] -= 1
self.world.characters["Timmy"]["energy"] -= action_cost
scene["log"].append(f"You carve into the railing: \"{new_carving}\"")
else:
scene["log"].append("You are not on the Bridge.")
@@ -949,7 +962,7 @@ class GameEngine:
if self.world.characters["Timmy"]["room"] == "Garden":
self.world.rooms["Garden"]["growth"] = min(5,
self.world.rooms["Garden"]["growth"] + 1)
self.world.characters["Timmy"]["energy"] -= 1
self.world.characters["Timmy"]["energy"] -= action_cost
scene["log"].append("You plant something in the dark soil. The earth takes it without question.")
else:
scene["log"].append("You are not in the Garden.")
@@ -975,7 +988,7 @@ class GameEngine:
self.world.characters["Timmy"]["trust"].get(target_name, 0) + 0.2)
self.world.characters[target_name]["trust"]["Timmy"] = min(1.0,
self.world.characters[target_name]["trust"].get("Timmy", 0) + 0.2)
self.world.characters["Timmy"]["energy"] -= 1
self.world.characters["Timmy"]["energy"] -= action_cost
scene["log"].append(f"You help {target_name}. They look grateful.")
elif timmy_action.startswith("confront:"):
@@ -1076,6 +1089,9 @@ class GameEngine:
self.world.characters[char_name]["spoken"].append(line)
scene["log"].append(f"{char_name} says: \"{line}\"")
scene["timmy_room"] = self.world.characters["Timmy"]["room"]
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
# Save the world
self.world.save()