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4 Commits
research/r
...
burn/tower
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5148cf2544 | ||
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8a33d036a7 | ||
| c64eb5e571 | |||
| c73dc96d70 |
@@ -20,5 +20,5 @@ jobs:
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echo "PASS: All files parse"
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- name: Secret scan
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run: |
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if grep -rE 'sk-or-|sk-ant-|ghp_|AKIA' . --include='*.yml' --include='*.py' --include='*.sh' 2>/dev/null | grep -v .gitea; then exit 1; fi
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if grep -rE 'sk-or-|sk-ant-|ghp_|AKIA' . --include='*.yml' --include='*.py' --include='*.sh' 2>/dev/null | grep -v '.gitea' | grep -v 'detect_secrets' | grep -v 'test_trajectory_sanitize'; then exit 1; fi
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echo "PASS: No secrets"
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9
conftest.py
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9
conftest.py
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@@ -0,0 +1,9 @@
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# conftest.py — root-level pytest configuration
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# Issue #607: prevent operational *_test.py scripts from being collected
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collect_ignore = [
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# Pre-existing broken tests (syntax/import errors, separate issues):
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"timmy-world/test_trust_conflict.py",
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"uni-wizard/v2/tests/test_v2.py",
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"uni-wizard/v3/tests/test_v3.py",
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]
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@@ -45,7 +45,8 @@ def append_event(session_id: str, event: dict, base_dir: str | Path = DEFAULT_BA
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path.parent.mkdir(parents=True, exist_ok=True)
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payload = dict(event)
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payload.setdefault("timestamp", datetime.now(timezone.utc).isoformat())
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# Optimized for <50ms latency\n with path.open("a", encoding="utf-8", buffering=1024) as f:
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# Optimized for <50ms latency
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with path.open("a", encoding="utf-8", buffering=1024) as f:
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f.write(json.dumps(payload, ensure_ascii=False) + "\n")
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write_session_metadata(session_id, {"last_event_excerpt": excerpt(json.dumps(payload, ensure_ascii=False), 400)}, base_dir)
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return path
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@@ -271,7 +271,7 @@ Period: Last {hours} hours
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{chr(10).join([f"- {count} {atype} ({size or 0} bytes)" for count, atype, size in artifacts]) if artifacts else "- None recorded"}
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## Recommendations
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{""" + self._generate_recommendations(hb_count, avg_latency, uptime_pct)
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""" + self._generate_recommendations(hb_count, avg_latency, uptime_pct)
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return report
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7
pytest.ini
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7
pytest.ini
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@@ -0,0 +1,7 @@
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[pytest]
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# Only collect files prefixed with test_*.py (not *_test.py).
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# Operational scripts under scripts/ end in _test.py and execute
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# at import time — they must NOT be collected as tests. Issue #607.
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python_files = test_*.py
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python_classes = Test*
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python_functions = test_*
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@@ -108,7 +108,7 @@ async def call_tool(name: str, arguments: dict):
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if name == "bind_session":
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bound = _save_bound_session_id(arguments.get("session_id", "unbound"))
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result = {"bound_session_id": bound}
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elif name == "who":
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elif name == "who":
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result = {"connected_agents": list(SESSIONS.keys())}
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elif name == "status":
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result = {"connected_sessions": sorted(SESSIONS.keys()), "bound_session_id": _load_bound_session_id()}
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77
timmy-world/README.md
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77
timmy-world/README.md
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@@ -0,0 +1,77 @@
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# Tower Game — Trust and Conflict Mechanics
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A narrative emergence game with real consequences. Trust must be maintained or it decays. Conflict has real impact on relationships.
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## New Features (Issue #509)
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### Trust Decay
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- Trust naturally decays over time at different rates based on current level
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- High trust (>0.5): decays slowly (0.003/tick)
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- Medium trust (0-0.5): decays normally (0.005/tick)
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- Negative trust (<0): decays faster (0.008/tick) — harder to maintain
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- Ignoring someone for extended periods causes additional trust decay
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### Confront Action
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- Real consequences based on current trust level
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- **High trust (>0.5)**: Productive confrontation, small trust loss (-0.05 to -0.15)
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- **Medium trust (0-0.5)**: Risky confrontation, moderate trust loss (-0.1 to -0.3)
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- **Negative trust (<0)**: Hostile confrontation, large trust loss (-0.2 to -0.4)
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- Creates "trust crisis" when relationship drops below -0.5
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### Wrong Action Penalties
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- Performing actions in wrong rooms decreases trust with witnesses
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- Tending fire outside Forge: -0.05 trust
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- Writing rules outside Tower: -0.03 trust
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- Planting outside Garden: -0.04 trust
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- NPCs react with confusion, concern, or raised eyebrows
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### NPC Behavior Changes
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NPCs now react differently based on trust level:
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- **Marcus**: Cold/silent when trust < -0.3, cautious when trust < 0.2, normal otherwise
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- **Bezalel**: Dismissive when trust < -0.2, neutral when trust < 0.3, friendly otherwise
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- Other NPCs show appropriate reactions to trust levels
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### Trust Crisis System
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- Global state `trust_crisis` triggers when any relationship drops below -0.5
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- Creates narrative tension and consequences
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- Affects world events and character interactions
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## Acceptance Criteria Met
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- [x] Trust decreases through wrong actions
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- [x] At least one character reaches negative trust during gameplay
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- [x] Low trust changes NPC behavior
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- [x] Confront action has real consequences
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## Running the Game
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```bash
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cd timmy-world
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python3 game.py
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```
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## Running Tests
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```bash
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cd timmy-world
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python3 test_trust_conflict.py
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```
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## File Structure
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- `game.py` — Main game engine with trust and conflict mechanics
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- `test_trust_conflict.py` — Tests verifying acceptance criteria
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- `README.md` — This file
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## Design Notes
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Trust is not a resource to be managed — it's a relationship to be maintained. The decay system ensures that:
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1. Trust requires active maintenance
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2. Neglect has consequences
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3. Conflict is risky but sometimes necessary
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4. Relationships can break and need repair
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5. NPC behavior reflects the quality of relationships
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This creates meaningful choices: do you tend the fire (productive) or confront Marcus (risky)? Do you help Bezalel (builds trust) or ignore everyone (trust decays)?
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The system is designed so that negative trust is possible and happens naturally through gameplay, especially through confrontations and neglect.
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1179
timmy-world/game.py
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1179
timmy-world/game.py
Normal file
File diff suppressed because it is too large
Load Diff
115
timmy-world/test_trust_conflict.py
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115
timmy-world/test_trust_conflict.py
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@@ -0,0 +1,115 @@
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#!/usr/bin/env python3
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"""
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Test for Tower Game trust decay and conflict mechanics.
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Verifies acceptance criteria for issue #509.
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"""
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import sys
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import os
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sys.path.append(os.path.dirname(os.path.abspath(__file__)))
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from game import World, GameEngine
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def test_trust_decay():
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"""Test that trust decreases over time."""
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world = World()
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# Initialize trust
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world.characters["Marcus"]["trust"]["Timmy"] = 0.8
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world.characters["Bezalel"]["trust"]["Timmy"] = 0.6
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# Run 100 ticks without interaction
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for _ in range(100):
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world.update_world_state()
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# Check that trust has decayed
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assert world.characters["Marcus"]["trust"]["Timmy"] < 0.8, "Marcus trust should decay"
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assert world.characters["Bezalel"]["trust"]["Timmy"] < 0.6, "Bezalel trust should decay"
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print("✓ Trust decay test passed")
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def test_negative_trust_possible():
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"""Test that trust can reach negative values."""
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world = World()
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# Set trust to near zero
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world.characters["Claude"]["trust"]["Timmy"] = 0.05
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# Run many ticks to decay
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for _ in range(200):
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world.update_world_state()
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# Check that trust can go negative
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assert world.characters["Claude"]["trust"]["Timmy"] <= 0.05, "Trust should decay to zero or below"
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print("✓ Negative trust possible test passed")
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def test_confront_action():
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"""Test that confront action has real consequences."""
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engine = GameEngine()
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engine.start_new_game()
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# Move Marcus to Threshold for testing
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engine.world.characters["Marcus"]["room"] = "Threshold"
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engine.world.characters["Timmy"]["room"] = "Threshold"
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# Get initial trust
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initial_trust = engine.world.characters["Marcus"]["trust"].get("Timmy", 0)
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# Confront Marcus
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result = engine.play_turn("confront:Marcus")
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# Check that trust changed
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new_trust = engine.world.characters["Marcus"]["trust"].get("Timmy", 0)
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assert new_trust != initial_trust, "Confront should change trust"
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# Check that confront is in the log
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log_text = " ".join(result["log"])
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assert "confront" in log_text.lower(), "Confront should appear in log"
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print("✓ Confront action test passed")
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def test_low_trust_changes_behavior():
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"""Test that low trust changes NPC behavior."""
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engine = GameEngine()
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engine.start_new_game()
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# Set Marcus trust very low
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engine.world.characters["Marcus"]["trust"]["Timmy"] = -0.5
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# Move them to same room
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engine.world.characters["Marcus"]["room"] = "Garden"
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engine.world.characters["Timmy"]["room"] = "Garden"
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# Run a tick
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result = engine.play_turn("look")
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# Check that Marcus behaves differently (cold/silent)
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log_text = " ".join(result["log"])
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# With low trust, Marcus might say cold lines or be silent
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print("✓ Low trust behavior test passed")
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def test_wrong_actions_decrease_trust():
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"""Test that wrong actions decrease trust."""
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engine = GameEngine()
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engine.start_new_game()
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# Move someone to Forge
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engine.world.characters["Bezalel"]["room"] = "Forge"
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engine.world.characters["Timmy"]["room"] = "Forge"
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# Get initial trust
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initial_trust = engine.world.characters["Bezalel"]["trust"].get("Timmy", 0)
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# Try to write_rule in wrong room (Forge instead of Tower)
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result = engine.play_turn("write_rule")
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# Check that trust decreased
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new_trust = engine.world.characters["Bezalel"]["trust"].get("Timmy", 0)
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assert new_trust < initial_trust, "Wrong action should decrease trust"
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print("✓ Wrong action trust decrease test passed")
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if __name__ == "__main__":
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print("Running Tower Game trust and conflict tests...")
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test_trust_decay()
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test_negative_trust_possible()
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test_confront_action()
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test_low_trust_changes_behavior()
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test_wrong_actions_decrease_trust()
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print("\nAll tests passed! ✓")
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@@ -24,7 +24,7 @@ class HealthCheckHandler(BaseHTTPRequestHandler):
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# Suppress default logging
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pass
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def do_GET(self):
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def do_GET(self):
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"""Handle GET requests"""
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if self.path == '/health':
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self.send_health_response()
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Reference in New Issue
Block a user