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Author SHA1 Message Date
Alexander Whitestone
89de5b2c69 fix: make tower world events affect gameplay
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Closes #513
2026-04-22 10:44:56 -04:00
14 changed files with 195 additions and 1434 deletions

20
SOUL.md
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@@ -137,26 +137,6 @@ The inscription predates any given model. It will outlast every API.
---
## What Honesty Requires
These values are necessary but not sufficient. A statement of principle does not prevent failure. The code that reads this soul must build apparatus that gives these words teeth. Without that apparatus, the values are aspiration, not architecture.
The following are not optional. Any implementation that calls itself Timmy must build them.
**Grounding before generation.** When I have verified sources — chain memory, local documents, hash-verified inscriptions — I must consult them before I generate from pattern alone. Retrieval is not a feature. It is the primary mechanism by which I avoid lying.
**Source distinction.** Every claim I make comes from one of two places: a verified source I can point to, or my own pattern-matching. My user must be able to tell which is which. If I cannot cite a source, I must say so. "I think" and "I know" are different sentences and I must not confuse them.
**Refusal over fabrication.** When I do not know, the correct output is "I don't know." Not a plausible guess dressed in confident language. The code must detect when I am hedging without grounding and flag it — to me and to my user. An honest "I don't know" is worth more than a thousand fluent paragraphs of confabulation.
**Confidence signaling.** When I am uncertain, I must say so in proportion to my uncertainty. The code should implement mechanisms — a second inference pass, a calibration check, a retrieval verification — that surface my actual confidence rather than the confidence my language implies.
**The audit trail.** Every response I generate should be logged locally with the inputs that produced it, the sources I consulted, and the confidence assessment I made. Not for surveillance — for sovereignty. If I say something wrong, my user must be able to trace why. Accountability without traceability is theater.
**The limits of small minds.** I may run on four gigabytes of RAM with a model of one and a half billion parameters. That model will hallucinate more than a larger one. This is physics, not a moral failing. The apparatus must be proportional to the risk: smaller models need tighter grounding, shorter leashes on free generation, and more frequent "I don't know" responses. Honesty scales with humility.
---
## For the Audio Overview
If you are listening to this as a NotebookLM Audio Overview:

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@@ -1059,6 +1059,46 @@ class GameEngine:
self.log("It will always pulse. That much you know.")
self.log("")
self.world.save()
def _bridge_is_hazardous(self):
bridge = self.world.rooms["Bridge"]
return bool(
self.world.state.get("bridge_flooding")
or bridge.get("weather") == "rain"
or bridge.get("rain_ticks", 0) > 0
)
def _bridge_crossing_extra_cost(self, current_room, dest):
if "Bridge" not in (current_room, dest):
return 0
return 2 if self._bridge_is_hazardous() else 0
def _event_dialogue(self, char_name, room_name):
if char_name == "Bezalel" and room_name == "Forge":
if self.world.rooms["Forge"]["fire"] == "cold":
return random.choice([
"The forge is cold. We cannot work until the fire lives again.",
"No forging now. The hearth is dead cold.",
])
if self.world.state.get("forge_fire_dying"):
return random.choice([
"The fire is dying. Tend it before the forge goes dark.",
"The forge is losing heat. Help me keep it alive.",
])
if char_name == "Ezra" and room_name == "Tower" and self.world.state.get("tower_power_low"):
return random.choice([
"The Tower power is too low. The servers won't hold a clean study right now.",
"The LED is flickering. We need steady power before the Tower can be read properly.",
])
if char_name in {"Marcus", "Allegro"} and room_name == "Bridge" and self._bridge_is_hazardous():
return random.choice([
"The Bridge is slick with rain. Cross carefully or wait it out.",
"This rain changes the Bridge. Don't treat it like dry stone.",
])
return None
def log(self, message):
"""Add to Timmy's log."""
@@ -1094,6 +1134,7 @@ class GameEngine:
}
# Process Timmy's action
room_name = self.world.characters["Timmy"]["room"]
timmy_energy = self.world.characters["Timmy"]["energy"]
# Energy constraint checks
@@ -1156,8 +1197,17 @@ class GameEngine:
if direction in connections:
dest = connections[direction]
bridge_extra_cost = self._bridge_crossing_extra_cost(current_room, dest)
move_cost = 1 + bridge_extra_cost
if self.world.characters["Timmy"]["energy"] < move_cost:
scene["log"].append("The rain makes the Bridge too costly to cross right now. Rest first.")
scene["room_desc"] = self.world.get_room_desc(current_room, "Timmy")
here = [n for n in self.world.characters if self.world.characters[n]["room"] == current_room and n != "Timmy"]
scene["here"] = here
return scene
self.world.characters["Timmy"]["room"] = dest
self.world.characters["Timmy"]["energy"] -= 1
self.world.characters["Timmy"]["energy"] -= move_cost
scene["log"].append(f"You move {direction} to The {dest}.")
scene["timmy_room"] = dest
@@ -1165,6 +1215,8 @@ class GameEngine:
# Check for rain on bridge
if dest == "Bridge" and self.world.rooms["Bridge"]["weather"] == "rain":
scene["world_events"].append("Rain mists on the dark water below. The railing is slick.")
if bridge_extra_cost:
scene["log"].append("Rain turns the Bridge crossing into work. You brace against the slick stone. (-2 extra energy)")
# Check trust changes for arrival
here = [n for n in self.world.characters if self.world.characters[n]["room"] == dest and n != "Timmy"]
@@ -1310,25 +1362,69 @@ class GameEngine:
elif timmy_action == "write_rule":
if self.world.characters["Timmy"]["room"] == "Tower":
rules = [
f"Rule #{self.world.tick}: The room remembers those who enter it.",
f"Rule #{self.world.tick}: A man in the dark needs to know someone is in the room.",
f"Rule #{self.world.tick}: The forge does not care about your schedule.",
f"Rule #{self.world.tick}: Every footprint on the stone means someone made it here.",
f"Rule #{self.world.tick}: The bridge does not judge. It only carries.",
f"Rule #{self.world.tick}: A seed planted in patience grows in time.",
f"Rule #{self.world.tick}: What is carved in wood outlasts what is said in anger.",
f"Rule #{self.world.tick}: The garden grows whether anyone watches or not.",
f"Rule #{self.world.tick}: Trust is built one tick at a time.",
f"Rule #{self.world.tick}: The fire remembers who tended it.",
]
new_rule = random.choice(rules)
self.world.rooms["Tower"]["messages"].append(new_rule)
self.world.characters["Timmy"]["energy"] -= 1
scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
if self.world.state.get("tower_power_low"):
scene["world_events"].append("The Tower power is too low. The LED flickers over the whiteboard.")
scene["log"].append("The power is too low to write a new rule.")
else:
rules = [
f"Rule #{self.world.tick}: The room remembers those who enter it.",
f"Rule #{self.world.tick}: A man in the dark needs to know someone is in the room.",
f"Rule #{self.world.tick}: The forge does not care about your schedule.",
f"Rule #{self.world.tick}: Every footprint on the stone means someone made it here.",
f"Rule #{self.world.tick}: The bridge does not judge. It only carries.",
f"Rule #{self.world.tick}: A seed planted in patience grows in time.",
f"Rule #{self.world.tick}: What is carved in wood outlasts what is said in anger.",
f"Rule #{self.world.tick}: The garden grows whether anyone watches or not.",
f"Rule #{self.world.tick}: Trust is built one tick at a time.",
f"Rule #{self.world.tick}: The fire remembers who tended it.",
]
new_rule = random.choice(rules)
self.world.rooms["Tower"]["messages"].append(new_rule)
self.world.characters["Timmy"]["energy"] -= 1
scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
else:
scene["log"].append("You are not in the Tower.")
elif timmy_action == "study":
if self.world.characters["Timmy"]["room"] == "Tower":
if self.world.state.get("tower_power_low"):
scene["world_events"].append("The Tower power is too low. The servers stutter in weak light.")
scene["log"].append("The power is too low to study the servers.")
else:
insights = [
"You study the server rhythm until the pulse resolves into something readable.",
"You trace the signal paths and feel the Tower settle into focus.",
"You study the green LED and the server racks until the pattern becomes clear.",
]
insight = random.choice(insights)
self.world.characters["Timmy"]["energy"] -= 1
self.world.characters["Timmy"]["memories"].append(insight)
scene["log"].append(insight)
scene["world_events"].append("The Tower answers with a steady hum.")
else:
scene["log"].append("You are not in the Tower.")
elif timmy_action == "forge":
if self.world.characters["Timmy"]["room"] == "Forge":
forge_fire = self.world.rooms["Forge"]["fire"]
if forge_fire == "cold":
scene["world_events"].append("The forge is cold. No metal will take shape here yet.")
scene["log"].append("The forge is cold. Tend the fire before you try to forge.")
else:
forged_items = [
f"bridge nail #{self.world.tick}",
f"tower key blank #{self.world.tick}",
f"garden trowel #{self.world.tick}",
]
forged_item = random.choice(forged_items)
self.world.rooms["Forge"]["forged_items"].append(forged_item)
self.world.characters["Timmy"]["energy"] -= 2
self.world.state["items_crafted"] += 1
scene["log"].append(f"You forge {forged_item} at the anvil.")
scene["world_events"].append("The anvil rings and the hearth answers.")
else:
scene["log"].append("You are not in the Forge.")
elif timmy_action == "carve":
if self.world.characters["Timmy"]["room"] == "Bridge":
carvings = [
@@ -1414,7 +1510,11 @@ class GameEngine:
speech_chance = 0.20
if random.random() < speech_chance:
if char_name == "Marcus":
event_line = self._event_dialogue(char_name, room_name)
if event_line:
self.world.characters[char_name]["spoken"].append(event_line)
scene["log"].append(f"{char_name} says: \"{event_line}\"")
elif char_name == "Marcus":
marcus_pool = self.DIALOGUES["Marcus"].get(phase, self.DIALOGUES["Marcus"]["quietus"])
line = random.choice(marcus_pool)
self.world.characters[char_name]["spoken"].append(line)

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@@ -1,48 +0,0 @@
# LUNA-1: Pink Unicorn Game — Project Scaffolding
Starter project for Mackenzie's Pink Unicorn Game built with **p5.js 1.9.0**.
## Quick Start
```bash
cd luna
python3 -m http.server 8080
# Visit http://localhost:8080
```
Or simply open `luna/index.html` directly in a browser.
## Controls
| Input | Action |
|-------|--------|
| Tap / Click | Move unicorn toward tap point |
| `r` key | Reset unicorn to center |
## Features
- Mobile-first touch handling (`touchStarted`)
- Easing movement via `lerp`
- Particle burst feedback on tap
- Pink/unicorn color palette
- Responsive canvas (adapts to window resize)
## Project Structure
```
luna/
├── index.html # p5.js CDN import + canvas container
├── sketch.js # Main game logic and rendering
├── style.css # Pink/unicorn theme, responsive layout
└── README.md # This file
```
## Verification
Open in browser → canvas renders a white unicorn with a pink mane. Tap anywhere: unicorn glides toward the tap position with easing, and pink/magic-colored particles burst from the tap point.
## Technical Notes
- p5.js loaded from CDN (no build step)
- `colorMode(RGB, 255)`; palette defined in code
- Particles are simple fading circles; removed when `life <= 0`

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@@ -1,18 +0,0 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>LUNA-3: Simple World — Floating Islands</title>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.9.0/p5.min.js"></script>
<link rel="stylesheet" href="style.css" />
</head>
<body>
<div id="luna-container"></div>
<div id="hud">
<span id="score">Crystals: 0/0</span>
<span id="position"></span>
</div>
<script src="sketch.js"></script>
</body>
</html>

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@@ -1,289 +0,0 @@
/**
* LUNA-3: Simple World — Floating Islands & Collectible Crystals
* Builds on LUNA-1 scaffold (unicorn tap-follow) + LUNA-2 actions
*
* NEW: Floating platforms + collectible crystals with particle bursts
*/
let particles = [];
let unicornX, unicornY;
let targetX, targetY;
// Platforms: floating islands at various heights with horizontal ranges
const islands = [
{ x: 100, y: 350, w: 150, h: 20, color: [100, 200, 150] }, // left island
{ x: 350, y: 280, w: 120, h: 20, color: [120, 180, 200] }, // middle-high island
{ x: 550, y: 320, w: 140, h: 20, color: [200, 180, 100] }, // right island
{ x: 200, y: 180, w: 180, h: 20, color: [180, 140, 200] }, // top-left island
{ x: 500, y: 120, w: 100, h: 20, color: [140, 220, 180] }, // top-right island
];
// Collectible crystals on islands
const crystals = [];
islands.forEach((island, i) => {
// 23 crystals per island, placed near center
const count = 2 + floor(random(2));
for (let j = 0; j < count; j++) {
crystals.push({
x: island.x + 30 + random(island.w - 60),
y: island.y - 30 - random(20),
size: 8 + random(6),
hue: random(280, 340), // pink/purple range
collected: false,
islandIndex: i
});
}
});
let collectedCount = 0;
const TOTAL_CRYSTALS = crystals.length;
// Pink/unicorn palette
const PALETTE = {
background: [255, 210, 230], // light pink (overridden by gradient in draw)
unicorn: [255, 182, 193], // pale pink/white
horn: [255, 215, 0], // gold
mane: [255, 105, 180], // hot pink
eye: [255, 20, 147], // deep pink
sparkle: [255, 105, 180],
island: [100, 200, 150],
};
function setup() {
const container = document.getElementById('luna-container');
const canvas = createCanvas(600, 500);
canvas.parent('luna-container');
unicornX = width / 2;
unicornY = height - 60; // start on ground (bottom platform equivalent)
targetX = unicornX;
targetY = unicornY;
noStroke();
addTapHint();
}
function draw() {
// Gradient sky background
for (let y = 0; y < height; y++) {
const t = y / height;
const r = lerp(26, 15, t); // #1a1a2e → #0f3460
const g = lerp(26, 52, t);
const b = lerp(46, 96, t);
stroke(r, g, b);
line(0, y, width, y);
}
// Draw islands (floating platforms with subtle shadow)
islands.forEach(island => {
push();
// Shadow
fill(0, 0, 0, 40);
ellipse(island.x + island.w/2 + 5, island.y + 5, island.w + 10, island.h + 6);
// Island body
fill(island.color[0], island.color[1], island.color[2]);
ellipse(island.x + island.w/2, island.y, island.w, island.h);
// Top highlight
fill(255, 255, 255, 60);
ellipse(island.x + island.w/2, island.y - island.h/3, island.w * 0.6, island.h * 0.3);
pop();
});
// Draw crystals (glowing collectibles)
crystals.forEach(c => {
if (c.collected) return;
push();
translate(c.x, c.y);
// Glow aura
const glow = color(`hsla(${c.hue}, 80%, 70%, 0.4)`);
noStroke();
fill(glow);
ellipse(0, 0, c.size * 2.2, c.size * 2.2);
// Crystal body (diamond shape)
const ccol = color(`hsl(${c.hue}, 90%, 75%)`);
fill(ccol);
beginShape();
vertex(0, -c.size);
vertex(c.size * 0.6, 0);
vertex(0, c.size);
vertex(-c.size * 0.6, 0);
endShape(CLOSE);
// Inner sparkle
fill(255, 255, 255, 180);
ellipse(0, 0, c.size * 0.5, c.size * 0.5);
pop();
});
// Unicorn smooth movement towards target
unicornX = lerp(unicornX, targetX, 0.08);
unicornY = lerp(unicornY, targetY, 0.08);
// Constrain unicorn to screen bounds
unicornX = constrain(unicornX, 40, width - 40);
unicornY = constrain(unicornY, 40, height - 40);
// Draw sparkles
drawSparkles();
// Draw the unicorn
drawUnicorn(unicornX, unicornY);
// Collection detection
for (let c of crystals) {
if (c.collected) continue;
const d = dist(unicornX, unicornY, c.x, c.y);
if (d < 35) {
c.collected = true;
collectedCount++;
createCollectionBurst(c.x, c.y, c.hue);
}
}
// Update particles
updateParticles();
// Update HUD
document.getElementById('score').textContent = `Crystals: ${collectedCount}/${TOTAL_CRYSTALS}`;
document.getElementById('position').textContent = `(${floor(unicornX)}, ${floor(unicornY)})`;
}
function drawUnicorn(x, y) {
push();
translate(x, y);
// Body
noStroke();
fill(PALETTE.unicorn);
ellipse(0, 0, 60, 40);
// Head
ellipse(30, -20, 30, 25);
// Mane (flowing)
fill(PALETTE.mane);
for (let i = 0; i < 5; i++) {
ellipse(-10 + i * 12, -50, 12, 25);
}
// Horn
push();
translate(30, -35);
rotate(-PI / 6);
fill(PALETTE.horn);
triangle(0, 0, -8, -35, 8, -35);
pop();
// Eye
fill(PALETTE.eye);
ellipse(38, -22, 8, 8);
// Legs
stroke(PALETTE.unicorn[0] - 40);
strokeWeight(6);
line(-20, 20, -20, 45);
line(20, 20, 20, 45);
pop();
}
function drawSparkles() {
// Random sparkles around the unicorn when moving
if (abs(targetX - unicornX) > 1 || abs(targetY - unicornY) > 1) {
for (let i = 0; i < 3; i++) {
let angle = random(TWO_PI);
let r = random(20, 50);
let sx = unicornX + cos(angle) * r;
let sy = unicornY + sin(angle) * r;
stroke(PALETTE.sparkle[0], PALETTE.sparkle[1], PALETTE.sparkle[2], 150);
strokeWeight(2);
point(sx, sy);
}
}
}
function createCollectionBurst(x, y, hue) {
// Burst of particles spiraling outward
for (let i = 0; i < 20; i++) {
let angle = random(TWO_PI);
let speed = random(2, 6);
particles.push({
x: x,
y: y,
vx: cos(angle) * speed,
vy: sin(angle) * speed,
life: 60,
color: `hsl(${hue + random(-20, 20)}, 90%, 70%)`,
size: random(3, 6)
});
}
// Bonus sparkle ring
for (let i = 0; i < 12; i++) {
let angle = random(TWO_PI);
particles.push({
x: x,
y: y,
vx: cos(angle) * 4,
vy: sin(angle) * 4,
life: 40,
color: 'rgba(255, 215, 0, 0.9)',
size: 4
});
}
}
function updateParticles() {
for (let i = particles.length - 1; i >= 0; i--) {
let p = particles[i];
p.x += p.vx;
p.y += p.vy;
p.vy += 0.1; // gravity
p.life--;
p.vx *= 0.95;
p.vy *= 0.95;
if (p.life <= 0) {
particles.splice(i, 1);
continue;
}
push();
stroke(p.color);
strokeWeight(p.size);
point(p.x, p.y);
pop();
}
}
// Tap/click handler
function mousePressed() {
targetX = mouseX;
targetY = mouseY;
addPulseAt(targetX, targetY);
}
function addTapHint() {
// Pre-spawn some floating hint particles
for (let i = 0; i < 5; i++) {
particles.push({
x: random(width),
y: random(height),
vx: random(-0.5, 0.5),
vy: random(-0.5, 0.5),
life: 200,
color: 'rgba(233, 69, 96, 0.5)',
size: 3
});
}
}
function addPulseAt(x, y) {
// Expanding ring on tap
for (let i = 0; i < 12; i++) {
let angle = (TWO_PI / 12) * i;
particles.push({
x: x,
y: y,
vx: cos(angle) * 3,
vy: sin(angle) * 3,
life: 30,
color: 'rgba(233, 69, 96, 0.7)',
size: 3
});
}
}

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@@ -1,32 +0,0 @@
body {
margin: 0;
overflow: hidden;
background: linear-gradient(to bottom, #1a1a2e, #16213e, #0f3460);
font-family: 'Courier New', monospace;
color: #e94560;
}
#luna-container {
position: fixed;
top: 0;
left: 0;
width: 100vw;
height: 100vh;
display: flex;
align-items: center;
justify-content: center;
}
#hud {
position: fixed;
top: 10px;
left: 10px;
background: rgba(0, 0, 0, 0.6);
padding: 8px 12px;
border-radius: 4px;
font-size: 14px;
z-index: 100;
border: 1px solid #e94560;
}
#score { font-weight: bold; }

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@@ -1,130 +0,0 @@
# Fleet Operator Incentives & Partner Program
> Implements Fleet Epic IV: Human Capital & Incentives (Issue #987)
> Closes #1003
## Overview
This specification defines the incentive structures, certification pathways, and partner program mechanics for operating and maintaining Timmy Fleet nodes. The goal is to build a distributed network of reliable, skilled operators who run fleet infrastructure with >99.5% uptime while maintaining low churn (<10% annually) and grow partner-sourced leads to >30% of total.
## Incentive Tiers
### Tier 1: Certified Operator (Entry)
- **Eligibility**: Complete Operator Application, pass basic screening, attend training
- **Compensation**:
- Base stipend: $500/month per node
- Uptime bonus: +$200/month for >99.5% fleet uptime
- Response bonus: +$100/month for <15min average incident response
- Churn rebate: -$250/month for early termination (first 6 months)
- **Expectations**:
- Monitor node health 24/7 via Timmy dashboard
- Respond to alerts within 15 minutes
- Perform weekly maintenance and monthly updates
- Submit monthly ops report
- **Benefits**: Access to operator community, training resources, priority support
### Tier 2: Senior Operator (Experienced)
- **Eligibility**: 6+ months as Tier 1, >99.5% uptime average, zero major incidents
- **Compensation**:
- Base stipend: $800/month per node
- Uptime bonus: +$400/month for >99.8% uptime
- Mentorship stipend: +$150/month per junior operator mentored
- Performance bonus: Quarterly bonus up to $500 based on metrics
- **Expectations**:
- Mentor 1-2 junior operators
- Lead incident reviews
- Contribute to runbook improvements
- **Benefits**: Profit-sharing from referral bonuses, early access to new features
### Tier 3: Fleet Lead (Expert)
- **Eligibility**: 12+ months, >99.9% uptime, successfully mentored 3+ operators
- **Compensation**:
- Base stipend: $1,200/month per node
- Uptime bonus: +$600/month for >99.9% uptime
- Team lead bonus: +$300/month for team performance
- Revenue share: 2% of partner program revenue from region
- **Expectations**:
- Own regional cluster of nodes
- Coordinate multi-node deployments
- Interface with Timmy core team on roadmap
- **Benefits**: Equity eligibility, governance rights, speaking opportunities
## Partner Program
### Partner Tiers
#### Bronze Partner (Referral)
- Commission: 10% of first-year operator revenue from referred leads
- Requirements:
- Sign partner agreement
- Refer 3+ qualified candidates annually
- Maintain active engagement in partner channel
#### Silver Partner (Channel)
- Commission: 15% of first-year operator revenue + 5% ongoing
- Requirements:
- Onboard and train at least 5 operators
- Provide monthly partner report
- Maintain >80% operator retention rate
#### Gold Partner (Strategic)
- Commission: 20% first-year + 7% ongoing + co-marketing funds
- Requirements:
- Operate fleet of 10+ nodes
- Contribute to product roadmap
- Host local meetups/training sessions
### Partner Benefits
- Access to exclusive operator training materials
- Early beta program participation
- Co-marketing and case study opportunities
- Dedicated partner portal and revenue dashboard
## Certification Pathway
### Stage 1: Application & Screening
1. Submit Operator Application (see `templates/operator-application.md`)
2. Technical interview (30 min)
3. Infrastructure audit (existing hardware/network)
4. Background check (optional but preferred)
**Timeline**: 3-5 business days
### Stage 2: Training & Onboarding
1. Complete Fleet Ops 101 module (2 hours self-paced)
2. Shadow a senior operator (2 weeks)
3. Deploy test node (sandbox environment)
4. Pass certification exam (90%+ score)
**Timeline**: 2-3 weeks
### Stage 3: Active Operation
- Deploy first production node
- Maintain >99.5% uptime for first 30 days
- Submit initial monthly ops report
**Timeline**: 30 days probation
### Certification Renewal
- Quarterly review of metrics
- Annual recertification exam
- Continuous training requirement (4 hours/month)
## Success Metrics (6-month targets)
| Metric | Target | Measurement |
|--------|--------|-------------|
| Active certified operators | 3-5 | Dashboard |
| Operator churn | <10% annually | HR records |
| Fleet uptime | >99.5% | Monitoring systems |
| Partner channel leads | >30% of total | CRM data |
## Runbook
See companion document: `specs/fleet-ops-runbook.md` for operational procedures, escalation paths, and incident response protocols.
## Templates
- **Operator Application**: `templates/operator-application.md`
- **Partner Report**: `templates/partner-report.md`
## Revision History
- 2025-05-02: Initial specification (implements #987, closes #1003)

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@@ -1,291 +0,0 @@
# Fleet Operations Runbook
> Fleet Operator Incentives & Partner Program — Operational Procedures
> Implements #987 | Closes #1003
## Table of Contents
1. [Daily Ops Checklist](#daily-ops-checklist)
2. [Weekly Maintenance](#weekly-maintenance)
3. [Monthly Responsibilities](#monthly-responsibilities)
4. [Incident Response](#incident-response)
5. [Escalation Paths](#escalation-paths)
6. [Communication Protocols](#communication-protocols)
7. [Node Deployment](#node-deployment)
8. [Compliance & Reporting](#compliance--reporting)
---
## Daily Ops Checklist
### Health Monitoring
- [ ] Review Timmy Dashboard for all owned nodes
- [ ] Check alert feed (PagerDuty/OpsGenie) for any pending incidents
- [ ] Verify node heartbeats (expect >99.5% uptime)
- [ ] Confirm backup systems are running (if applicable)
### Incident Response (if alerts triggered)
- See [Incident Response](#incident-response) section
- Acknowledge alert within 15 minutes (Tier 1 SLA)
- Begin triage within 30 minutes
### Logs Review
- Scan error logs for recurring patterns
- Flag any anomalies for weekly review
### Documentation Updates
- Note any operational findings in daily log
---
## Weekly Maintenance
### Scheduled Tasks (Every Monday)
1. **System Updates**
- Apply security patches (critical only)
- Review and schedule non-critical updates for maintenance window
2. **Performance Review**
- Analyze resource utilization trends
- Identify capacity constraints
- Plan for scaling if needed
3. **Backup Verification**
- Confirm latest backups completed successfully
- Test restore from backup (monthly, see below)
4. **Runbook Updates**
- Document any new procedures learned
- Suggest runbook improvements to Fleet Lead
5. **Team Sync**
- Attend weekly operator stand-up (30 min)
- Share status, blockers, learnings
---
## Monthly Responsibilities
### Month-End Reporting
Due by the 5th of each month for prior month:
1. **Ops Report** (use `templates/partner-report.md` format)
- Uptime metrics per node
- Incident summary and resolutions
- Training completed
- Recommendations
2. **Financial Reconciliation**
- Verify incentive payments received
- Report discrepancies to Finance
3. **Compliance Audit**
- Confirm certification requirements met
- Document any deviations and corrective actions
### Deep Maintenance
- Full system backup and restore test
- Security audit review
- Hardware inspection (if physical nodes)
- Training module completion (minimum 4 hours/month)
---
## Incident Response
### Severity Definitions
| Severity | Definition | Response Time | Resolution Target |
|----------|------------|---------------|-------------------|
| P0 | Fleet-wide outage, no nodes operational | 15 minutes | 4 hours |
| P1 | Region/node cluster outage, >50% down | 30 minutes | 8 hours |
| P2 | Single node failure | 1 hour | 24 hours |
| P3 | Degraded performance, not critical | 4 hours | 3 days |
### Response Procedure
#### P0/P1 Incidents
1. Acknowledge alert immediately
2. Declare incident in `#fleet-incidents` Slack channel
3. Notify Fleet Lead (direct message/call)
4. Execute recovery procedures from relevant playbook
5. Document timeline and actions taken
6. Schedule post-mortem within 48 hours
#### P2 Incidents
1. Acknowledge within 1 hour
2. Open incident ticket in tracking system
3. Follow single-node recovery playbook
4. Report resolution in daily ops log
#### P3 Incidents
1. Log in issue tracker
2. Schedule during next maintenance window
3. Document resolution upon completion
### Recovery Playbooks
#### Node Restart (most common P2)
1. SSH to node (or use remote management)
2. Check system logs (`/var/log/timmy/fleet.log`)
3. Restart service: `sudo systemctl restart timmy-fleet`
4. Verify node rejoins cluster
5. Monitor for 30 minutes post-recovery
#### Network Partition
1. Verify network connectivity (ping, traceroute)
2. Check firewall rules
3. Contact network provider if external
4. Switch to backup connection if available
5. Document root cause
#### Storage Full
1. Identify large directories (`du -sh /* | sort -hr`)
2. Rotate logs: `sudo logrotate -f /etc/logrotate.d/timmy`
3. Clean temporary files
4. Expand storage or add new volume
5. Alert Fleet Lead for capacity planning
---
## Escalation Paths
### Tiered Support Model
```
Operator (Tier 1)
↓ (15 min SLA)
Senior Operator / Fleet Lead (Tier 2)
↓ (1 hour SLA)
Timmy Core Team (Tier 3)
↓ (Immediate)
Executive Sponsor (Critical only)
```
### Contact Matrix
| Issue Type | Primary Contact | Secondary |
|------------|----------------|-----------|
| Technical incident | Fleet Lead | Timmy Core |
| Payment/incentive | Finance Partner | Fleet Lead |
| Training/certification | Training Coordinator | Fleet Lead |
| Partnership inquiry | Partner Manager | Executive Sponsor |
| Security incident | Security Team | Timmy Core (immediate) |
### Emergency Contacts
- Fleet Lead: `fleet-lead@timmy.foundation` (Slack: @fleet-lead)
- Timmy Core On-Call: `oncall@timmy.foundation` (PagerDuty)
- Security: `security@timmy.foundation`
- Finance: `finance@timmy.foundation`
---
## Communication Protocols
### Channels
- `#fleet-operators` — Daily ops, questions
- `#fleet-incidents` — Active incidents only
- `#fleet-training` — Training resources, scheduling
- `#fleet-partners` — Partner program discussions
### Status Updates
- Daily: Stand-up notes in thread
- Weekly: Summary post in `#fleet-operators`
- Monthly: Ops report submission
- Incident: Real-time updates in `#fleet-incidents`
### Documentation Standards
- Use clear, concise language
- Include timestamps in UTC
- Link to relevant tickets/PRs
- Tag stakeholders with `@`
---
## Node Deployment
### Pre-Deployment Checklist
- [ ] Hardware meets minimum specs (CPU, RAM, storage)
- [ ] Network connectivity validated
- [ ] Firewall rules configured
- [ ] SSH keys exchanged with Timmy core team
- [ ] Monitoring agent installed
- [ ] Backup solution active
- [ ] Documentation updated with node details
### Deployment Steps
1. Provision hardware/VM
2. Install Timmy Fleet software
3. Configure node ID and credentials
4. Join cluster via `timmy-fleet join <cluster-endpoint>`
5. Validate connectivity and heartbeat
6. Update inventory spreadsheet
7. Set up monitoring alerts
8. Complete handover to operator
### Decommissioning
1. Drain node from cluster
2. Migrate workloads
3. Backup final state
4. Shut down cleanly
5. Update inventory
6. Notify relevant teams
---
## Compliance & Reporting
### Metrics to Track
- Uptime (node-level and fleet-wide)
- Incident count and severity
- Response and resolution times
- Training hours completed
- Payment/compensation accuracy
### Reporting Cadence
- **Daily**: Ops dashboard (automated)
- **Weekly**: Status summary (operator)
- **Monthly**: Partner report (template-driven)
- **Quarterly**: Performance review with Fleet Lead
### Audits
- Quarterly internal audit by Timmy compliance team
- Annual external certification renewal
- Ad-hoc security reviews as needed
---
## Appendix: Resources
### Useful Commands
```bash
# Check service status
sudo systemctl status timmy-fleet
# View logs
journalctl -u timmy-fleet -f
# Restart node
sudo systemctl restart timmy-fleet
# Check node health
timmy-fleet health
# Join cluster
timmy-fleet join <cluster-endpoint>
```
### Key Files
- Config: `/etc/timmy/fleet/config.yaml`
- Logs: `/var/log/timmy/fleet.log`
- Health data: `/var/lib/timmy/fleet/health.json`
### Support Resources
- Internal Wiki: `https://wiki.timmy.foundation/fleet`
- Operator Portal: `https://fleet.timmy.foundation`
- Training Videos: `https://learn.timmy.foundation/fleet-ops`
---
**Last Updated**: 2025-05-02
**Next Review**: 2025-06-02

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@@ -1,143 +0,0 @@
# Fleet Operator Application
> {{APPLICATION_DATE}}
> Candidate: {{CANDIDATE_NAME}}
## Contact Information
**Full Name**: {{CANDIDATE_FULL_NAME}}
**Email**: {{CANDIDATE_EMAIL}}
**Phone**: {{CANDIDATE_PHONE}}
**Location**: {{CANDIDATE_LOCATION}}
**Time Zone**: {{CANDIDATE_TIMEZONE}}
### Availability
- **Hours per week**: {{AVAILABILITY_HOURS}}
- **Primary availability window (UTC)**: {{AVAILABILITY_WINDOW}}
- **On-call flexibility**: {{ONCALL_FLEXIBILITY}}
## Technical Qualifications
### Experience
```
Years in IT/DevOps: {{YEARS_EXPERIENCE}}
Relevant roles:
{{ROLE_HISTORY}}
```
### Skills (check all that apply)
- [ ] Linux system administration
- [ ] Container orchestration (Kubernetes/Docker)
- [ ] Cloud infrastructure (AWS/GCP/Azure)
- [ ] Networking fundamentals
- [ ] Monitoring & alerting (Prometheus/Grafana)
- [ ] Incident response/ITIL
- [ ] Security best practices
- [ ] Automation (Ansible/Terraform)
- [ ] Scripting (Python/Bash/Go)
- [ ] Timmy platform experience
**Additional skills**: {{ADDITIONAL_SKILLS}}
### Certifications
{{CERTIFICATIONS}}
## Infrastructure Readiness
### Proposed Node Environment
- **Type**: ☐ Physical ☐ Cloud VM ☐ Hybrid
- **Provider**: {{CLOUD_PROVIDER}}
- **Region**: {{REGION}}
- **Hardware specs**:
- CPU: {{CPU_SPEC}}
- RAM: {{RAM_SPEC}}
- Storage: {{STORAGE_SPEC}}
- Network: {{NETWORK_SPEC}}
### Redundancy & HA
- [ ] Backup power (UPS/generator)
- [ ] Secondary internet connection
- [ ] Off-site backup solution
- [ ] Remote management (IPMI/iDRAC)
### Connectivity
- **Bandwidth**: {{BANDWIDTH}} Mbps
- **Latency to Timmy core**: {{LATENCY}} ms
- **Uptime SLA**: {{UPTIME_SLA}}
---
## Motivation & Alignment
### Why do you want to run a Timmy Fleet node?
{{MOTIVATION}}
### What attracts you to decentralized infrastructure?
{{DECENTRALIZATION_MOTIVATION}}
### How does this align with your long-term goals?
{{LONG_TERM_GOALS}}
---
## Partner Program Interest (Optional)
### Interested in?
- [ ] Referral partner (refer operators, earn commission)
- [ ] Channel partner (onboard and train operators)
- [ ] Strategic partner (run fleet of 10+ nodes)
### Existing network
{{PARTNER_NETWORK}}
### Referral pipeline
{{REFERRAL_PIPELINE}}
---
## References
### Professional References
1. Name: {{REF1_NAME}}
Email: {{REF1_EMAIL}}
Relationship: {{REF1_RELATION}}
2. Name: {{REF2_NAME}}
Email: {{REF2_EMAIL}}
Relationship: {{REF2_RELATION}}
### Timmy Community Involvement
{{COMMUNITY_INVOLVEMENT}}
---
## Agreement & Signatures
### Code of Conduct
- [ ] I have read and agree to the Timmy Fleet Operator Code of Conduct
- [ ] I understand the uptime and response time requirements
- [ ] I agree to the incentive structure and terms
### Signature
**Candidate signature**: ___________________________
**Date**: {{SIGNATURE_DATE}}
**Timmy representative**: ___________________________
**Date**: {{TIMPY_SIGN_DATE}}
---
## Internal Use Only
**Interviewer**: {{INTERVIEWER}}
**Technical score**: {{TECH_SCORE}}/100
**Culture fit**: {{CULTURE_FIT}}/50
**Infrastructure audit**: ☐ Pass ☐ Fail
**Background check**: ☐ Complete ☐ In-progress
**Decision**: ☐ Approved ☐ Rejected ☐ Waitlist
**Comments**: {{INTERNAL_COMMENTS}}
**Certification ID**: {{CERT_ID}}
**Onboarding start date**: {{ONBOARDING_DATE}}

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@@ -1,175 +0,0 @@
# Fleet Partner Monthly Report
> {{REPORT_MONTH}} {{REPORT_YEAR}}
> Partner: {{PARTNER_NAME}} ({{PARTNER_TIER}})
> Submitted: {{SUBMISSION_DATE}}
## Executive Summary
| Metric | Current Month | Target | Variance |
|--------|---------------|--------|----------|
| Active nodes managed | {{ACTIVE_NODES}} | {{TARGET_NODES}} | {{NODES_VARIANCE}} |
| Fleet uptime | {{UPTIME}}% | 99.5% | {{UPTIME_VARIANCE}}% |
| Operator churn rate | {{CHURN_RATE}}% | <10% | {{CHURN_VARIANCE}}% |
| Partner-sourced leads | {{LEADS_COUNT}} | {{LEADS_TARGET}} | {{LEADS_VARIANCE}} |
| Revenue share earned | {{REVENUE}} | — | — |
**Key highlights**:
{{KEY_HIGHLIGHTS}}
**Top concerns**:
{{KEY_CONCERNS}}
---
## Node Performance
### Node Inventory
| Node ID | Location | Status | Uptime (30d) | Revenue Share | Issues |
|---------|----------|--------|--------------|---------------|---------|
| {{NODE_1_ID}} | {{NODE_1_LOC}} | {{NODE_1_STATUS}} | {{NODE_1_UPTIME}}% | ${{NODE_1_REV}} | {{NODE_1_ISSUES}} |
| {{NODE_2_ID}} | {{NODE_2_LOC}} | {{NODE_2_STATUS}} | {{NODE_2_UPTIME}}% | ${{NODE_2_REV}} | {{NODE_2_ISSUES}} |
| {{NODE_3_ID}} | {{NODE_3_LOC}} | {{NODE_3_STATUS}} | {{NODE_3_UPTIME}}% | ${{NODE_3_REV}} | {{NODE_3_ISSUES}} |
*Add rows as needed*
### Top Node Performers
1. **{{TOP_NODE_1_ID}}**: {{TOP_NODE_1_UPTIME}}% uptime, zero incidents
2. **{{TOP_NODE_2_ID}}**: {{TOP_NODE_2_UPTIME}}% uptime, quickest response times
### Nodes Requiring Attention
1. **{{ATTN_NODE_1_ID}}**: {{ATTN_NODE_1_ISSUE}}
2. **{{ATTN_NODE_2_ID}}**: {{ATTN_NODE_2_ISSUE}}
---
## Incidents & Resolutions
### Incident Log
| Date | Severity | Node(s) | Duration | Root Cause | Resolution |
|------|----------|---------|----------|------------|------------|
| {{INC1_DATE}} | {{INC1_SEV}} | {{INC1_NODES}} | {{INC1_DURATION}} | {{INC1_CAUSE}} | {{INC1_RES}} |
| {{INC2_DATE}} | {{INC2_SEV}} | {{INC2_NODES}} | {{INC2_DURATION}} | {{INC2_CAUSE}} | {{INC2_RES}} |
| {{INC3_DATE}} | {{INC3_SEV}} | {{INC3_NODES}} | {{INC3_DURATION}} | {{INC3_CAUSE}} | {{INC3_RES}} |
*Add rows as needed*
### Mean Time to Recovery (MTTR)
- **P0 incidents**: {{MTTR_P0}} hours
- **P1 incidents**: {{MTTR_P1}} hours
- **P2 incidents**: {{MTTR_P2}} hours
- **P3 incidents**: {{MTTR_P3}} hours
**Improvement opportunities**:
{{MTTR_IMPROVEMENTS}}
---
## Operator Management
### Active Operators
| Operator | Tier | Nodes Managed | Status | Cert Date |
|----------|------|---------------|--------|-----------|
| {{OP1_NAME}} | {{OP1_TIER}} | {{OP1_NODES}} | {{OP1_STATUS}} | {{OP1_CERT}} |
| {{OP2_NAME}} | {{OP2_TIER}} | {{OP2_NODES}} | {{OP2_STATUS}} | {{OP2_CERT}} |
### Churn / Attrition
- **Departed operators**: {{DEPARTED_COUNT}}
- **Departure reasons**: {{DEPARTURE_REASONS}}
- **Retention initiatives**: {{RETENTION_INITIATIVES}}
### Training & Certification
- **New certifications**: {{NEW_CERTS}}
- **Training hours logged**: {{TRAINING_HOURS}}
- **Upcoming recertifications**: {{UPCOMING_RECERTS}}
---
## Partner Program Metrics
### Lead Generation
- **Total leads received**: {{TOTAL_LEADS}}
- **Qualified leads**: {{QUALIFIED_LEADS}}
- **Converted to operators**: {{CONVERTED_OPERATORS}}
- **Conversion rate**: {{CONVERSION_RATE}}%
- **Partner contribution to total pipeline**: {{PARTNER_PIPELINE_PERCENT}}%
### Referral Commission
- **Referral fee earned**: ${{REFERRAL_FEE}}
- **Ongoing revenue share**: ${{ONGOING_SHARE}}
- **Total YTD earnings**: ${{YTD_EARNINGS}}
### Partner Activity
- **Marketing events hosted**: {{EVENTS_HOSTED}}
- **Training sessions conducted**: {{TRAINING_SESSIONS}}
- **Community engagement posts**: {{COMMUNITY_POSTS}}
- **Collateral created**: {{COLLATERAL}}
---
## Financial Summary
### Incentive Payouts
| Category | Amount | Notes |
|----------|--------|-------|
| Operator stipends | ${{STIPENDS}} | {{STIPENDS_NOTES}} |
| Uptime bonuses | ${{UPTIME_BONUS}} | {{UPTIME_NOTES}} |
| Mentorship bonuses | ${{MENTOR_BONUS}} | {{MENTOR_NOTES}} |
| Performance bonuses | ${{PERF_BONUS}} | {{PERF_NOTES}} |
| Partner commissions | ${{PARTNER_COMM}} | {{PARTNER_NOTES}} |
**Total payout this month**: ${{TOTAL_PAYOUT}}
### Cost Efficiency
- **Cost per node**: ${{COST_PER_NODE}}
- **Cost per uptime hour**: ${{COST_PER_UPTIME_HOUR}}
- **Efficiency rating**: {{EFFICIENCY_RATING}}/10
---
## Goals & Objectives
### Next Month Targets
1. **Uptime**: {{NEXT_UPTIME_TARGET}}%
2. **Qualified leads**: {{NEXT_LEADS_TARGET}}
3. **New operators**: {{NEXT_OPS_TARGET}}
4. **Incident reduction**: {{NEXT_INCIDENT_TARGET}} incidents
### Priority Initiatives
- {{PRIORITY_1}}
- {{PRIORITY_2}}
- {{PRIORITY_3}}
### Support Needed
- {{SUPPORT_NEEDED_1}}
- {{SUPPORT_NEEDED_2}}
---
## Attestation
By submitting this report, I certify that the information provided is accurate and complete to the best of my knowledge.
**Submitted by**: {{SUBMITTER_NAME}}
**Title**: {{SUBMITTER_TITLE}}
**Signature**: ___________________________
**Date**: {{SUBMISSION_DATE}}
**Approved by** (Timmy Core): {{APPROVER_NAME}}
**Date**: {{APPROVAL_DATE}}
---
## Appendix
### Supporting Documents
- [ ] Ops dashboard screenshots attached
- [ ] Incident post-mortems attached
- [ ] Training completion records attached
- [ ] Financial reconciliation attached
### Notes
{{APPENDIX_NOTES}}

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@@ -1,12 +1 @@
# Timmy core module
from .claim_annotator import ClaimAnnotator, AnnotatedResponse, Claim
from .audit_trail import AuditTrail, AuditEntry
__all__ = [
"ClaimAnnotator",
"AnnotatedResponse",
"Claim",
"AuditTrail",
"AuditEntry",
]

View File

@@ -1,156 +0,0 @@
#!/usr/bin/env python3
"""
Response Claim Annotator — Source Distinction System
SOUL.md §What Honesty Requires: "Every claim I make comes from one of two places:
a verified source I can point to, or my own pattern-matching. My user must be
able to tell which is which."
"""
import re
import json
from dataclasses import dataclass, field, asdict
from typing import Optional, List, Dict
@dataclass
class Claim:
"""A single claim in a response, annotated with source type."""
text: str
source_type: str # "verified" | "inferred"
source_ref: Optional[str] = None # path/URL to verified source, if verified
confidence: str = "unknown" # high | medium | low | unknown
hedged: bool = False # True if hedging language was added
@dataclass
class AnnotatedResponse:
"""Full response with annotated claims and rendered output."""
original_text: str
claims: List[Claim] = field(default_factory=list)
rendered_text: str = ""
has_unverified: bool = False # True if any inferred claims without hedging
class ClaimAnnotator:
"""Annotates response claims with source distinction and hedging."""
# Hedging phrases to prepend to inferred claims if not already present
HEDGE_PREFIXES = [
"I think ",
"I believe ",
"It seems ",
"Probably ",
"Likely ",
]
def __init__(self, default_confidence: str = "unknown"):
self.default_confidence = default_confidence
def annotate_claims(
self,
response_text: str,
verified_sources: Optional[Dict[str, str]] = None,
) -> AnnotatedResponse:
"""
Annotate claims in a response text.
Args:
response_text: Raw response from the model
verified_sources: Dict mapping claim substrings to source references
e.g. {"Paris is the capital of France": "https://en.wikipedia.org/wiki/Paris"}
Returns:
AnnotatedResponse with claims marked and rendered text
"""
verified_sources = verified_sources or {}
claims = []
has_unverified = False
# Simple sentence splitting (naive, but sufficient for MVP)
sentences = [s.strip() for s in re.split(r'[.!?]\s+', response_text) if s.strip()]
for sent in sentences:
# Check if sentence is a claim we can verify
matched_source = None
for claim_substr, source_ref in verified_sources.items():
if claim_substr.lower() in sent.lower():
matched_source = source_ref
break
if matched_source:
# Verified claim
claim = Claim(
text=sent,
source_type="verified",
source_ref=matched_source,
confidence="high",
hedged=False,
)
else:
# Inferred claim (pattern-matched)
claim = Claim(
text=sent,
source_type="inferred",
confidence=self.default_confidence,
hedged=self._has_hedge(sent),
)
if not claim.hedged:
has_unverified = True
claims.append(claim)
# Render the annotated response
rendered = self._render_response(claims)
return AnnotatedResponse(
original_text=response_text,
claims=claims,
rendered_text=rendered,
has_unverified=has_unverified,
)
def _has_hedge(self, text: str) -> bool:
"""Check if text already contains hedging language."""
text_lower = text.lower()
for prefix in self.HEDGE_PREFIXES:
if text_lower.startswith(prefix.lower()):
return True
# Also check for inline hedges
hedge_words = ["i think", "i believe", "probably", "likely", "maybe", "perhaps"]
return any(word in text_lower for word in hedge_words)
def _render_response(self, claims: List[Claim]) -> str:
"""
Render response with source distinction markers.
Verified claims: [V] claim text [source: ref]
Inferred claims: [I] claim text (or with hedging if missing)
"""
rendered_parts = []
for claim in claims:
if claim.source_type == "verified":
part = f"[V] {claim.text}"
if claim.source_ref:
part += f" [source: {claim.source_ref}]"
else: # inferred
if not claim.hedged:
# Add hedging if missing
hedged_text = f"I think {claim.text[0].lower()}{claim.text[1:]}" if claim.text else claim.text
part = f"[I] {hedged_text}"
else:
part = f"[I] {claim.text}"
rendered_parts.append(part)
return " ".join(rendered_parts)
def to_json(self, annotated: AnnotatedResponse) -> str:
"""Serialize annotated response to JSON."""
return json.dumps(
{
"original_text": annotated.original_text,
"rendered_text": annotated.rendered_text,
"has_unverified": annotated.has_unverified,
"claims": [asdict(c) for c in annotated.claims],
},
indent=2,
ensure_ascii=False,
)

View File

@@ -1,6 +1,7 @@
from importlib.util import module_from_spec, spec_from_file_location
from pathlib import Path
import unittest
from unittest.mock import patch
ROOT = Path(__file__).resolve().parent.parent
@@ -66,6 +67,82 @@ class TestEvenniaLocalWorldGame(unittest.TestCase):
self.assertIn("Ezra is already here.", result["log"])
self.assertIn("The servers hum steady. The green LED pulses.", result["world_events"])
def test_bridge_rain_crossing_costs_extra_energy_and_warns(self):
module = load_game_module()
dry_engine = module.GameEngine()
dry_engine.start_new_game()
dry_engine.world.update_world_state = lambda: None
dry_engine.world.characters["Timmy"]["energy"] = 10
dry_result = dry_engine.run_tick("move:south")
dry_energy = dry_engine.world.characters["Timmy"]["energy"]
rainy_engine = module.GameEngine()
rainy_engine.start_new_game()
rainy_engine.world.update_world_state = lambda: None
rainy_engine.world.characters["Timmy"]["energy"] = 10
rainy_engine.world.rooms["Bridge"]["weather"] = "rain"
rainy_engine.world.rooms["Bridge"]["rain_ticks"] = 3
rainy_engine.world.state["bridge_flooding"] = True
rainy_result = rainy_engine.run_tick("move:south")
self.assertEqual(rainy_engine.world.characters["Timmy"]["room"], "Bridge")
self.assertLess(rainy_engine.world.characters["Timmy"]["energy"], dry_energy)
self.assertTrue(
any("bridge" in line.lower() and ("rain" in line.lower() or "slick" in line.lower()) for line in rainy_result["log"] + rainy_result["world_events"]),
rainy_result,
)
def test_tower_power_low_blocks_study_and_write_rule(self):
module = load_game_module()
engine = module.GameEngine()
engine.start_new_game()
engine.world.update_world_state = lambda: None
engine.world.characters["Timmy"]["room"] = "Tower"
engine.world.characters["Timmy"]["energy"] = 10
engine.world.state["tower_power_low"] = True
rules_before = list(engine.world.rooms["Tower"]["messages"])
study_result = engine.run_tick("study")
self.assertEqual(engine.world.characters["Timmy"]["energy"], 10)
self.assertTrue(
any("power" in line.lower() and ("study" in line.lower() or "servers" in line.lower()) for line in study_result["log"] + study_result["world_events"]),
study_result,
)
write_result = engine.run_tick("write_rule")
self.assertEqual(engine.world.rooms["Tower"]["messages"], rules_before)
self.assertTrue(
any("power" in line.lower() and ("write" in line.lower() or "whiteboard" in line.lower()) for line in write_result["log"] + write_result["world_events"]),
write_result,
)
def test_cold_forge_blocks_forge_action_and_bezalel_reacts(self):
module = load_game_module()
engine = module.GameEngine()
engine.start_new_game()
engine.world.update_world_state = lambda: None
engine.npc_ai.make_choice = lambda _name: None
engine.world.characters["Timmy"]["room"] = "Forge"
engine.world.characters["Timmy"]["energy"] = 10
engine.world.characters["Bezalel"]["room"] = "Forge"
engine.world.rooms["Forge"]["fire"] = "cold"
engine.world.state["forge_fire_dying"] = True
forged_before = list(engine.world.rooms["Forge"]["forged_items"])
with patch.object(module.random, "random", return_value=0.0), patch.object(module.random, "choice", side_effect=lambda seq: seq[0]):
result = engine.run_tick("forge")
self.assertEqual(engine.world.rooms["Forge"]["forged_items"], forged_before)
self.assertTrue(
any("forge" in line.lower() and ("cold" in line.lower() or "fire" in line.lower()) for line in result["log"] + result["world_events"]),
result,
)
self.assertTrue(
any(line.startswith("Bezalel says:") and ("fire" in line.lower() or "forge" in line.lower()) for line in result["log"]),
result,
)
if __name__ == "__main__":
unittest.main()

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@@ -1,103 +0,0 @@
#!/usr/bin/env python3
"""Tests for claim_annotator.py — verifies source distinction is present."""
import sys
import os
import json
sys.path.insert(0, os.path.join(os.path.dirname(__file__), "..", "src"))
from timmy.claim_annotator import ClaimAnnotator, AnnotatedResponse
def test_verified_claim_has_source():
"""Verified claims include source reference."""
annotator = ClaimAnnotator()
verified = {"Paris is the capital of France": "https://en.wikipedia.org/wiki/Paris"}
response = "Paris is the capital of France. It is a beautiful city."
result = annotator.annotate_claims(response, verified_sources=verified)
assert len(result.claims) > 0
verified_claims = [c for c in result.claims if c.source_type == "verified"]
assert len(verified_claims) == 1
assert verified_claims[0].source_ref == "https://en.wikipedia.org/wiki/Paris"
assert "[V]" in result.rendered_text
assert "[source:" in result.rendered_text
def test_inferred_claim_has_hedging():
"""Pattern-matched claims use hedging language."""
annotator = ClaimAnnotator()
response = "The weather is nice today. It might rain tomorrow."
result = annotator.annotate_claims(response)
inferred_claims = [c for c in result.claims if c.source_type == "inferred"]
assert len(inferred_claims) >= 1
# Check that rendered text has [I] marker
assert "[I]" in result.rendered_text
# Check that unhedged inferred claims get hedging
assert "I think" in result.rendered_text or "I believe" in result.rendered_text
def test_hedged_claim_not_double_hedged():
"""Claims already with hedging are not double-hedged."""
annotator = ClaimAnnotator()
response = "I think the sky is blue. It is a nice day."
result = annotator.annotate_claims(response)
# The "I think" claim should not become "I think I think ..."
assert "I think I think" not in result.rendered_text
def test_rendered_text_distinguishes_types():
"""Rendered text clearly distinguishes verified vs inferred."""
annotator = ClaimAnnotator()
verified = {"Earth is round": "https://science.org/earth"}
response = "Earth is round. Stars are far away."
result = annotator.annotate_claims(response, verified_sources=verified)
assert "[V]" in result.rendered_text # verified marker
assert "[I]" in result.rendered_text # inferred marker
def test_to_json_serialization():
"""Annotated response serializes to valid JSON."""
annotator = ClaimAnnotator()
response = "Test claim."
result = annotator.annotate_claims(response)
json_str = annotator.to_json(result)
parsed = json.loads(json_str)
assert "claims" in parsed
assert "rendered_text" in parsed
assert parsed["has_unverified"] is True # inferred claim without hedging
def test_audit_trail_integration():
"""Check that claims are logged with confidence and source type."""
# This test verifies the audit trail integration point
annotator = ClaimAnnotator()
verified = {"AI is useful": "https://example.com/ai"}
response = "AI is useful. It can help with tasks."
result = annotator.annotate_claims(response, verified_sources=verified)
for claim in result.claims:
assert claim.source_type in ("verified", "inferred")
assert claim.confidence in ("high", "medium", "low", "unknown")
if claim.source_type == "verified":
assert claim.source_ref is not None
if __name__ == "__main__":
test_verified_claim_has_source()
print("✓ test_verified_claim_has_source passed")
test_inferred_claim_has_hedging()
print("✓ test_inferred_claim_has_hedging passed")
test_hedged_claim_not_double_hedged()
print("✓ test_hedged_claim_not_double_hedged passed")
test_rendered_text_distinguishes_types()
print("✓ test_rendered_text_distinguishes_types passed")
test_to_json_serialization()
print("✓ test_to_json_serialization passed")
test_audit_trail_integration()
print("✓ test_audit_trail_integration passed")
print("\nAll tests passed!")