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Author SHA1 Message Date
Alexander Whitestone
a091a5c9bf fix: give tower NPC room movement purposeful goals (#517)
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2026-04-22 11:51:47 -04:00
Alexander Whitestone
4afde6da78 test: add tower NPC movement acceptance coverage (#517) 2026-04-22 11:47:21 -04:00
14 changed files with 209 additions and 1452 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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@@ -454,23 +454,112 @@ class TimmyAI:
class NPCAI:
"""AI for non-player characters. They make choices based on goals."""
GOAL_ROOM_TARGETS = {
"Marcus": {
"sit": "Garden",
"speak_truth": "Threshold",
"remember": "Bridge",
},
"Bezalel": {
"forge": "Forge",
"tend_fire": "Forge",
"create_key": "Forge",
},
"Allegro": {
"oversee": "Threshold",
"keep_time": "Tower",
"check_tunnel": "Bridge",
},
"Ezra": {
"study": "Tower",
"read_whiteboard": "Tower",
"find_pattern": "Tower",
},
"Gemini": {
"observe": "Threshold",
"tend_garden": "Garden",
"listen": "Garden",
},
"Claude": {
"inspect": "Threshold",
"organize": "Tower",
"enforce_order": "Bridge",
},
"ClawCode": {
"forge": "Forge",
"test_edge": "Bridge",
"build_weapon": "Forge",
},
"Kimi": {
"contemplate": "Garden",
"read": "Tower",
"remember": "Bridge",
},
}
GOAL_CYCLES = {
"Marcus": ("sit", "speak_truth", "remember"),
"Allegro": ("oversee", "keep_time", "check_tunnel"),
"Claude": ("inspect", "organize", "enforce_order"),
"ClawCode": ("test_edge", "forge", "build_weapon"),
"Kimi": ("contemplate", "read", "remember"),
}
def __init__(self, world):
self.world = world
def _available_targets(self, available, prefix):
return [a.split(":", 1)[1] for a in available if a.startswith(f"{prefix}:")]
def _target_room_for(self, char_name, goal):
return self.GOAL_ROOM_TARGETS.get(char_name, {}).get(goal)
def _next_direction_toward(self, current_room, target_room):
if current_room == target_room:
return None
frontier = [(current_room, [])]
seen = {current_room}
while frontier:
room, path = frontier.pop(0)
if room == target_room:
return path[0] if path else None
for direction, dest in self.world.rooms[room].get("connections", {}).items():
if dest not in seen:
seen.add(dest)
frontier.append((dest, path + [direction]))
return None
def _move_toward_goal(self, room, target_room):
direction = self._next_direction_toward(room, target_room)
return f"move:{direction}" if direction else None
def _advance_goal_cycle(self, char_name, char):
cycle = self.GOAL_CYCLES.get(char_name)
if not cycle or self.world.tick <= 0:
return
goal = char.get("active_goal")
if goal not in cycle:
return
target_room = self._target_room_for(char_name, goal)
if char.get("room") != target_room:
return
if self.world.tick % 12 != 0:
return
index = cycle.index(goal)
char["active_goal"] = cycle[(index + 1) % len(cycle)]
def make_choice(self, char_name):
"""Make a choice for this NPC this tick."""
char = self.world.characters[char_name]
self._advance_goal_cycle(char_name, char)
room = char["room"]
available = ActionSystem.get_available_actions(char_name, self.world)
# If low energy, rest
if char["energy"] <= 1:
return "rest"
# Goal-driven behavior
goal = char["active_goal"]
if char_name == "Marcus":
return self._marcus_choice(char, room, available)
elif char_name == "Bezalel":
@@ -487,66 +576,96 @@ class NPCAI:
return self._clawcode_choice(char, room, available)
elif char_name == "Kimi":
return self._kimi_choice(char, room, available)
return "rest"
def _marcus_choice(self, char, room, available):
goal = char.get("active_goal", "sit")
target_room = self._target_room_for("Marcus", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
others = self._available_targets(available, "speak")
if goal == "speak_truth" and others:
return f"speak:{random.choice(others)}"
if goal == "remember" and room == "Bridge":
return random.choice(["examine", "rest"])
if room == "Garden" and random.random() < 0.7:
return "rest"
if room != "Garden":
return "move:west"
# Speak to someone if possible
others = [a.split(":")[1] for a in available if a.startswith("speak:")]
if others and random.random() < 0.4:
return f"speak:{random.choice(others)}"
return "rest"
def _bezalel_choice(self, char, room, available):
target_room = self._target_room_for("Bezalel", char.get("active_goal", "forge"))
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
if room == "Forge" and self.world.rooms["Forge"]["fire"] == "glowing":
return random.choice(["forge", "rest"] if char["energy"] > 2 else ["rest"])
if room != "Forge":
return "move:west"
if random.random() < 0.3:
return "tend_fire"
return "forge"
def _kimi_choice(self, char, room, available):
others = [a.split(":")[1] for a in available if a.startswith("speak:")]
goal = char.get("active_goal", "contemplate")
target_room = self._target_room_for("Kimi", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
others = self._available_targets(available, "speak")
if goal == "read" and room == "Tower":
return "study" if char["energy"] > 2 else "rest"
if room == "Garden" and others and random.random() < 0.3:
return f"speak:{random.choice(others)}"
if room == "Tower":
return "study" if char["energy"] > 2 else "rest"
return "move:east" # Head back toward Garden
if room == "Bridge":
return random.choice(["examine", "rest"])
return "rest"
def _gemini_choice(self, char, room, available):
others = [a.split(":")[1] for a in available if a.startswith("listen:")]
if room == "Garden" and others and random.random() < 0.4:
return f"listen:{random.choice(others)}"
return random.choice(["plant", "rest"] if room == "Garden" else ["move:west"])
goal = char.get("active_goal", "observe")
target_room = self._target_room_for("Gemini", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
listeners = self._available_targets(available, "listen")
if room == "Garden" and listeners and random.random() < 0.4:
return f"listen:{random.choice(listeners)}"
return random.choice(["plant", "rest"] if room == "Garden" else ["examine", "rest"])
def _ezra_choice(self, char, room, available):
goal = char.get("active_goal", "study")
target_room = self._target_room_for("Ezra", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
if room == "Tower" and char["energy"] > 2:
return random.choice(["study", "write_rule", "help:Timmy"])
if room != "Tower":
return "move:south"
return "rest"
def _claude_choice(self, char, room, available):
others = [a.split(":")[1] for a in available if a.startswith("confront:")]
goal = char.get("active_goal", "inspect")
target_room = self._target_room_for("Claude", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
others = self._available_targets(available, "confront")
if others and random.random() < 0.2:
return f"confront:{random.choice(others)}"
return random.choice(["examine", "rest"])
def _clawcode_choice(self, char, room, available):
goal = char.get("active_goal", "test_edge")
target_room = self._target_room_for("ClawCode", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
if room == "Forge" and char["energy"] > 2:
return "forge"
return random.choice(["move:east", "forge", "rest"])
return random.choice(["examine", "rest"])
def _allegro_choice(self, char, room, available):
others = [a.split(":")[1] for a in available if a.startswith("speak:")]
goal = char.get("active_goal", "oversee")
target_room = self._target_room_for("Allegro", goal)
if room != target_room:
return self._move_toward_goal(room, target_room) or "rest"
others = self._available_targets(available, "speak")
if others and random.random() < 0.3:
return f"speak:{random.choice(others)}"
return random.choice(["move:north", "move:south", "examine"])
return random.choice(["examine", "rest"])
class DialogueSystem:

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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",
]

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@@ -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,
)

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@@ -0,0 +1,54 @@
from importlib.util import module_from_spec, spec_from_file_location
from pathlib import Path
ROOT = Path(__file__).resolve().parent.parent
GAME_PATH = ROOT / "evennia" / "timmy_world" / "world" / "game.py"
def load_game_module():
spec = spec_from_file_location("tower_world_game", GAME_PATH)
module = module_from_spec(spec)
assert spec.loader is not None
spec.loader.exec_module(module)
module.random.seed(0)
return module
def _visitor_sets_after_ticks(module, ticks=100):
engine = module.GameEngine()
engine.start_new_game()
visitors = {room: set() for room in engine.world.rooms}
for _ in range(ticks):
engine.run_tick("rest")
for name, char in engine.world.characters.items():
if name == "Timmy":
continue
visitors[char["room"]].add(name)
return visitors
class TestTowerGameNpcPurpose:
def test_goal_driven_room_targets(self):
module = load_game_module()
world = module.World()
npc_ai = module.NPCAI(world)
world.characters["Marcus"]["room"] = "Threshold"
world.characters["Marcus"]["active_goal"] = "sit"
assert npc_ai.make_choice("Marcus") == "move:east"
world.characters["Ezra"]["room"] = "Threshold"
world.characters["Ezra"]["active_goal"] = "study"
assert npc_ai.make_choice("Ezra") == "move:north"
world.characters["Claude"]["room"] = "Threshold"
world.characters["Claude"]["active_goal"] = "enforce_order"
assert npc_ai.make_choice("Claude") == "move:south"
def test_every_room_gets_multiple_npc_visitors_over_100_ticks(self):
module = load_game_module()
visitors = _visitor_sets_after_ticks(module, ticks=100)
assert all(len(names) >= 2 for names in visitors.values()), visitors
assert len(visitors["Bridge"]) >= 3, visitors["Bridge"]

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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!")