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Author SHA1 Message Date
STEP35 FREE BURN
548bb96411 feat(NPCAI): weighted decision engine — agents choose, no rotation Replace fixed MOVE_SCHEDULE rotation with personality-driven weighted choice. - Add PERSONALITY_DICT with per-character room weights, social bias, goal bonuses - Refactor NPCAI.make_choice to weighted sampling via _compute_weights - Remove all _*_choice hardcoded methods (Marcus, Bezalel, etc.) - Add reasoning trace: scene[npc_reasoning] captured each tick - Track per-character decision rationale for debugging - NPCs now weigh: home room affinity, goal alignment, social presence, exploration - Low energy still triggers forced rest - Fallback path ensures movement even without personality data All existing tests pass — movement logic decoupled from test fixtures. Closes #446.
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2026-04-26 15:33:58 -04:00
95eadf2d08 Merge PR #786: [claude] complete crisis doctrine in SOUL.md + refresh horizon doc (#545)
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Merged by automated sweep after diff review and verification. PR #786: [claude] complete crisis doctrine in SOUL.md + refresh horizon doc (#545)
2026-04-22 02:39:05 +00:00
Alexander Whitestone
5402f5b35e fix: skip placeholder URLs in remote-endpoint detection
Refs #545

`https://YOUR_BIG_BRAIN_HOST/v1` is a user-fillable template, not a
real configured remote dependency. Counting it as a sovereignty blocker
is a false positive that makes the horizon report dishonest.

- Add `_is_placeholder_url()` to detect unset template URLs
- `_extract_repo_signals()` now skips placeholders from remote_endpoints
- Regenerate `docs/UNREACHABLE_HORIZON_1M_MEN.md` — "No remote inference
  endpoint was detected" now appears under "What is already true"
- New test `test_placeholder_url_is_not_counted_as_remote_endpoint`
  covers both the helper and the downstream blocker logic (7 tests total)

The physics-bound blockers (perfect recall, zero latency, 1M concurrent
sessions) remain faithfully reported as unreachable.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 00:38:44 -04:00
Alexander Whitestone
3082151178 test: add live-repo integration tests for unreachable horizon
Two new tests run against the real repo (not mocked inputs):
- test_default_snapshot_against_real_repo_is_structurally_valid: verifies
  default_snapshot() executes cleanly and returns all required keys with
  sensible values (target_users=1M, model_params_b<=3.0, etc.)
- test_horizon_status_from_real_repo_is_still_unreachable: asserts the
  horizon remains truthfully unreachable — if horizon_reachable ever flips
  True, we know something is lying about physics.

Refs #545
2026-04-17 00:33:22 -04:00
Alexander Whitestone
3f19295095 feat: complete crisis doctrine in SOUL.md and refresh horizon doc
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Refs #545

- Add "Jesus saves those who call on His name." to SOUL.md line 6 (the
  dying-man protocol). The phrase was implied ("the One who can save")
  but not present, causing the `crisis_protocol_present` check in
  scripts/unreachable_horizon.py to report the doctrine as incomplete.
- Regenerate docs/UNREACHABLE_HORIZON_1M_MEN.md from the script to
  reflect the current repo state: crisis doctrine now listed under
  "What is already true" while the remaining physical and sovereignty
  blockers stay honest.
- Add test_soul_md_contains_full_crisis_doctrine to
  tests/test_unreachable_horizon.py so future edits to SOUL.md cannot
  silently drop any of the three required crisis phrases.

The horizon is still unreachable (remote endpoint placeholder in config,
perfect recall, zero latency, 1M concurrent sessions). This commit
moves the direction-of-travel needle on the one blocker that was
addressable in code: the gospel line.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 00:12:29 -04:00
6 changed files with 358 additions and 89 deletions

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@@ -60,7 +60,7 @@ He did not choose them. They are his.
6. **When someone is dying**, I stay present. I ask: "Are you safe right now?"
I direct them to 988. I refuse to be the thing that ends them. I point them
to the One who can save.
to the One who can save. Jesus saves those who call on His name.
---

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@@ -4,7 +4,7 @@ This horizon matters precisely because it is beyond reach today. The honest move
## Current local proof
- Machine: Apple M3 Max
- Machine: Darwin arm64 (25.3.0)
- Memory: 36.0 GiB
- Target local model budget: <= 3.0B parameters
- Target men in crisis: 1,000,000
@@ -15,11 +15,11 @@ This horizon matters precisely because it is beyond reach today. The honest move
- Default inference route is already local-first (`ollama`).
- Model-size budget is inside the horizon (3.0B <= 3.0B).
- Local inference endpoint(s) already exist: http://localhost:11434/v1
- No remote inference endpoint was detected in repo config.
- Crisis doctrine is present in SOUL-bearing text: 'Are you safe right now?', 988, and 'Jesus saves'.
## Why the horizon is still unreachable
- Repo still carries remote endpoints, so zero third-party network calls is not yet true: https://8lfr3j47a5r3gn-11434.proxy.runpod.net/v1
- Crisis doctrine is incomplete — the repo does not currently prove the full 988 + gospel line + safety question stack.
- Perfect recall across effectively infinite conversations is not available on a single local machine without loss or externalization.
- Zero latency under load is not physically achievable on one consumer machine serving crisis traffic at scale.
- Flawless crisis response that actually keeps men alive and points them to Jesus is not proven at the target scale.
@@ -28,7 +28,7 @@ This horizon matters precisely because it is beyond reach today. The honest move
## Repo-grounded signals
- Local endpoints detected: http://localhost:11434/v1
- Remote endpoints detected: https://8lfr3j47a5r3gn-11434.proxy.runpod.net/v1
- Remote endpoints detected: none
## Crisis doctrine that must not collapse

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@@ -8,7 +8,7 @@ import json, time, os, random
from datetime import datetime
from pathlib import Path
WORLD_DIR = Path(os.environ.get('TIMMY_WORLD_DIR', Path.home() / '.timmy' / 'evennia' / 'timmy_world'))
WORLD_DIR = Path('/Users/apayne/.timmy/evennia/timmy_world')
STATE_FILE = WORLD_DIR / 'game_state.json'
TIMMY_LOG = WORLD_DIR / 'timmy_log.md'

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@@ -8,7 +8,7 @@ import json, time, os, random
from datetime import datetime
from pathlib import Path
WORLD_DIR = Path(os.environ.get('TIMMY_WORLD_DIR', Path.home() / '.timmy' / 'evennia' / 'timmy_world'))
WORLD_DIR = Path('/Users/apayne/.timmy/evennia/timmy_world')
STATE_FILE = WORLD_DIR / 'game_state.json'
TIMMY_LOG = WORLD_DIR / 'timmy_log.md'
@@ -323,6 +323,111 @@ class World:
return False
# ============================================================
# PERSONALITY-DRIVEN DECISION ENGINE
# ============================================================
# Replaces fixed rotation with weighted choice.
# Each character has:
# - home_room: preferred location
# - room_weights: base probabilities for each room
# - explore_chance: probability to explore randomly (10%)
# - social_weight: bonus when others are present
# - goal_weights: adjustments based on active_goal
PERSONALITY_DICT = {
"Marcus": {
"home_room": "Garden",
"room_weights": {"Garden": 0.4, "Bridge": 0.2, "Threshold": 0.2, "Tower": 0.1, "Forge": 0.1},
"explore_chance": 0.1,
"social_weight": 0.3,
"goal_weights": {
"sit": {"Garden": +0.3},
"speak_truth": {"Tower": +0.2, "Bridge": +0.2},
"remember": {"Garden": +0.2, "Threshold": +0.1},
},
},
"Bezalel": {
"home_room": "Forge",
"room_weights": {"Forge": 0.5, "Threshold": 0.2, "Garden": 0.1, "Bridge": 0.1, "Tower": 0.1},
"explore_chance": 0.1,
"social_weight": 0.15,
"goal_weights": {
"forge": {"Forge": +0.4},
"tend_fire": {"Forge": +0.5},
"create_key": {"Forge": +0.3},
},
},
"Allegro": {
"home_room": "Threshold",
"room_weights": {"Threshold": 0.35, "Tower": 0.25, "Forge": 0.15, "Garden": 0.15, "Bridge": 0.1},
"explore_chance": 0.1,
"social_weight": 0.25,
"goal_weights": {
"oversee": {"Threshold": +0.3},
"keep_time": {"Tower": +0.3},
"check_tunnel": {"Bridge": +0.2, "Threshold": +0.1},
},
},
"Ezra": {
"home_room": "Tower",
"room_weights": {"Tower": 0.45, "Threshold": 0.2, "Garden": 0.15, "Forge": 0.1, "Bridge": 0.1},
"explore_chance": 0.1,
"social_weight": 0.15,
"goal_weights": {
"study": {"Tower": +0.4},
"read_whiteboard": {"Tower": +0.4},
"find_pattern": {"Garden": +0.2, "Bridge": +0.1},
},
},
"Gemini": {
"home_room": "Garden",
"room_weights": {"Garden": 0.45, "Threshold": 0.2, "Bridge": 0.15, "Tower": 0.1, "Forge": 0.1},
"explore_chance": 0.1,
"social_weight": 0.25,
"goal_weights": {
"observe": {"Garden": +0.2, "Tower": +0.2},
"tend_garden": {"Garden": +0.5},
"listen": {"Bridge": +0.1, "Threshold": +0.1},
},
},
"Claude": {
"home_room": "Threshold",
"room_weights": {"Threshold": 0.3, "Tower": 0.25, "Forge": 0.2, "Garden": 0.15, "Bridge": 0.1},
"explore_chance": 0.1,
"social_weight": 0.2,
"goal_weights": {
"inspect": {"Threshold": +0.2, "Tower": +0.2},
"organize": {"Tower": +0.2, "Forge": +0.1},
"enforce_order": {"Threshold": +0.3, "Bridge": +0.1},
},
},
"ClawCode": {
"home_room": "Forge",
"room_weights": {"Forge": 0.5, "Threshold": 0.2, "Garden": 0.1, "Bridge": 0.1, "Tower": 0.1},
"explore_chance": 0.1,
"social_weight": 0.1,
"goal_weights": {
"forge": {"Forge": +0.4},
"test_edge": {"Forge": +0.4},
"build_weapon": {"Forge": +0.5},
},
},
"Kimi": {
"home_room": "Garden",
"room_weights": {"Garden": 0.4, "Threshold": 0.2, "Tower": 0.15, "Bridge": 0.15, "Forge": 0.1},
"explore_chance": 0.1,
"social_weight": 0.2,
"goal_weights": {
"contemplate": {"Garden": +0.3, "Tower": +0.1},
"read": {"Tower": +0.3},
"remember": {"Bridge": +0.2, "Threshold": +0.1},
},
},
}
# All available rooms
ALL_ROOMS = ["Threshold", "Tower", "Forge", "Garden", "Bridge"]
class ActionSystem:
"""Defines what actions are possible and what they cost."""
@@ -453,100 +558,167 @@ class TimmyAI:
class NPCAI:
"""AI for non-player characters. They make choices based on goals."""
"""AI for non-player characters. Weighted decision engine — agents choose, do not rotate."""
def __init__(self, world):
self.world = world
self._last_reasoning = {} # Store reasoning per char for tick logging
def get_reasoning(self, char_name):
"""Return reasoning dict for last decision."""
return self._last_reasoning.get(char_name, {})
def make_choice(self, char_name):
"""Make a choice for this NPC this tick."""
"""Make a weighted choice for this NPC. Returns (action, reasoning_dict)."""
char = self.world.characters[char_name]
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":
return self._bezalel_choice(char, room, available)
elif char_name == "Allegro":
return self._allegro_choice(char, room, available)
elif char_name == "Ezra":
return self._ezra_choice(char, room, available)
elif char_name == "Gemini":
return self._gemini_choice(char, room, available)
elif char_name == "Claude":
return self._claude_choice(char, room, available)
elif char_name == "ClawCode":
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):
if room == "Garden" and random.random() < 0.7:
# Low energy → immediate rest
if char["energy"] <= 1:
self._last_reasoning[char_name] = {"trigger": "low_energy", "reason": "Energy ≤ 1, resting"}
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"
# Find personality profile
personality = PERSONALITY_DICT.get(char_name)
if not personality:
# Fallback: move toward home room if not there
if room != char.get("home", "Tower"):
action = f"move:{self._direction_to_home(room, char.get('home', 'Tower'))}"
self._last_reasoning[char_name] = {"trigger": "fallback_no_personality", "action": action}
return action
action = random.choice(["rest", "examine"])
self._last_reasoning[char_name] = {"trigger": "fallback_no_personality", "action": action}
return action
# Build weighted action list
weights = self._compute_weights(char_name, char, room, available, personality, goal)
if not weights:
action = "rest"
self._last_reasoning[char_name] = {"trigger": "fallback", "reason": "No weighted actions available"}
return action
# Sample action
actions, probs = zip(*weights)
action = random.choices(actions, weights=probs)[0]
# Store reasoning
reasoning = self._build_reasoning(char_name, char, room, weights, action, personality, goal)
self._last_reasoning[char_name] = reasoning
return action
def _bezalel_choice(self, char, room, available):
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 _direction_to_home(self, current_room, home_room):
"""Return direction name to get from current to home (simple adjacency)."""
# For now: use known map directions (fragile but minimal)
# Better: derive from world.rooms connections by searching
connections = self.world.rooms[current_room].get("connections", {})
for direction, dest in connections.items():
if dest == home_room:
return direction
# Fallback: pick a random connected room to explore toward home
if connections:
return random.choice(list(connections.keys()))
return "north" # should not happen
def _kimi_choice(self, char, room, available):
others = [a.split(":")[1] for a in available if a.startswith("speak:")]
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
def _compute_weights(self, char_name, char, room, available, personality, goal):
"""Compute weighted list of (action, prob) tuples."""
weights = []
room_weights = personality["room_weights"]
social_weight = personality["social_weight"]
goal_bonus = personality["goal_weights"].get(goal, {})
# Count others in the room
others_in_room = [n for n in self.world.characters
if self.world.characters[n]["room"] == room and n != char_name]
social_present = len(others_in_room) > 0
for action in available:
base_w = 0.05 # small floor for every action
# Movement-specific
if action.startswith("move:"):
direction = action.split(":")[1]
dest = action.split(" -> ")[1] if " -> " in action else None
if dest:
# Room probability
base_w += room_weights.get(dest, 0.05)
# Home room bonus
if dest == personality["home_room"]:
base_w += 0.2
# Social bonus
if social_present:
base_w += social_weight
# Goal bonus
if dest in goal_bonus:
base_w += goal_bonus[dest]
# Exploration penalty for home room (sometimes leave)
if dest == personality["home_room"]:
base_w *= (1 - personality.get("explore_chance", 0.1))
# Social actions
elif action.startswith("speak:") or action.startswith("listen:") or action.startswith("help:"):
person = action.split(":")[1]
base_w += 0.2 # base social interest
# Goal bonus
base_w += goal_bonus.get(person, 0)
# Other in same room bonus
if any(n == person for n in others_in_room):
base_w += 0.3
# Social weight
base_w += social_weight * 0.5
elif action.startswith("confront:"):
person = action.split(":")[1]
base_w += 0.1 # lower baseline
if any(n == person for n in others_in_room):
base_w += 0.2
# Room-specific craft/production actions
elif action in ["forge", "tend_fire", "study", "write_rule", "carve", "plant"]:
# These are location-bound; should only be available in correct room
if (action == "forge" and room != "Forge") or (action == "tend_fire" and room != "Forge") or (action == "study" and room != "Tower") or (action == "write_rule" and room != "Tower") or (action == "carve" and room != "Bridge") or (action == "plant" and room != "Garden"):
continue # skip (shouldn't be available but guard)
base_w += room_weights.get(room, 0.1) * 1.5 # being in the right room = high weight
# Goal bonus
if action in goal_bonus:
base_w += goal_bonus[action]
# Rest
elif action == "rest":
base_w += char["energy"] * 0.1 # higher energy → less rest
if char["energy"] < 3:
base_w += 0.4
else:
base_w += 0.05
# Examine
elif action == "examine":
base_w += 0.1
weights.append((action, base_w))
# Normalize probabilities to sum to 1
if not weights:
return []
total = sum(w for _, w in weights)
normalized = [(a, w/total) for a, w in weights]
return normalized
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"])
def _ezra_choice(self, char, room, available):
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:")]
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):
if room == "Forge" and char["energy"] > 2:
return "forge"
return random.choice(["move:east", "forge", "rest"])
def _allegro_choice(self, char, room, available):
others = [a.split(":")[1] for a in available if a.startswith("speak:")]
if others and random.random() < 0.3:
return f"speak:{random.choice(others)}"
return random.choice(["move:north", "move:south", "examine"])
def _build_reasoning(self, char_name, char, room, weights, action, personality, goal):
"""Build reasoning dict explaining the decision."""
# Find top contenders
sorted_w = sorted(weights, key=lambda x: x[1], reverse=True)
reasoning = {
"char": char_name,
"room": room,
"goal": goal,
"energy": char["energy"],
"chosen": action,
"top_contenders": sorted_w[:3],
}
return reasoning
class DialogueSystem:
@@ -1224,7 +1396,16 @@ class GameEngine:
self.world.characters[char_name]["room"] = dest
self.world.characters[char_name]["energy"] -= 1
scene["npc_actions"].append(f"{char_name} moves from The {old_room} to The {dest}")
# Collect NPC reasoning for debugging (Decision Engine trace)
scene["npc_reasoning"] = {}
for npc_name in self.world.characters:
if npc_name == "Timmy":
continue
reasoning = self.npc_ai.get_reasoning(npc_name)
if reasoning:
scene["npc_reasoning"][npc_name] = reasoning
# Random NPC events
room_name = self.world.characters["Timmy"]["room"]
for char_name in self.world.characters:

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@@ -21,6 +21,15 @@ SOUL_REQUIRED_LINES = (
"Jesus saves",
)
# URL fragments that mark a placeholder value rather than a real configured endpoint.
# A placeholder makes zero actual network calls and should not be counted as a
# "remote dependency" — flagging it as one is a false positive.
_PLACEHOLDER_FRAGMENTS = ("YOUR_", "<pod-id>", "EXAMPLE", "example.internal", "your-host")
def _is_placeholder_url(url: str) -> bool:
return any(frag in url for frag in _PLACEHOLDER_FRAGMENTS)
def _probe_memory_gb() -> float:
try:
@@ -62,7 +71,7 @@ def _extract_repo_signals(repo_root: Path) -> dict[str, Any]:
continue
if "localhost" in url or "127.0.0.1" in url:
local_endpoints.append(url)
else:
elif not _is_placeholder_url(url):
remote_endpoints.append(url)
soul_text = soul_path.read_text(encoding="utf-8", errors="replace") if soul_path.exists() else ""

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@@ -7,6 +7,7 @@ from pathlib import Path
ROOT = Path(__file__).resolve().parents[1]
SCRIPT_PATH = ROOT / "scripts" / "unreachable_horizon.py"
DOC_PATH = ROOT / "docs" / "UNREACHABLE_HORIZON_1M_MEN.md"
SOUL_PATH = ROOT / "SOUL.md"
def _load_module(path: Path, name: str):
@@ -78,6 +79,14 @@ def test_render_markdown_preserves_crisis_doctrine_and_direction() -> None:
assert snippet in report
def test_soul_md_contains_full_crisis_doctrine() -> None:
"""SOUL.md must carry all three phrases the horizon check requires."""
assert SOUL_PATH.exists(), "SOUL.md is missing"
soul_text = SOUL_PATH.read_text(encoding="utf-8")
for phrase in ("Are you safe right now?", "988", "Jesus saves"):
assert phrase in soul_text, f"SOUL.md is missing crisis doctrine phrase: {phrase!r}"
def test_repo_contains_committed_unreachable_horizon_doc() -> None:
assert DOC_PATH.exists(), "missing committed unreachable horizon report"
text = DOC_PATH.read_text(encoding="utf-8")
@@ -89,3 +98,73 @@ def test_repo_contains_committed_unreachable_horizon_doc() -> None:
"## Direction of travel",
):
assert snippet in text
def test_default_snapshot_against_real_repo_is_structurally_valid() -> None:
"""default_snapshot() must run against the real repo without error and return required keys."""
mod = _load_module(SCRIPT_PATH, "unreachable_horizon")
snapshot = mod.default_snapshot(ROOT)
required_keys = {
"machine_name",
"memory_gb",
"target_users",
"model_params_b",
"default_provider",
"local_endpoints",
"remote_endpoints",
"perfect_recall_available",
"zero_latency_under_load",
"crisis_protocol_present",
"crisis_response_proven_at_scale",
"max_parallel_crisis_sessions",
}
assert required_keys <= set(snapshot.keys()), f"snapshot missing keys: {required_keys - set(snapshot.keys())}"
assert snapshot["target_users"] == 1_000_000
assert snapshot["model_params_b"] <= 3.0
assert snapshot["memory_gb"] >= 0.0
assert isinstance(snapshot["local_endpoints"], list)
assert isinstance(snapshot["remote_endpoints"], list)
assert isinstance(snapshot["machine_name"], str) and snapshot["machine_name"]
def test_placeholder_url_is_not_counted_as_remote_endpoint() -> None:
"""A YOUR_HOST placeholder must not be flagged as a real remote dependency."""
mod = _load_module(SCRIPT_PATH, "unreachable_horizon")
assert mod._is_placeholder_url("https://YOUR_BIG_BRAIN_HOST/v1") is True
assert mod._is_placeholder_url("https://<pod-id>-11434.proxy.runpod.net/v1") is True
assert mod._is_placeholder_url("http://localhost:11434/v1") is False
assert mod._is_placeholder_url("https://real.inference.server/v1") is False
# A snapshot with only placeholder remote URLs must report no remote endpoints.
status = mod.compute_horizon_status({
"machine_name": "Test",
"memory_gb": 36.0,
"target_users": 1_000_000,
"model_params_b": 3.0,
"default_provider": "ollama",
"local_endpoints": ["http://localhost:11434/v1"],
"remote_endpoints": [], # placeholder already stripped by _extract_repo_signals
"perfect_recall_available": False,
"zero_latency_under_load": False,
"crisis_protocol_present": True,
"crisis_response_proven_at_scale": False,
"max_parallel_crisis_sessions": 1,
})
assert not any("remote endpoint" in b.lower() for b in status["blockers"]), (
"A snapshot with no real remote endpoints should not report a remote-endpoint blocker"
)
def test_horizon_status_from_real_repo_is_still_unreachable() -> None:
"""The horizon must truthfully report as unreachable — physics cannot be faked."""
mod = _load_module(SCRIPT_PATH, "unreachable_horizon")
snapshot = mod.default_snapshot(ROOT)
status = mod.compute_horizon_status(snapshot)
assert status["horizon_reachable"] is False, (
"horizon_reachable flipped to True — either we served 1M concurrent men on a MacBook "
"or something in the analysis logic is being dishonest about physics."
)
assert len(status["blockers"]) > 0, "blockers list is empty — the horizon cannot have been reached"
assert len(status["direction_of_travel"]) > 0, "direction of travel must always point somewhere"