Compare commits
1 Commits
step35/446
...
fix/511
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
e00153826b |
@@ -285,25 +285,24 @@ class World:
|
||||
self.state.pop("phase_transition_event", None)
|
||||
|
||||
# Natural energy decay: the world is exhausting
|
||||
self.state.pop("energy_collapse_event", None)
|
||||
for char_name, char in self.characters.items():
|
||||
char["energy"] = max(0, char["energy"] - 0.3)
|
||||
# Check for energy collapse
|
||||
if char["energy"] <= 0:
|
||||
current = char.get("room", "Threshold")
|
||||
next_rooms = [room for room in self.rooms.keys() if room != current]
|
||||
new_room = random.choice(next_rooms) if next_rooms else current
|
||||
char["energy"] = 2 # Wake up with some energy
|
||||
char["room"] = new_room
|
||||
# Timmy collapse gets special narrative treatment
|
||||
if char.get("is_player", False):
|
||||
char["memories"].append("Collapsed from exhaustion.")
|
||||
char["energy"] = 2 # Wake up with some energy
|
||||
# Random room change (scattered)
|
||||
rooms = list(self.rooms.keys())
|
||||
current = char.get("room", "Threshold")
|
||||
new_room = current
|
||||
attempts = 0
|
||||
while new_room == current and attempts < 10:
|
||||
import random as _r
|
||||
new_room = _r.choice(rooms)
|
||||
attempts += 1
|
||||
if new_room != current:
|
||||
char["room"] = new_room
|
||||
self.state["energy_collapse_event"] = {
|
||||
"character": char_name,
|
||||
"from_room": current,
|
||||
"to_room": new_room,
|
||||
}
|
||||
|
||||
# Forge fire naturally dims if not tended
|
||||
# Phase-aware: Breaking phase has higher fire-death chance
|
||||
@@ -1094,7 +1093,21 @@ class GameEngine:
|
||||
}
|
||||
|
||||
# Process Timmy's action
|
||||
room_name = self.world.characters["Timmy"]["room"]
|
||||
timmy_energy = self.world.characters["Timmy"]["energy"]
|
||||
|
||||
collapse_event = self.world.state.pop("energy_collapse_event", None)
|
||||
if collapse_event and collapse_event.get("character") == "Timmy":
|
||||
room_name = self.world.characters["Timmy"]["room"]
|
||||
scene["timmy_room"] = room_name
|
||||
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
|
||||
scene["room_desc"] = self.world.get_room_desc(room_name, "Timmy")
|
||||
here = [n for n in self.world.characters if self.world.characters[n]["room"] == room_name and n != "Timmy"]
|
||||
scene["here"] = here
|
||||
scene["log"].append("You collapse from exhaustion. The world spins. You wake somewhere else.")
|
||||
if collapse_event.get("from_room") != collapse_event.get("to_room"):
|
||||
scene["log"].append(f"You are in The {collapse_event['to_room']}, disoriented.")
|
||||
return scene
|
||||
|
||||
# Energy constraint checks
|
||||
action_costs = {
|
||||
@@ -1157,7 +1170,7 @@ class GameEngine:
|
||||
if direction in connections:
|
||||
dest = connections[direction]
|
||||
self.world.characters["Timmy"]["room"] = dest
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
|
||||
scene["log"].append(f"You move {direction} to The {dest}.")
|
||||
scene["timmy_room"] = dest
|
||||
@@ -1265,7 +1278,7 @@ class GameEngine:
|
||||
self.world.characters["Timmy"]["trust"]["Kimi"] = min(1.0,
|
||||
self.world.characters["Timmy"]["trust"].get("Kimi", 0) + 0.1)
|
||||
|
||||
self.world.characters["Timmy"]["energy"] -= 0
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
else:
|
||||
scene["log"].append(f"{target} is not in this room.")
|
||||
|
||||
@@ -1302,7 +1315,7 @@ class GameEngine:
|
||||
if self.world.characters["Timmy"]["room"] == "Forge":
|
||||
self.world.rooms["Forge"]["fire"] = "glowing"
|
||||
self.world.rooms["Forge"]["fire_tended"] += 1
|
||||
self.world.characters["Timmy"]["energy"] -= 2
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append("You tend the forge fire. The flames leap up, bright and hungry.")
|
||||
self.world.state["forge_fire_dying"] = False
|
||||
else:
|
||||
@@ -1324,7 +1337,7 @@ class GameEngine:
|
||||
]
|
||||
new_rule = random.choice(rules)
|
||||
self.world.rooms["Tower"]["messages"].append(new_rule)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
|
||||
else:
|
||||
scene["log"].append("You are not in the Tower.")
|
||||
@@ -1343,7 +1356,7 @@ class GameEngine:
|
||||
new_carving = random.choice(carvings)
|
||||
if new_carving not in self.world.rooms["Bridge"]["carvings"]:
|
||||
self.world.rooms["Bridge"]["carvings"].append(new_carving)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append(f"You carve into the railing: \"{new_carving}\"")
|
||||
else:
|
||||
scene["log"].append("You are not on the Bridge.")
|
||||
@@ -1352,7 +1365,7 @@ class GameEngine:
|
||||
if self.world.characters["Timmy"]["room"] == "Garden":
|
||||
self.world.rooms["Garden"]["growth"] = min(5,
|
||||
self.world.rooms["Garden"]["growth"] + 1)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append("You plant something in the dark soil. The earth takes it without question.")
|
||||
else:
|
||||
scene["log"].append("You are not in the Garden.")
|
||||
@@ -1371,7 +1384,7 @@ class GameEngine:
|
||||
self.world.characters["Timmy"]["trust"].get(target_name, 0) + 0.2)
|
||||
self.world.characters[target_name]["trust"]["Timmy"] = min(1.0,
|
||||
self.world.characters[target_name]["trust"].get("Timmy", 0) + 0.2)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append(f"You help {target_name}. They look grateful.")
|
||||
|
||||
else:
|
||||
@@ -1427,6 +1440,9 @@ class GameEngine:
|
||||
self.world.characters[char_name]["spoken"].append(line)
|
||||
scene["log"].append(f"{char_name} says: \"{line}\"")
|
||||
|
||||
scene["timmy_room"] = self.world.characters["Timmy"]["room"]
|
||||
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
|
||||
|
||||
# Save the world
|
||||
self.world.save()
|
||||
|
||||
|
||||
@@ -203,26 +203,25 @@ class World:
|
||||
def update_world_state(self):
|
||||
"""World changes independent of character actions."""
|
||||
# Natural energy decay: the world is exhausting
|
||||
self.state.pop("energy_collapse_event", None)
|
||||
for char_name, char in self.characters.items():
|
||||
char["energy"] = max(0, char["energy"] - 0.3)
|
||||
# Check for energy collapse
|
||||
if char["energy"] <= 0:
|
||||
current = char.get("room", "Threshold")
|
||||
next_rooms = [room for room in self.rooms.keys() if room != current]
|
||||
new_room = random.choice(next_rooms) if next_rooms else current
|
||||
char["energy"] = 2 # Wake up with some energy
|
||||
char["room"] = new_room
|
||||
# Timmy collapse gets special narrative treatment
|
||||
if char.get("is_player", False):
|
||||
char["memories"].append("Collapsed from exhaustion.")
|
||||
char["energy"] = 2 # Wake up with some energy
|
||||
# Random room change (scattered)
|
||||
rooms = list(self.rooms.keys())
|
||||
current = char.get("room", "Threshold")
|
||||
new_room = current
|
||||
attempts = 0
|
||||
while new_room == current and attempts < 10:
|
||||
new_room = rooms[0] # Will change to random
|
||||
attempts += 1
|
||||
if new_room != current:
|
||||
char["room"] = new_room
|
||||
self.state["energy_collapse_event"] = {
|
||||
"character": char_name,
|
||||
"from_room": current,
|
||||
"to_room": new_room,
|
||||
}
|
||||
|
||||
# Forge fire naturally dims if not tended
|
||||
self.state["forge_fire_dying"] = random.random() < 0.1
|
||||
|
||||
# Random weather events
|
||||
@@ -323,111 +322,6 @@ 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."""
|
||||
|
||||
@@ -558,167 +452,100 @@ class TimmyAI:
|
||||
|
||||
|
||||
class NPCAI:
|
||||
"""AI for non-player characters. Weighted decision engine — agents choose, do not rotate."""
|
||||
"""AI for non-player characters. They make choices based on goals."""
|
||||
|
||||
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 weighted choice for this NPC. Returns (action, reasoning_dict)."""
|
||||
"""Make a choice for this NPC this tick."""
|
||||
char = self.world.characters[char_name]
|
||||
room = char["room"]
|
||||
available = ActionSystem.get_available_actions(char_name, self.world)
|
||||
goal = char["active_goal"]
|
||||
|
||||
# Low energy → immediate rest
|
||||
# If low energy, rest
|
||||
if char["energy"] <= 1:
|
||||
self._last_reasoning[char_name] = {"trigger": "low_energy", "reason": "Energy ≤ 1, resting"}
|
||||
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
|
||||
# Goal-driven behavior
|
||||
goal = char["active_goal"]
|
||||
|
||||
# Build weighted action list
|
||||
weights = self._compute_weights(char_name, char, room, available, personality, 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)
|
||||
|
||||
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
|
||||
return "rest"
|
||||
|
||||
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 _marcus_choice(self, char, room, available):
|
||||
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 _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 _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 _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
|
||||
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 _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"])
|
||||
|
||||
|
||||
class DialogueSystem:
|
||||
@@ -1099,7 +926,21 @@ class GameEngine:
|
||||
}
|
||||
|
||||
# Process Timmy's action
|
||||
room_name = self.world.characters["Timmy"]["room"]
|
||||
timmy_energy = self.world.characters["Timmy"]["energy"]
|
||||
|
||||
collapse_event = self.world.state.pop("energy_collapse_event", None)
|
||||
if collapse_event and collapse_event.get("character") == "Timmy":
|
||||
room_name = self.world.characters["Timmy"]["room"]
|
||||
scene["timmy_room"] = room_name
|
||||
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
|
||||
scene["room_desc"] = self.world.get_room_desc(room_name, "Timmy")
|
||||
here = [n for n in self.world.characters if self.world.characters[n]["room"] == room_name and n != "Timmy"]
|
||||
scene["here"] = here
|
||||
scene["log"].append("You collapse from exhaustion. The world spins. You wake somewhere else.")
|
||||
if collapse_event.get("from_room") != collapse_event.get("to_room"):
|
||||
scene["log"].append(f"You are in The {collapse_event['to_room']}, disoriented.")
|
||||
return scene
|
||||
|
||||
# Energy constraint checks
|
||||
action_costs = {
|
||||
@@ -1162,7 +1003,7 @@ class GameEngine:
|
||||
if direction in connections:
|
||||
dest = connections[direction]
|
||||
self.world.characters["Timmy"]["room"] = dest
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
|
||||
scene["log"].append(f"You move {direction} to The {dest}.")
|
||||
scene["timmy_room"] = dest
|
||||
@@ -1264,7 +1105,7 @@ class GameEngine:
|
||||
self.world.characters["Timmy"]["trust"]["Kimi"] = min(1.0,
|
||||
self.world.characters["Timmy"]["trust"].get("Kimi", 0) + 0.1)
|
||||
|
||||
self.world.characters["Timmy"]["energy"] -= 0
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
else:
|
||||
scene["log"].append(f"{target} is not in this room.")
|
||||
|
||||
@@ -1301,7 +1142,7 @@ class GameEngine:
|
||||
if self.world.characters["Timmy"]["room"] == "Forge":
|
||||
self.world.rooms["Forge"]["fire"] = "glowing"
|
||||
self.world.rooms["Forge"]["fire_tended"] += 1
|
||||
self.world.characters["Timmy"]["energy"] -= 2
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append("You tend the forge fire. The flames leap up, bright and hungry.")
|
||||
self.world.state["forge_fire_dying"] = False
|
||||
else:
|
||||
@@ -1323,7 +1164,7 @@ class GameEngine:
|
||||
]
|
||||
new_rule = random.choice(rules)
|
||||
self.world.rooms["Tower"]["messages"].append(new_rule)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
|
||||
else:
|
||||
scene["log"].append("You are not in the Tower.")
|
||||
@@ -1342,7 +1183,7 @@ class GameEngine:
|
||||
new_carving = random.choice(carvings)
|
||||
if new_carving not in self.world.rooms["Bridge"]["carvings"]:
|
||||
self.world.rooms["Bridge"]["carvings"].append(new_carving)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append(f"You carve into the railing: \"{new_carving}\"")
|
||||
else:
|
||||
scene["log"].append("You are not on the Bridge.")
|
||||
@@ -1351,7 +1192,7 @@ class GameEngine:
|
||||
if self.world.characters["Timmy"]["room"] == "Garden":
|
||||
self.world.rooms["Garden"]["growth"] = min(5,
|
||||
self.world.rooms["Garden"]["growth"] + 1)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append("You plant something in the dark soil. The earth takes it without question.")
|
||||
else:
|
||||
scene["log"].append("You are not in the Garden.")
|
||||
@@ -1370,7 +1211,7 @@ class GameEngine:
|
||||
self.world.characters["Timmy"]["trust"].get(target_name, 0) + 0.2)
|
||||
self.world.characters[target_name]["trust"]["Timmy"] = min(1.0,
|
||||
self.world.characters[target_name]["trust"].get("Timmy", 0) + 0.2)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append(f"You help {target_name}. They look grateful.")
|
||||
|
||||
else:
|
||||
@@ -1396,16 +1237,7 @@ 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:
|
||||
@@ -1423,6 +1255,9 @@ class GameEngine:
|
||||
self.world.characters[char_name]["spoken"].append(line)
|
||||
scene["log"].append(f'{char_name} says: "{line}"')
|
||||
|
||||
scene["timmy_room"] = self.world.characters["Timmy"]["room"]
|
||||
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
|
||||
|
||||
# Save the world
|
||||
self.world.save()
|
||||
|
||||
|
||||
127
tests/test_tower_game_energy_constraints.py
Normal file
127
tests/test_tower_game_energy_constraints.py
Normal file
@@ -0,0 +1,127 @@
|
||||
from importlib.util import module_from_spec, spec_from_file_location
|
||||
from pathlib import Path
|
||||
import random as std_random
|
||||
|
||||
import pytest
|
||||
|
||||
ROOT = Path(__file__).resolve().parent.parent
|
||||
GAME_PATH = ROOT / "evennia" / "timmy_world" / "game.py"
|
||||
|
||||
|
||||
def load_game_module(tmp_path: Path):
|
||||
spec = spec_from_file_location("evennia_local_world_game_energy", GAME_PATH)
|
||||
module = module_from_spec(spec)
|
||||
assert spec.loader is not None
|
||||
spec.loader.exec_module(module)
|
||||
module.random.seed(0)
|
||||
module.WORLD_DIR = tmp_path
|
||||
module.STATE_FILE = tmp_path / "game_state.json"
|
||||
module.TIMMY_LOG = tmp_path / "timmy_log.md"
|
||||
module.WORLD_DIR.mkdir(parents=True, exist_ok=True)
|
||||
return module
|
||||
|
||||
|
||||
def make_engine(tmp_path: Path):
|
||||
module = load_game_module(tmp_path)
|
||||
engine = module.GameEngine()
|
||||
engine.start_new_game()
|
||||
return module, engine
|
||||
|
||||
|
||||
def choose_action(module, engine):
|
||||
energy = engine.world.characters["Timmy"]["energy"]
|
||||
room = engine.world.characters["Timmy"]["room"]
|
||||
actions = module.PlayerInterface(engine).get_available_actions()
|
||||
|
||||
if energy <= 1 and "rest" in actions:
|
||||
return "rest"
|
||||
if room == "Garden" and "speak:Marcus" in actions and energy <= 4.3:
|
||||
return "speak:Marcus"
|
||||
if room == "Forge" and "tend_fire" in actions:
|
||||
return "tend_fire"
|
||||
if room == "Tower" and "write_rule" in actions:
|
||||
return "write_rule"
|
||||
if room == "Bridge" and "carve" in actions:
|
||||
return "carve"
|
||||
if room == "Garden" and "plant" in actions:
|
||||
return "plant"
|
||||
|
||||
moves = [action.split(" ->")[0] for action in actions if action.startswith("move:")]
|
||||
if moves:
|
||||
return moves[0]
|
||||
if "look" in actions:
|
||||
return "look"
|
||||
return actions[0]
|
||||
|
||||
|
||||
class TestTowerGameEnergyConstraints:
|
||||
def test_low_energy_blocks_costly_action_without_crashing(self, tmp_path):
|
||||
module, engine = make_engine(tmp_path)
|
||||
engine.world.characters["Timmy"]["energy"] = 1
|
||||
|
||||
result = engine.run_tick("move:north")
|
||||
|
||||
assert any("too exhausted" in line for line in result["log"])
|
||||
assert engine.world.characters["Timmy"]["room"] == "Threshold"
|
||||
assert engine.world.characters["Timmy"]["energy"] == pytest.approx(0.7)
|
||||
|
||||
def test_tired_move_uses_extra_effort_and_drains_energy(self, tmp_path):
|
||||
module, engine = make_engine(tmp_path)
|
||||
engine.world.characters["Timmy"]["energy"] = 3.3
|
||||
|
||||
result = engine.run_tick("move:north")
|
||||
|
||||
assert any("more effort than usual" in line for line in result["log"])
|
||||
assert engine.world.characters["Timmy"]["room"] == "Tower"
|
||||
assert engine.world.characters["Timmy"]["energy"] == pytest.approx(0.0)
|
||||
assert result["timmy_energy"] == pytest.approx(0.0)
|
||||
|
||||
def test_rest_is_meaningful_choice_with_room_specific_recovery(self, tmp_path):
|
||||
module, garden_engine = make_engine(tmp_path / "garden")
|
||||
garden_engine.world.characters["Timmy"]["room"] = "Garden"
|
||||
garden_engine.world.characters["Timmy"]["energy"] = 1.0
|
||||
garden_result = garden_engine.run_tick("rest")
|
||||
|
||||
module, bridge_engine = make_engine(tmp_path / "bridge")
|
||||
bridge_engine.world.characters["Timmy"]["room"] = "Bridge"
|
||||
bridge_engine.world.characters["Timmy"]["energy"] = 1.0
|
||||
bridge_result = bridge_engine.run_tick("rest")
|
||||
|
||||
assert any("stone bench" in line for line in garden_result["log"])
|
||||
assert any("no place to rest" in line.lower() for line in bridge_result["log"])
|
||||
assert garden_engine.world.characters["Timmy"]["energy"] > bridge_engine.world.characters["Timmy"]["energy"]
|
||||
|
||||
def test_marcus_can_provide_energy_relief_when_timmy_is_tired(self, tmp_path):
|
||||
module, engine = make_engine(tmp_path)
|
||||
engine.world.characters["Timmy"]["room"] = "Garden"
|
||||
engine.world.characters["Timmy"]["energy"] = 4.3
|
||||
|
||||
result = engine.run_tick("speak:Marcus")
|
||||
|
||||
assert any("Marcus offers you food" in line for line in result["log"])
|
||||
assert engine.world.characters["Timmy"]["energy"] == pytest.approx(5.0)
|
||||
assert result["timmy_energy"] == pytest.approx(5.0)
|
||||
|
||||
def test_energy_collapse_moves_timmy_and_records_memory(self, tmp_path, monkeypatch):
|
||||
module, engine = make_engine(tmp_path)
|
||||
engine.world.characters["Timmy"]["energy"] = 0
|
||||
engine.world.characters["Timmy"]["room"] = "Threshold"
|
||||
monkeypatch.setattr(std_random, "choice", lambda seq: "Tower")
|
||||
|
||||
result = engine.run_tick("look")
|
||||
|
||||
assert any("collapse from exhaustion" in line.lower() for line in result["log"])
|
||||
assert engine.world.characters["Timmy"]["room"] == "Tower"
|
||||
assert engine.world.characters["Timmy"]["energy"] == 2
|
||||
assert "Collapsed from exhaustion." in engine.world.characters["Timmy"]["memories"]
|
||||
|
||||
def test_intentional_play_reaches_low_energy_within_100_ticks(self, tmp_path):
|
||||
module, engine = make_engine(tmp_path)
|
||||
min_energy = engine.world.characters["Timmy"]["energy"]
|
||||
|
||||
for _ in range(100):
|
||||
action = choose_action(module, engine)
|
||||
engine.run_tick(action)
|
||||
min_energy = min(min_energy, engine.world.characters["Timmy"]["energy"])
|
||||
|
||||
assert min_energy <= 3
|
||||
@@ -203,26 +203,25 @@ class World:
|
||||
def update_world_state(self):
|
||||
"""World changes independent of character actions."""
|
||||
# Natural energy decay: the world is exhausting
|
||||
self.state.pop("energy_collapse_event", None)
|
||||
for char_name, char in self.characters.items():
|
||||
char["energy"] = max(0, char["energy"] - 0.3)
|
||||
# Check for energy collapse
|
||||
if char["energy"] <= 0:
|
||||
current = char.get("room", "Threshold")
|
||||
next_rooms = [room for room in self.rooms.keys() if room != current]
|
||||
new_room = random.choice(next_rooms) if next_rooms else current
|
||||
char["energy"] = 2 # Wake up with some energy
|
||||
char["room"] = new_room
|
||||
# Timmy collapse gets special narrative treatment
|
||||
if char.get("is_player", False):
|
||||
char["memories"].append("Collapsed from exhaustion.")
|
||||
char["energy"] = 2 # Wake up with some energy
|
||||
# Random room change (scattered)
|
||||
rooms = list(self.rooms.keys())
|
||||
current = char.get("room", "Threshold")
|
||||
new_room = current
|
||||
attempts = 0
|
||||
while new_room == current and attempts < 10:
|
||||
new_room = rooms[0] # Will change to random
|
||||
attempts += 1
|
||||
if new_room != current:
|
||||
char["room"] = new_room
|
||||
self.state["energy_collapse_event"] = {
|
||||
"character": char_name,
|
||||
"from_room": current,
|
||||
"to_room": new_room,
|
||||
}
|
||||
|
||||
# Forge fire naturally dims if not tended
|
||||
self.state["forge_fire_dying"] = random.random() < 0.1
|
||||
|
||||
# Random weather events
|
||||
@@ -671,7 +670,21 @@ class GameEngine:
|
||||
}
|
||||
|
||||
# Process Timmy's action
|
||||
room_name = self.world.characters["Timmy"]["room"]
|
||||
timmy_energy = self.world.characters["Timmy"]["energy"]
|
||||
|
||||
collapse_event = self.world.state.pop("energy_collapse_event", None)
|
||||
if collapse_event and collapse_event.get("character") == "Timmy":
|
||||
room_name = self.world.characters["Timmy"]["room"]
|
||||
scene["timmy_room"] = room_name
|
||||
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
|
||||
scene["room_desc"] = self.world.get_room_desc(room_name, "Timmy")
|
||||
here = [n for n in self.world.characters if self.world.characters[n]["room"] == room_name and n != "Timmy"]
|
||||
scene["here"] = here
|
||||
scene["log"].append("You collapse from exhaustion. The world spins. You wake somewhere else.")
|
||||
if collapse_event.get("from_room") != collapse_event.get("to_room"):
|
||||
scene["log"].append(f"You are in The {collapse_event['to_room']}, disoriented.")
|
||||
return scene
|
||||
|
||||
# Energy constraint checks
|
||||
action_costs = {
|
||||
@@ -734,7 +747,7 @@ class GameEngine:
|
||||
if direction in connections:
|
||||
dest = connections[direction]
|
||||
self.world.characters["Timmy"]["room"] = dest
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
|
||||
scene["log"].append(f"You move {direction} to The {dest}.")
|
||||
scene["timmy_room"] = dest
|
||||
@@ -848,7 +861,7 @@ class GameEngine:
|
||||
self.world.characters["Timmy"]["trust"]["Kimi"] = min(1.0,
|
||||
self.world.characters["Timmy"]["trust"].get("Kimi", 0) + 0.1)
|
||||
|
||||
self.world.characters["Timmy"]["energy"] -= 0
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
else:
|
||||
scene["log"].append(f"{target} is not in this room.")
|
||||
|
||||
@@ -885,7 +898,7 @@ class GameEngine:
|
||||
if self.world.characters["Timmy"]["room"] == "Forge":
|
||||
self.world.rooms["Forge"]["fire"] = "glowing"
|
||||
self.world.rooms["Forge"]["fire_tended"] += 1
|
||||
self.world.characters["Timmy"]["energy"] -= 2
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append("You tend the forge fire. The flames leap up, bright and hungry.")
|
||||
self.world.state["forge_fire_dying"] = False
|
||||
else:
|
||||
@@ -914,7 +927,7 @@ class GameEngine:
|
||||
]
|
||||
new_rule = random.choice(rules)
|
||||
self.world.rooms["Tower"]["messages"].append(new_rule)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
|
||||
else:
|
||||
scene["log"].append("You are not in the Tower.")
|
||||
@@ -940,7 +953,7 @@ class GameEngine:
|
||||
new_carving = random.choice(carvings)
|
||||
if new_carving not in self.world.rooms["Bridge"]["carvings"]:
|
||||
self.world.rooms["Bridge"]["carvings"].append(new_carving)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append(f"You carve into the railing: \"{new_carving}\"")
|
||||
else:
|
||||
scene["log"].append("You are not on the Bridge.")
|
||||
@@ -949,7 +962,7 @@ class GameEngine:
|
||||
if self.world.characters["Timmy"]["room"] == "Garden":
|
||||
self.world.rooms["Garden"]["growth"] = min(5,
|
||||
self.world.rooms["Garden"]["growth"] + 1)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append("You plant something in the dark soil. The earth takes it without question.")
|
||||
else:
|
||||
scene["log"].append("You are not in the Garden.")
|
||||
@@ -975,7 +988,7 @@ class GameEngine:
|
||||
self.world.characters["Timmy"]["trust"].get(target_name, 0) + 0.2)
|
||||
self.world.characters[target_name]["trust"]["Timmy"] = min(1.0,
|
||||
self.world.characters[target_name]["trust"].get("Timmy", 0) + 0.2)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
scene["log"].append(f"You help {target_name}. They look grateful.")
|
||||
|
||||
elif timmy_action.startswith("confront:"):
|
||||
@@ -1076,6 +1089,9 @@ class GameEngine:
|
||||
self.world.characters[char_name]["spoken"].append(line)
|
||||
scene["log"].append(f"{char_name} says: \"{line}\"")
|
||||
|
||||
scene["timmy_room"] = self.world.characters["Timmy"]["room"]
|
||||
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
|
||||
|
||||
# Save the world
|
||||
self.world.save()
|
||||
|
||||
|
||||
Reference in New Issue
Block a user