Compare commits
1 Commits
step35/446
...
fix/534-v2
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
9c7b558d20 |
87
evennia/bezalel_world/server/README.md
Normal file
87
evennia/bezalel_world/server/README.md
Normal file
@@ -0,0 +1,87 @@
|
||||
# Bezalel World Server Configuration
|
||||
|
||||
This directory contains the Evennia server configuration for Bezalel, the forge-and-testbed wizard house.
|
||||
|
||||
## Quick Start
|
||||
|
||||
To fix the Evennia settings on the Bezalel VPS (104.131.15.18):
|
||||
|
||||
```bash
|
||||
# SSH to Bezalel and run the fix script
|
||||
ssh root@104.131.15.18 'bash -s' < scripts/fix_evennia_settings.sh
|
||||
```
|
||||
|
||||
Or manually:
|
||||
|
||||
```bash
|
||||
cd /root/wizards/bezalel/evennia/bezalel_world/server/conf
|
||||
|
||||
# Copy the fixed settings
|
||||
cp ~/timmy-home/evennia/bezalel_world/server/conf/settings.py ./settings.py
|
||||
|
||||
# Clean and reinitialize DB
|
||||
cd /root/wizards/bezalel/evennia/bezalel_world
|
||||
rm -f server/evennia.db3
|
||||
/root/wizards/bezalel/evennia/venv/bin/evennia migrate
|
||||
|
||||
# Create superuser
|
||||
/root/wizards/bezalel/evennia/venv/bin/python3 -c "
|
||||
import sys, os
|
||||
sys.setrecursionlimit(5000)
|
||||
os.environ['DJANGO_SETTINGS_MODULE'] = 'server.conf.settings'
|
||||
import django
|
||||
django.setup()
|
||||
from evennia.accounts.accounts import AccountDB
|
||||
AccountDB.objects.create_superuser('Timmy', 'timmy@tower.world', 'timmy123')
|
||||
"
|
||||
|
||||
# Start Evennia
|
||||
/root/wizards/bezalel/evennia/venv/bin/evennia start
|
||||
```
|
||||
|
||||
## The Fix (Issue #534)
|
||||
|
||||
**Problem:** `WEBSERVER_PORTS = [(4101, None)]` — the `None` tuple value crashes Evennia's Twisted port binding with:
|
||||
```
|
||||
TypeError: 'NoneType' object cannot be interpreted as an integer
|
||||
```
|
||||
|
||||
**Solution:** Port tuples MUST include a host string:
|
||||
```python
|
||||
WEBSERVER_PORTS = [(4001, "0.0.0.0")]
|
||||
TELNET_PORTS = [(4000, "0.0.0.0")]
|
||||
WEBSOCKET_PORTS = [(4002, "0.0.0.0")]
|
||||
```
|
||||
|
||||
## Verification
|
||||
|
||||
After starting Evennia:
|
||||
|
||||
```bash
|
||||
evennia status # Should show Portal and Server running
|
||||
ss -tlnp | grep 4000 # Telnet port
|
||||
ss -tlnp | grep 4001 # Web port
|
||||
ss -tlnp | grep 4002 # WebSocket port
|
||||
```
|
||||
|
||||
Test connection:
|
||||
```bash
|
||||
telnet 104.131.15.18 4000
|
||||
```
|
||||
|
||||
## File Structure
|
||||
|
||||
```
|
||||
server/
|
||||
├── conf/
|
||||
│ ├── __init__.py
|
||||
│ └── settings.py # Main settings file (FIXED for #534)
|
||||
├── logs/ # Evennia logs
|
||||
└── evennia.db3 # SQLite database (created at runtime)
|
||||
```
|
||||
|
||||
## Reference
|
||||
|
||||
- Gitea Issue: [timmy-home#534](https://forge.alexanderwhitestone.com/Timmy_Foundation/timmy-home/issues/534)
|
||||
- Evennia Docs: https://www.evennia.com/docs/latest/Setup/Settings-Default.html
|
||||
- World Plan: docs/BEZALEL_EVENNIA_WORLD.md
|
||||
0
evennia/bezalel_world/server/conf/__init__.py
Normal file
0
evennia/bezalel_world/server/conf/__init__.py
Normal file
87
evennia/bezalel_world/server/conf/settings.py
Normal file
87
evennia/bezalel_world/server/conf/settings.py
Normal file
@@ -0,0 +1,87 @@
|
||||
r"""
|
||||
Evennia settings file for Bezalel World.
|
||||
|
||||
This is the sovereign Evennia configuration for the Bezalel forge-and-testbed wizard.
|
||||
Reference: timmy-home#534
|
||||
|
||||
The available options are found in the default settings file found here:
|
||||
https://www.evennia.com/docs/latest/Setup/Settings-Default.html
|
||||
"""
|
||||
|
||||
# Use the defaults from Evennia unless explicitly overridden
|
||||
from evennia.settings_default import *
|
||||
|
||||
######################################################################
|
||||
# Evennia base server config
|
||||
######################################################################
|
||||
|
||||
# Server name
|
||||
SERVERNAME = "bezalel_world"
|
||||
|
||||
######################################################################
|
||||
# Network ports - FIXED for #534
|
||||
# Port tuples MUST include a host string, not None
|
||||
######################################################################
|
||||
|
||||
# Web server port (HTTP)
|
||||
WEBSERVER_PORTS = [(4001, "0.0.0.0")]
|
||||
|
||||
# Telnet server port
|
||||
TELNET_PORTS = [(4000, "0.0.0.0")]
|
||||
|
||||
# WebSocket port for webclient
|
||||
WEBSOCKET_PORTS = [(4002, "0.0.0.0")]
|
||||
|
||||
######################################################################
|
||||
# Database configuration
|
||||
# Using SQLite for sovereign local deployment
|
||||
######################################################################
|
||||
|
||||
DATABASES = {
|
||||
'default': {
|
||||
'ENGINE': 'django.db.backends.sqlite3',
|
||||
'NAME': os.path.join(GAME_DIR, 'server', 'evennia.db3'),
|
||||
'USER': '',
|
||||
'PASSWORD': '',
|
||||
'HOST': '',
|
||||
'PORT': ''
|
||||
}
|
||||
}
|
||||
|
||||
######################################################################
|
||||
# Security settings
|
||||
######################################################################
|
||||
|
||||
# Lockdown mode for VPS - only bind to localhost unless needed
|
||||
# To allow external connections, use 0.0.0.0 in port tuples above
|
||||
ALLOWED_HOSTS = ['*'] # VPS needs this for external access
|
||||
|
||||
######################################################################
|
||||
# Game world defaults
|
||||
######################################################################
|
||||
|
||||
# Start location for new characters
|
||||
DEFAULT_HOME = "#2" # Limbo
|
||||
|
||||
# Start location for guests
|
||||
GUEST_HOME = "#2"
|
||||
|
||||
######################################################################
|
||||
# Telnet settings
|
||||
######################################################################
|
||||
|
||||
TELNET_INTERFACES = ['0.0.0.0']
|
||||
|
||||
######################################################################
|
||||
# Web server settings
|
||||
######################################################################
|
||||
|
||||
WEBSERVER_INTERFACES = ['0.0.0.0']
|
||||
|
||||
######################################################################
|
||||
# Settings given in secret_settings.py override those in this file.
|
||||
######################################################################
|
||||
try:
|
||||
from server.conf.secret_settings import *
|
||||
except ImportError:
|
||||
print("secret_settings.py file not found or failed to import.")
|
||||
@@ -323,111 +323,6 @@ 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 +453,100 @@ 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:
|
||||
@@ -1396,16 +1224,7 @@ 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:
|
||||
|
||||
@@ -15,13 +15,20 @@ EVENNIA_DIR="/root/wizards/bezalel/evennia/bezalel_world"
|
||||
SETTINGS="${EVENNIA_DIR}/server/conf/settings.py"
|
||||
VENV_PYTHON="/root/wizards/bezalel/evennia/venv/bin/python3"
|
||||
VENV_EVENNIA="/root/wizards/bezalel/evennia/venv/bin/evennia"
|
||||
TIMMY_HOME="${TIMMY_HOME:-/root/timmy-home}" # Or wherever the repo is cloned
|
||||
|
||||
echo "=== Fix Evennia Settings (Bezalel) ==="
|
||||
|
||||
# 1. Fix settings.py — remove bad port tuples
|
||||
# 1. Fix settings.py — prefer repo version, fallback to sed patch
|
||||
echo "Fixing settings.py..."
|
||||
if [ -f "$SETTINGS" ]; then
|
||||
# Remove broken port lines
|
||||
if [ -f "${TIMMY_HOME}/evennia/bezalel_world/server/conf/settings.py" ]; then
|
||||
# Use the fixed settings from the repo
|
||||
mkdir -p "$(dirname "$SETTINGS")"
|
||||
cp "${TIMMY_HOME}/evennia/bezalel_world/server/conf/settings.py" "$SETTINGS"
|
||||
echo "Copied fixed settings from timmy-home repo."
|
||||
elif [ -f "$SETTINGS" ]; then
|
||||
# Fallback: patch in place
|
||||
echo "Patching existing settings..."
|
||||
sed -i '/WEBSERVER_PORTS/d' "$SETTINGS"
|
||||
sed -i '/TELNET_PORTS/d' "$SETTINGS"
|
||||
sed -i '/WEBSOCKET_PORTS/d' "$SETTINGS"
|
||||
@@ -35,7 +42,7 @@ if [ -f "$SETTINGS" ]; then
|
||||
echo 'TELNET_PORTS = [(4000, "0.0.0.0")]' >> "$SETTINGS"
|
||||
echo 'WEBSOCKET_PORTS = [(4002, "0.0.0.0")]' >> "$SETTINGS"
|
||||
|
||||
echo "Settings fixed."
|
||||
echo "Patched existing settings file."
|
||||
else
|
||||
echo "ERROR: Settings file not found at $SETTINGS"
|
||||
exit 1
|
||||
|
||||
Reference in New Issue
Block a user