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Author SHA1 Message Date
Timmy Burn
99aab6c530 ci-test: add empty markdown to trigger gate failure
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2026-04-28 22:52:58 -04:00
Timmy Burn
9def37e208 ci: add minimum PR gate (#521)
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Adds .gitea/workflows/minimum-pr-gate.yml which enforces a lightweight
check on every pull request: Python syntax on changed files, secret scan,
and markdown sanity. Also documents the gate in README.

Closes #521
2026-04-28 22:52:06 -04:00
4 changed files with 175 additions and 259 deletions

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@@ -0,0 +1,84 @@
name: Minimum PR Gate
on:
pull_request:
branches: [main]
workflow_dispatch:
jobs:
minimum-pr-gate:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
fetch-depth: 0
- name: Determine changed files
id: changes
run: |
if [ "${{ github.event_name }}" = "pull_request" ]; then
CHANGED=$(git diff --name-only ${{ github.event.pull_request.base.sha }} ${{ github.event.pull_request.head.sha }})
else
CHANGED=$(git ls-files)
fi
echo "changed=${CHANGED}" >> $GITHUB_OUTPUT
echo "Changed files:"
echo "$CHANGED"
- name: Python syntax check
if: steps.changes.outputs.changed != ''
run: |
CHANGED_FILES="${{ steps.changes.outputs.changed }}"
PY_FILES=$(echo "$CHANGED_FILES" | grep '\.py$' || true)
if [ -z "$PY_FILES" ]; then
echo "No Python files changed."
exit 0
fi
echo "Checking Python syntax on:"
echo "$PY_FILES"
echo "$PY_FILES" | while IFS= read -r f; do
python3 -m py_compile "$f" || { echo "FAIL: syntax error in $f"; exit 1; }
done
echo "PASS: Python syntax"
- name: Secret scan
if: steps.changes.outputs.changed != ''
run: |
CHANGED_FILES="${{ steps.changes.outputs.changed }}"
SCAN_FILES=$(echo "$CHANGED_FILES" | grep -E '\.(py|yaml|yml|sh|json)$' || true)
if [ -z "$SCAN_FILES" ]; then
echo "No files to scan for secrets."
exit 0
fi
echo "Scanning files for secrets:"
echo "$SCAN_FILES"
if echo "$SCAN_FILES" | xargs -r grep -E 'sk-or-|sk-ant-|ghp_|AKIA' 2>/dev/null | \
grep -v '.gitea' | grep -v 'detect_secrets' | grep -v 'test_trajectory_sanitize' | grep -v 'test_secret_detection' | grep -q .; then
echo "FAIL: Secrets or hardcoded tokens detected"
exit 1
fi
echo "PASS: No secrets detected"
- name: Markdown sanity check
if: steps.changes.outputs.changed != ''
run: |
CHANGED_FILES="${{ steps.changes.outputs.changed }}"
MD_FILES=$(echo "$CHANGED_FILES" | grep '\.md$' || true)
if [ -z "$MD_FILES" ]; then
echo "No markdown files changed."
exit 0
fi
echo "Checking markdown sanity on:"
echo "$MD_FILES"
echo "$MD_FILES" | while IFS= read -r f; do
if [ ! -s "$f" ]; then
echo "FAIL: empty markdown file: $f"
exit 1
fi
if ! grep -q '[^[:space:]]' "$f"; then
echo "FAIL: markdown file contains only whitespace: $f"
exit 1
fi
done
echo "PASS: Markdown sanity"

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@@ -99,6 +99,19 @@ python3 scripts/detect_secrets.py /tmp/test_secret.py
# Should report: OpenAI API key detected
```
## CI / PR Gate
A lightweight minimum PR gate runs automatically on every pull request targeting `main`. The gate performs:
- **Python syntax**: All changed Python files must compile without errors.
- **Secret scan**: Changed code files are scanned for common hardcoded tokens (OpenAI, Anthropic, GitHub, AWS keys).
- **Markdown sanity**: Changed Markdown documentation files must be nonempty and contain meaningful text.
The workflow is defined in `.gitea/workflows/minimum-pr-gate.yml`. It can also be triggered manually from the *Actions* panel (workflow_dispatch).
This gate protects the repository from introducing broken code, leaked credentials, or empty documentation.
## Development
### Running Tests

0
empty.md Normal file
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@@ -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: