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step35/669
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fix/515
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f68f110d0e | ||
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289f0410aa |
@@ -12,6 +12,27 @@ WORLD_DIR = Path('/Users/apayne/.timmy/evennia/timmy_world')
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STATE_FILE = WORLD_DIR / 'game_state.json'
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TIMMY_LOG = WORLD_DIR / 'timmy_log.md'
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FRIENDSHIP_THRESHOLD = 0.5
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TENSION_THRESHOLD = -0.5
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NPC_RELATIONSHIP_SEEDS = {
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("Kimi", "Marcus"): {
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"values": {"Kimi": 0.45, "Marcus": 0.47},
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"conversation": "While you are away, Marcus and Kimi trade a quiet confidence beneath the oak.",
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"milestone": "A friendship starts to take root between Marcus and Kimi.",
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"hint": "Marcus and Kimi move with the easy familiarity of old friends.",
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"delta": 0.08,
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"kind": "friendship",
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},
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("Bezalel", "ClawCode"): {
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"values": {"Bezalel": -0.46, "ClawCode": -0.44},
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"conversation": "While you are away, Bezalel and ClawCode clash over what the forge is for.",
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"milestone": "Tension hardens between Bezalel and ClawCode at the anvil.",
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"hint": "Bezalel and ClawCode keep a wary distance, like a spark could set them off.",
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"delta": -0.08,
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"kind": "tension",
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},
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}
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# ============================================================
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# NARRATIVE ARC — 4 phases that transform the world
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# ============================================================
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@@ -258,7 +279,35 @@ class World:
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"items_crafted": 0,
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"conflicts_resolved": 0,
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"nights_survived": 0,
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"npc_friendships": [],
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"npc_tensions": [],
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}
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self._initialize_npc_relationships(apply_seeds=True)
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def _initialize_npc_relationships(self, apply_seeds=False):
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npc_names = [name for name, char in self.characters.items() if not char.get("is_player", False)]
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for npc_name in npc_names:
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trust_map = self.characters[npc_name]["trust"]
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for other_name in npc_names:
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if other_name != npc_name:
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trust_map.setdefault(other_name, 0.0)
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if apply_seeds:
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for pair, seed in NPC_RELATIONSHIP_SEEDS.items():
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left, right = pair
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self.characters[left]["trust"][right] = seed["values"][left]
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self.characters[right]["trust"][left] = seed["values"][right]
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self.state.setdefault("npc_friendships", [])
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self.state.setdefault("npc_tensions", [])
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def relationship_hint_for_room(self, room_name, occupants):
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hints = []
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occupant_set = set(occupants)
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for bucket in ("npc_friendships", "npc_tensions"):
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for entry in self.state.get(bucket, []):
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pair = set(entry.get("pair", []))
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if entry.get("room") == room_name and pair.issubset(occupant_set):
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hints.append(entry.get("hint", ""))
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return [hint for hint in hints if hint]
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def tick_time(self):
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"""Advance time of day."""
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@@ -389,6 +438,8 @@ class World:
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here = [n for n, c in self.characters.items() if c["room"] == room_name and n != char_name]
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if here:
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desc += f"\n Here: {', '.join(here)}"
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for hint in self.relationship_hint_for_room(room_name, here):
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desc += f" {hint}"
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return desc
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@@ -414,6 +465,12 @@ class World:
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self.rooms = data.get("rooms", self.rooms)
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self.characters = data.get("characters", self.characters)
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self.state = data.get("state", self.state)
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needs_seed = not any(
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any(other != "Timmy" for other in char.get("trust", {}))
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for name, char in self.characters.items()
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if not char.get("is_player", False)
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)
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self._initialize_npc_relationships(apply_seeds=needs_seed)
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return True
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return False
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@@ -1072,6 +1129,69 @@ class GameEngine:
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f.write(f"\n*Began: {datetime.now().strftime('%Y-%m-%d %H:%M')}*\n\n")
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f.write("---\n\n")
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f.write(message + "\n")
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def _adjust_mutual_trust(self, left, right, delta):
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for speaker, listener in ((left, right), (right, left)):
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trust_map = self.world.characters[speaker]["trust"]
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trust_map[listener] = max(-1.0, min(1.0, trust_map.get(listener, 0.0) + delta))
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def _record_relationship_milestone(self, scene, room_name, pair, bucket, milestone, hint):
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pair_list = list(pair)
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entries = self.world.state.setdefault(bucket, [])
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if any(entry.get("pair") == pair_list for entry in entries):
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return
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entries.append({
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"pair": pair_list,
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"room": room_name,
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"summary": milestone,
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"hint": hint,
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})
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scene["world_events"].append(milestone)
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def _run_offscreen_npc_relationships(self, scene):
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timmy_room = self.world.characters["Timmy"]["room"]
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rooms = {}
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for char_name, char in self.world.characters.items():
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if char.get("is_player", False):
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continue
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rooms.setdefault(char["room"], []).append(char_name)
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for room_name, occupants in rooms.items():
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if room_name == timmy_room or len(occupants) < 2:
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continue
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occupant_set = set(occupants)
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for pair, seed in NPC_RELATIONSHIP_SEEDS.items():
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if not set(pair).issubset(occupant_set):
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continue
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left, right = pair
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self._adjust_mutual_trust(left, right, seed["delta"])
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scene["npc_actions"].append(f"{left} and {right} speak in The {room_name} while you are away.")
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scene["world_events"].append(seed["conversation"])
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self.world.characters[left]["spoken"].append(seed["conversation"])
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self.world.characters[right]["spoken"].append(seed["conversation"])
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self.world.characters[left]["memories"].append(seed["conversation"])
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self.world.characters[right]["memories"].append(seed["conversation"])
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left_trust = self.world.characters[left]["trust"][right]
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right_trust = self.world.characters[right]["trust"][left]
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if seed["kind"] == "friendship" and left_trust >= FRIENDSHIP_THRESHOLD and right_trust >= FRIENDSHIP_THRESHOLD:
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self._record_relationship_milestone(
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scene,
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room_name,
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pair,
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"npc_friendships",
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seed["milestone"],
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seed["hint"],
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)
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elif seed["kind"] == "tension" and left_trust <= TENSION_THRESHOLD and right_trust <= TENSION_THRESHOLD:
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self._record_relationship_milestone(
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scene,
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room_name,
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pair,
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"npc_tensions",
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seed["milestone"],
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seed["hint"],
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)
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def run_tick(self, timmy_action="look"):
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"""Run one tick. Return the scene and available choices."""
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@@ -1397,6 +1517,8 @@ class GameEngine:
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self.world.characters[char_name]["room"] = dest
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self.world.characters[char_name]["energy"] -= 1
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scene["npc_actions"].append(f"{char_name} moves from The {old_room} to The {dest}")
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self._run_offscreen_npc_relationships(scene)
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# Random NPC events — phase-aware speech
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room_name = self.world.characters["Timmy"]["room"]
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52
tests/test_tower_game_npc_relationships.py
Normal file
52
tests/test_tower_game_npc_relationships.py
Normal file
@@ -0,0 +1,52 @@
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from importlib.util import module_from_spec, spec_from_file_location
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from pathlib import Path
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import unittest
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ROOT = Path(__file__).resolve().parent.parent
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GAME_PATH = ROOT / "evennia" / "timmy_world" / "game.py"
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def load_game_module():
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spec = spec_from_file_location("tower_game_relationships", GAME_PATH)
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module = module_from_spec(spec)
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assert spec.loader is not None
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spec.loader.exec_module(module)
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module.random.seed(0)
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return module
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class TestTowerGameNpcRelationships(unittest.TestCase):
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def test_each_npc_tracks_trust_for_every_other_npc(self):
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module = load_game_module()
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world = module.World()
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npc_names = [name for name, char in world.characters.items() if not char.get("is_player", False)]
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for npc_name in npc_names:
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with self.subTest(npc=npc_name):
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trust_map = world.characters[npc_name]["trust"]
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expected = set(npc_names) - {npc_name}
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self.assertTrue(expected.issubset(set(trust_map)), f"{npc_name} missing NPC trust keys: {sorted(expected - set(trust_map))}")
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def test_offscreen_npc_conversations_create_friendship_and_tension(self):
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module = load_game_module()
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engine = module.GameEngine()
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engine.start_new_game()
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result = engine.run_tick("look")
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friendships = {tuple(rel["pair"]) for rel in engine.world.state["npc_friendships"]}
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tensions = {tuple(rel["pair"]) for rel in engine.world.state["npc_tensions"]}
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self.assertIn(("Kimi", "Marcus"), friendships)
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self.assertIn(("Bezalel", "ClawCode"), tensions)
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self.assertTrue(any("while you are away" in line.lower() for line in result["world_events"]))
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garden_desc = engine.world.get_room_desc("Garden", "Timmy")
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forge_desc = engine.world.get_room_desc("Forge", "Timmy")
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self.assertIn("Marcus and Kimi", garden_desc)
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self.assertIn("Bezalel and ClawCode", forge_desc)
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if __name__ == "__main__":
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unittest.main()
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