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step35/669
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fix/517
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a091a5c9bf | ||
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4afde6da78 |
@@ -454,23 +454,112 @@ class TimmyAI:
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class NPCAI:
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"""AI for non-player characters. They make choices based on goals."""
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GOAL_ROOM_TARGETS = {
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"Marcus": {
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"sit": "Garden",
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"speak_truth": "Threshold",
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"remember": "Bridge",
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},
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"Bezalel": {
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"forge": "Forge",
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"tend_fire": "Forge",
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"create_key": "Forge",
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},
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"Allegro": {
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"oversee": "Threshold",
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"keep_time": "Tower",
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"check_tunnel": "Bridge",
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},
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"Ezra": {
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"study": "Tower",
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"read_whiteboard": "Tower",
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"find_pattern": "Tower",
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},
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"Gemini": {
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"observe": "Threshold",
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"tend_garden": "Garden",
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"listen": "Garden",
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},
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"Claude": {
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"inspect": "Threshold",
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"organize": "Tower",
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"enforce_order": "Bridge",
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},
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"ClawCode": {
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"forge": "Forge",
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"test_edge": "Bridge",
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"build_weapon": "Forge",
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},
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"Kimi": {
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"contemplate": "Garden",
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"read": "Tower",
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"remember": "Bridge",
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},
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}
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GOAL_CYCLES = {
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"Marcus": ("sit", "speak_truth", "remember"),
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"Allegro": ("oversee", "keep_time", "check_tunnel"),
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"Claude": ("inspect", "organize", "enforce_order"),
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"ClawCode": ("test_edge", "forge", "build_weapon"),
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"Kimi": ("contemplate", "read", "remember"),
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}
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def __init__(self, world):
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self.world = world
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def _available_targets(self, available, prefix):
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return [a.split(":", 1)[1] for a in available if a.startswith(f"{prefix}:")]
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def _target_room_for(self, char_name, goal):
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return self.GOAL_ROOM_TARGETS.get(char_name, {}).get(goal)
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def _next_direction_toward(self, current_room, target_room):
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if current_room == target_room:
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return None
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frontier = [(current_room, [])]
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seen = {current_room}
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while frontier:
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room, path = frontier.pop(0)
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if room == target_room:
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return path[0] if path else None
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for direction, dest in self.world.rooms[room].get("connections", {}).items():
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if dest not in seen:
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seen.add(dest)
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frontier.append((dest, path + [direction]))
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return None
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def _move_toward_goal(self, room, target_room):
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direction = self._next_direction_toward(room, target_room)
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return f"move:{direction}" if direction else None
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def _advance_goal_cycle(self, char_name, char):
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cycle = self.GOAL_CYCLES.get(char_name)
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if not cycle or self.world.tick <= 0:
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return
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goal = char.get("active_goal")
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if goal not in cycle:
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return
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target_room = self._target_room_for(char_name, goal)
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if char.get("room") != target_room:
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return
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if self.world.tick % 12 != 0:
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return
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index = cycle.index(goal)
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char["active_goal"] = cycle[(index + 1) % len(cycle)]
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def make_choice(self, char_name):
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"""Make a choice for this NPC this tick."""
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char = self.world.characters[char_name]
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self._advance_goal_cycle(char_name, char)
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room = char["room"]
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available = ActionSystem.get_available_actions(char_name, self.world)
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# If low energy, rest
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if char["energy"] <= 1:
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return "rest"
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# Goal-driven behavior
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goal = char["active_goal"]
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if char_name == "Marcus":
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return self._marcus_choice(char, room, available)
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elif char_name == "Bezalel":
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@@ -487,66 +576,96 @@ class NPCAI:
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return self._clawcode_choice(char, room, available)
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elif char_name == "Kimi":
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return self._kimi_choice(char, room, available)
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return "rest"
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def _marcus_choice(self, char, room, available):
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goal = char.get("active_goal", "sit")
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target_room = self._target_room_for("Marcus", goal)
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if room != target_room:
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return self._move_toward_goal(room, target_room) or "rest"
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others = self._available_targets(available, "speak")
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if goal == "speak_truth" and others:
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return f"speak:{random.choice(others)}"
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if goal == "remember" and room == "Bridge":
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return random.choice(["examine", "rest"])
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if room == "Garden" and random.random() < 0.7:
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return "rest"
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if room != "Garden":
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return "move:west"
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# Speak to someone if possible
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others = [a.split(":")[1] for a in available if a.startswith("speak:")]
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if others and random.random() < 0.4:
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return f"speak:{random.choice(others)}"
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return "rest"
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def _bezalel_choice(self, char, room, available):
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target_room = self._target_room_for("Bezalel", char.get("active_goal", "forge"))
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if room != target_room:
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return self._move_toward_goal(room, target_room) or "rest"
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if room == "Forge" and self.world.rooms["Forge"]["fire"] == "glowing":
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return random.choice(["forge", "rest"] if char["energy"] > 2 else ["rest"])
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if room != "Forge":
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return "move:west"
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if random.random() < 0.3:
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return "tend_fire"
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return "forge"
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def _kimi_choice(self, char, room, available):
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others = [a.split(":")[1] for a in available if a.startswith("speak:")]
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goal = char.get("active_goal", "contemplate")
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target_room = self._target_room_for("Kimi", goal)
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if room != target_room:
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return self._move_toward_goal(room, target_room) or "rest"
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others = self._available_targets(available, "speak")
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if goal == "read" and room == "Tower":
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return "study" if char["energy"] > 2 else "rest"
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if room == "Garden" and others and random.random() < 0.3:
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return f"speak:{random.choice(others)}"
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if room == "Tower":
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return "study" if char["energy"] > 2 else "rest"
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return "move:east" # Head back toward Garden
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if room == "Bridge":
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return random.choice(["examine", "rest"])
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return "rest"
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def _gemini_choice(self, char, room, available):
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others = [a.split(":")[1] for a in available if a.startswith("listen:")]
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if room == "Garden" and others and random.random() < 0.4:
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return f"listen:{random.choice(others)}"
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return random.choice(["plant", "rest"] if room == "Garden" else ["move:west"])
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goal = char.get("active_goal", "observe")
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target_room = self._target_room_for("Gemini", goal)
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if room != target_room:
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return self._move_toward_goal(room, target_room) or "rest"
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listeners = self._available_targets(available, "listen")
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if room == "Garden" and listeners and random.random() < 0.4:
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return f"listen:{random.choice(listeners)}"
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return random.choice(["plant", "rest"] if room == "Garden" else ["examine", "rest"])
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def _ezra_choice(self, char, room, available):
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goal = char.get("active_goal", "study")
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target_room = self._target_room_for("Ezra", goal)
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if room != target_room:
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return self._move_toward_goal(room, target_room) or "rest"
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if room == "Tower" and char["energy"] > 2:
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return random.choice(["study", "write_rule", "help:Timmy"])
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if room != "Tower":
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return "move:south"
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return "rest"
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def _claude_choice(self, char, room, available):
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others = [a.split(":")[1] for a in available if a.startswith("confront:")]
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goal = char.get("active_goal", "inspect")
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target_room = self._target_room_for("Claude", goal)
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if room != target_room:
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return self._move_toward_goal(room, target_room) or "rest"
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others = self._available_targets(available, "confront")
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if others and random.random() < 0.2:
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return f"confront:{random.choice(others)}"
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return random.choice(["examine", "rest"])
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def _clawcode_choice(self, char, room, available):
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goal = char.get("active_goal", "test_edge")
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target_room = self._target_room_for("ClawCode", goal)
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if room != target_room:
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return self._move_toward_goal(room, target_room) or "rest"
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if room == "Forge" and char["energy"] > 2:
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return "forge"
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return random.choice(["move:east", "forge", "rest"])
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return random.choice(["examine", "rest"])
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def _allegro_choice(self, char, room, available):
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others = [a.split(":")[1] for a in available if a.startswith("speak:")]
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goal = char.get("active_goal", "oversee")
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target_room = self._target_room_for("Allegro", goal)
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if room != target_room:
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return self._move_toward_goal(room, target_room) or "rest"
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others = self._available_targets(available, "speak")
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if others and random.random() < 0.3:
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return f"speak:{random.choice(others)}"
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return random.choice(["move:north", "move:south", "examine"])
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return random.choice(["examine", "rest"])
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class DialogueSystem:
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54
tests/test_tower_game_npc_purpose.py
Normal file
54
tests/test_tower_game_npc_purpose.py
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@@ -0,0 +1,54 @@
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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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ROOT = Path(__file__).resolve().parent.parent
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GAME_PATH = ROOT / "evennia" / "timmy_world" / "world" / "game.py"
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def load_game_module():
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spec = spec_from_file_location("tower_world_game", 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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def _visitor_sets_after_ticks(module, ticks=100):
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engine = module.GameEngine()
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engine.start_new_game()
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visitors = {room: set() for room in engine.world.rooms}
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for _ in range(ticks):
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engine.run_tick("rest")
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for name, char in engine.world.characters.items():
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if name == "Timmy":
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continue
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visitors[char["room"]].add(name)
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return visitors
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class TestTowerGameNpcPurpose:
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def test_goal_driven_room_targets(self):
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module = load_game_module()
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world = module.World()
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npc_ai = module.NPCAI(world)
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world.characters["Marcus"]["room"] = "Threshold"
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world.characters["Marcus"]["active_goal"] = "sit"
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assert npc_ai.make_choice("Marcus") == "move:east"
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world.characters["Ezra"]["room"] = "Threshold"
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world.characters["Ezra"]["active_goal"] = "study"
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assert npc_ai.make_choice("Ezra") == "move:north"
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world.characters["Claude"]["room"] = "Threshold"
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world.characters["Claude"]["active_goal"] = "enforce_order"
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assert npc_ai.make_choice("Claude") == "move:south"
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def test_every_room_gets_multiple_npc_visitors_over_100_ticks(self):
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module = load_game_module()
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visitors = _visitor_sets_after_ticks(module, ticks=100)
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assert all(len(names) >= 2 for names in visitors.values()), visitors
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assert len(visitors["Bridge"]) >= 3, visitors["Bridge"]
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