From 5ce4fa6cb8a6a5669a27d0fbcfefff4c1ac31563 Mon Sep 17 00:00:00 2001 From: Alexander Whitestone Date: Wed, 22 Apr 2026 02:43:29 -0400 Subject: [PATCH 1/2] test: define tower world items for #514 --- tests/test_tower_game_items.py | 58 ++++++++++++++++++++++++++++++++++ 1 file changed, 58 insertions(+) create mode 100644 tests/test_tower_game_items.py diff --git a/tests/test_tower_game_items.py b/tests/test_tower_game_items.py new file mode 100644 index 0000000..4097acf --- /dev/null +++ b/tests/test_tower_game_items.py @@ -0,0 +1,58 @@ +from importlib.util import module_from_spec, spec_from_file_location +from pathlib import Path +import unittest + + +ROOT = Path(__file__).resolve().parent.parent +GAME_PATH = ROOT / "evennia" / "timmy_world" / "game.py" + + +def load_game_module(): + spec = spec_from_file_location("tower_game_items", GAME_PATH) + module = module_from_spec(spec) + assert spec.loader is not None + spec.loader.exec_module(module) + module.random.seed(0) + return module + + +class TestTowerGameWorldItems(unittest.TestCase): + def test_world_has_ten_unique_items_and_a_quest_item(self): + module = load_game_module() + world = module.World() + + room_items = { + item + for room in world.rooms.values() + for item in room.get("discoverables", []) + } + + self.assertGreaterEqual(len(room_items), 10) + self.assertIn("foraged key", room_items) + self.assertTrue(module.WORLD_ITEMS["foraged key"]["quest_item"]) + + def test_items_change_world_state_when_used(self): + module = load_game_module() + engine = module.GameEngine() + engine.start_new_game() + engine.world.characters["Timmy"]["energy"] = 10 + engine.world.characters["Timmy"]["room"] = "Garden" + + initial_growth = engine.world.rooms["Garden"]["growth"] + engine.run_tick("take:seed packet") + use_seed = engine.run_tick("use:seed packet") + + self.assertGreater(engine.world.rooms["Garden"]["growth"], initial_growth) + self.assertNotIn("seed packet", engine.world.characters["Timmy"]["inventory"]) + self.assertTrue(any("garden" in line.lower() for line in use_seed["world_events"] + use_seed["log"])) + + engine.world.characters["Timmy"]["energy"] = 10 + engine.run_tick("take:foraged key") + use_key = engine.run_tick("use:foraged key") + + self.assertTrue(engine.world.state["tower_cache_unlocked"]) + self.assertTrue(any("cache" in line.lower() or "quest" in line.lower() for line in use_key["world_events"] + use_key["log"])) + + +if __name__ == "__main__": + unittest.main() -- 2.43.0 From 06a6b53a37cfe2c56a598f2e5ca46321d2c5be2c Mon Sep 17 00:00:00 2001 From: Alexander Whitestone Date: Wed, 22 Apr 2026 02:54:56 -0400 Subject: [PATCH 2/2] feat: add tower world-changing items for #514 --- evennia/timmy_world/game.py | 147 +++++++++++++++++++++++++++++++++++- 1 file changed, 145 insertions(+), 2 deletions(-) diff --git a/evennia/timmy_world/game.py b/evennia/timmy_world/game.py index fad9473..d406d0d 100644 --- a/evennia/timmy_world/game.py +++ b/evennia/timmy_world/game.py @@ -12,6 +12,29 @@ WORLD_DIR = Path('/Users/apayne/.timmy/evennia/timmy_world') STATE_FILE = WORLD_DIR / 'game_state.json' TIMMY_LOG = WORLD_DIR / 'timmy_log.md' +WORLD_ITEMS = { + "foraged key": {"effect": "unlock_tower_cache", "quest_item": True, "consumable": False, "effect_text": "A hidden cache clicks open in the Tower wall."}, + "seed packet": {"effect": "grow_garden", "quest_item": False, "consumable": True, "effect_text": "Fresh growth pushes through the Garden soil."}, + "notebook": {"effect": "write_notebook_rule", "quest_item": False, "consumable": False, "effect_text": "A new rule joins the whiteboard in the Tower."}, + "cloth": {"effect": "patch_bridge", "quest_item": False, "consumable": True, "effect_text": "The Bridge railing is wrapped tight against the weather."}, + "oil can": {"effect": "stoke_forge", "quest_item": False, "consumable": True, "effect_text": "The Forge fire answers with a hotter glow."}, + "lantern": {"effect": "light_bridge", "quest_item": False, "consumable": False, "effect_text": "A steady lantern glow cuts through the dark over the Bridge."}, + "rope spool": {"effect": "secure_bridge", "quest_item": False, "consumable": True, "effect_text": "The Bridge is lashed tight and feels safer underfoot."}, + "chalk": {"effect": "mark_threshold", "quest_item": False, "consumable": True, "effect_text": "A chalk mark at the Threshold points wanderers home."}, + "weather vane": {"effect": "read_weather", "quest_item": False, "consumable": False, "effect_text": "The weather vane settles and the coming storm makes sense."}, + "sunstone": {"effect": "restore_tower_power", "quest_item": False, "consumable": False, "effect_text": "Warm light races through the Tower circuits."}, + "iron nails": {"effect": "reinforce_bridge", "quest_item": False, "consumable": True, "effect_text": "The Bridge planks are pinned down against the flood."}, + "river stone": {"effect": "water_garden", "quest_item": False, "consumable": True, "effect_text": "Moisture returns to the Garden beds."}, +} + +ROOM_DISCOVERABLES = { + "Threshold": ["chalk", "sunstone"], + "Tower": ["notebook", "lantern"], + "Forge": ["oil can", "iron nails"], + "Garden": ["seed packet", "foraged key"], + "Bridge": ["cloth", "rope spool", "weather vane", "river stone"], +} + # ============================================================ # NARRATIVE ARC — 4 phases that transform the world # ============================================================ @@ -143,6 +166,8 @@ class World: "visitors": [], }, } + for room_name, items in ROOM_DISCOVERABLES.items(): + self.rooms[room_name]["discoverables"] = list(items) # Characters (not NPCs — they have lives) self.characters = { @@ -258,6 +283,14 @@ class World: "items_crafted": 0, "conflicts_resolved": 0, "nights_survived": 0, + "bridge_patched": False, + "bridge_secured": False, + "bridge_reinforced": False, + "bridge_lantern_lit": False, + "tower_cache_unlocked": False, + "threshold_marked": False, + "weather_readable": False, + "sunstone_socketed": False, } def tick_time(self): @@ -376,6 +409,14 @@ class World: desc += " Rain mists on the dark water below." if len(self.rooms["Bridge"]["carvings"]) > 1: desc += f" There are {len(self.rooms['Bridge']['carvings'])} carvings now." + if self.state.get("bridge_patched"): + desc += " Cloth bindings keep the railing from splintering." + if self.state.get("bridge_secured"): + desc += " Rope lines keep the span steady against the flood." + if self.state.get("bridge_reinforced"): + desc += " Fresh iron nails hold the planks tight." + if self.state.get("bridge_lantern_lit"): + desc += " A lantern glows warm over the water." elif room_name == "Tower": power = self.state.get("tower_power_low", False) @@ -384,6 +425,19 @@ class World: if self.rooms["Tower"]["messages"]: desc += f" The whiteboard holds {len(self.rooms['Tower']['messages'])} rules." + if self.state.get("tower_cache_unlocked"): + desc += " A hidden cache stands open beneath the whiteboard." + + if room_name == "Threshold" and self.state.get("threshold_marked"): + desc += " A chalk arrow points late arrivals toward shelter." + if room_name == "Garden" and self.state.get("weather_readable"): + desc += " The beds are arranged to catch whatever weather comes next." + if room_name == "Tower" and self.state.get("sunstone_socketed"): + desc += " A sunstone keeps the room lit with a stubborn amber glow." + + discoverables = room.get("discoverables", []) + if discoverables: + desc += f" Discoverable items: {', '.join(discoverables)}." # Who's here here = [n for n, c in self.characters.items() if c["room"] == room_name and n != char_name] @@ -485,6 +539,10 @@ class ActionSystem: "cost": 1, "description": "Take an item from the room", }, + "use": { + "cost": 1, + "description": "Use an item from your inventory to change the world", + }, "examine": { "cost": 0, "description": "Examine something in detail", @@ -530,6 +588,13 @@ class ActionSystem: available.append("rest") available.append("examine") + discoverables = world.rooms[room].get("discoverables", []) + for item in discoverables: + available.append(f"take:{item}") + + for item in char["inventory"]: + available.append(f"use:{item}") + if char["inventory"]: available.append("give:item") @@ -1072,6 +1137,76 @@ class GameEngine: f.write(f"\n*Began: {datetime.now().strftime('%Y-%m-%d %H:%M')}*\n\n") f.write("---\n\n") f.write(message + "\n") + + def _take_item(self, item_name, scene): + room_name = self.world.characters["Timmy"]["room"] + discoverables = self.world.rooms[room_name].get("discoverables", []) + if item_name not in discoverables: + scene["log"].append(f"There is no {item_name} here.") + return + discoverables.remove(item_name) + self.world.characters["Timmy"]["inventory"].append(item_name) + scene["log"].append(f"You take the {item_name}.") + if WORLD_ITEMS.get(item_name, {}).get("quest_item"): + scene["world_events"].append(f"The {item_name} feels important. It might open a quest route.") + + def _use_item(self, item_name, scene): + inventory = self.world.characters["Timmy"]["inventory"] + if item_name not in inventory: + scene["log"].append(f"You are not carrying {item_name}.") + return + item = WORLD_ITEMS.get(item_name) + if not item: + scene["log"].append(f"The {item_name} doesn't seem to do anything.") + return + + effect = item["effect"] + effect_text = item["effect_text"] + if effect == "grow_garden": + self.world.rooms["Garden"]["growth"] = min(5, self.world.rooms["Garden"]["growth"] + 2) + self.world.state["garden_drought"] = False + elif effect == "unlock_tower_cache": + self.world.state["tower_cache_unlocked"] = True + cache_rule = "Rule: Keys open more than doors when the world trusts you." + if cache_rule not in self.world.rooms["Tower"]["messages"]: + self.world.rooms["Tower"]["messages"].append(cache_rule) + elif effect == "write_notebook_rule": + note_rule = f"Rule #{self.world.tick}: A notebook can turn memory into structure." + self.world.rooms["Tower"]["messages"].append(note_rule) + elif effect == "patch_bridge": + self.world.state["bridge_patched"] = True + self.world.state["bridge_flooding"] = False + self.world.rooms["Bridge"]["weather"] = None + self.world.rooms["Bridge"]["rain_ticks"] = 0 + elif effect == "stoke_forge": + self.world.rooms["Forge"]["fire"] = "glowing" + self.world.state["forge_fire_dying"] = False + elif effect == "light_bridge": + self.world.state["bridge_lantern_lit"] = True + elif effect == "secure_bridge": + self.world.state["bridge_secured"] = True + self.world.state["bridge_flooding"] = False + self.world.rooms["Bridge"]["weather"] = None + self.world.rooms["Bridge"]["rain_ticks"] = 0 + elif effect == "mark_threshold": + self.world.state["threshold_marked"] = True + elif effect == "read_weather": + self.world.state["weather_readable"] = True + self.world.state["garden_drought"] = False + elif effect == "restore_tower_power": + self.world.state["tower_power_low"] = False + self.world.state["sunstone_socketed"] = True + elif effect == "reinforce_bridge": + self.world.state["bridge_reinforced"] = True + self.world.state["bridge_flooding"] = False + elif effect == "water_garden": + self.world.state["garden_drought"] = False + self.world.rooms["Garden"]["growth"] = min(5, self.world.rooms["Garden"]["growth"] + 1) + + scene["log"].append(f"You use the {item_name}. {effect_text}") + scene["world_events"].append(effect_text) + if item.get("consumable"): + inventory.remove(item_name) def run_tick(self, timmy_action="look"): """Run one tick. Return the scene and available choices.""" @@ -1100,7 +1235,7 @@ class GameEngine: action_costs = { "move": 2, "tend_fire": 3, "write_rule": 2, "carve": 2, "plant": 2, "study": 2, "forge": 3, "help": 2, "speak": 1, - "listen": 0, "rest": -2, "examine": 0, "give": 0, "take": 1, + "listen": 0, "rest": -2, "examine": 0, "give": 0, "take": 1, "use": 1, } # Extract action name @@ -1360,9 +1495,17 @@ class GameEngine: elif timmy_action == "examine": room = self.world.characters["Timmy"]["room"] room_data = self.world.rooms[room] - items = room_data.get("items", []) + items = room_data.get("items", []) + room_data.get("discoverables", []) scene["log"].append(f"You examine The {room}. You see: {', '.join(items) if items else 'nothing special'}") + elif timmy_action.startswith("take:"): + item_name = timmy_action.split(":", 1)[1] + self._take_item(item_name, scene) + + elif timmy_action.startswith("use:"): + item_name = timmy_action.split(":", 1)[1] + self._use_item(item_name, scene) + elif timmy_action.startswith("help:"): # Help increases trust target_name = timmy_action.split(":")[1] -- 2.43.0