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timmy-home/evennia/timmy_world/play_200.py
Alexander Whitestone a5e9380fcb
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feat(game): 4-phase narrative arc — Quietus, Fracture, Breaking, Mending (#614)
Merge PR #614
2026-04-14 22:13:57 +00:00

276 lines
9.1 KiB
Python

#!/usr/bin/env python3
"""Timmy plays The Tower — 200 intentional ticks of real narrative.
Now with 4 narrative phases:
Quietus (1-50): The world is quiet. Characters are still.
Fracture (51-100): Something is wrong. The air feels different.
Breaking (101-150): The tower shakes. Nothing is safe.
Mending (151-200): What was broken can be made whole again.
"""
from game import GameEngine, NARRATIVE_PHASES
import random, json
random.seed(42) # Reproducible
engine = GameEngine()
engine.start_new_game()
print("=" * 60)
print("THE TOWER — Timmy Plays")
print("=" * 60)
print()
# Print phase map
print("Narrative Arc:")
for key, phase in NARRATIVE_PHASES.items():
start, end = phase["ticks"]
print(f" [{start:3d}-{end:3d}] {phase['name']:10s}{phase['subtitle']}")
print()
tick_log = []
narrative_highlights = []
last_phase = None
for tick in range(1, 201):
w = engine.world
room = w.characters["Timmy"]["room"]
energy = w.characters["Timmy"]["energy"]
here = [n for n, c in w.characters.items()
if c["room"] == room and n != "Timmy"]
# Detect phase transition
phase = w.narrative_phase
if phase != last_phase:
phase_info = NARRATIVE_PHASES[phase]
print(f"\n{'='*60}")
print(f" PHASE SHIFT: {phase_info['name'].upper()}")
print(f" {phase_info['subtitle']}")
print(f" Tone: {phase_info['tone']}")
print(f"{'='*60}\n")
narrative_highlights.append(f" === PHASE: {phase_info['name']} (tick {tick}) ===")
last_phase = phase
# === TIMMY'S DECISIONS (phase-aware) ===
if energy <= 1:
action = "rest"
# Phase 1: The Watcher (1-20) — Quietus exploration
elif tick <= 20:
if tick <= 3:
action = "look"
elif tick <= 6:
if room == "Threshold":
action = random.choice(["look", "rest"])
else:
action = "rest"
elif tick <= 10:
if room == "Threshold" and "Marcus" in here:
action = random.choice(["speak:Marcus", "look"])
elif room == "Threshold" and "Kimi" in here:
action = "speak:Kimi"
elif room != "Threshold":
if room == "Garden":
action = "move:west"
else:
action = "rest"
else:
action = "look"
elif tick <= 15:
if room != "Garden":
if room == "Threshold":
action = "move:east"
elif room == "Bridge":
action = "move:north"
elif room == "Forge":
action = "move:east"
elif room == "Tower":
action = "move:south"
else:
action = "rest"
else:
if "Marcus" in here:
action = random.choice(["speak:Marcus", "speak:Kimi", "look", "rest"])
else:
action = random.choice(["look", "rest"])
else:
if room == "Garden":
action = random.choice(["rest", "look", "look"])
else:
action = "move:east"
# Phase 2: The Forge (21-50) — Quietus building
elif tick <= 50:
if room != "Forge":
if room == "Threshold":
action = "move:west"
elif room == "Bridge":
action = "move:north"
elif room == "Garden":
action = "move:west"
elif room == "Tower":
action = "move:south"
else:
action = "rest"
else:
if energy >= 3:
action = random.choice(["tend_fire", "speak:Bezalel", "forge"])
else:
action = random.choice(["rest", "tend_fire"])
# Phase 3: The Bridge (51-80) — Fracture begins
elif tick <= 80:
if room != "Bridge":
if room == "Threshold":
action = "move:south"
elif room == "Forge":
action = "move:east"
elif room == "Garden":
action = "move:west"
elif room == "Tower":
action = "move:south"
else:
action = "rest"
else:
if energy >= 2:
action = random.choice(["carve", "examine", "look"])
else:
action = "rest"
# Phase 4: The Tower (81-100) — Fracture deepens
elif tick <= 100:
if room != "Tower":
if room == "Threshold":
action = "move:north"
elif room == "Bridge":
action = "move:north"
elif room == "Forge":
action = "move:east"
elif room == "Garden":
action = "move:west"
else:
action = "rest"
else:
if energy >= 2:
action = random.choice(["write_rule", "study", "speak:Ezra"])
else:
action = random.choice(["rest", "look"])
# Phase 5: Breaking (101-130) — Crisis
elif tick <= 130:
# Timmy rushes between rooms trying to help
if energy <= 2:
action = "rest"
elif tick % 7 == 0:
action = "tend_fire" if room == "Forge" else "move:west"
elif tick % 5 == 0:
action = "plant" if room == "Garden" else "move:east"
elif "Marcus" in here:
action = "speak:Marcus"
elif "Bezalel" in here:
action = "speak:Bezalel"
else:
action = random.choice(["move:north", "move:south", "move:east", "move:west"])
# Phase 6: Breaking peak (131-150) — Desperate
elif tick <= 150:
if energy <= 1:
action = "rest"
elif room == "Forge" and w.rooms["Forge"]["fire"] != "glowing":
action = "tend_fire"
elif room == "Garden":
action = random.choice(["plant", "speak:Kimi", "rest"])
elif "Marcus" in here:
action = random.choice(["speak:Marcus", "help:Marcus"])
else:
action = "look"
# Phase 7: Mending begins (151-175)
elif tick <= 175:
if room != "Garden":
if room == "Threshold":
action = "move:east"
elif room == "Bridge":
action = "move:north"
elif room == "Forge":
action = "move:east"
elif room == "Tower":
action = "move:south"
else:
action = "rest"
else:
action = random.choice(["plant", "speak:Marcus", "speak:Kimi", "rest"])
# Phase 8: Mending complete (176-200)
else:
if energy <= 1:
action = "rest"
elif random.random() < 0.3:
action = "move:" + random.choice(["north", "south", "east", "west"])
elif "Marcus" in here:
action = "speak:Marcus"
elif "Bezalel" in here:
action = random.choice(["speak:Bezalel", "tend_fire"])
elif random.random() < 0.4:
action = random.choice(["carve", "write_rule", "forge", "plant"])
else:
action = random.choice(["look", "rest"])
# Run the tick
result = engine.play_turn(action)
# Capture narrative highlights
highlights = []
for line in result['log']:
if any(x in line for x in ['says', 'looks', 'carve', 'tend', 'write', 'You rest', 'You move to The']):
highlights.append(f" T{tick}: {line}")
for evt in result.get('world_events', []):
if any(x in evt for x in ['rain', 'glows', 'cold', 'dim', 'bloom', 'seed', 'flickers', 'bright', 'PHASE', 'air changes', 'tower groans', 'Silence']):
highlights.append(f" [World] {evt}")
if highlights:
tick_log.extend(highlights)
# Print every 20 ticks
if tick % 20 == 0:
phase_name = result.get('phase_name', 'unknown')
print(f"--- Tick {tick} ({w.time_of_day}) [{phase_name}] ---")
for h in highlights[-5:]:
print(h)
print()
# Print full narrative
print()
print("=" * 60)
print("TIMMY'S JOURNEY — 200 Ticks")
print("=" * 60)
print()
print(f"Final tick: {w.tick}")
print(f"Final time: {w.time_of_day}")
print(f"Final phase: {w.narrative_phase} ({NARRATIVE_PHASES[w.narrative_phase]['name']})")
print(f"Timmy room: {w.characters['Timmy']['room']}")
print(f"Timmy energy: {w.characters['Timmy']['energy']}")
print(f"Timmy spoken: {len(w.characters['Timmy']['spoken'])} lines")
print(f"Timmy trust: {json.dumps(w.characters['Timmy']['trust'], indent=2)}")
print(f"\nWorld state:")
print(f" Forge fire: {w.rooms['Forge']['fire']}")
print(f" Garden growth: {w.rooms['Garden']['growth']}")
print(f" Bridge carvings: {len(w.rooms['Bridge']['carvings'])}")
print(f" Whiteboard rules: {len(w.rooms['Tower']['messages'])}")
print(f"\n=== BRIDGE CARVINGS ===")
for c in w.rooms['Bridge']['carvings']:
print(f" - {c}")
print(f"\n=== WHITEBOARD RULES ===")
for m in w.rooms['Tower']['messages']:
print(f" - {m}")
print(f"\n=== KEY MOMENTS ===")
for h in tick_log:
print(h)
# Save state
engine.world.save()