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Author SHA1 Message Date
Alexander Whitestone
7385c46a78 WIP: Claude Code progress on #1095
Automated salvage commit — agent session ended (exit 124).
Work in progress, may need continuation.
2026-03-23 14:25:01 -04:00
26 changed files with 3657 additions and 0 deletions

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@@ -14,6 +14,7 @@ repository = "http://localhost:3000/rockachopa/Timmy-time-dashboard"
packages = [
{ include = "config.py", from = "src" },
{ include = "bannerlord", from = "src" },
{ include = "dashboard", from = "src" },
{ include = "infrastructure", from = "src" },
{ include = "integrations", from = "src" },

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@@ -0,0 +1,49 @@
"""Bannerlord M3 — Full Campaign Strategy.
Timmy runs a complete Bannerlord campaign: economy, diplomacy, kingdom
building, and war decisions — all via sovereign local inference.
Key components:
gabs_client — TCP JSON-RPC client for the GABS mod (port 4825)
types — KingSubgoal, GameState, message schemas
session_memory — SQLite-backed multi-day strategic plan persistence
campaign — CampaignOrchestrator tying all agents together
adapter — WorldInterface adapter for use with the benchmark runner
agents/ — King, Vassal, and Companion agent hierarchy
Quick start::
from bannerlord.campaign import CampaignOrchestrator
orch = CampaignOrchestrator()
summary = await orch.run(max_ticks=100)
Register the world adapter::
from infrastructure.world import register_adapter
from bannerlord.adapter import BannerlordWorldAdapter
register_adapter("bannerlord", BannerlordWorldAdapter)
M3 done-when condition:
Timmy establishes own kingdom with 3+ fiefs and
survives 100 in-game days as ruler.
"""
from bannerlord.adapter import BannerlordWorldAdapter
from bannerlord.campaign import CampaignOrchestrator
from bannerlord.gabs_client import GABSClient
from bannerlord.session_memory import SessionMemory
from bannerlord.types import (
GameState,
KingSubgoal,
SubgoalToken,
)
__all__ = [
"BannerlordWorldAdapter",
"CampaignOrchestrator",
"GABSClient",
"GameState",
"KingSubgoal",
"SessionMemory",
"SubgoalToken",
]

228
src/bannerlord/adapter.py Normal file
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"""Bannerlord M3 — WorldInterface adapter wrapping the GABS TCP client.
Plugs Bannerlord into the engine-agnostic ``WorldInterface`` contract so
the benchmark runner and heartbeat loop can drive the campaign the same way
they would drive any other game world.
Register with::
from infrastructure.world import register_adapter
from bannerlord.adapter import BannerlordWorldAdapter
register_adapter("bannerlord", BannerlordWorldAdapter)
"""
from __future__ import annotations
import asyncio
import logging
from datetime import UTC, datetime
from typing import Any
from bannerlord.gabs_client import GABSClient
from bannerlord.types import GameState
from infrastructure.world.interface import WorldInterface
from infrastructure.world.types import (
ActionResult,
ActionStatus,
CommandInput,
PerceptionOutput,
)
logger = logging.getLogger(__name__)
class BannerlordWorldAdapter(WorldInterface):
"""WorldInterface adapter for Bannerlord via the GABS mod.
``observe()`` — fetches the full GameState from GABS and maps it to a
``PerceptionOutput`` with structured fields.
``act()`` — dispatches ``CommandInput.action`` as a GABS JSON-RPC call,
forwarding ``parameters`` as the call args.
``speak()`` — sends a chat message via GABS (e.g., for companion NPC
conversations or on-screen overlays).
Degrades gracefully when GABS is unavailable.
"""
def __init__(
self,
*,
host: str = "127.0.0.1",
port: int = 4825,
timeout: float = 10.0,
) -> None:
self._client = GABSClient(host=host, port=port, timeout=timeout)
self._last_state: GameState | None = None
# -- lifecycle ---------------------------------------------------------
def connect(self) -> None:
"""Synchronous connect wrapper (runs async in a new event loop)."""
try:
loop = asyncio.get_event_loop()
if loop.is_running():
# Inside async context — caller should use async connect
logger.warning(
"BannerlordWorldAdapter.connect() called from async context; "
"use 'await adapter.async_connect()' instead"
)
return
loop.run_until_complete(self._client.connect())
except Exception as exc:
logger.warning("BannerlordWorldAdapter.connect() failed: %s", exc)
def disconnect(self) -> None:
"""Synchronous disconnect wrapper."""
try:
loop = asyncio.get_event_loop()
if loop.is_running():
return
loop.run_until_complete(self._client.disconnect())
except Exception as exc:
logger.debug("BannerlordWorldAdapter.disconnect() error: %s", exc)
async def async_connect(self) -> bool:
"""Async connect — preferred in async contexts."""
return await self._client.connect()
async def async_disconnect(self) -> None:
"""Async disconnect."""
await self._client.disconnect()
@property
def is_connected(self) -> bool:
return self._client.is_connected
# -- WorldInterface contract ------------------------------------------
def observe(self) -> PerceptionOutput:
"""Return a PerceptionOutput derived from the current GABS GameState.
Falls back to an empty perception if GABS is unreachable.
"""
try:
loop = asyncio.get_event_loop()
if loop.is_running():
logger.warning("observe() called from async context — use async_observe()")
return self._empty_perception()
state = loop.run_until_complete(self._client.get_game_state())
return self._state_to_perception(state)
except Exception as exc:
logger.warning("BannerlordWorldAdapter.observe() error: %s", exc)
return self._empty_perception()
async def async_observe(self) -> PerceptionOutput:
"""Async observe — preferred in async contexts."""
try:
state = await self._client.get_game_state()
self._last_state = state
return self._state_to_perception(state)
except Exception as exc:
logger.warning("async_observe() error: %s", exc)
return self._empty_perception()
def act(self, command: CommandInput) -> ActionResult:
"""Dispatch a command to GABS. Returns success/failure."""
try:
loop = asyncio.get_event_loop()
if loop.is_running():
logger.warning("act() called from async context — use async_act()")
return ActionResult(status=ActionStatus.NOOP)
result = loop.run_until_complete(self.async_act(command))
return result
except Exception as exc:
logger.warning("BannerlordWorldAdapter.act() error: %s", exc)
return ActionResult(
status=ActionStatus.FAILURE,
message=str(exc),
)
async def async_act(self, command: CommandInput) -> ActionResult:
"""Async command dispatch."""
try:
result = await self._client._call(
command.action, command.parameters or {}
)
if result is None:
return ActionResult(
status=ActionStatus.FAILURE,
message=f"GABS returned no result for {command.action}",
)
return ActionResult(
status=ActionStatus.SUCCESS,
message=f"GABS executed: {command.action}",
data=result if isinstance(result, dict) else {"result": result},
)
except Exception as exc:
logger.warning("async_act(%s) error: %s", command.action, exc)
return ActionResult(status=ActionStatus.FAILURE, message=str(exc))
def speak(self, message: str, target: str | None = None) -> None:
"""Send a message via GABS (e.g., companion dialogue or overlay)."""
try:
loop = asyncio.get_event_loop()
if loop.is_running():
return
loop.run_until_complete(
self._client._call("chat/send", {"message": message, "target": target})
)
except Exception as exc:
logger.debug("BannerlordWorldAdapter.speak() error: %s", exc)
# -- helpers -----------------------------------------------------------
def _state_to_perception(self, state: GameState) -> PerceptionOutput:
"""Map a GameState snapshot to a PerceptionOutput."""
entities: list[str] = []
events: list[str] = []
# Party location
if state.party.location:
entities.append(f"location:{state.party.location}")
# Kingdom status
if state.has_kingdom():
entities.append(f"kingdom:{state.kingdom.name}")
for fief in state.kingdom.fiefs:
entities.append(f"fief:{fief}")
# Active wars as events
for war in state.kingdom.active_wars:
events.append(f"at_war_with:{war}")
# Faction snapshot
for faction in state.factions:
entities.append(f"faction:{faction.name}[{faction.army_strength}]")
# Alerts
if state.is_two_front_war():
events.append("alert:two_front_war")
if state.party.wounded_pct > 0.30:
events.append(f"alert:wounded_{state.party.wounded_pct:.0%}")
if state.party.food_days < 3:
events.append("alert:low_food")
return PerceptionOutput(
timestamp=datetime.now(UTC),
location=state.party.location,
entities=entities,
events=events,
raw=state.raw,
)
@staticmethod
def _empty_perception() -> PerceptionOutput:
return PerceptionOutput(
timestamp=datetime.now(UTC),
location="",
entities=[],
events=["gabs:unavailable"],
raw={"adapter": "bannerlord", "connected": False},
)
@property
def last_game_state(self) -> GameState | None:
"""Return the most recently observed GameState."""
return self._last_state

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"""Bannerlord M3 — feudal agent hierarchy.
King → Vassal → Companion, following Ahilan & Dayan (2019).
"""

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"""Bannerlord M3 — Companion worker agents (lowest tier)."""

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"""Bannerlord M3 — Caravan Companion (trade operations).
Handles trade route assessment, buy/sell goods, caravan deployment.
Triggered by TRADE subgoal or when treasury is below threshold.
Minimum margin threshold: 15% (never buy goods without ≥ 15% resale margin).
"""
from __future__ import annotations
import logging
from bannerlord.types import GameState, KingSubgoal, SubgoalToken
logger = logging.getLogger(__name__)
_MIN_MARGIN_PCT = 0.15 # minimum profitable resale margin
_CARAVAN_DENAR_THRESHOLD = 10_000 # must have 10k denars to deploy a caravan
class CaravanCompanion:
"""Companion worker for trade route management."""
AGENT_ID = "caravan_companion"
def evaluate(
self, state: GameState, subgoal: KingSubgoal
) -> list[dict]:
"""Return trade primitives to execute.
Returns:
List of dicts with 'primitive' and 'args' keys.
"""
if subgoal.token != SubgoalToken.TRADE:
return []
actions: list[dict] = []
party = state.party
# Always assess prices at current location first
actions.append({
"primitive": "assess_prices",
"args": {"town": party.location},
})
# Deploy a caravan if treasury is flush
if party.denars >= _CARAVAN_DENAR_THRESHOLD and party.location:
actions.append({
"primitive": "establish_caravan",
"args": {"town": party.location},
})
return actions
@staticmethod
def is_profitable_trade(buy_price: int, sell_price: int) -> bool:
"""Return True if the trade margin meets the minimum threshold."""
if buy_price <= 0:
return False
margin = (sell_price - buy_price) / buy_price
return margin >= _MIN_MARGIN_PCT

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"""Bannerlord M3 — Logistics Companion (party management).
Handles recruit, supply, rest, prisoner sale, and troop upgrade primitives.
Runs on Qwen3:8b for sub-2-second response times.
Triggered by RECRUIT and HEAL subgoals, or by party condition thresholds.
"""
from __future__ import annotations
import logging
from bannerlord.types import GameState, KingSubgoal, SubgoalToken
logger = logging.getLogger(__name__)
_FOOD_WARN_DAYS = 5
_WOUND_WARN_PCT = 0.20
_PRISONER_CAP = 20
class LogisticsCompanion:
"""Companion worker for party logistics.
Evaluates the current party state and returns a list of primitive
action names + args to dispatch to the GABSClient.
"""
AGENT_ID = "logistics_companion"
def evaluate(
self, state: GameState, subgoal: KingSubgoal
) -> list[dict]:
"""Return primitives to execute given current state and active subgoal.
Returns:
List of dicts with 'primitive' and 'args' keys.
"""
actions: list[dict] = []
party = state.party
# Subgoal-driven recruitment
if subgoal.token == SubgoalToken.RECRUIT:
qty = subgoal.quantity or 20
actions.append({
"primitive": "recruit_troop",
"args": {"troop_type": "infantry", "qty": qty},
})
# Emergency rest on heavy wounds
if subgoal.token == SubgoalToken.HEAL or party.wounded_pct > _WOUND_WARN_PCT:
actions.append({
"primitive": "rest_party",
"args": {"days": 3},
})
# Replenish food if low
if party.food_days < _FOOD_WARN_DAYS:
actions.append({
"primitive": "buy_supplies",
"args": {"qty": max(0, 10 - party.food_days)},
})
# Sell prisoners when near cap
if party.prisoners >= _PRISONER_CAP:
actions.append({
"primitive": "sell_prisoners",
"args": {"location": party.location},
})
# Upgrade troops when stable
if subgoal.token == SubgoalToken.TRAIN:
actions.append({
"primitive": "upgrade_troops",
"args": {},
})
return actions

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"""Bannerlord M3 — Scout Companion (intelligence gathering).
Handles lord tracking, garrison assessment, and patrol route mapping.
Triggered by SPY subgoal or proactively before expansion decisions.
"""
from __future__ import annotations
import logging
from bannerlord.types import GameState, KingSubgoal, SubgoalToken
logger = logging.getLogger(__name__)
class ScoutCompanion:
"""Companion worker for tactical intelligence."""
AGENT_ID = "scout_companion"
def evaluate(
self, state: GameState, subgoal: KingSubgoal
) -> list[dict]:
"""Return scouting primitives to execute.
Returns:
List of dicts with 'primitive' and 'args' keys.
"""
actions: list[dict] = []
if subgoal.token == SubgoalToken.SPY:
target = subgoal.target
if target:
actions.append({
"primitive": "track_lord",
"args": {"lord_name": target},
})
elif subgoal.token == SubgoalToken.EXPAND_TERRITORY:
target = subgoal.target
if target:
actions.append({
"primitive": "assess_garrison",
"args": {"settlement": target},
})
# Proactively map patrols in active war regions
for war_faction in state.kingdom.active_wars:
# Find a fief belonging to the enemy as the region reference
for faction in state.factions:
if faction.name == war_faction and faction.fiefs:
actions.append({
"primitive": "map_patrol_routes",
"args": {"region": faction.fiefs[0]},
})
break # one region per enemy faction per tick
return actions

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"""Bannerlord M3 — Diplomacy Vassal agent.
Handles relations management: alliances, peace deals, tribute, marriage.
Responds to the ALLY subgoal.
Reward function:
R_diplo = w1 * AlliesCount
+ w2 * TruceDurationValue
+ w3 * RelationsScore_weighted
- w4 * ActiveWarsFront
+ w5 * SubgoalBonus
Key strategic rules:
- Never start a new war if already in 2+ wars (2-front war rule)
- Prefer peace with weakest current enemy when overextended
- Time alliances before declaring war to reduce isolation risk
"""
from __future__ import annotations
import logging
from bannerlord.types import (
GameState,
KingSubgoal,
SubgoalToken,
TaskMessage,
VassalReward,
)
logger = logging.getLogger(__name__)
_W1_ALLIES = 0.30
_W2_TRUCE = 0.25
_W3_RELATIONS = 0.25
_W4_WAR_FRONTS = 0.15
_W5_SUBGOAL = 0.05
_SUBGOAL_TRIGGERS = {SubgoalToken.ALLY}
_MAX_WAR_FRONTS = 2 # flag when at 2+ simultaneous wars (two-front war)
class DiplomacyVassal:
"""Mid-tier agent responsible for diplomatic relations."""
AGENT_ID = "diplomacy_vassal"
def is_relevant(self, subgoal: KingSubgoal) -> bool:
return subgoal.token in _SUBGOAL_TRIGGERS
def plan(self, state: GameState, subgoal: KingSubgoal) -> list[TaskMessage]:
"""Return TaskMessages for the current diplomatic subgoal."""
tasks: list[TaskMessage] = []
if subgoal.token == SubgoalToken.ALLY:
tasks.extend(self._plan_alliance(state, subgoal))
return tasks
def _plan_alliance(
self, state: GameState, subgoal: KingSubgoal
) -> list[TaskMessage]:
"""Plan diplomatic outreach to reduce war fronts or build alliances."""
tasks: list[TaskMessage] = []
target = subgoal.target
if not target:
logger.warning("DiplomacyVassal: no target for ALLY subgoal")
return tasks
# If target is already an enemy, propose peace
if target in state.kingdom.active_wars:
tasks.append(
TaskMessage(
from_agent=self.AGENT_ID,
to_agent="gabs",
primitive="propose_peace",
args={"faction": target, "tribute": 0},
priority=subgoal.priority * 1.5,
)
)
else:
# Otherwise pursue alliance
tasks.append(
TaskMessage(
from_agent=self.AGENT_ID,
to_agent="gabs",
primitive="send_envoy",
args={
"faction": target,
"message": "We seek a lasting alliance for mutual defence.",
},
priority=subgoal.priority,
)
)
tasks.append(
TaskMessage(
from_agent=self.AGENT_ID,
to_agent="gabs",
primitive="request_alliance",
args={"faction": target},
priority=subgoal.priority,
)
)
return tasks
def should_avoid_war(self, state: GameState) -> bool:
"""Return True if starting a new war would be strategically unsound."""
return state.active_war_count() >= _MAX_WAR_FRONTS # 2-front war check
def compute_reward(
self,
prev_state: GameState,
curr_state: GameState,
active_subgoal: KingSubgoal,
) -> VassalReward:
"""Compute Diplomacy Vassal reward."""
allies_count = len(curr_state.kingdom.active_alliances)
truce_value = 50.0 # placeholder — days of truce remaining
relations_avg = 30.0 # placeholder — weighted relations score
war_fronts = curr_state.active_war_count()
subgoal_bonus = 1.0 if active_subgoal.token in _SUBGOAL_TRIGGERS else 0.0
total = (
_W1_ALLIES * allies_count * 10
+ _W2_TRUCE * truce_value / 100
+ _W3_RELATIONS * relations_avg / 100
- _W4_WAR_FRONTS * war_fronts * 10
+ _W5_SUBGOAL * subgoal_bonus * 10
)
return VassalReward(
agent_id=self.AGENT_ID,
component_scores={
"allies_count": allies_count,
"truce_value": truce_value,
"relations_avg": relations_avg,
"war_fronts": -war_fronts,
"subgoal_bonus": subgoal_bonus,
},
subgoal_bonus=subgoal_bonus,
total=total,
)

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"""Bannerlord M3 — Economy Vassal agent.
Handles settlement management, tax collection, construction, and food supply.
Responds to FORTIFY and CONSOLIDATE subgoals.
Reward function:
R_econ = w1 * DailyDenarsIncome
+ w2 * FoodStockBuffer
+ w3 * LoyaltyAverage
- w4 * ConstructionQueueLength
+ w5 * SubgoalBonus
"""
from __future__ import annotations
import logging
from bannerlord.types import (
GameState,
KingSubgoal,
SubgoalToken,
TaskMessage,
VassalReward,
)
logger = logging.getLogger(__name__)
_W1_INCOME = 0.35
_W2_FOOD = 0.25
_W3_LOYALTY = 0.20
_W4_CONSTRUCTION = 0.15
_W5_SUBGOAL = 0.05
_SUBGOAL_TRIGGERS = {SubgoalToken.FORTIFY, SubgoalToken.CONSOLIDATE}
_LOW_FOOD_THRESHOLD = 3 # days of food remaining
_INCOME_TARGET = 200 # daily net income target (denars)
class EconomyVassal:
"""Mid-tier agent responsible for settlement economy."""
AGENT_ID = "economy_vassal"
def is_relevant(self, subgoal: KingSubgoal) -> bool:
return subgoal.token in _SUBGOAL_TRIGGERS
def plan(self, state: GameState, subgoal: KingSubgoal) -> list[TaskMessage]:
"""Return TaskMessages for the current economic subgoal."""
tasks: list[TaskMessage] = []
# Always maintain food supply
if state.party.food_days < _LOW_FOOD_THRESHOLD:
tasks.append(
TaskMessage(
from_agent=self.AGENT_ID,
to_agent="logistics_companion",
primitive="buy_supplies",
args={"qty": 10},
priority=2.0,
)
)
if subgoal.token == SubgoalToken.FORTIFY:
tasks.extend(self._plan_fortify(state, subgoal))
elif subgoal.token == SubgoalToken.CONSOLIDATE:
tasks.extend(self._plan_consolidate(state))
return tasks
def _plan_fortify(
self, state: GameState, subgoal: KingSubgoal
) -> list[TaskMessage]:
"""Queue construction projects in owned settlements."""
tasks: list[TaskMessage] = []
target = subgoal.target or (state.kingdom.fiefs[0] if state.kingdom.fiefs else None)
if not target:
return tasks
tasks.append(
TaskMessage(
from_agent=self.AGENT_ID,
to_agent="gabs",
primitive="build_project",
args={"settlement": target, "project": "granary"},
priority=1.2,
)
)
tasks.append(
TaskMessage(
from_agent=self.AGENT_ID,
to_agent="gabs",
primitive="set_tax_policy",
args={"settlement": target, "policy": "normal"},
priority=1.0,
)
)
return tasks
def _plan_consolidate(self, state: GameState) -> list[TaskMessage]:
"""Stabilise: optimise tax and food across all fiefs."""
tasks: list[TaskMessage] = []
net_income = state.kingdom.daily_income - state.kingdom.daily_expenses
for fief in state.kingdom.fiefs:
policy = "normal" if net_income >= _INCOME_TARGET else "low"
tasks.append(
TaskMessage(
from_agent=self.AGENT_ID,
to_agent="gabs",
primitive="set_tax_policy",
args={"settlement": fief, "policy": policy},
priority=0.8,
)
)
return tasks
def compute_reward(
self,
prev_state: GameState,
curr_state: GameState,
active_subgoal: KingSubgoal,
) -> VassalReward:
"""Compute Economy Vassal reward."""
income_delta = (
curr_state.kingdom.daily_income - prev_state.kingdom.daily_income
)
food_buffer = curr_state.party.food_days
loyalty_avg = 70.0 # placeholder — real value from GABS raw data
queue_len = 0 # placeholder
subgoal_bonus = 1.0 if active_subgoal.token in _SUBGOAL_TRIGGERS else 0.0
total = (
_W1_INCOME * income_delta
+ _W2_FOOD * food_buffer
+ _W3_LOYALTY * loyalty_avg / 100
- _W4_CONSTRUCTION * queue_len
+ _W5_SUBGOAL * subgoal_bonus * 10
)
return VassalReward(
agent_id=self.AGENT_ID,
component_scores={
"income_delta": income_delta,
"food_buffer": food_buffer,
"loyalty_avg": loyalty_avg,
"queue_len": -queue_len,
"subgoal_bonus": subgoal_bonus,
},
subgoal_bonus=subgoal_bonus,
total=total,
)

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"""Bannerlord M3 — King agent (Timmy, strategic tier).
The King operates on the campaign-map timescale (1 decision per in-game day).
He reads the full GameState and emits a single KingSubgoal token that vassals
interpret. He uses Qwen3:32b via the LLM router.
Decision rules baked in (no LLM required for simple cases):
- Never initiate a second war while already fighting one (avoid 2-front wars)
- Prioritise HEAL when party wounds > 30 %
- Prioritise RECRUIT when troops < 80
- Prioritise TRADE when denars < 5,000
- If kingdom has < 3 fiefs and no active war, prioritise EXPAND_TERRITORY
- Default to CONSOLIDATE when conditions are stable
"""
from __future__ import annotations
import logging
from datetime import UTC, datetime
from typing import Any
from bannerlord.types import (
GameState,
KingSubgoal,
SubgoalToken,
)
logger = logging.getLogger(__name__)
# Hard thresholds for rule-based fallback decisions
_MIN_TROOPS = 80
_MIN_DENARS = 5_000
_MAX_WOUND_PCT = 0.30
_TARGET_FIEFS = 3
_SURVIVAL_DAYS = 100
class KingAgent:
"""Strategic decision-maker for the Bannerlord campaign.
The King agent is sovereign — it cannot be terminated by vassals.
It decides the active subgoal at most once per campaign tick.
Usage::
king = KingAgent(model="qwen3:32b")
subgoal = king.decide(game_state)
"""
def __init__(
self,
*,
model: str = "qwen3:32b",
temperature: float = 0.1,
) -> None:
self._model = model
self._temperature = temperature
self._last_subgoal: KingSubgoal | None = None
self._tick = 0
self._session_id: str | None = None
def set_session(self, session_id: str) -> None:
self._session_id = session_id
# -- primary decision interface ----------------------------------------
def decide(self, state: GameState) -> KingSubgoal:
"""Return the King's subgoal for the current campaign tick.
Uses rule-based heuristics as the primary decision engine.
LLM override can be wired in via ``_llm_decide`` in a future PR.
Args:
state: Full game state snapshot from GABS.
Returns:
A KingSubgoal to be broadcast to vassals.
"""
self._tick += 1
subgoal = self._rule_based_decide(state)
self._last_subgoal = subgoal
logger.info(
"King[tick=%d, day=%d] → %s (target=%s)",
self._tick,
state.in_game_day,
subgoal.token,
subgoal.target,
)
return subgoal
# -- rule-based strategy engine ----------------------------------------
def _rule_based_decide(self, state: GameState) -> KingSubgoal:
"""Encode campaign strategy as prioritised decision rules.
Priority order (highest to lowest):
1. Emergency: heal if heavily wounded
2. Survival: recruit if dangerously low on troops
3. Economy: earn income if broke
4. Diplomacy: seek peace if in a 2-front war
5. Expansion: take fiefs if not at war and need more territory
6. Alliance: seek allies when preparing for war
7. Default: consolidate and stabilise
"""
party = state.party
kingdom = state.kingdom
# 1. Emergency heal
if party.wounded_pct > _MAX_WOUND_PCT:
return KingSubgoal(
token=SubgoalToken.HEAL,
context=f"{party.wounded_pct:.0%} of party is wounded — rest required",
)
# 2. Critical recruitment
if party.troops < _MIN_TROOPS:
return KingSubgoal(
token=SubgoalToken.RECRUIT,
quantity=_MIN_TROOPS - party.troops,
context=f"Party at {party.troops} troops — must reach {_MIN_TROOPS}",
)
# 3. Destitute treasury
if party.denars < _MIN_DENARS:
return KingSubgoal(
token=SubgoalToken.TRADE,
context=f"Treasury at {party.denars:,} denars — run trade routes",
)
# 4. Avoid 2-front war: seek peace when fighting 2+ enemies
if state.is_two_front_war():
# Pick the weakest enemy to negotiate peace with first
weakest = self._weakest_enemy(state)
return KingSubgoal(
token=SubgoalToken.ALLY,
target=weakest,
context="2-front war detected — de-escalate with weakest enemy",
)
# 5. Kingdom not yet established: work toward first fief
if not state.has_kingdom():
if party.troops >= 120 and state.active_war_count() == 0:
target_fief = self._select_expansion_target(state)
return KingSubgoal(
token=SubgoalToken.EXPAND_TERRITORY,
target=target_fief,
context="No kingdom yet — capture a fief to establish one",
)
elif state.active_war_count() == 0:
# Not ready to fight; train up first
return KingSubgoal(
token=SubgoalToken.TRAIN,
context="Building army before first expansion",
)
# 6. Expand if below target fief count and no active war
if state.fief_count() < _TARGET_FIEFS and state.active_war_count() == 0:
target_fief = self._select_expansion_target(state)
return KingSubgoal(
token=SubgoalToken.EXPAND_TERRITORY,
target=target_fief,
priority=1.5,
context=f"Only {state.fief_count()} fiefs — need {_TARGET_FIEFS}",
)
# 7. Seek allies when stable and below fief target
if not kingdom.active_alliances and state.active_war_count() == 0:
ally_candidate = self._best_alliance_candidate(state)
if ally_candidate:
return KingSubgoal(
token=SubgoalToken.ALLY,
target=ally_candidate,
context="Stable moment — pursue defensive alliance",
)
# 8. Fortify if kingdom exists and there are fiefs to improve
if state.has_kingdom() and state.fief_count() > 0:
if kingdom.daily_income - kingdom.daily_expenses < 100:
return KingSubgoal(
token=SubgoalToken.FORTIFY,
context="Low net income — invest in settlements",
)
# 9. Default: consolidate
return KingSubgoal(
token=SubgoalToken.CONSOLIDATE,
context="Stable — hold territory and recover strength",
)
# -- helper methods ----------------------------------------------------
def _weakest_enemy(self, state: GameState) -> str | None:
"""Return the name of the weakest faction currently at war with us."""
enemy_names = set(state.kingdom.active_wars)
enemies = [f for f in state.factions if f.name in enemy_names]
if not enemies:
return None
return min(enemies, key=lambda f: f.army_strength).name
def _select_expansion_target(self, state: GameState) -> str | None:
"""Select the most vulnerable enemy settlement to target."""
# Prefer factions already at war with others (distracted)
for faction in state.factions:
if len(faction.is_at_war_with) >= 2 and faction.fiefs:
return faction.fiefs[0]
# Fallback: weakest faction with fiefs
candidates = [f for f in state.factions if f.fiefs]
if candidates:
weakest = min(candidates, key=lambda f: f.army_strength)
return weakest.fiefs[0]
return None
def _best_alliance_candidate(self, state: GameState) -> str | None:
"""Return the best faction to approach for an alliance."""
# Prefer factions with good relations and no active war with us
enemy_names = set(state.kingdom.active_wars)
candidates = [
f
for f in state.factions
if f.name not in enemy_names
and f.name != state.kingdom.name
]
if not candidates:
return None
# Pick the strongest candidate (most useful ally)
return max(candidates, key=lambda f: f.army_strength).name
# -- accessors ---------------------------------------------------------
@property
def last_subgoal(self) -> KingSubgoal | None:
return self._last_subgoal
@property
def tick(self) -> int:
return self._tick
def campaign_summary(self, state: GameState) -> dict[str, Any]:
"""Return a brief summary of the campaign status."""
return {
"tick": self._tick,
"in_game_day": state.in_game_day,
"has_kingdom": state.has_kingdom(),
"fief_count": state.fief_count(),
"active_wars": state.active_war_count(),
"two_front_war": state.is_two_front_war(),
"troops": state.party.troops,
"denars": state.party.denars,
"survival_goal_met": (
state.has_kingdom()
and state.fief_count() >= _TARGET_FIEFS
and state.in_game_day >= _SURVIVAL_DAYS
),
}
def is_done_condition_met(self, state: GameState) -> bool:
"""Return True when the M3 done-when condition is satisfied.
Done when: Timmy establishes own kingdom with 3+ fiefs and
survives 100 in-game days as ruler.
"""
return (
state.has_kingdom()
and state.fief_count() >= _TARGET_FIEFS
and state.in_game_day >= _SURVIVAL_DAYS
)

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"""Bannerlord M3 — War Vassal agent.
Handles military operations: sieges, field battles, raids, defensive
maneuvers. Responds to EXPAND_TERRITORY, RAID_ECONOMY, and TRAIN subgoals.
Reward function (from feudal hierarchy design):
R_war = w1 * ΔTerritoryValue
+ w2 * ΔArmyStrength_ratio
- w3 * CasualtyCost
- w4 * SupplyCost
+ w5 * SubgoalBonus
"""
from __future__ import annotations
import logging
from dataclasses import dataclass, field
from typing import TYPE_CHECKING
from bannerlord.types import (
GameState,
KingSubgoal,
SubgoalToken,
TaskMessage,
VassalReward,
)
if TYPE_CHECKING:
pass
logger = logging.getLogger(__name__)
# Reward weights
_W1_TERRITORY = 0.40
_W2_ARMY_RATIO = 0.25
_W3_CASUALTY = 0.20
_W4_SUPPLY = 0.10
_W5_SUBGOAL = 0.05
_SUBGOAL_TRIGGERS = {
SubgoalToken.EXPAND_TERRITORY,
SubgoalToken.RAID_ECONOMY,
SubgoalToken.TRAIN,
}
@dataclass
class WarContext:
"""Mutable state tracked across War Vassal decisions."""
active_siege: str | None = None
last_auto_resolve_result: dict = field(default_factory=dict)
territory_gained: int = 0
casualties_taken: int = 0
class WarVassal:
"""Mid-tier agent responsible for military operations.
Runs at 4× the King's decision frequency. Translates KingSubgoals
into concrete TaskMessages for the Logistics Companion (troop management)
and issues direct GABS calls for combat actions.
"""
AGENT_ID = "war_vassal"
def __init__(self) -> None:
self._ctx = WarContext()
self._prev_army_ratio: float = 1.0
def is_relevant(self, subgoal: KingSubgoal) -> bool:
"""Return True if this vassal should act on *subgoal*."""
return subgoal.token in _SUBGOAL_TRIGGERS
def plan(self, state: GameState, subgoal: KingSubgoal) -> list[TaskMessage]:
"""Return a list of TaskMessages for the current subgoal.
Args:
state: Current game state.
subgoal: Active King subgoal.
Returns:
Ordered list of TaskMessages to dispatch.
"""
tasks: list[TaskMessage] = []
if subgoal.token == SubgoalToken.EXPAND_TERRITORY:
tasks.extend(self._plan_expansion(state, subgoal))
elif subgoal.token == SubgoalToken.RAID_ECONOMY:
tasks.extend(self._plan_raid(state, subgoal))
elif subgoal.token == SubgoalToken.TRAIN:
tasks.extend(self._plan_training(state))
return tasks
def _plan_expansion(
self, state: GameState, subgoal: KingSubgoal
) -> list[TaskMessage]:
"""Plan territory expansion toward subgoal.target."""
tasks: list[TaskMessage] = []
target = subgoal.target
if not target:
logger.warning("WarVassal.EXPAND_TERRITORY: no target in subgoal")
return tasks
# Scout garrison before sieging
tasks.append(
TaskMessage(
from_agent=self.AGENT_ID,
to_agent="scout_companion",
primitive="assess_garrison",
args={"settlement": target},
priority=1.5,
)
)
# Ensure troops are sufficient (delegate to logistics if thin)
if state.party.troops < 100:
tasks.append(
TaskMessage(
from_agent=self.AGENT_ID,
to_agent="logistics_companion",
primitive="recruit_troop",
args={"troop_type": "infantry", "qty": 100 - state.party.troops},
priority=1.8,
)
)
# Issue the siege order
tasks.append(
TaskMessage(
from_agent=self.AGENT_ID,
to_agent="gabs",
primitive="siege_settlement",
args={"settlement": target},
priority=subgoal.priority,
)
)
# Follow up with auto-resolve
tasks.append(
TaskMessage(
from_agent=self.AGENT_ID,
to_agent="gabs",
primitive="auto_resolve_battle",
args={},
priority=subgoal.priority,
)
)
return tasks
def _plan_raid(
self, state: GameState, subgoal: KingSubgoal
) -> list[TaskMessage]:
"""Plan economy raid for denars and food."""
tasks: list[TaskMessage] = []
target = subgoal.target or self._nearest_enemy_village(state)
if not target:
return tasks
tasks.append(
TaskMessage(
from_agent=self.AGENT_ID,
to_agent="gabs",
primitive="raid_village",
args={"village": target},
priority=subgoal.priority,
)
)
return tasks
def _plan_training(self, state: GameState) -> list[TaskMessage]:
"""Plan troop training via auto-resolve bandit fights."""
return [
TaskMessage(
from_agent=self.AGENT_ID,
to_agent="logistics_companion",
primitive="upgrade_troops",
args={},
priority=0.8,
)
]
# -- reward computation ------------------------------------------------
def compute_reward(
self,
prev_state: GameState,
curr_state: GameState,
active_subgoal: KingSubgoal,
) -> VassalReward:
"""Compute the War Vassal reward signal for the last decision cycle."""
territory_delta = (
curr_state.fief_count() - prev_state.fief_count()
) * 100.0
prev_strength = max(prev_state.party.troops, 1)
curr_strength = curr_state.party.troops
army_delta = (curr_strength - prev_strength) / prev_strength
casualties = max(0, prev_state.party.troops - curr_strength)
supply_burn = max(0, prev_state.party.food_days - curr_state.party.food_days)
subgoal_bonus = (
1.0 if active_subgoal.token in _SUBGOAL_TRIGGERS else 0.0
)
total = (
_W1_TERRITORY * territory_delta
+ _W2_ARMY_RATIO * army_delta * 10
- _W3_CASUALTY * casualties
- _W4_SUPPLY * supply_burn
+ _W5_SUBGOAL * subgoal_bonus * 10
)
return VassalReward(
agent_id=self.AGENT_ID,
component_scores={
"territory": territory_delta,
"army_ratio": army_delta,
"casualties": -casualties,
"supply_burn": -supply_burn,
"subgoal_bonus": subgoal_bonus,
},
subgoal_bonus=subgoal_bonus,
total=total,
)
# -- helpers -----------------------------------------------------------
@staticmethod
def _nearest_enemy_village(state: GameState) -> str | None:
enemy_names = set(state.kingdom.active_wars)
for faction in state.factions:
if faction.name in enemy_names and faction.fiefs:
return faction.fiefs[0]
return None

270
src/bannerlord/campaign.py Normal file
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@@ -0,0 +1,270 @@
"""Bannerlord M3 — Campaign orchestrator.
Ties together the King agent, vassals, companions, GABS client, and session
memory into a single async campaign loop.
Architecture::
CampaignOrchestrator.run()
├── GABSClient.get_game_state() → GameState
├── KingAgent.decide(state) → KingSubgoal
├── SessionMemory.log_subgoal(...)
├── WarVassal.plan(state, subgoal) → [TaskMessage]
├── EconomyVassal.plan(state, subgoal) → [TaskMessage]
├── DiplomacyVassal.plan(state, subgoal)→ [TaskMessage]
├── [Companions].evaluate(state, subgoal) → [primitives]
└── _dispatch_tasks([...]) → GABS calls
Usage::
from bannerlord.campaign import CampaignOrchestrator
orch = CampaignOrchestrator()
await orch.run(max_ticks=100)
"""
from __future__ import annotations
import asyncio
import logging
from pathlib import Path
from typing import Any
from bannerlord.agents.companions.caravan import CaravanCompanion
from bannerlord.agents.companions.logistics import LogisticsCompanion
from bannerlord.agents.companions.scout import ScoutCompanion
from bannerlord.agents.diplomacy_vassal import DiplomacyVassal
from bannerlord.agents.economy_vassal import EconomyVassal
from bannerlord.agents.king import KingAgent
from bannerlord.agents.war_vassal import WarVassal
from bannerlord.gabs_client import GABSClient
from bannerlord.session_memory import SessionMemory
from bannerlord.types import GameState, KingSubgoal, TaskMessage
logger = logging.getLogger(__name__)
_DEFAULT_TICK_INTERVAL = 1.0 # seconds between campaign ticks (real time)
_DEFAULT_DB_PATH = Path("data/bannerlord/campaign.db")
_KINGDOM_NAME = "House Timmerson"
class CampaignOrchestrator:
"""Full-campaign strategy orchestrator for Bannerlord M3.
Runs the King → Vassal → Companion decision loop on each campaign tick.
Persists progress to SQLite via SessionMemory.
Args:
gabs_host: Hostname where GABS mod is listening.
gabs_port: TCP port for GABS JSON-RPC (default 4825).
tick_interval: Real-time seconds between campaign ticks.
db_path: Path to the SQLite session memory database.
session_id: Existing session to resume (None = new session).
"""
def __init__(
self,
*,
gabs_host: str = "127.0.0.1",
gabs_port: int = 4825,
tick_interval: float = _DEFAULT_TICK_INTERVAL,
db_path: Path = _DEFAULT_DB_PATH,
session_id: str | None = None,
) -> None:
self._gabs = GABSClient(host=gabs_host, port=gabs_port)
self._king = KingAgent()
self._war = WarVassal()
self._economy = EconomyVassal()
self._diplomacy = DiplomacyVassal()
self._logistics = LogisticsCompanion()
self._caravan = CaravanCompanion()
self._scout = ScoutCompanion()
self._memory = SessionMemory(db_path)
self._tick_interval = tick_interval
self._session_id = session_id
self._running = False
self._prev_state: GameState | None = None
# -- lifecycle ---------------------------------------------------------
async def start(self) -> str:
"""Connect to GABS and initialise a campaign session.
Returns the active session_id.
"""
connected = await self._gabs.connect()
if not connected:
logger.warning(
"CampaignOrchestrator: GABS unavailable — campaign will run "
"in degraded mode (no game state updates)"
)
if self._session_id is None:
self._session_id = self._memory.start_session()
else:
# Resume existing session
existing = self._memory.get_session(self._session_id)
if not existing:
self._session_id = self._memory.start_session(self._session_id)
self._king.set_session(self._session_id)
logger.info("CampaignOrchestrator: session=%s", self._session_id)
return self._session_id
async def stop(self) -> None:
"""Gracefully stop the campaign and disconnect from GABS."""
self._running = False
await self._gabs.disconnect()
logger.info("CampaignOrchestrator: stopped")
# -- main campaign loop ------------------------------------------------
async def run(self, max_ticks: int = 0) -> dict[str, Any]:
"""Run the campaign loop.
Args:
max_ticks: Stop after this many ticks. 0 = run indefinitely.
Returns:
Campaign summary dict.
"""
if not self._session_id:
await self.start()
self._running = True
tick = 0
logger.info(
"CampaignOrchestrator: starting campaign loop (max_ticks=%d)",
max_ticks,
)
try:
while self._running:
if max_ticks > 0 and tick >= max_ticks:
break
await self._tick(tick)
tick += 1
# Check done condition
if self._prev_state and self._king.is_done_condition_met(
self._prev_state
):
logger.info(
"CampaignOrchestrator: M3 DONE condition met on tick %d!", tick
)
self._memory.add_note(
self._session_id or "",
self._prev_state.in_game_day,
"milestone",
"M3 done condition met — kingdom with 3+ fiefs, 100 days survived",
)
break
await asyncio.sleep(self._tick_interval)
except asyncio.CancelledError:
logger.info("CampaignOrchestrator: loop cancelled")
finally:
await self.stop()
return self._summary(tick)
async def _tick(self, tick: int) -> None:
"""Execute one campaign tick."""
# 1. Observe
state = await self._gabs.get_game_state()
state.tick = tick
# 2. King decides
subgoal = self._king.decide(state)
# 3. Log subgoal to session memory
if self._session_id:
row_id = self._memory.log_subgoal(
self._session_id, tick, state.in_game_day, subgoal
)
self._memory.update_session(
self._session_id,
in_game_day=state.in_game_day,
fief_count=state.fief_count(),
kingdom_name=state.kingdom.name or None,
)
# 4. Vassal planning
tasks: list[TaskMessage] = []
if self._war.is_relevant(subgoal):
tasks.extend(self._war.plan(state, subgoal))
if self._economy.is_relevant(subgoal):
tasks.extend(self._economy.plan(state, subgoal))
if self._diplomacy.is_relevant(subgoal):
tasks.extend(self._diplomacy.plan(state, subgoal))
# 5. Companion evaluation
companion_actions = (
self._logistics.evaluate(state, subgoal)
+ self._caravan.evaluate(state, subgoal)
+ self._scout.evaluate(state, subgoal)
)
# 6. Dispatch tasks + companion primitives to GABS
await self._dispatch_tasks(tasks, state)
await self._dispatch_primitives(companion_actions)
# 7. Kingdom establishment check
if not state.has_kingdom() and state.fief_count() > 0:
# We have a fief but no kingdom yet — establish one
ok = await self._gabs.establish_kingdom(_KINGDOM_NAME)
if ok and self._session_id:
self._memory.record_kingdom_established(
self._session_id, state.in_game_day, _KINGDOM_NAME
)
self._prev_state = state
logger.debug(
"Tick %d: day=%d, subgoal=%s, tasks=%d, companions=%d",
tick,
state.in_game_day,
subgoal.token,
len(tasks),
len(companion_actions),
)
# -- task dispatch -----------------------------------------------------
async def _dispatch_tasks(
self, tasks: list[TaskMessage], state: GameState
) -> None:
"""Dispatch vassal TaskMessages to GABS."""
for task in sorted(tasks, key=lambda t: t.priority, reverse=True):
if task.to_agent != "gabs":
# Companion-directed tasks are handled via companion.evaluate()
continue
await self._gabs._call(task.primitive, task.args)
async def _dispatch_primitives(self, actions: list[dict]) -> None:
"""Dispatch companion primitive actions to GABS."""
for action in actions:
primitive = action.get("primitive", "")
args = action.get("args", {})
if primitive:
await self._gabs._call(primitive, args)
# -- summary -----------------------------------------------------------
def _summary(self, ticks_run: int) -> dict[str, Any]:
state = self._prev_state or GameState()
summary = self._king.campaign_summary(state)
summary["ticks_run"] = ticks_run
summary["session_id"] = self._session_id
return summary
# -- accessors ---------------------------------------------------------
@property
def session_id(self) -> str | None:
return self._session_id
@property
def memory(self) -> SessionMemory:
return self._memory

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@@ -0,0 +1,434 @@
"""GABS TCP JSON-RPC client — connects to the Bannerlord.GABS mod.
The GABS (Game Agent Behavior System) mod exposes 90+ tools via a
TCP JSON-RPC 2.0 server on port 4825. This client wraps the transport
into a clean async interface used by all Bannerlord agents.
Degrades gracefully: if GABS is unreachable, methods return sensible
fallbacks and log a warning (never crash).
Architecture reference:
Timmy (Qwen3 on Ollama, M3 Max)
→ GABSClient (this module, TCP JSON-RPC, port 4825)
→ Bannerlord.GABS C# mod
→ Game API + Harmony
→ Bannerlord (Windows VM)
"""
from __future__ import annotations
import asyncio
import json
import logging
from dataclasses import dataclass, field
from datetime import UTC, datetime
from typing import Any
from bannerlord.types import (
FactionState,
GameState,
KingdomState,
PartyState,
)
logger = logging.getLogger(__name__)
_DEFAULT_HOST = "127.0.0.1"
_DEFAULT_PORT = 4825
_DEFAULT_TIMEOUT = 10.0 # seconds
_RECONNECT_DELAY = 5.0 # seconds between reconnect attempts
@dataclass
class GABSTool:
"""Metadata for a single GABS tool."""
name: str
description: str
parameters: dict[str, Any] = field(default_factory=dict)
class GABSConnectionError(Exception):
"""Raised when GABS is unreachable and a fallback is not possible."""
class GABSClient:
"""Async TCP JSON-RPC 2.0 client for the Bannerlord.GABS mod.
Usage::
async with GABSClient() as client:
state = await client.get_game_state()
await client.move_party("Vlandia")
All public methods degrade gracefully — they return ``None`` or an
empty structure when GABS is unavailable.
"""
def __init__(
self,
host: str = _DEFAULT_HOST,
port: int = _DEFAULT_PORT,
timeout: float = _DEFAULT_TIMEOUT,
) -> None:
self._host = host
self._port = port
self._timeout = timeout
self._reader: asyncio.StreamReader | None = None
self._writer: asyncio.StreamWriter | None = None
self._connected = False
self._call_id = 0
self._available_tools: list[GABSTool] = []
# -- lifecycle ---------------------------------------------------------
async def connect(self) -> bool:
"""Open a TCP connection to GABS.
Returns:
True if connected successfully, False if GABS is unavailable.
"""
try:
self._reader, self._writer = await asyncio.wait_for(
asyncio.open_connection(self._host, self._port),
timeout=self._timeout,
)
self._connected = True
logger.info("GABSClient connected to %s:%d", self._host, self._port)
await self._discover_tools()
return True
except (ConnectionRefusedError, OSError, TimeoutError, asyncio.TimeoutError) as exc:
logger.warning(
"GABSClient could not connect to %s:%d%s",
self._host,
self._port,
exc,
)
self._connected = False
return False
async def disconnect(self) -> None:
"""Close the TCP connection."""
if self._writer is not None:
try:
self._writer.close()
await self._writer.wait_closed()
except Exception as exc:
logger.debug("GABSClient disconnect error: %s", exc)
self._connected = False
logger.info("GABSClient disconnected")
async def __aenter__(self) -> GABSClient:
await self.connect()
return self
async def __aexit__(self, *_: object) -> None:
await self.disconnect()
@property
def is_connected(self) -> bool:
return self._connected
# -- raw JSON-RPC transport --------------------------------------------
def _next_id(self) -> int:
self._call_id += 1
return self._call_id
async def _call(self, method: str, params: dict[str, Any] | None = None) -> Any:
"""Send a JSON-RPC 2.0 request and return the result.
Returns ``None`` and logs a warning on any error.
"""
if not self._connected:
logger.warning("GABSClient._call(%s): not connected", method)
return None
request = {
"jsonrpc": "2.0",
"id": self._next_id(),
"method": method,
"params": params or {},
}
try:
payload = json.dumps(request) + "\n"
assert self._writer is not None
self._writer.write(payload.encode())
await asyncio.wait_for(self._writer.drain(), timeout=self._timeout)
assert self._reader is not None
raw = await asyncio.wait_for(
self._reader.readline(), timeout=self._timeout
)
response = json.loads(raw.decode().strip())
if "error" in response:
logger.warning(
"GABS error for %s: %s", method, response["error"].get("message")
)
return None
return response.get("result")
except (asyncio.TimeoutError, json.JSONDecodeError, AssertionError, OSError) as exc:
logger.warning("GABSClient._call(%s) failed: %s", method, exc)
self._connected = False
return None
# -- tool discovery ----------------------------------------------------
async def _discover_tools(self) -> None:
"""Populate self._available_tools via GABS tools/list."""
result = await self._call("tools/list")
if not result:
return
self._available_tools = [
GABSTool(
name=t.get("name", ""),
description=t.get("description", ""),
parameters=t.get("parameters", {}),
)
for t in (result if isinstance(result, list) else [])
]
logger.info("GABS: discovered %d tools", len(self._available_tools))
@property
def available_tools(self) -> list[GABSTool]:
"""Return the list of tools discovered from GABS."""
return list(self._available_tools)
def tool_count(self) -> int:
return len(self._available_tools)
# -- game state --------------------------------------------------------
async def get_game_state(self) -> GameState:
"""Return the full campaign state snapshot.
Falls back to an empty GameState if GABS is unavailable.
"""
raw = await self._call("game/get_state")
if raw is None:
return GameState()
try:
return self._parse_game_state(raw)
except Exception as exc:
logger.warning("Failed to parse GABS game state: %s", exc)
return GameState()
def _parse_game_state(self, raw: dict[str, Any]) -> GameState:
"""Convert raw GABS state dict into a typed GameState."""
party_raw = raw.get("party", {})
kingdom_raw = raw.get("kingdom", {})
factions_raw = raw.get("factions", [])
party = PartyState(
location=party_raw.get("location", ""),
troops=party_raw.get("troops", 0),
food_days=party_raw.get("food_days", 0),
wounded_pct=party_raw.get("wounded_pct", 0.0),
denars=party_raw.get("denars", 0),
morale=party_raw.get("morale", 100.0),
prisoners=party_raw.get("prisoners", 0),
)
kingdom = KingdomState(
name=kingdom_raw.get("name", ""),
fiefs=kingdom_raw.get("fiefs", []),
daily_income=kingdom_raw.get("daily_income", 0),
daily_expenses=kingdom_raw.get("daily_expenses", 0),
vassal_lords=kingdom_raw.get("vassal_lords", []),
active_wars=kingdom_raw.get("active_wars", []),
active_alliances=kingdom_raw.get("active_alliances", []),
in_game_day=raw.get("in_game_day", 0),
)
factions = [
FactionState(
name=f.get("name", ""),
leader=f.get("leader", ""),
fiefs=f.get("fiefs", []),
army_strength=f.get("army_strength", 0),
treasury=f.get("treasury", 0),
is_at_war_with=f.get("is_at_war_with", []),
relations=f.get("relations", {}),
)
for f in (factions_raw if isinstance(factions_raw, list) else [])
]
return GameState(
tick=raw.get("tick", 0),
in_game_day=raw.get("in_game_day", 0),
timestamp=datetime.now(UTC),
party=party,
kingdom=kingdom,
factions=factions,
raw=raw,
)
# -- party actions -----------------------------------------------------
async def move_party(self, destination: str) -> bool:
"""Command Timmy's party to move toward *destination*."""
result = await self._call("party/move", {"destination": destination})
return result is not None
async def recruit_troops(self, troop_type: str, quantity: int) -> bool:
"""Recruit *quantity* troops of *troop_type* at current location."""
result = await self._call(
"party/recruit",
{"troop_type": troop_type, "quantity": quantity},
)
return result is not None
async def buy_supplies(self, quantity: int) -> bool:
"""Purchase food supplies for *quantity* days of march."""
result = await self._call("party/buy_supplies", {"quantity": quantity})
return result is not None
async def rest_party(self, days: int) -> bool:
"""Rest the party in current location for *days* in-game days."""
result = await self._call("party/rest", {"days": days})
return result is not None
async def auto_resolve_battle(self) -> dict[str, Any]:
"""Trigger auto-resolve for the current battle.
Returns the battle outcome dict, or empty dict on failure.
"""
result = await self._call("battle/auto_resolve")
return result if isinstance(result, dict) else {}
async def upgrade_troops(self) -> bool:
"""Spend accumulated XP on troop tier upgrades."""
result = await self._call("party/upgrade_troops")
return result is not None
async def sell_prisoners(self, location: str) -> int:
"""Sell prisoners at *location*. Returns denars gained."""
result = await self._call("party/sell_prisoners", {"location": location})
if isinstance(result, dict):
return result.get("denars_gained", 0)
return 0
# -- trade actions -----------------------------------------------------
async def assess_prices(self, town: str) -> dict[str, Any]:
"""Query buy/sell prices at *town*."""
result = await self._call("trade/assess_prices", {"town": town})
return result if isinstance(result, dict) else {}
async def buy_goods(self, item: str, quantity: int) -> bool:
"""Purchase *quantity* of *item* at current location."""
result = await self._call("trade/buy", {"item": item, "quantity": quantity})
return result is not None
async def sell_goods(self, item: str, quantity: int, location: str) -> bool:
"""Sell *quantity* of *item* at *location*."""
result = await self._call(
"trade/sell",
{"item": item, "quantity": quantity, "location": location},
)
return result is not None
async def establish_caravan(self, town: str) -> bool:
"""Deploy a caravan NPC at *town*."""
result = await self._call("trade/establish_caravan", {"town": town})
return result is not None
# -- diplomacy actions -------------------------------------------------
async def send_envoy(self, faction: str, message: str) -> bool:
"""Send a diplomatic message to *faction*."""
result = await self._call(
"diplomacy/send_envoy",
{"faction": faction, "message": message},
)
return result is not None
async def propose_peace(self, faction: str, tribute: int = 0) -> bool:
"""Propose peace with *faction*, optionally offering *tribute* denars."""
result = await self._call(
"diplomacy/propose_peace",
{"faction": faction, "tribute": tribute},
)
return result is not None
async def request_alliance(self, faction: str) -> bool:
"""Request a military alliance with *faction*."""
result = await self._call(
"diplomacy/request_alliance",
{"faction": faction},
)
return result is not None
async def request_military_access(self, faction: str) -> bool:
"""Request military access through *faction*'s territory."""
result = await self._call(
"diplomacy/military_access",
{"faction": faction},
)
return result is not None
# -- settlement / kingdom actions --------------------------------------
async def siege_settlement(self, settlement: str) -> bool:
"""Begin siege of *settlement*."""
result = await self._call("military/siege", {"settlement": settlement})
return result is not None
async def raid_village(self, village: str) -> bool:
"""Raid *village* for food and denars."""
result = await self._call("military/raid_village", {"village": village})
return result is not None
async def build_project(self, settlement: str, project: str) -> bool:
"""Queue a construction *project* in *settlement*."""
result = await self._call(
"settlement/build",
{"settlement": settlement, "project": project},
)
return result is not None
async def set_tax_policy(self, settlement: str, policy: str) -> bool:
"""Set tax *policy* for *settlement* (e.g. 'low', 'normal', 'high')."""
result = await self._call(
"settlement/set_tax",
{"settlement": settlement, "policy": policy},
)
return result is not None
async def appoint_governor(self, settlement: str, lord: str) -> bool:
"""Appoint *lord* as governor of *settlement*."""
result = await self._call(
"settlement/appoint_governor",
{"settlement": settlement, "lord": lord},
)
return result is not None
async def establish_kingdom(self, name: str) -> bool:
"""Declare a new kingdom with *name* (requires a captured fief)."""
result = await self._call("kingdom/establish", {"name": name})
ok = result is not None
if ok:
logger.info("Kingdom '%s' established!", name)
return ok
# -- scouting ----------------------------------------------------------
async def track_lord(self, lord_name: str) -> dict[str, Any]:
"""Shadow *lord_name* and return their last-known position."""
result = await self._call("scout/track_lord", {"lord": lord_name})
return result if isinstance(result, dict) else {}
async def assess_garrison(self, settlement: str) -> dict[str, Any]:
"""Estimate defender count for *settlement*."""
result = await self._call("scout/assess_garrison", {"settlement": settlement})
return result if isinstance(result, dict) else {}
async def map_patrol_routes(self, region: str) -> list[dict[str, Any]]:
"""Log enemy patrol routes in *region*."""
result = await self._call("scout/patrol_routes", {"region": region})
return result if isinstance(result, list) else []

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@@ -0,0 +1,347 @@
"""Bannerlord M3 — Session memory for multi-day strategic plans.
Persists the King's strategic plans, completed subgoals, and kingdom
milestones to SQLite so the campaign can be interrupted and resumed
across multiple sessions.
Pattern follows the existing EventBus persistence model.
"""
from __future__ import annotations
import json
import logging
import sqlite3
from contextlib import closing
from dataclasses import dataclass, field
from datetime import UTC, datetime
from pathlib import Path
from typing import Any
from bannerlord.types import KingSubgoal, SubgoalToken
logger = logging.getLogger(__name__)
_SCHEMA = """
CREATE TABLE IF NOT EXISTS campaign_sessions (
id INTEGER PRIMARY KEY AUTOINCREMENT,
session_id TEXT NOT NULL,
started_at TEXT NOT NULL,
last_updated TEXT NOT NULL,
kingdom_name TEXT DEFAULT '',
in_game_day INTEGER DEFAULT 0,
fief_count INTEGER DEFAULT 0,
meta TEXT DEFAULT '{}'
);
CREATE TABLE IF NOT EXISTS subgoal_log (
id INTEGER PRIMARY KEY AUTOINCREMENT,
session_id TEXT NOT NULL,
tick INTEGER NOT NULL,
in_game_day INTEGER NOT NULL,
token TEXT NOT NULL,
target TEXT,
quantity INTEGER,
priority REAL DEFAULT 1.0,
deadline_days INTEGER,
context TEXT,
issued_at TEXT NOT NULL,
completed_at TEXT,
outcome TEXT DEFAULT 'pending'
);
CREATE TABLE IF NOT EXISTS strategy_notes (
id INTEGER PRIMARY KEY AUTOINCREMENT,
session_id TEXT NOT NULL,
in_game_day INTEGER NOT NULL,
note_type TEXT NOT NULL,
content TEXT NOT NULL,
recorded_at TEXT NOT NULL
);
CREATE INDEX IF NOT EXISTS idx_subgoal_session ON subgoal_log(session_id);
CREATE INDEX IF NOT EXISTS idx_subgoal_tick ON subgoal_log(tick);
CREATE INDEX IF NOT EXISTS idx_notes_session ON strategy_notes(session_id);
"""
@dataclass
class CampaignMilestone:
"""A notable campaign achievement recorded in session memory."""
in_game_day: int
event: str
detail: str = ""
recorded_at: datetime = field(default_factory=lambda: datetime.now(UTC))
class SessionMemory:
"""SQLite-backed session memory for the Bannerlord campaign.
Stores:
- Active session metadata (kingdom name, in-game day, fief count)
- Full subgoal history (every KingSubgoal issued and its outcome)
- Strategy notes / milestones for campaign reflection
Usage::
mem = SessionMemory(Path("data/bannerlord/campaign.db"))
session_id = mem.start_session()
mem.log_subgoal(session_id, tick=1, day=42, subgoal)
mem.complete_subgoal(subgoal_id, outcome="success")
mem.add_note(session_id, day=42, note_type="milestone",
content="Kingdom established: House Timmerson")
history = mem.get_recent_subgoals(session_id, limit=10)
"""
def __init__(self, db_path: Path) -> None:
self._db_path = db_path
self._init_db()
def _init_db(self) -> None:
self._db_path.parent.mkdir(parents=True, exist_ok=True)
with closing(sqlite3.connect(str(self._db_path))) as conn:
conn.execute("PRAGMA journal_mode=WAL")
conn.execute("PRAGMA busy_timeout=5000")
conn.executescript(_SCHEMA)
conn.commit()
def _conn(self) -> sqlite3.Connection:
conn = sqlite3.connect(str(self._db_path))
conn.row_factory = sqlite3.Row
conn.execute("PRAGMA busy_timeout=5000")
return conn
# -- session lifecycle -------------------------------------------------
def start_session(self, session_id: str | None = None) -> str:
"""Create a new campaign session. Returns the session_id."""
if session_id is None:
session_id = f"session_{datetime.now(UTC).strftime('%Y%m%d_%H%M%S')}"
now = datetime.now(UTC).isoformat()
with closing(self._conn()) as conn:
conn.execute(
"INSERT OR IGNORE INTO campaign_sessions "
"(session_id, started_at, last_updated) VALUES (?, ?, ?)",
(session_id, now, now),
)
conn.commit()
logger.info("SessionMemory: started campaign session %s", session_id)
return session_id
def update_session(
self,
session_id: str,
*,
kingdom_name: str | None = None,
in_game_day: int | None = None,
fief_count: int | None = None,
meta: dict[str, Any] | None = None,
) -> None:
"""Update the campaign session state."""
now = datetime.now(UTC).isoformat()
with closing(self._conn()) as conn:
row = conn.execute(
"SELECT * FROM campaign_sessions WHERE session_id = ?",
(session_id,),
).fetchone()
if not row:
return
current_meta = json.loads(row["meta"] or "{}")
if meta:
current_meta.update(meta)
conn.execute(
"""UPDATE campaign_sessions SET
last_updated = ?,
kingdom_name = COALESCE(?, kingdom_name),
in_game_day = COALESCE(?, in_game_day),
fief_count = COALESCE(?, fief_count),
meta = ?
WHERE session_id = ?""",
(
now,
kingdom_name,
in_game_day,
fief_count,
json.dumps(current_meta),
session_id,
),
)
conn.commit()
def get_session(self, session_id: str) -> dict[str, Any] | None:
"""Return session metadata dict or None if not found."""
with closing(self._conn()) as conn:
row = conn.execute(
"SELECT * FROM campaign_sessions WHERE session_id = ?",
(session_id,),
).fetchone()
if not row:
return None
return dict(row)
def list_sessions(self) -> list[dict[str, Any]]:
"""Return all campaign sessions, most recent first."""
with closing(self._conn()) as conn:
rows = conn.execute(
"SELECT * FROM campaign_sessions ORDER BY last_updated DESC"
).fetchall()
return [dict(r) for r in rows]
# -- subgoal log -------------------------------------------------------
def log_subgoal(
self,
session_id: str,
tick: int,
in_game_day: int,
subgoal: KingSubgoal,
) -> int:
"""Record a subgoal emission. Returns the row id."""
with closing(self._conn()) as conn:
cursor = conn.execute(
"""INSERT INTO subgoal_log
(session_id, tick, in_game_day, token, target, quantity,
priority, deadline_days, context, issued_at, outcome)
VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, 'pending')""",
(
session_id,
tick,
in_game_day,
str(subgoal.token),
subgoal.target,
subgoal.quantity,
subgoal.priority,
subgoal.deadline_days,
subgoal.context,
subgoal.issued_at.isoformat(),
),
)
conn.commit()
return cursor.lastrowid or 0
def complete_subgoal(self, row_id: int, outcome: str = "success") -> None:
"""Mark a subgoal log entry as completed."""
with closing(self._conn()) as conn:
conn.execute(
"UPDATE subgoal_log SET completed_at = ?, outcome = ? WHERE id = ?",
(datetime.now(UTC).isoformat(), outcome, row_id),
)
conn.commit()
def get_recent_subgoals(
self, session_id: str, limit: int = 20
) -> list[dict[str, Any]]:
"""Return the *limit* most recent subgoal log entries."""
with closing(self._conn()) as conn:
rows = conn.execute(
"SELECT * FROM subgoal_log WHERE session_id = ? "
"ORDER BY tick DESC LIMIT ?",
(session_id, limit),
).fetchall()
return [dict(r) for r in rows]
def count_token(self, session_id: str, token: SubgoalToken) -> int:
"""Count how many times a subgoal token has been issued in a session."""
with closing(self._conn()) as conn:
row = conn.execute(
"SELECT COUNT(*) as n FROM subgoal_log "
"WHERE session_id = ? AND token = ?",
(session_id, str(token)),
).fetchone()
return row["n"] if row else 0
# -- strategy notes ----------------------------------------------------
def add_note(
self,
session_id: str,
in_game_day: int,
note_type: str,
content: str,
) -> None:
"""Record a strategy note or milestone."""
with closing(self._conn()) as conn:
conn.execute(
"INSERT INTO strategy_notes "
"(session_id, in_game_day, note_type, content, recorded_at) "
"VALUES (?, ?, ?, ?, ?)",
(
session_id,
in_game_day,
note_type,
content,
datetime.now(UTC).isoformat(),
),
)
conn.commit()
def get_notes(
self,
session_id: str,
note_type: str | None = None,
limit: int = 50,
) -> list[dict[str, Any]]:
"""Return strategy notes, optionally filtered by type."""
with closing(self._conn()) as conn:
if note_type:
rows = conn.execute(
"SELECT * FROM strategy_notes "
"WHERE session_id = ? AND note_type = ? "
"ORDER BY in_game_day DESC LIMIT ?",
(session_id, note_type, limit),
).fetchall()
else:
rows = conn.execute(
"SELECT * FROM strategy_notes WHERE session_id = ? "
"ORDER BY in_game_day DESC LIMIT ?",
(session_id, limit),
).fetchall()
return [dict(r) for r in rows]
def get_milestones(self, session_id: str) -> list[dict[str, Any]]:
"""Return all milestone notes for a session."""
return self.get_notes(session_id, note_type="milestone", limit=200)
# -- diplomatic memory -------------------------------------------------
def record_war_declared(
self, session_id: str, in_game_day: int, faction: str
) -> None:
"""Log that Timmy declared war on *faction*."""
self.add_note(
session_id,
in_game_day,
"war_declared",
f"Declared war on {faction}",
)
def record_peace_agreed(
self, session_id: str, in_game_day: int, faction: str
) -> None:
"""Log that Timmy agreed to peace with *faction*."""
self.add_note(
session_id,
in_game_day,
"peace_agreed",
f"Peace agreed with {faction}",
)
def record_kingdom_established(
self, session_id: str, in_game_day: int, kingdom_name: str
) -> None:
"""Record the kingdom establishment milestone."""
self.add_note(
session_id,
in_game_day,
"milestone",
f"Kingdom established: {kingdom_name}",
)
self.update_session(session_id, kingdom_name=kingdom_name, in_game_day=in_game_day)
logger.info(
"SessionMemory: milestone — kingdom '%s' established on day %d",
kingdom_name,
in_game_day,
)

226
src/bannerlord/types.py Normal file
View File

@@ -0,0 +1,226 @@
"""Bannerlord M3 — core data types for the campaign strategy system.
KingSubgoal schema and all message types used by the feudal agent hierarchy.
Design follows the Feudal Multi-Agent Hierarchies (Ahilan & Dayan, 2019) model
specified in docs/research/bannerlord-feudal-hierarchy-design.md.
"""
from __future__ import annotations
from dataclasses import dataclass, field
from datetime import UTC, datetime
from enum import StrEnum
from typing import Any, Literal
# ---------------------------------------------------------------------------
# Subgoal vocabulary
# ---------------------------------------------------------------------------
class SubgoalToken(StrEnum):
"""Fixed vocabulary of strategic intents the King can emit."""
EXPAND_TERRITORY = "EXPAND_TERRITORY"
RAID_ECONOMY = "RAID_ECONOMY"
FORTIFY = "FORTIFY"
RECRUIT = "RECRUIT"
TRADE = "TRADE"
ALLY = "ALLY"
SPY = "SPY"
HEAL = "HEAL"
CONSOLIDATE = "CONSOLIDATE"
TRAIN = "TRAIN"
@dataclass
class KingSubgoal:
"""A strategic directive issued by the King agent.
The King emits at most one subgoal per campaign tick. Vassals interpret
the token and prioritise actions accordingly.
Attributes:
token: Intent from the SubgoalToken vocabulary.
target: Named target (settlement, lord, or faction).
quantity: Scalar for RECRUIT / TRADE operations.
priority: 0.02.0 weighting that scales vassal reward.
deadline_days: Campaign-map days to complete (None = open-ended).
context: Free-text hint passed verbatim to vassals (not parsed).
issued_at: Timestamp when the King emitted this subgoal.
"""
token: SubgoalToken
target: str | None = None
quantity: int | None = None
priority: float = 1.0
deadline_days: int | None = None
context: str | None = None
issued_at: datetime = field(default_factory=lambda: datetime.now(UTC))
def to_dict(self) -> dict[str, Any]:
return {
"token": str(self.token),
"target": self.target,
"quantity": self.quantity,
"priority": self.priority,
"deadline_days": self.deadline_days,
"context": self.context,
"issued_at": self.issued_at.isoformat(),
}
@classmethod
def from_dict(cls, data: dict[str, Any]) -> KingSubgoal:
return cls(
token=SubgoalToken(data["token"]),
target=data.get("target"),
quantity=data.get("quantity"),
priority=data.get("priority", 1.0),
deadline_days=data.get("deadline_days"),
context=data.get("context"),
issued_at=datetime.fromisoformat(data["issued_at"])
if "issued_at" in data
else datetime.now(UTC),
)
# ---------------------------------------------------------------------------
# Game state snapshot
# ---------------------------------------------------------------------------
@dataclass
class FactionState:
"""Snapshot of a faction's status on the campaign map."""
name: str
leader: str
fiefs: list[str] = field(default_factory=list)
army_strength: int = 0
treasury: int = 0
is_at_war_with: list[str] = field(default_factory=list)
relations: dict[str, int] = field(default_factory=dict)
@dataclass
class PartyState:
"""Timmy's party snapshot."""
location: str = ""
troops: int = 0
food_days: int = 0
wounded_pct: float = 0.0
denars: int = 0
morale: float = 100.0
prisoners: int = 0
@dataclass
class KingdomState:
"""Timmy's kingdom snapshot (only populated after kingdom is established)."""
name: str = ""
fiefs: list[str] = field(default_factory=list)
daily_income: int = 0
daily_expenses: int = 0
vassal_lords: list[str] = field(default_factory=list)
active_wars: list[str] = field(default_factory=list)
active_alliances: list[str] = field(default_factory=list)
in_game_day: int = 0
@dataclass
class GameState:
"""Full campaign state snapshot delivered by GABS on each tick.
This is the primary input to the King agent's decision loop.
"""
tick: int = 0
in_game_day: int = 0
timestamp: datetime = field(default_factory=lambda: datetime.now(UTC))
party: PartyState = field(default_factory=PartyState)
kingdom: KingdomState = field(default_factory=KingdomState)
factions: list[FactionState] = field(default_factory=list)
raw: dict[str, Any] = field(default_factory=dict)
def has_kingdom(self) -> bool:
return bool(self.kingdom.name)
def fief_count(self) -> int:
return len(self.kingdom.fiefs)
def active_war_count(self) -> int:
return len(self.kingdom.active_wars)
def is_two_front_war(self) -> bool:
"""Return True if Timmy is engaged in 2+ simultaneous wars."""
return self.active_war_count() >= 2
# ---------------------------------------------------------------------------
# Inter-agent message schemas
# ---------------------------------------------------------------------------
@dataclass
class SubgoalMessage:
"""King → Vassal directive."""
msg_type: Literal["subgoal"] = "subgoal"
from_agent: Literal["king"] = "king"
to_agent: str = ""
subgoal: KingSubgoal | None = None
issued_at: datetime = field(default_factory=lambda: datetime.now(UTC))
@dataclass
class TaskMessage:
"""Vassal → Companion work order."""
msg_type: Literal["task"] = "task"
from_agent: str = ""
to_agent: str = ""
primitive: str = ""
args: dict[str, Any] = field(default_factory=dict)
priority: float = 1.0
issued_at: datetime = field(default_factory=lambda: datetime.now(UTC))
@dataclass
class ResultMessage:
"""Companion/Vassal → Parent outcome report."""
msg_type: Literal["result"] = "result"
from_agent: str = ""
to_agent: str = ""
success: bool = True
outcome: dict[str, Any] = field(default_factory=dict)
reward_delta: float = 0.0
completed_at: datetime = field(default_factory=lambda: datetime.now(UTC))
@dataclass
class StateUpdateMessage:
"""GABS → All agents broadcast."""
msg_type: Literal["state"] = "state"
game_state: GameState = field(default_factory=GameState)
tick: int = 0
timestamp: datetime = field(default_factory=lambda: datetime.now(UTC))
# ---------------------------------------------------------------------------
# Reward signals
# ---------------------------------------------------------------------------
@dataclass
class VassalReward:
"""Computed reward signal for a vassal agent after one decision cycle."""
agent_id: str
component_scores: dict[str, float] = field(default_factory=dict)
subgoal_bonus: float = 0.0
total: float = 0.0
computed_at: datetime = field(default_factory=lambda: datetime.now(UTC))

View File

@@ -147,6 +147,15 @@ class Settings(BaseSettings):
l402_macaroon_secret: str = ""
lightning_backend: Literal["mock", "lnd"] = "mock"
# ── Bannerlord / GABS ────────────────────────────────────────────────
# TCP JSON-RPC connection to the Bannerlord.GABS mod running on the
# Windows VM. Override with GABS_HOST / GABS_PORT env vars.
gabs_host: str = "127.0.0.1"
gabs_port: int = 4825
gabs_timeout: float = 10.0 # seconds per GABS call
bannerlord_tick_interval: float = 1.0 # real-time seconds between campaign ticks
bannerlord_db_path: str = "data/bannerlord/campaign.db"
# ── Privacy / Sovereignty ────────────────────────────────────────────
# Disable Agno telemetry for air-gapped/sovereign deployments.
# Default is False (telemetry disabled) to align with sovereign AI vision.

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@@ -12,6 +12,11 @@ Quick start::
register_adapter("mock", MockWorldAdapter)
world = get_adapter("mock")
perception = world.observe()
Registered adapters:
"mock" — in-memory stub for testing
"tes3mp" — Morrowind multiplayer (stub, pending PR #864)
"bannerlord" — Bannerlord via GABS mod (M3 campaign strategy)
"""
from infrastructure.world.registry import AdapterRegistry
@@ -22,6 +27,27 @@ register_adapter = _registry.register
get_adapter = _registry.get
list_adapters = _registry.list_adapters
# -- Built-in adapter registration -----------------------------------------
# Adapters are registered lazily to avoid import errors when their
# optional dependencies (e.g., GABS TCP connection) are unavailable.
def _register_builtin_adapters() -> None:
from infrastructure.world.adapters.mock import MockWorldAdapter
from infrastructure.world.adapters.tes3mp import TES3MPWorldAdapter
_registry.register("mock", MockWorldAdapter)
_registry.register("tes3mp", TES3MPWorldAdapter)
try:
from bannerlord.adapter import BannerlordWorldAdapter
_registry.register("bannerlord", BannerlordWorldAdapter)
except Exception:
# bannerlord package not installed or import error — skip silently
pass
_register_builtin_adapters()
__all__ = [
"register_adapter",
"get_adapter",

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@@ -0,0 +1,146 @@
"""Tests for the CampaignOrchestrator — mocked GABS client."""
from __future__ import annotations
import asyncio
from pathlib import Path
from unittest.mock import AsyncMock, MagicMock, patch
import pytest
from bannerlord.campaign import CampaignOrchestrator
from bannerlord.types import (
FactionState,
GameState,
KingdomState,
PartyState,
)
def _make_state(
*,
in_game_day: int = 50,
troops: int = 150,
denars: int = 10_000,
food_days: int = 10,
kingdom_name: str = "House Timmerson",
fiefs: list | None = None,
active_wars: list | None = None,
) -> GameState:
return GameState(
in_game_day=in_game_day,
party=PartyState(
troops=troops,
denars=denars,
food_days=food_days,
location="Epicrotea",
),
kingdom=KingdomState(
name=kingdom_name,
fiefs=fiefs or ["Epicrotea"],
active_wars=active_wars or [],
daily_income=500,
daily_expenses=300,
),
factions=[
FactionState(
name="Vlandia",
leader="Derthert",
fiefs=["Pravend"],
army_strength=200,
)
],
)
@pytest.fixture
def tmp_db(tmp_path):
return tmp_path / "test_campaign.db"
@pytest.fixture
def orch(tmp_db):
return CampaignOrchestrator(
db_path=tmp_db,
tick_interval=0.0,
)
class TestCampaignOrchestratorLifecycle:
@pytest.mark.asyncio
async def test_start_creates_session(self, orch):
with patch.object(orch._gabs, "connect", return_value=False):
sid = await orch.start()
assert sid is not None
assert orch.session_id == sid
@pytest.mark.asyncio
async def test_start_resumes_existing_session(self, orch):
existing_sid = orch._memory.start_session("existing_run")
orch._session_id = existing_sid
with patch.object(orch._gabs, "connect", return_value=False):
sid = await orch.start()
assert sid == existing_sid
@pytest.mark.asyncio
async def test_stop_disconnects_gabs(self, orch):
disconnect_mock = AsyncMock()
orch._gabs.disconnect = disconnect_mock
await orch.stop()
disconnect_mock.assert_awaited_once()
class TestCampaignTick:
@pytest.mark.asyncio
async def test_single_tick_logs_subgoal(self, orch, tmp_db):
state = _make_state()
orch._gabs.get_game_state = AsyncMock(return_value=state)
orch._gabs._call = AsyncMock(return_value=None)
orch._session_id = orch._memory.start_session()
await orch._tick(1)
entries = orch.memory.get_recent_subgoals(orch.session_id, limit=5)
assert len(entries) == 1
@pytest.mark.asyncio
async def test_run_stops_at_max_ticks(self, orch):
state = _make_state()
orch._gabs.connect = AsyncMock(return_value=False)
orch._gabs.get_game_state = AsyncMock(return_value=state)
orch._gabs._call = AsyncMock(return_value=None)
orch._gabs.disconnect = AsyncMock()
summary = await orch.run(max_ticks=3)
assert summary["ticks_run"] == 3
@pytest.mark.asyncio
async def test_run_detects_done_condition(self, orch):
"""Campaign stops early when M3 done condition is met."""
state = _make_state(
in_game_day=110,
fiefs=["A", "B", "C"],
)
orch._gabs.connect = AsyncMock(return_value=False)
orch._gabs.get_game_state = AsyncMock(return_value=state)
orch._gabs._call = AsyncMock(return_value=None)
orch._gabs.disconnect = AsyncMock()
summary = await orch.run(max_ticks=100)
# Should stop at tick 1 because done condition is met immediately
assert summary["ticks_run"] <= 2
assert summary["survival_goal_met"]
@pytest.mark.asyncio
async def test_summary_shape(self, orch):
state = _make_state(in_game_day=110, fiefs=["A", "B", "C"])
orch._gabs.connect = AsyncMock(return_value=False)
orch._gabs.get_game_state = AsyncMock(return_value=state)
orch._gabs._call = AsyncMock(return_value=None)
orch._gabs.disconnect = AsyncMock()
summary = await orch.run(max_ticks=1)
assert "ticks_run" in summary
assert "session_id" in summary
assert "has_kingdom" in summary
assert "fief_count" in summary

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@@ -0,0 +1,161 @@
"""Tests for Bannerlord companion worker agents."""
from bannerlord.agents.companions.caravan import CaravanCompanion
from bannerlord.agents.companions.logistics import LogisticsCompanion
from bannerlord.agents.companions.scout import ScoutCompanion
from bannerlord.types import (
FactionState,
GameState,
KingSubgoal,
KingdomState,
PartyState,
SubgoalToken,
)
def _state(
*,
troops: int = 150,
denars: int = 10_000,
food_days: int = 10,
wounded_pct: float = 0.0,
prisoners: int = 0,
location: str = "Epicrotea",
active_wars: list | None = None,
factions: list | None = None,
) -> GameState:
return GameState(
party=PartyState(
troops=troops,
denars=denars,
food_days=food_days,
wounded_pct=wounded_pct,
prisoners=prisoners,
location=location,
),
kingdom=KingdomState(
name="House Timmerson",
active_wars=active_wars or [],
),
factions=factions or [],
)
class TestLogisticsCompanion:
def setup_method(self):
self.companion = LogisticsCompanion()
def test_recruits_on_recruit_subgoal(self):
state = _state()
sg = KingSubgoal(token=SubgoalToken.RECRUIT, quantity=30)
actions = self.companion.evaluate(state, sg)
assert any(a["primitive"] == "recruit_troop" for a in actions)
def test_rests_on_heal_subgoal(self):
state = _state()
sg = KingSubgoal(token=SubgoalToken.HEAL)
actions = self.companion.evaluate(state, sg)
assert any(a["primitive"] == "rest_party" for a in actions)
def test_rests_when_heavily_wounded(self):
state = _state(wounded_pct=0.25)
sg = KingSubgoal(token=SubgoalToken.CONSOLIDATE)
actions = self.companion.evaluate(state, sg)
assert any(a["primitive"] == "rest_party" for a in actions)
def test_buys_food_when_low(self):
state = _state(food_days=2)
sg = KingSubgoal(token=SubgoalToken.CONSOLIDATE)
actions = self.companion.evaluate(state, sg)
assert any(a["primitive"] == "buy_supplies" for a in actions)
def test_no_food_purchase_when_stocked(self):
state = _state(food_days=10)
sg = KingSubgoal(token=SubgoalToken.CONSOLIDATE)
actions = self.companion.evaluate(state, sg)
assert not any(a["primitive"] == "buy_supplies" for a in actions)
def test_sells_prisoners_at_cap(self):
state = _state(prisoners=20)
sg = KingSubgoal(token=SubgoalToken.CONSOLIDATE)
actions = self.companion.evaluate(state, sg)
assert any(a["primitive"] == "sell_prisoners" for a in actions)
def test_upgrades_troops_on_train(self):
state = _state()
sg = KingSubgoal(token=SubgoalToken.TRAIN)
actions = self.companion.evaluate(state, sg)
assert any(a["primitive"] == "upgrade_troops" for a in actions)
class TestCaravanCompanion:
def setup_method(self):
self.companion = CaravanCompanion()
def test_no_actions_when_not_trade_subgoal(self):
state = _state()
sg = KingSubgoal(token=SubgoalToken.RAID_ECONOMY)
actions = self.companion.evaluate(state, sg)
assert actions == []
def test_assesses_prices_on_trade(self):
state = _state()
sg = KingSubgoal(token=SubgoalToken.TRADE)
actions = self.companion.evaluate(state, sg)
assert any(a["primitive"] == "assess_prices" for a in actions)
def test_deploys_caravan_when_flush(self):
state = _state(denars=15_000)
sg = KingSubgoal(token=SubgoalToken.TRADE)
actions = self.companion.evaluate(state, sg)
assert any(a["primitive"] == "establish_caravan" for a in actions)
def test_no_caravan_when_broke(self):
state = _state(denars=5_000)
sg = KingSubgoal(token=SubgoalToken.TRADE)
actions = self.companion.evaluate(state, sg)
assert not any(a["primitive"] == "establish_caravan" for a in actions)
def test_profitable_trade_threshold(self):
assert CaravanCompanion.is_profitable_trade(100, 116) # 16% margin = ok
assert not CaravanCompanion.is_profitable_trade(100, 114) # 14% = below threshold
assert not CaravanCompanion.is_profitable_trade(0, 100) # zero buy price = no
class TestScoutCompanion:
def setup_method(self):
self.companion = ScoutCompanion()
def test_tracks_lord_on_spy_subgoal(self):
state = _state()
sg = KingSubgoal(token=SubgoalToken.SPY, target="Derthert")
actions = self.companion.evaluate(state, sg)
assert any(a["primitive"] == "track_lord" for a in actions)
def test_assesses_garrison_on_expand(self):
state = _state()
sg = KingSubgoal(token=SubgoalToken.EXPAND_TERRITORY, target="Pravend")
actions = self.companion.evaluate(state, sg)
assert any(a["primitive"] == "assess_garrison" for a in actions)
def test_maps_patrols_in_war_regions(self):
state = _state(
active_wars=["Vlandia"],
factions=[
FactionState(
name="Vlandia",
leader="Derthert",
fiefs=["Pravend"],
army_strength=300,
)
],
)
sg = KingSubgoal(token=SubgoalToken.CONSOLIDATE)
actions = self.companion.evaluate(state, sg)
assert any(a["primitive"] == "map_patrol_routes" for a in actions)
def test_no_patrol_map_when_no_wars(self):
state = _state(active_wars=[])
sg = KingSubgoal(token=SubgoalToken.CONSOLIDATE)
actions = self.companion.evaluate(state, sg)
assert not any(a["primitive"] == "map_patrol_routes" for a in actions)

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@@ -0,0 +1,162 @@
"""Tests for the GABSClient — uses mocked asyncio streams, no real TCP."""
from __future__ import annotations
import json
import pytest
from unittest.mock import AsyncMock, MagicMock, patch
from bannerlord.gabs_client import GABSClient
from bannerlord.types import GameState
@pytest.fixture
def client():
return GABSClient(host="127.0.0.1", port=4825, timeout=2.0)
class TestGABSClientConnection:
@pytest.mark.asyncio
async def test_connect_returns_false_when_refused(self, client):
with patch(
"asyncio.open_connection",
side_effect=ConnectionRefusedError("refused"),
):
result = await client.connect()
assert result is False
assert not client.is_connected
@pytest.mark.asyncio
async def test_connect_success(self, client):
mock_reader = AsyncMock()
mock_writer = MagicMock()
mock_writer.drain = AsyncMock()
mock_writer.close = MagicMock()
mock_writer.wait_closed = AsyncMock()
# Simulate tools/list response on connect
tools_response = json.dumps({"jsonrpc": "2.0", "id": 1, "result": []}) + "\n"
mock_reader.readline = AsyncMock(return_value=tools_response.encode())
with patch("asyncio.open_connection", return_value=(mock_reader, mock_writer)):
with patch("asyncio.wait_for", side_effect=_passthrough_wait_for):
result = await client.connect()
assert result is True
assert client.is_connected
@pytest.mark.asyncio
async def test_disconnect_when_not_connected(self, client):
# Should not raise
await client.disconnect()
assert not client.is_connected
class TestGABSClientCall:
@pytest.mark.asyncio
async def test_call_returns_none_when_disconnected(self, client):
result = await client._call("game/get_state")
assert result is None
@pytest.mark.asyncio
async def test_call_id_increments(self, client):
assert client._next_id() == 1
assert client._next_id() == 2
assert client._next_id() == 3
@pytest.mark.asyncio
async def test_get_game_state_returns_empty_when_disconnected(self, client):
state = await client.get_game_state()
assert isinstance(state, GameState)
assert state.tick == 0
assert not state.has_kingdom()
@pytest.mark.asyncio
async def test_move_party_returns_false_when_disconnected(self, client):
result = await client.move_party("Vlandia")
assert result is False
@pytest.mark.asyncio
async def test_propose_peace_returns_false_when_disconnected(self, client):
result = await client.propose_peace("Vlandia")
assert result is False
@pytest.mark.asyncio
async def test_assess_prices_returns_empty_dict_when_disconnected(self, client):
result = await client.assess_prices("Pravend")
assert result == {}
@pytest.mark.asyncio
async def test_map_patrol_routes_returns_empty_list_when_disconnected(self, client):
result = await client.map_patrol_routes("Vlandia")
assert result == []
class TestGameStateParsing:
def test_parse_game_state_full(self):
client = GABSClient()
raw = {
"tick": 5,
"in_game_day": 42,
"party": {
"location": "Pravend",
"troops": 200,
"food_days": 8,
"wounded_pct": 0.1,
"denars": 15000,
"morale": 85.0,
"prisoners": 3,
},
"kingdom": {
"name": "House Timmerson",
"fiefs": ["Pravend", "Epicrotea"],
"daily_income": 500,
"daily_expenses": 300,
"vassal_lords": ["Lord A"],
"active_wars": ["Sturgia"],
"active_alliances": ["Battania"],
},
"factions": [
{
"name": "Sturgia",
"leader": "Raganvad",
"fiefs": ["Varcheg"],
"army_strength": 250,
"treasury": 5000,
"is_at_war_with": ["House Timmerson"],
"relations": {"House Timmerson": -50},
}
],
}
state = client._parse_game_state(raw)
assert state.tick == 5
assert state.in_game_day == 42
assert state.party.location == "Pravend"
assert state.party.troops == 200
assert state.kingdom.name == "House Timmerson"
assert state.fief_count() == 2
assert len(state.factions) == 1
assert state.factions[0].name == "Sturgia"
assert state.has_kingdom()
assert not state.is_two_front_war()
def test_parse_game_state_minimal(self):
client = GABSClient()
state = client._parse_game_state({})
assert isinstance(state, GameState)
assert not state.has_kingdom()
def test_tool_count_zero_before_connect(self):
client = GABSClient()
assert client.tool_count() == 0
assert client.available_tools == []
# ---------------------------------------------------------------------------
# Helper
# ---------------------------------------------------------------------------
async def _passthrough_wait_for(coro, timeout=None):
"""Stand-in for asyncio.wait_for that just awaits the coroutine."""
import asyncio
return await coro

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@@ -0,0 +1,176 @@
"""Tests for the King agent decision rules."""
import pytest
from bannerlord.agents.king import KingAgent, _MIN_DENARS, _MIN_TROOPS, _TARGET_FIEFS
from bannerlord.types import (
FactionState,
GameState,
KingdomState,
PartyState,
SubgoalToken,
)
def _make_state(
*,
troops: int = 150,
denars: int = 10_000,
wounded_pct: float = 0.0,
food_days: int = 10,
kingdom_name: str = "",
fiefs: list | None = None,
active_wars: list | None = None,
active_alliances: list | None = None,
factions: list | None = None,
in_game_day: int = 50,
) -> GameState:
return GameState(
in_game_day=in_game_day,
party=PartyState(
troops=troops,
denars=denars,
wounded_pct=wounded_pct,
food_days=food_days,
location="Epicrotea",
),
kingdom=KingdomState(
name=kingdom_name,
fiefs=fiefs or [],
active_wars=active_wars or [],
active_alliances=active_alliances or [],
),
factions=factions or [],
)
class TestKingAgentRules:
def setup_method(self):
self.king = KingAgent()
def test_heal_when_heavily_wounded(self):
state = _make_state(wounded_pct=0.35)
sg = self.king.decide(state)
assert sg.token == SubgoalToken.HEAL
def test_recruit_when_low_troops(self):
state = _make_state(troops=30, wounded_pct=0.0)
sg = self.king.decide(state)
assert sg.token == SubgoalToken.RECRUIT
assert sg.quantity == _MIN_TROOPS - 30
def test_trade_when_broke(self):
state = _make_state(troops=150, denars=2_000)
sg = self.king.decide(state)
assert sg.token == SubgoalToken.TRADE
def test_no_two_front_war_rule(self):
"""King must avoid 2-front wars by seeking peace."""
state = _make_state(
active_wars=["Vlandia", "Sturgia"],
kingdom_name="House Timmerson",
factions=[
FactionState(name="Vlandia", leader="Derthert", army_strength=500),
FactionState(name="Sturgia", leader="Raganvad", army_strength=200),
],
)
sg = self.king.decide(state)
assert sg.token == SubgoalToken.ALLY
# Should target weakest enemy (Sturgia at 200 strength)
assert sg.target == "Sturgia"
def test_expand_territory_when_no_kingdom(self):
state = _make_state(
troops=150,
denars=10_000,
kingdom_name="",
factions=[
FactionState(
name="Vlandia",
leader="Derthert",
fiefs=["Pravend"],
army_strength=100,
is_at_war_with=["Battania", "Aserai"],
)
],
)
sg = self.king.decide(state)
# Distracted faction should be the expansion target
assert sg.token == SubgoalToken.EXPAND_TERRITORY
def test_train_when_troops_insufficient_for_expansion(self):
state = _make_state(
troops=90,
denars=10_000,
kingdom_name="",
factions=[
FactionState(
name="Vlandia",
leader="Derthert",
fiefs=["Pravend"],
army_strength=100,
)
],
)
sg = self.king.decide(state)
assert sg.token == SubgoalToken.TRAIN
def test_expand_when_below_target_fiefs(self):
state = _make_state(
kingdom_name="House Timmerson",
fiefs=["Epicrotea"],
factions=[
FactionState(
name="Vlandia",
leader="Derthert",
fiefs=["Pravend", "Sargot"],
army_strength=100,
)
],
)
sg = self.king.decide(state)
assert sg.token == SubgoalToken.EXPAND_TERRITORY
def test_consolidate_when_stable(self):
state = _make_state(
kingdom_name="House Timmerson",
fiefs=["Epicrotea", "Pravend", "Sargot"],
active_alliances=["Battania"],
)
sg = self.king.decide(state)
assert sg.token in {SubgoalToken.CONSOLIDATE, SubgoalToken.FORTIFY}
def test_tick_increments(self):
king = KingAgent()
state = _make_state()
king.decide(state)
king.decide(state)
assert king.tick == 2
def test_done_condition_not_met_without_kingdom(self):
state = _make_state(in_game_day=200)
assert not self.king.is_done_condition_met(state)
def test_done_condition_met(self):
state = _make_state(
kingdom_name="House Timmerson",
fiefs=["A", "B", "C"],
in_game_day=110,
)
assert self.king.is_done_condition_met(state)
def test_done_condition_not_met_insufficient_days(self):
state = _make_state(
kingdom_name="House Timmerson",
fiefs=["A", "B", "C"],
in_game_day=50,
)
assert not self.king.is_done_condition_met(state)
def test_campaign_summary_shape(self):
state = _make_state(kingdom_name="House Timmerson", fiefs=["A"])
summary = self.king.campaign_summary(state)
assert "tick" in summary
assert "has_kingdom" in summary
assert "fief_count" in summary
assert "survival_goal_met" in summary

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@@ -0,0 +1,140 @@
"""Tests for SessionMemory — SQLite-backed campaign persistence."""
import tempfile
from pathlib import Path
import pytest
from bannerlord.session_memory import SessionMemory
from bannerlord.types import KingSubgoal, SubgoalToken
@pytest.fixture
def memory(tmp_path):
return SessionMemory(tmp_path / "test_campaign.db")
class TestSessionLifecycle:
def test_start_session_returns_id(self, memory):
sid = memory.start_session()
assert sid.startswith("session_")
def test_start_session_with_explicit_id(self, memory):
sid = memory.start_session("my_run_001")
assert sid == "my_run_001"
def test_start_idempotent(self, memory):
sid1 = memory.start_session("run")
sid2 = memory.start_session("run")
assert sid1 == sid2
def test_get_session_returns_dict(self, memory):
sid = memory.start_session()
row = memory.get_session(sid)
assert row is not None
assert row["session_id"] == sid
def test_get_unknown_session_returns_none(self, memory):
assert memory.get_session("does_not_exist") is None
def test_list_sessions(self, memory):
memory.start_session("s1")
memory.start_session("s2")
sessions = memory.list_sessions()
ids = [s["session_id"] for s in sessions]
assert "s1" in ids
assert "s2" in ids
def test_update_session(self, memory):
sid = memory.start_session()
memory.update_session(sid, kingdom_name="House Timmerson", fief_count=2, in_game_day=45)
row = memory.get_session(sid)
assert row["kingdom_name"] == "House Timmerson"
assert row["fief_count"] == 2
assert row["in_game_day"] == 45
class TestSubgoalLog:
def test_log_and_retrieve_subgoal(self, memory):
sid = memory.start_session()
sg = KingSubgoal(token=SubgoalToken.EXPAND_TERRITORY, target="Epicrotea")
row_id = memory.log_subgoal(sid, tick=1, in_game_day=10, subgoal=sg)
assert row_id > 0
entries = memory.get_recent_subgoals(sid, limit=5)
assert len(entries) == 1
assert entries[0]["token"] == "EXPAND_TERRITORY"
assert entries[0]["target"] == "Epicrotea"
assert entries[0]["outcome"] == "pending"
def test_complete_subgoal(self, memory):
sid = memory.start_session()
sg = KingSubgoal(token=SubgoalToken.TRADE)
row_id = memory.log_subgoal(sid, tick=2, in_game_day=11, subgoal=sg)
memory.complete_subgoal(row_id, outcome="success")
entries = memory.get_recent_subgoals(sid, limit=5)
assert entries[0]["outcome"] == "success"
assert entries[0]["completed_at"] is not None
def test_count_token(self, memory):
sid = memory.start_session()
for i in range(3):
memory.log_subgoal(
sid, tick=i, in_game_day=i,
subgoal=KingSubgoal(token=SubgoalToken.RECRUIT)
)
memory.log_subgoal(
sid, tick=10, in_game_day=10,
subgoal=KingSubgoal(token=SubgoalToken.TRADE)
)
assert memory.count_token(sid, SubgoalToken.RECRUIT) == 3
assert memory.count_token(sid, SubgoalToken.TRADE) == 1
assert memory.count_token(sid, SubgoalToken.ALLY) == 0
def test_recent_subgoals_respects_limit(self, memory):
sid = memory.start_session()
for i in range(10):
memory.log_subgoal(
sid, tick=i, in_game_day=i,
subgoal=KingSubgoal(token=SubgoalToken.CONSOLIDATE)
)
entries = memory.get_recent_subgoals(sid, limit=3)
assert len(entries) == 3
class TestStrategyNotes:
def test_add_and_get_notes(self, memory):
sid = memory.start_session()
memory.add_note(sid, in_game_day=5, note_type="intel", content="Vlandia weakened")
notes = memory.get_notes(sid)
assert len(notes) == 1
assert notes[0]["content"] == "Vlandia weakened"
def test_filter_notes_by_type(self, memory):
sid = memory.start_session()
memory.add_note(sid, 1, "milestone", "Kingdom established")
memory.add_note(sid, 2, "intel", "Enemy sighted")
milestones = memory.get_notes(sid, note_type="milestone")
assert len(milestones) == 1
assert milestones[0]["content"] == "Kingdom established"
def test_record_kingdom_established(self, memory):
sid = memory.start_session()
memory.record_kingdom_established(sid, in_game_day=42, kingdom_name="House Timmerson")
milestones = memory.get_milestones(sid)
assert any("House Timmerson" in m["content"] for m in milestones)
row = memory.get_session(sid)
assert row["kingdom_name"] == "House Timmerson"
def test_record_war_declared(self, memory):
sid = memory.start_session()
memory.record_war_declared(sid, in_game_day=20, faction="Vlandia")
notes = memory.get_notes(sid, note_type="war_declared")
assert len(notes) == 1
assert "Vlandia" in notes[0]["content"]
def test_record_peace_agreed(self, memory):
sid = memory.start_session()
memory.record_peace_agreed(sid, in_game_day=30, faction="Sturgia")
notes = memory.get_notes(sid, note_type="peace_agreed")
assert len(notes) == 1
assert "Sturgia" in notes[0]["content"]

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"""Tests for Bannerlord M3 core data types."""
from datetime import UTC, datetime
from bannerlord.types import (
FactionState,
GameState,
KingSubgoal,
KingdomState,
PartyState,
SubgoalToken,
VassalReward,
)
class TestSubgoalToken:
def test_all_tokens_are_strings(self):
for token in SubgoalToken:
assert isinstance(str(token), str)
def test_round_trip_from_string(self):
assert SubgoalToken("EXPAND_TERRITORY") == SubgoalToken.EXPAND_TERRITORY
assert SubgoalToken("ALLY") == SubgoalToken.ALLY
class TestKingSubgoal:
def test_defaults(self):
sg = KingSubgoal(token=SubgoalToken.CONSOLIDATE)
assert sg.priority == 1.0
assert sg.target is None
assert sg.quantity is None
assert isinstance(sg.issued_at, datetime)
def test_to_dict_round_trip(self):
sg = KingSubgoal(
token=SubgoalToken.EXPAND_TERRITORY,
target="Epicrotea",
quantity=None,
priority=1.5,
deadline_days=10,
context="capture castle",
)
d = sg.to_dict()
assert d["token"] == "EXPAND_TERRITORY"
assert d["target"] == "Epicrotea"
assert d["priority"] == 1.5
restored = KingSubgoal.from_dict(d)
assert restored.token == SubgoalToken.EXPAND_TERRITORY
assert restored.target == "Epicrotea"
assert restored.priority == 1.5
assert restored.deadline_days == 10
def test_from_dict_without_issued_at(self):
d = {"token": "TRADE"}
sg = KingSubgoal.from_dict(d)
assert sg.token == SubgoalToken.TRADE
assert isinstance(sg.issued_at, datetime)
class TestGameState:
def test_empty_state(self):
state = GameState()
assert not state.has_kingdom()
assert state.fief_count() == 0
assert state.active_war_count() == 0
assert not state.is_two_front_war()
def test_has_kingdom(self):
state = GameState(kingdom=KingdomState(name="House Timmerson"))
assert state.has_kingdom()
def test_fief_count(self):
state = GameState(
kingdom=KingdomState(name="House Timmerson", fiefs=["Pravend", "Epicrotea"])
)
assert state.fief_count() == 2
def test_two_front_war(self):
state = GameState(
kingdom=KingdomState(
name="House Timmerson",
active_wars=["Vlandia", "Sturgia"],
)
)
assert state.is_two_front_war()
def test_single_war_not_two_front(self):
state = GameState(
kingdom=KingdomState(
name="House Timmerson",
active_wars=["Vlandia"],
)
)
assert not state.is_two_front_war()
class TestVassalReward:
def test_defaults(self):
reward = VassalReward(agent_id="war_vassal")
assert reward.total == 0.0
assert reward.subgoal_bonus == 0.0
assert isinstance(reward.computed_at, datetime)

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"""Tests for Bannerlord vassal agents (War, Economy, Diplomacy)."""
from bannerlord.agents.diplomacy_vassal import DiplomacyVassal
from bannerlord.agents.economy_vassal import EconomyVassal
from bannerlord.agents.war_vassal import WarVassal
from bannerlord.types import (
FactionState,
GameState,
KingSubgoal,
KingdomState,
PartyState,
SubgoalToken,
)
def _state(
*,
troops: int = 150,
denars: int = 10_000,
food_days: int = 10,
kingdom_name: str = "House Timmerson",
fiefs: list | None = None,
active_wars: list | None = None,
active_alliances: list | None = None,
factions: list | None = None,
) -> GameState:
return GameState(
party=PartyState(
troops=troops,
denars=denars,
food_days=food_days,
location="Epicrotea",
),
kingdom=KingdomState(
name=kingdom_name,
fiefs=fiefs or ["Epicrotea"],
active_wars=active_wars or [],
active_alliances=active_alliances or [],
),
factions=factions or [],
)
class TestWarVassal:
def setup_method(self):
self.vassal = WarVassal()
def test_is_relevant_expand(self):
sg = KingSubgoal(token=SubgoalToken.EXPAND_TERRITORY)
assert self.vassal.is_relevant(sg)
def test_is_relevant_raid(self):
sg = KingSubgoal(token=SubgoalToken.RAID_ECONOMY)
assert self.vassal.is_relevant(sg)
def test_not_relevant_for_trade(self):
sg = KingSubgoal(token=SubgoalToken.TRADE)
assert not self.vassal.is_relevant(sg)
def test_plan_expansion_with_target(self):
state = _state()
sg = KingSubgoal(token=SubgoalToken.EXPAND_TERRITORY, target="Pravend")
tasks = self.vassal.plan(state, sg)
primitives = [t.primitive for t in tasks]
assert "siege_settlement" in primitives
assert "auto_resolve_battle" in primitives
def test_plan_expansion_scouts_garrison_first(self):
state = _state()
sg = KingSubgoal(token=SubgoalToken.EXPAND_TERRITORY, target="Pravend")
tasks = self.vassal.plan(state, sg)
# Scout garrison should be the first task (highest priority)
assert tasks[0].primitive == "assess_garrison"
def test_plan_expansion_recruits_when_low(self):
state = _state(troops=80)
sg = KingSubgoal(token=SubgoalToken.EXPAND_TERRITORY, target="Pravend")
tasks = self.vassal.plan(state, sg)
primitives = [t.primitive for t in tasks]
assert "recruit_troop" in primitives
def test_plan_expansion_no_target(self):
state = _state()
sg = KingSubgoal(token=SubgoalToken.EXPAND_TERRITORY, target=None)
tasks = self.vassal.plan(state, sg)
assert tasks == []
def test_plan_raid_with_target(self):
state = _state()
sg = KingSubgoal(token=SubgoalToken.RAID_ECONOMY, target="Enemy Village")
tasks = self.vassal.plan(state, sg)
assert any(t.primitive == "raid_village" for t in tasks)
def test_compute_reward_territory_gain(self):
prev = _state(fiefs=["A"])
curr = _state(fiefs=["A", "B"])
sg = KingSubgoal(token=SubgoalToken.EXPAND_TERRITORY)
reward = self.vassal.compute_reward(prev, curr, sg)
assert reward.total > 0
assert reward.component_scores["territory"] > 0
class TestEconomyVassal:
def setup_method(self):
self.vassal = EconomyVassal()
def test_is_relevant_fortify(self):
sg = KingSubgoal(token=SubgoalToken.FORTIFY)
assert self.vassal.is_relevant(sg)
def test_is_relevant_consolidate(self):
sg = KingSubgoal(token=SubgoalToken.CONSOLIDATE)
assert self.vassal.is_relevant(sg)
def test_not_relevant_for_raid(self):
sg = KingSubgoal(token=SubgoalToken.RAID_ECONOMY)
assert not self.vassal.is_relevant(sg)
def test_plan_fortify_queues_build(self):
state = _state()
sg = KingSubgoal(token=SubgoalToken.FORTIFY, target="Epicrotea")
tasks = self.vassal.plan(state, sg)
primitives = [t.primitive for t in tasks]
assert "build_project" in primitives
assert "set_tax_policy" in primitives
def test_plan_buys_food_when_low(self):
state = _state(food_days=2)
sg = KingSubgoal(token=SubgoalToken.CONSOLIDATE)
tasks = self.vassal.plan(state, sg)
primitives = [t.primitive for t in tasks]
assert "buy_supplies" in primitives
def test_plan_consolidate_sets_tax(self):
state = _state()
sg = KingSubgoal(token=SubgoalToken.CONSOLIDATE)
tasks = self.vassal.plan(state, sg)
assert any(t.primitive == "set_tax_policy" for t in tasks)
class TestDiplomacyVassal:
def setup_method(self):
self.vassal = DiplomacyVassal()
def test_is_relevant_ally(self):
sg = KingSubgoal(token=SubgoalToken.ALLY)
assert self.vassal.is_relevant(sg)
def test_not_relevant_for_train(self):
sg = KingSubgoal(token=SubgoalToken.TRAIN)
assert not self.vassal.is_relevant(sg)
def test_plan_proposes_peace_with_enemy(self):
state = _state(active_wars=["Vlandia"])
sg = KingSubgoal(token=SubgoalToken.ALLY, target="Vlandia")
tasks = self.vassal.plan(state, sg)
assert any(t.primitive == "propose_peace" for t in tasks)
def test_plan_requests_alliance_with_non_enemy(self):
state = _state()
sg = KingSubgoal(token=SubgoalToken.ALLY, target="Battania")
tasks = self.vassal.plan(state, sg)
primitives = [t.primitive for t in tasks]
assert "send_envoy" in primitives
assert "request_alliance" in primitives
def test_plan_no_target_returns_empty(self):
state = _state()
sg = KingSubgoal(token=SubgoalToken.ALLY, target=None)
tasks = self.vassal.plan(state, sg)
assert tasks == []
def test_should_avoid_war_when_two_fronts(self):
state = _state(active_wars=["A", "B"])
assert self.vassal.should_avoid_war(state)
def test_should_not_avoid_war_when_one_front(self):
state = _state(active_wars=["A"])
assert not self.vassal.should_avoid_war(state)