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Timmy-time-dashboard/src/infrastructure/world/interface.py

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Python

"""Abstract WorldInterface — the contract every game-world adapter must fulfil.
Follows a Gymnasium-inspired pattern: observe → act → speak, with each
method returning strongly-typed data structures.
Any future engine (TES3MP, Luanti, Godot, …) plugs in by subclassing
``WorldInterface`` and implementing the three methods.
"""
from __future__ import annotations
from abc import ABC, abstractmethod
from infrastructure.world.types import ActionResult, CommandInput, PerceptionOutput
class WorldInterface(ABC):
"""Engine-agnostic base class for world adapters.
Subclasses must implement:
- ``observe()`` — gather structured perception from the world
- ``act()`` — dispatch a command and return the outcome
- ``speak()`` — send a message to an NPC / player / broadcast
Lifecycle hooks ``connect()`` and ``disconnect()`` are optional.
"""
# -- lifecycle (optional overrides) ------------------------------------
def connect(self) -> None: # noqa: B027
"""Establish connection to the game world.
Default implementation is a no-op. Override to open sockets,
authenticate, etc.
"""
def disconnect(self) -> None: # noqa: B027
"""Tear down the connection.
Default implementation is a no-op.
"""
@property
def is_connected(self) -> bool:
"""Return ``True`` if the adapter has an active connection.
Default returns ``True``. Override for adapters that maintain
persistent connections.
"""
return True
# -- core contract (must implement) ------------------------------------
@abstractmethod
def observe(self) -> PerceptionOutput:
"""Return a structured snapshot of the current world state."""
@abstractmethod
def act(self, command: CommandInput) -> ActionResult:
"""Execute *command* in the world and return the result."""
@abstractmethod
def speak(self, message: str, target: str | None = None) -> None:
"""Send *message* in the world, optionally directed at *target*."""