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"""Entry point: a full run — battles, the sandbox shell, the altar, drafts."""

from __future__ import annotations

import asyncio
import random
from collections import Counter
from dataclasses import replace

from textual.app import App

from scrypt.data import Content, load_content
from scrypt.engine import legacy as legacy_store
from scrypt.engine.cards import Cost, CostType, CardInstance
from scrypt.engine.combat import CombatState, EncounterScript, Result, ScriptedPlay
from scrypt.engine.run import NodeKind, RunState, new_run
from scrypt.inference import ScriptedBackend, build_backend
from scrypt.sandbox.fabricate import fabricate_home
from scrypt.sandbox.inheritance import plant_legacy, warden_quarters
from scrypt.sandbox.puzzles import PASSWORDS, Puzzle, plant_all
from scrypt.sandbox.shell import Shell
from scrypt.sandbox.vfs import VFS
from scrypt.warden import author, moments
from scrypt.warden.context import combat_digest
from scrypt.warden.director import Director
from scrypt.warden.memory import ShardStore, distill_with_voice
from scrypt.warden.presence import WardenPresence
from scrypt.warden.voice import WardenVoice
from scrypt.ui import render
from scrypt.ui.altar import AltarScreen
from scrypt.ui.board import BoardScreen
from scrypt.ui.choice import CardChoiceScreen, RunEndScreen
from scrypt.ui.shell import ShellScreen

RUN_ENCOUNTERS = ["first_blood", "crossroads_audit", "crossroads_final"]
ALTAR_OFFERS = ["segfault", "kernel-panic", "root"]

ROOT_MOTD = """\
scryptOS 0.1 — root session (irregular)
you should not be here. the door was only open because nothing has
ever gotten this far. look around. take nothing. `exit` when done.
"""

INTROS = {
    "first_blood": "Another process wakes in my machine. Show me what you are.",
    "audit_sweep": "You survived PID 2. The audit will be less forgiving.",
    "swap_storm": "You chose the hungrier door. I respect the appetite. It won't help.",
    "scheduled_doom": "I have scheduled your termination. The cron job runs now.",
    "init_zero": "You asked for the parent of everything. It has been expecting you since boot.",
    "retry": "Back again? I left your corpse in the lane where it fell.",
}


class SandboxSession:
    """The sandbox persists across a whole run: one VFS, one shell, one
    set of puzzles, one ledger of what the player has lost. Previous runs
    leave artifacts in it: crash dumps, a sealed estate, a dormant daemon."""

    def __init__(self, seed: int, use_mirror: bool = False, legacy: dict | None = None):
        self.vfs = VFS()
        mirrored = 0
        if use_mirror:
            from scrypt.sandbox.mirror import mirror_home

            mirrored = mirror_home(self.vfs)
        if mirrored == 0:
            fabricate_home(self.vfs, seed=seed)
        self.mirrored = mirrored
        self.shell = Shell(self.vfs)
        legacy = legacy or {}
        # The diary password persists — the Warden told you it never changes.
        self.puzzles: list[Puzzle] = plant_all(
            self.vfs, seed=seed, forced_password=legacy.get("intel")
        )
        self.puzzles.extend(plant_legacy(self.vfs, legacy))
        self.weaken_next_encounter = False
        self.daemon_armed: str | None = None  # card id, set by the daemon puzzle


def weakened(script: EncounterScript) -> EncounterScript:
    """The cron job was defused: the strongest scheduled play never comes."""
    out: EncounterScript = []
    dropped = False
    for turn in script:
        kept = []
        for play in turn:
            if not dropped and play.card.power >= 3:
                dropped = True
                continue
            kept.append(play)
        out.append(kept)
    return out


class ScryptApp(App):
    TITLE = "SCRYPT"

    def __init__(
        self,
        content: Content | None = None,
        seed: int | None = None,
        backend=None,
        use_mirror: bool = False,
        deck_id: str = "vanilla",
        skip_menu: bool = False,
    ):
        super().__init__()
        self.content = content or load_content()
        self.rng = random.Random(seed)
        self.use_mirror = use_mirror
        self.deck_id = deck_id
        self.skip_menu = skip_menu  # tests jump straight to the table
        self.run_state: RunState | None = None
        self.session: SandboxSession | None = None
        self._backend = backend  # None -> resolved from env on mount
        self._server = None
        self.backend_mode = "scripted"
        self.backend_error: str | None = None
        self.backend_waking = backend is None
        self.can_carve = False
        self.legacy = legacy_store.load()
        self.shards = ShardStore()
        # The Warden remembers previous runs: rehydrate its memory.
        for shard in self.legacy.get("shards", []):
            try:
                self.shards.add(str(shard["text"]), set(shard.get("tags", [])))
            except (TypeError, KeyError):
                continue
        self.voice: WardenVoice | None = None
        self._fresh_game = False  # true for the run right after orientation
        # The one brain-queue every screen talks through. Starts voiceless
        # (scripted fallbacks); gains the model when the backend wakes.
        self.presence = WardenPresence()

    def on_mount(self) -> None:
        from scrypt.ui import palette

        self.register_theme(palette.textual_theme())
        self.theme = palette.THEME_NAME
        self.run_worker(self._wake_backend())
        self.run_worker(self._lobby())

    async def _wake_backend(self) -> None:
        """Resolve the Warden's brain off the UI path. A 22GB model load
        must never freeze the menu, and a failure must say WHY."""
        import asyncio

        if self._backend is None:
            try:
                self._backend, self._server, self.backend_mode = await asyncio.to_thread(
                    build_backend
                )
            except Exception as err:
                self._backend, self.backend_mode = ScriptedBackend(), "scripted"
                self.backend_error = str(err)
        # Scripted mode keeps the curated lines; a real backend gets a voice.
        if not isinstance(self._backend, ScriptedBackend):
            self.voice = WardenVoice(self._backend, self.shards)
            self.presence.voice = self.voice
            # Pay the cold-prefill cost here, behind the menu, so the first
            # in-fight line lands in ~2s instead of ~16s.
            self.run_worker(self._prewarm_voice())
        self.backend_waking = False
        # Sleeping Warden + enough RAM + no GGUF on disk = offer the ritual.
        if self.backend_mode == "scripted":
            from scrypt.inference import local

            self.can_carve = (
                local.choose_quant() is not None and local.installed_model() is None
            )
        from scrypt.ui.menu import MenuScreen

        if isinstance(self.screen, MenuScreen):
            self.screen.set_brain(
                self.backend_mode, self.backend_error,
                waking=False, carvable=self.can_carve,
            )

    async def _prewarm_voice(self) -> None:
        async for _ in self.voice.react("a new player sits down at your table"):
            pass  # discard; this call exists to warm the prompt cache

    def on_unmount(self) -> None:
        self.presence.stop()
        if self._server is not None:
            self._server.stop()

    async def _wipe(self) -> None:
        """Two breaths of static between scenes."""
        from scrypt.ui import fx as fxmod
        from scrypt.ui.boot import NoiseScreen

        if not fxmod.reduced_motion() and not self.skip_menu:
            await self.push_screen_wait(NoiseScreen())

    async def _lobby(self) -> None:
        from scrypt.ui import fx as fxmod
        from scrypt.ui.boot import BootScreen
        from scrypt.ui.menu import MenuScreen

        if not self.skip_menu and not fxmod.reduced_motion():
            await self.push_screen_wait(BootScreen())
        while True:
            if not self.skip_menu:
                choice = await self.push_screen_wait(
                    MenuScreen(
                        self.content.starter_decks,
                        self.backend_mode,
                        backend_error=self.backend_error,
                        waking=self.backend_waking,
                        carvable=self.can_carve,
                    )
                )
                if choice is None:
                    self.exit()
                    return
                if choice == "::carve::":
                    from scrypt.ui.totem import TotemScreen

                    carved = await self.push_screen_wait(TotemScreen())
                    if carved:
                        # The totem is whole: wake the Warden for real.
                        self._backend = None
                        self.backend_waking = True
                        self.can_carve = False
                        self.run_worker(self._wake_backend())
                    continue
                self.deck_id = choice
                if not self.legacy.get("initiated"):
                    # First game on this machine, ever: orientation.
                    from scrypt.ui.tutorial import OrientationScreen

                    await self.push_screen_wait(OrientationScreen())
                    self.legacy["initiated"] = True
                    self._fresh_game = True
                    legacy_store.save(self.legacy)
            await self._run_loop()
            if self.skip_menu:
                self.exit()
                return

    async def _run_loop(self) -> None:
        content = self.content
        deck = list(content.starter_decks[self.deck_id]["cards"])
        run = self.run_state = new_run(
            deck, RUN_ENCOUNTERS, fork_ids=frozenset(content.forks)
        )
        # Contraband from a won run rides in with you. The Warden knows.
        contraband = None
        if self.legacy.get("contraband") in content.pool:
            contraband = content.card(self.legacy["contraband"])
            run.deck.append(contraband)
        session = self.session = SandboxSession(
            seed=self.rng.randrange(2**32), use_mirror=self.use_mirror,
            legacy=self.legacy,
        )
        director = Director(
            content=content,
            rng=random.Random(self.rng.randrange(2**32)),
            backend=self._backend if self.voice is not None else None,
            audit_level=legacy_store.audit_level(self.legacy),
        )
        altar_offers = list(ALTAR_OFFERS)
        retrying = False
        pending_bounty: dict = {}
        run_plays: Counter = Counter()  # per-card plays, for daemonization
        conscripted = False
        last_state: CombatState | None = None
        fork_context: tuple[str, str | None] | None = None
        self._authored_scripts: dict[str, tuple[EncounterScript, str | None]] = {}

        while not run.over:
            node = run.current
            if node.kind is NodeKind.FORK:
                from scrypt.ui.choice import PathChoiceScreen

                fork = content.forks[node.payload]
                names = {e: meta["name"] for e, meta in content.encounters.items()}
                picked = await self.push_screen_wait(PathChoiceScreen(fork, names))
                run.resolve_fork(picked["encounter"])
                pending_bounty = picked["bounty"]
                spurned = next(
                    (o["label"] for o in fork["options"] if o is not picked), None
                )
                fork_context = (picked["label"], spurned)
                continue  # the node is a BATTLE now; fall through next pass

            if node.kind is NodeKind.BATTLE:
                script = content.encounters[node.payload]["script"]
                authored_label = None
                composed = self._authored_scripts.get(node.payload)
                if composed is not None and not retrying:
                    script, authored_label = composed
                if session.weaken_next_encounter:
                    script = weakened(script)
                    session.weaken_next_encounter = False
                intro = INTROS["retry"] if retrying else INTROS.get(
                    node.payload, "Sit. The board is set. Your move."
                )
                # Conscription: a process you died holding fights for the
                # Warden — once per run, never in the opening fight.
                if (
                    not conscripted and not retrying and run.position > 0
                    and self.legacy.get("crashes")
                    and self.rng.random() < 0.5
                ):
                    drafted = legacy_store.conscript(self.legacy["crashes"][-1])
                    if drafted is not None:
                        script = [list(turn) for turn in script]
                        turn_at = min(2, len(script) - 1)
                        script[turn_at].append(
                            ScriptedPlay(lane=self.rng.randrange(4), card=drafted)
                        )
                        conscripted = True
                        intro += " I drafted someone you might recognize."
                state = CombatState(
                    main_deck=run.deck,
                    side_deck=[content.card("bit")] * 20,
                    script=script,
                    seed=self.rng.randrange(2**32),
                )
                # An armed daemon reports for duty: one free copy, one fight.
                if session.daemon_armed and session.daemon_armed in content.pool:
                    spec = content.card(session.daemon_armed)
                    free = replace(spec, id=f"{spec.id}-svc", cost=Cost(CostType.FREE))
                    state.hand.append(CardInstance(spec=free))
                    session.daemon_armed = None
                director.new_fight()
                await self._wipe()
                tutorial = run.position == 0 and not retrying
                intro_moment = moments.fight_intro(
                    content.encounters[node.payload]["name"],
                    retry=retrying,
                    tutorial=tutorial,
                    chose_door=fork_context[0] if fork_context else None,
                    spurned_door=fork_context[1] if fork_context else None,
                    authored=authored_label,
                )
                # Speculation: cook the greeting while the table is dealt.
                self.presence.prefetch(
                    "intro", intro_moment, digest=combat_digest(state)
                )
                result = await self.push_screen_wait(
                    BoardScreen(
                        state, intro=intro, presence=self.presence, director=director,
                        tutorial=tutorial, intro_moment=intro_moment,
                        track=render.run_track(run.nodes, run.position),
                    )
                )
                self.presence.clear_cache()  # the fight's speculation dies with it
                fork_context = None
                if result is None:  # player abandoned the run
                    return  # back to the menu
                last_state = state
                run_plays.update(
                    e.data["card"] for e in state.events
                    if e.kind == "played" and e.data.get("player")
                )
                self.shards.tick()
                # The Warden writes its own memory of the fight; the
                # deterministic extractor stands in if the model rambles.
                self.run_worker(self._distill(state))
                if result is Result.PLAYER_WIN:
                    run.cycles += state.overkill_cycles
                    if pending_bounty.get("kind") == "cycles":
                        run.cycles += pending_bounty["amount"]
                    elif pending_bounty.get("kind") == "draft":
                        options = self.rng.sample(content.draftable, 3)
                        progress = f"ttys {run.ttys}   cycles {run.cycles}"
                        choice = await self.push_screen_wait(CardChoiceScreen(
                            options, progress,
                            line="You won the hungrier door. Loot the wreckage.",
                        ))
                        run.deck.append(choice)
                    pending_bounty = {}
                    retrying = False
                    run.advance()
                else:
                    run.lose_tty()
                    retrying = True

            elif node.kind is NodeKind.SHELL:
                # The author works while the player explores: compose every
                # encounter they might walk into next. Never awaited — the
                # battle takes whatever is ready and the base script otherwise.
                for enc_id in self._upcoming_encounters(run):
                    if enc_id not in self._authored_scripts:
                        self.run_worker(self._compose(enc_id, run))
                await self._wipe()
                deck_names = [c.name for c in run.deck]
                rewards = await self.push_screen_wait(
                    ShellScreen(
                        session.shell, session.puzzles, deck_names,
                        presence=self.presence,
                        track=render.run_track(run.nodes, run.position),
                        guide=self._fresh_game,
                    )
                )
                self._fresh_game = False  # the guide prints once
                for reward in rewards:
                    if reward.kind == "cycles":
                        run.cycles += reward.value
                    elif reward.kind == "card":
                        run.deck.append(content.card(reward.value))
                    elif reward.kind == "mercy":
                        session.weaken_next_encounter = True
                    elif reward.kind == "estate":
                        run.cycles += reward.value.get("cycles", 0)
                        card_id = reward.value.get("card")
                        if card_id in content.pool:
                            run.deck.append(content.card(card_id))
                        self.legacy["estate"] = None  # claimed; the dead rest
                        legacy_store.save(self.legacy)
                    elif reward.kind == "daemon":
                        session.daemon_armed = reward.value
                run.advance()

            elif node.kind is NodeKind.ALTAR:
                offered = content.card(altar_offers.pop(0)) if altar_offers else None
                if offered is None:
                    run.advance()
                    continue
                deal = await self.push_screen_wait(
                    AltarScreen(
                        session.shell, offered, self.rng,
                        contraband=contraband, presence=self.presence,
                    )
                )
                if deal["paid"] == "contraband":
                    # Evidence recovered: out of the deck, off the books.
                    run.deck.remove(contraband)
                    contraband = None
                    self.legacy["contraband"] = None
                    legacy_store.save(self.legacy)
                if deal["card"] is not None:
                    run.deck.append(content.card(deal["card"]))
                run.advance()

            elif node.kind is NodeKind.CARD_CHOICE:
                options = self.rng.sample(content.draftable, 3)
                progress = f"ttys {run.ttys}   cycles {run.cycles}"
                choice = await self.push_screen_wait(CardChoiceScreen(options, progress))
                run.deck.append(choice)
                run.advance()

        if run.victorious:
            await self._aftermath_win(run, run_plays)
        else:
            await self._aftermath_loss(run, last_state)
        self.legacy["shards"] = [
            {"text": s.text, "tags": sorted(s.tags)} for s in self.shards.shards
        ]
        legacy_store.save(self.legacy)
        await self.push_screen_wait(
            RunEndScreen(run.victorious, run.cycles, presence=self.presence)
        )

    def _upcoming_encounters(self, run: RunState) -> list[str]:
        """Encounter ids the player could face next — both doors of a fork."""
        for n in run.nodes[run.position:]:
            if n.kind is NodeKind.BATTLE:
                return [n.payload]
            if n.kind is NodeKind.FORK:
                return [o["encounter"] for o in self.content.forks[n.payload]["options"]]
        return []

    async def _compose(self, enc_id: str, run: RunState) -> None:
        backend = self._backend if self.voice is not None else None
        script, label = await author.compose(
            backend,
            self.content,
            enc_id,
            list(run.deck),
            self.shards.render({"deck", "style"}),
            random.Random(self.rng.randrange(2**32)),
        )
        if label is not None:
            self._authored_scripts[enc_id] = (script, label)

    async def _distill(self, state: CombatState) -> None:
        backend = self._backend if self.voice is not None else None
        for fact, tags in await distill_with_voice(backend, state):
            self.shards.add(fact, tags)

    async def _author(self, moment: str, fallback: str, timeout_s: float = 8.0) -> str:
        """One line of artifact prose, written now, read in a future run.
        Bounded wait: a slow model gets its words ghostwritten. A leaked
        reasoning comment belongs to live speech, never to written files."""
        if self.voice is None:
            return fallback
        try:
            async with asyncio.timeout(timeout_s):
                async for line in self.voice.react(moment):
                    return line.rpartition("\n")[2]
        except Exception:
            pass
        return fallback

    async def _aftermath_loss(self, run: RunState, last_state: CombatState | None) -> None:
        """The exit interview: a statement for the record, then the crash
        is filed — post-mortem, sealed estate, and a conscriptable corpse."""
        from scrypt.ui.interview import ExitInterviewScreen

        statement = await self.push_screen_wait(ExitInterviewScreen(voice=self.voice))
        strongest = None
        if last_state is not None:
            on_board = [c for c in last_state.player_row if c is not None]
            if on_board:
                best = max(on_board, key=lambda c: c.power + c.health)
                strongest = {
                    "name": best.name,
                    "power": max(1, best.power),
                    "health": best.spec.health,
                    "sigils": list(best.spec.sigils),
                }
        estate_card = (
            max(run.deck, key=lambda c: c.power + c.health).id if run.deck else None
        )
        node = run.current
        enc_id = node.payload if node is not None else "?"
        turn = (last_state.turn + 1) if last_state is not None else 0
        legacy_store.record_crash(
            self.legacy,
            encounter=enc_id,
            turn=turn,
            deck_ids=[c.id for c in run.deck],
            strongest=strongest,
            statement=statement,
            cycles=run.cycles,
            estate_card=estate_card,
            password=self.rng.choice(PASSWORDS),
        )
        # The Warden annotates the corpse; the note surfaces in the .core
        # file a future run will read.
        enc_name = self.content.encounters.get(enc_id, {}).get("name", enc_id)
        self.legacy["crashes"][-1]["note"] = await self._author(
            moments.crash_note(enc_name, turn),
            fallback="cause of death: optimism, untreated.",
        )
        self.shards.add(
            f'their last words on record: "{legacy_store.clean_statement(statement)}"',
            {"player", "record"},
        )

    async def _aftermath_win(self, run: RunState, run_plays: Counter) -> None:
        """The victory lap: walk the Warden's quarters, then smuggle one
        process out. The ledger remembers; the machine adjusts."""
        played = [(cid, n) for cid, n in run_plays.most_common() if cid != "bit"]
        most_played = next((cid for cid, _ in played if cid in self.content.pool), None)
        diary_password = self.rng.choice(PASSWORDS)
        legacy_store.record_win(
            self.legacy, most_played=most_played, diary_password=diary_password
        )
        # Tonight's diary entry is about THIS run — written before the
        # quarters are built, so the player reads it minutes after earning it.
        entry = await self._author(
            moments.diary_entry(run.cycles),
            fallback="a drifter escaped tonight. the audit will correct it.",
        )
        diary = self.legacy.setdefault("diary", [])
        diary.append(legacy_store.clean_statement(entry))
        self.legacy["diary"] = diary[-5:]
        vfs = warden_quarters(self.legacy, diary_password)
        deck_names = [c.name for c in run.deck]
        await self.push_screen_wait(
            ShellScreen(Shell(vfs), [], deck_names, motd=ROOT_MOTD,
                        presence=self.presence)
        )
        unique = list({c.id: c for c in run.deck}.values())[:6]
        pick = await self.push_screen_wait(CardChoiceScreen(
            unique,
            progress=f"cycles {run.cycles}",
            line="One process leaves with you. It will be missed. It will be looked for.",
        ))
        self.legacy["contraband"] = pick.id
        # _lobby decides what's next: the menu again, or exit in test mode.


MIRROR_CONSENT = """\
SCRYPT can mirror a shallow snapshot of your real home directory into its
sandbox, so what the Warden threatens feels like yours. The snapshot is:
  - read-only against your machine (the game NEVER touches real files)
  - capped (depth 3, 250 entries, text files under 8KB)
  - filtered (no dotfiles, keys, tokens, .ssh, .config, or binaries' contents)
Everything 'deleted' in the game is a copy living in memory.

Mirror your home directory? [y/N] """


def main() -> None:
    import argparse

    parser = argparse.ArgumentParser(prog="scrypt", description="The Warden is waiting.")
    parser.add_argument("--mirror", action="store_true",
                        help="offer to mirror your real home dir into the sandbox (asks first)")
    parser.add_argument("--seed", type=int, default=None, help="seed the run")
    args = parser.parse_args()

    use_mirror = False
    if args.mirror:
        use_mirror = input(MIRROR_CONSENT).strip().lower() in ("y", "yes")
    ScryptApp(seed=args.seed, use_mirror=use_mirror).run()


if __name__ == "__main__":
    main()