"""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()