godseed / web /mock /feed.js
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Town Mode: close town view by default, build_district + place_road, bank/market/house, grow-one-town steering, behold-the-world reveal, tamed needle
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// GODSEED β€” scripted mock event feed (?mock=1). One full wish performed live
// on a loop: reading tokens β†’ tool_calls β†’ world_deltas β†’ granted. The world
// resets between loops so the same wish lands on the same world every time
// (the renderer is a pure function of the feature list β€” this is the proof).
//
// The looping wish is a TOWN-GROWTH wish so the live demo exercises the v1.2
// Town Mode end-to-end: a fresh district + a market-square pair of civic
// buildings, a paved road threaded back to the old square, and lantern-carts
// running the new street at dusk β€” all rising BESIDE the existing town near
// the heart at (14,38), never alone in the wilderness. This is the SimCity
// unlock on display: one wish, a whole new block.
export const FEED_WISH = {
trace: {
wish_id: "w_000007",
text: "grow the town β€” a new quarter east of the square, a market and an inn, a road back to it, and carts at dusk",
moderation: { allowed: true, category: null },
reading:
"Grow it, then β€” not scatter it. The town already keeps its lights near the square; " +
"this new quarter rises just east of it, a market to trade in and an inn to keep one " +
"window warm, a road laid back to the old heart so no house stands alone, and " +
"lantern-carts to run the new street home at dusk.",
turns: [
{
thought: "A new quarter, dense, just east of the square β€” beside the old town, not apart from it.",
call: { tool: "build_district", args: { lat: 15, lon: 43, radius_deg: 6, density: 0.8, hue: 35 } },
observation: "ok: a district rises near (15,43)",
},
{
thought: "A market at the new quarter's heart, to give it a reason to gather.",
call: { tool: "place_structure", args: { lat: 15, lon: 43, kind: "market", scale: 1.1, hue: 30 } },
observation: "ok: market placed at (15,43)",
},
{
thought: "An inn beside it β€” one warm window against the coming dark.",
call: { tool: "place_structure", args: { lat: 16, lon: 44, kind: "cafe", scale: 1.0, hue: 34 } },
observation: "ok: cafe placed at (16,44)",
},
{
thought: "A road back to the old square, so the two quarters are one town.",
call: { tool: "place_road", args: { path: [[14, 38], [15, 41], [15, 43]] } },
observation: "ok: a road laid through 3 points",
},
{
thought: "Now the lantern-carts, gliding the new street home at dusk.",
call: { tool: "spawn_life", args: { lat: 15, lon: 42, radius_deg: 7, kind: "carts", count: 8, hue: 42 } },
observation: "ok: 8 carts stirring at (15,42)",
},
{ thought: "A town is only small lights agreeing to stay near each other.", call: null, observation: "" },
],
epitaph: "A new quarter joins the square β€” market, inn, and a road between them; the carts run it home at dusk.",
feature_ids: ["f_000028", "f_000029", "f_000030", "f_000031", "f_000032"],
model: "nemotron-3-nano (mock)",
backend: "mock",
ms_total: 54120,
},
features: [
{ id: "f_000028", wish_id: "w_000007", tool: "build_district", args: { lat: 15, lon: 43, radius_deg: 6, density: 0.8, hue: 35 }, seed: 8311893, t: 1718200700.0 },
{ id: "f_000029", wish_id: "w_000007", tool: "place_structure", args: { lat: 15, lon: 43, kind: "market", scale: 1.1, hue: 30 }, seed: 2004477123, t: 1718200703.0 },
{ id: "f_000030", wish_id: "w_000007", tool: "place_structure", args: { lat: 16, lon: 44, kind: "cafe", scale: 1.0, hue: 34 }, seed: 1852880249, t: 1718200706.0 },
{ id: "f_000031", wish_id: "w_000007", tool: "place_road", args: { path: [[14, 38], [15, 41], [15, 43]] }, seed: 427263471, t: 1718200709.0 },
{ id: "f_000032", wish_id: "w_000007", tool: "spawn_life", args: { lat: 15, lon: 42, radius_deg: 7, kind: "carts", count: 8, hue: 42 }, seed: 118689868, t: 1718200712.0 },
],
};