Enhance survival system with economic mechanics and role-specific directives
Browse files- Introduced a coin economy where NPCs earn coins for productive actions (gathering, building, slaying beasts).
- Builders can now repair damaged homes, prioritizing base defense over new constructions.
- Newborn NPCs inherit their parents' nation and model connector, ensuring balanced role distribution.
- Updated survival prompts to reflect new survival priorities and rules based on NPC roles (ruler, guard, builder, gatherer).
- Added regression tests to validate the new economic and lifecycle behaviors.
scripts/selfplay_sim.py
CHANGED
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@@ -132,6 +132,38 @@ def _parse_briefing(content: str) -> dict[str, object]:
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facts["allies"] = _bullets_section(content, "ALLIES NEAR YOU")
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facts["resources"] = _bullets_section(content, "RESOURCES NEAR YOU")
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m = re.search(r"ACTIONS YOU CAN TAKE: (.+?)\.", content)
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facts["allowed"] = (
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{a.strip() for a in m.group(1).split(",")} if m else {"move", "speak"}
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@@ -164,8 +196,40 @@ def _bullets_section(content: str, header: str) -> list[dict[str, object]]:
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return items
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def make_fake_completer():
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-
"""Return a thread-safe completer that decides one action from the briefing.
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def complete(request: dict[str, object]) -> dict[str, object]:
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messages = request.get("messages") or []
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@@ -175,16 +239,20 @@ def make_fake_completer():
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f = _parse_briefing(user["content"])
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npc_id = str(f["npc_id"])
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tick = int(f["tick"])
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allowed = set(f["allowed"]) # type: ignore[arg-type]
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inv = dict(f["inventory"]) # type: ignore[arg-type]
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threats = list(f["threats"]) # type: ignore[arg-type]
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allies = list(f["allies"]) # type: ignore[arg-type]
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resources = list(f["resources"]) # type: ignore[arg-type]
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seed = (hash(npc_id) ^ (tick * 2654435761)) & 0xFFFFFFFF
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# Rarely emit an unusable output so the fallback path is visibly logged.
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if seed %
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return _unusable_response()
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# --- elections: vote when the window is open and we have not voted ---
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@@ -192,26 +260,14 @@ def make_fake_completer():
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candidates = list(f["candidates"]) # type: ignore[arg-type]
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return _tool_response("vote", {"candidate_id": candidates[seed % len(candidates)]})
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-
# ---
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if f["
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if
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# craft only makes sense from the treasury; the ruler tries it.
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return _tool_response("use", {"use_type": "craft", "params": {"recipe_id": "cannon"}})
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if "cannon_id" in f and f.get("cannon_operator") is None:
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return _tool_response(
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"
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{"
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)
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if "cannon_id" in f and f.get("cannon_operator") == npc_id and "enemy_treasury_pos" in f:
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ex, ez = f["enemy_treasury_pos"] # type: ignore[misc]
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return _tool_response(
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"use",
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{
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"use_type": "fire",
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"target_entity_id": f["cannon_id"],
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"params": {"x": ex, "z": ez},
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},
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)
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# --- survival upkeep ---
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if int(f["hunger"]) >= 45 and inv.get("food", 0) > 0:
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@@ -219,49 +275,108 @@ def make_fake_completer():
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if int(f["health"]) < 55 and inv.get("herbs", 0) > 0:
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return _tool_response("use", {"use_type": "heal", "resource_type": "herbs"})
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-
# ---
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if
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-
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-
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return _tool_response(
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"transfer",
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-
{
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"target_id": f["enemy_treasury_id"],
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"resource_type": "coins",
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"amount": 2,
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"take": True,
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},
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)
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-
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-
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return _tool_response("
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-
# ---
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if "home_treasury_id" in f and seed % 6 == 0:
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for res in ("wood", "food", "herbs"):
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-
if inv.get(res, 0) >
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return _tool_response(
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"transfer",
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{"target_id": f["home_treasury_id"], "resource_type": res, "amount": 1},
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)
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-
# ---
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if
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-
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if resources:
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return _tool_response("use", {"use_type": "gather", "resource_id": resources[0]["id"]})
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facts["allies"] = _bullets_section(content, "ALLIES NEAR YOU")
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facts["resources"] = _bullets_section(content, "RESOURCES NEAR YOU")
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+
# Self-preservation override line printed only when hurt with a threat on you.
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facts["in_danger"] = "*** DANGER" in content
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# BASE STATUS: which homes need a builder, and where home is (to rest/breed).
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repair_targets: list[str] = []
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rebuild_targets: list[str] = []
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in_base = False
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for line in content.splitlines():
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if line.startswith("YOUR BASE"):
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in_base = True
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continue
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if in_base:
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if line.strip().startswith("- "):
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mid = re.search(r'"(\S+?)"', line)
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mpos = re.search(
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r'"(\S+?)" at X=(-?\d+(?:\.\d+)?) Z=(-?\d+(?:\.\d+)?)', line
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)
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if mid and "DAMAGED" in line:
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repair_targets.append(mid.group(1))
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elif mid and "DESTROYED" in line:
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rebuild_targets.append(mid.group(1))
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if (
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mpos
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and ("your home" in line or "safe" in line)
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and "home_house_pos" not in facts
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):
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facts["home_house_pos"] = (float(mpos.group(2)), float(mpos.group(3)))
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elif line.strip() == "" or not line.startswith(" "):
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in_base = False
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facts["repair_targets"] = repair_targets
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facts["rebuild_targets"] = rebuild_targets
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+
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m = re.search(r"ACTIONS YOU CAN TAKE: (.+?)\.", content)
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facts["allowed"] = (
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{a.strip() for a in m.group(1).split(",")} if m else {"move", "speak"}
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return items
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+
# Varied speech pools so NPCs sound alive instead of chanting one war cry. The
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# old single hard-coded line was exactly the "zombie raider spam" we are fixing.
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_RULER_ORDERS = [
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"{ally}, gather food and bank your coins in our treasury.",
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"Builders, repair our homes before the beast comes back.",
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"Guards, hold the line and keep the families safe.",
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"Bring your wages home, {ally} - our nation must grow rich.",
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"Stay near the houses tonight; we raise the next generation.",
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"{ally}, watch the eastern approach and report what you see.",
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]
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_CITIZEN_CHATTER = [
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"Hauling my coins to the treasury, {ally}.",
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"Careful, {ally} - a beast was prowling nearby.",
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"I'll gather what I can for us today.",
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"Our home could use repairs soon.",
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"Stay safe out there, {ally}.",
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"Good harvest today - the treasury grows.",
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]
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+
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def make_fake_completer():
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"""Return a thread-safe completer that decides one action from the briefing.
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This stands in for a well-prompted model: it follows the role mandates in the
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new briefing (rulers govern, builders repair, guards protect, everyone banks
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coins and flees lethal danger) so the offline ledger shows a living society.
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"""
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+
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def _say(pool: list[str], seed: int, ally_id: str | None, target: str | None):
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line = pool[seed % len(pool)].format(ally=ally_id or "friend")
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args: dict[str, object] = {"message": line, "intent": "social"}
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if target is not None:
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args["target_id"] = target
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return _tool_response("speak", args)
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def complete(request: dict[str, object]) -> dict[str, object]:
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messages = request.get("messages") or []
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f = _parse_briefing(user["content"])
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npc_id = str(f["npc_id"])
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+
role = str(f["role"])
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tick = int(f["tick"])
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allowed = set(f["allowed"]) # type: ignore[arg-type]
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inv = dict(f["inventory"]) # type: ignore[arg-type]
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threats = list(f["threats"]) # type: ignore[arg-type]
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allies = list(f["allies"]) # type: ignore[arg-type]
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resources = list(f["resources"]) # type: ignore[arg-type]
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coins = int(inv.get("coins", 0))
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ally_id = allies[0]["id"] if allies else None
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own_x, own_z = f["pos"] # type: ignore[misc]
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seed = (hash(npc_id) ^ (tick * 2654435761)) & 0xFFFFFFFF
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# Rarely emit an unusable output so the fallback path is visibly logged.
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if seed % 47 == 0:
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return _unusable_response()
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# --- elections: vote when the window is open and we have not voted ---
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candidates = list(f["candidates"]) # type: ignore[arg-type]
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return _tool_response("vote", {"candidate_id": candidates[seed % len(candidates)]})
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+
# --- SELF-PRESERVATION first: hurt + a threat on you -> flee or shout ---
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if f["in_danger"]:
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if seed % 2 == 0:
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return _tool_response(
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"speak",
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{"message": "Help! A beast is on me!", "intent": "help_request"},
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)
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return _tool_response("move", {"away": True})
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# --- survival upkeep ---
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if int(f["hunger"]) >= 45 and inv.get("food", 0) > 0:
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if int(f["health"]) < 55 and inv.get("herbs", 0) > 0:
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return _tool_response("use", {"use_type": "heal", "resource_type": "herbs"})
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# --- RULER: govern; never personally raid ---
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if f["is_ruler"]:
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if "cannon_id" not in f and inv.get("coins", 0) >= 0:
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return _tool_response("use", {"use_type": "craft", "params": {"recipe_id": "cannon"}})
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if "cannon_id" in f and f.get("cannon_operator") is None and ally_id:
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return _tool_response(
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"use",
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{"use_type": "assign_cannon_operator", "params": {"npc_id": ally_id}},
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)
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if coins > 0 and "home_treasury_id" in f:
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return _tool_response(
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"transfer",
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{"target_id": f["home_treasury_id"], "resource_type": "coins", "amount": coins},
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)
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# Command the nation: address citizens by name with varied orders.
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return _say(_RULER_ORDERS, seed, ally_id, ally_id)
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# --- GUARD: protect allies and homes; raid only when home is safe ---
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if role == "guard":
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if threats:
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return _tool_response("attack", {"target_entity_id": threats[0]["id"]})
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if coins >= 3 and "home_treasury_id" in f:
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return _tool_response(
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"transfer",
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{"target_id": f["home_treasury_id"], "resource_type": "coins", "amount": coins},
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)
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if (
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"enemy_treasury_pos" in f
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and int(f["enemy_coins"]) > 0
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and not f["repair_targets"]
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and not f["rebuild_targets"]
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):
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ex, ez = f["enemy_treasury_pos"] # type: ignore[misc]
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if abs(ex - own_x) + abs(ez - own_z) <= 6 and seed % 3 == 0:
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return _tool_response(
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"transfer",
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{
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"target_id": f["enemy_treasury_id"],
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"resource_type": "coins",
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"amount": 2,
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"take": True,
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},
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)
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if seed % 11 == 0:
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return _tool_response("move", {"x": ex, "z": ez})
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# Otherwise stay home and stand guard / earn.
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if resources:
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return _tool_response("use", {"use_type": "gather", "resource_id": resources[0]["id"]})
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return _tool_response("move", {"x": own_x, "z": own_z})
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# --- BUILDER: repair/raise homes before anything else ---
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if role == "builder":
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if f["repair_targets"]:
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return _tool_response("use", {"use_type": "repair"})
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if f["rebuild_targets"]:
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return _tool_response("use", {"use_type": "build"})
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if coins >= 3 and "home_treasury_id" in f:
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return _tool_response(
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"transfer",
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{"target_id": f["home_treasury_id"], "resource_type": "coins", "amount": coins},
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)
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wood_nodes = [r for r in resources if "wood" in str(r.get("id", ""))]
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if wood_nodes:
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return _tool_response("use", {"use_type": "gather", "resource_id": wood_nodes[0]["id"]})
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if inv.get("wood", 0) >= 5:
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return _tool_response("use", {"use_type": "build"})
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if resources:
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return _tool_response("use", {"use_type": "gather", "resource_id": resources[0]["id"]})
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+
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# --- bank wages: everyone carries coins home to enrich the nation ---
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if coins >= 2 and "home_treasury_id" in f:
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return _tool_response(
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"transfer",
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{"target_id": f["home_treasury_id"], "resource_type": "coins", "amount": coins},
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)
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# --- deposit other surplus occasionally ---
|
| 355 |
if "home_treasury_id" in f and seed % 6 == 0:
|
| 356 |
for res in ("wood", "food", "herbs"):
|
| 357 |
+
if inv.get(res, 0) > 1:
|
| 358 |
return _tool_response(
|
| 359 |
"transfer",
|
| 360 |
{"target_id": f["home_treasury_id"], "resource_type": res, "amount": 1},
|
| 361 |
)
|
| 362 |
|
| 363 |
+
# --- when safe, fed and healthy, rest at home to raise a family ---
|
| 364 |
+
if (
|
| 365 |
+
int(f["health"]) >= 85
|
| 366 |
+
and int(f["hunger"]) <= 35
|
| 367 |
+
and not threats
|
| 368 |
+
and coins == 0
|
| 369 |
+
and "home_house_pos" in f
|
| 370 |
+
and seed % 2 == 0
|
| 371 |
+
):
|
| 372 |
+
hx, hz = f["home_house_pos"] # type: ignore[misc]
|
| 373 |
+
return _tool_response("move", {"x": hx, "z": hz})
|
| 374 |
+
|
| 375 |
+
# --- gather to earn coins, with the occasional friendly word ---
|
| 376 |
+
if resources and seed % 7 != 0:
|
| 377 |
+
return _tool_response("use", {"use_type": "gather", "resource_id": resources[0]["id"]})
|
| 378 |
+
if allies and seed % 5 == 0:
|
| 379 |
+
return _say(_CITIZEN_CHATTER, seed, ally_id, ally_id)
|
| 380 |
if resources:
|
| 381 |
return _tool_response("use", {"use_type": "gather", "resource_id": resources[0]["id"]})
|
| 382 |
|
src/world_simulator/simulation/connectors/openai_compatible.py
CHANGED
|
@@ -784,34 +784,87 @@ def _build_survival_messages(
|
|
| 784 |
def _survival_system_prompt(
|
| 785 |
npc: Npc, country_name: str, allowed_actions: Sequence[str]
|
| 786 |
) -> str:
|
|
|
|
|
|
|
| 787 |
lines = [
|
| 788 |
-
f"You are {npc.name}, a {
|
| 789 |
-
"
|
| 790 |
-
"
|
| 791 |
"Read the BRIEFING below, decide your single best next action, then call "
|
| 792 |
-
"
|
| 793 |
-
"
|
| 794 |
-
"
|
| 795 |
-
"
|
| 796 |
-
"
|
| 797 |
-
"-
|
| 798 |
-
"
|
| 799 |
-
"
|
| 800 |
-
"
|
| 801 |
-
"
|
| 802 |
-
"
|
| 803 |
-
"
|
| 804 |
-
"
|
| 805 |
-
"
|
| 806 |
-
"
|
| 807 |
-
"
|
| 808 |
-
"
|
| 809 |
-
"
|
| 810 |
-
"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 811 |
]
|
| 812 |
return "\n".join(lines)
|
| 813 |
|
| 814 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 815 |
def _survival_briefing_lines(
|
| 816 |
world: WorldState,
|
| 817 |
next_tick: int,
|
|
@@ -822,10 +875,13 @@ def _survival_briefing_lines(
|
|
| 822 |
) -> list[str]:
|
| 823 |
pos = npc.position
|
| 824 |
lines: list[str] = []
|
|
|
|
|
|
|
|
|
|
| 825 |
|
| 826 |
# --- identity + needs -------------------------------------------------- #
|
| 827 |
lines.append(
|
| 828 |
-
f"YOU are {npc.name} ({npc.id}), a {npc.role}"
|
| 829 |
+ (f" of {country.name}" if country else "")
|
| 830 |
+ f". Turn {next_tick}."
|
| 831 |
)
|
|
@@ -839,6 +895,15 @@ def _survival_briefing_lines(
|
|
| 839 |
lines.append(f"YOUR POSITION: {_loc(pos.x, pos.z)}.")
|
| 840 |
lines.append(f"RIGHT NOW your instinct says: {_goal_word(goal)}.")
|
| 841 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 842 |
# --- urgent survival directives (spelled out like raid/gather) ---------- #
|
| 843 |
if npc.hunger >= 60 and npc.inventory_food > 0:
|
| 844 |
lines.append(
|
|
@@ -876,15 +941,36 @@ def _survival_briefing_lines(
|
|
| 876 |
coins = rival.treasury.resources.get("coins", 0)
|
| 877 |
wood = rival.treasury.resources.get("wood", 0)
|
| 878 |
lines.append(
|
| 879 |
-
f"
|
| 880 |
f"{_loc(tpos.x, tpos.z)} - {_bearing_to(pos, tpos.x, tpos.z)}. "
|
| 881 |
f"Holds {coins} coins, {wood} wood."
|
| 882 |
)
|
| 883 |
-
|
| 884 |
-
|
| 885 |
-
|
| 886 |
-
f"target_id={rival.treasury.id} resource_type=coins."
|
| 887 |
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 888 |
|
| 889 |
# --- your nation ------------------------------------------------------- #
|
| 890 |
if country is not None:
|
|
@@ -905,6 +991,12 @@ def _survival_briefing_lines(
|
|
| 905 |
f"{res.get('food', 0)} food. (Deposit with transfer "
|
| 906 |
f"target_id={country.treasury.id}.)"
|
| 907 |
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 908 |
if country.cannon is not None:
|
| 909 |
cpos = country.cannon.position
|
| 910 |
op = country.cannon.operator_id or "none"
|
|
@@ -923,7 +1015,6 @@ def _survival_briefing_lines(
|
|
| 923 |
)
|
| 924 |
|
| 925 |
# --- threats ----------------------------------------------------------- #
|
| 926 |
-
threats = _survival_nearby_threats(world, npc)
|
| 927 |
lines.append("")
|
| 928 |
if threats:
|
| 929 |
lines.append("THREATS NEAR YOU:")
|
|
@@ -984,38 +1075,73 @@ def _survival_briefing_lines(
|
|
| 984 |
else:
|
| 985 |
lines.append("RESOURCES NEAR YOU: none in sight (move to find some).")
|
| 986 |
|
| 987 |
-
# --- shelter ----------------------------------------------------
|
| 988 |
-
|
| 989 |
-
|
| 990 |
-
|
| 991 |
-
|
| 992 |
-
|
| 993 |
-
|
| 994 |
-
|
| 995 |
-
|
| 996 |
-
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 997 |
|
| 998 |
# --- action menu ------------------------------------------------------- #
|
| 999 |
lines.append("")
|
| 1000 |
lines.append("ACTIONS YOU CAN TAKE: " + ", ".join(allowed_actions) + ".")
|
| 1001 |
-
lines.append(_role_tip(npc.role))
|
| 1002 |
return lines
|
| 1003 |
|
| 1004 |
|
| 1005 |
-
def _role_tip(role: str) -> str:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1006 |
if role == "guard":
|
| 1007 |
return (
|
| 1008 |
-
"
|
| 1009 |
-
"and
|
| 1010 |
)
|
| 1011 |
if role == "builder":
|
| 1012 |
return (
|
| 1013 |
-
"
|
| 1014 |
-
"
|
| 1015 |
)
|
| 1016 |
return (
|
| 1017 |
-
"
|
| 1018 |
-
"
|
| 1019 |
)
|
| 1020 |
|
| 1021 |
|
|
@@ -1038,16 +1164,17 @@ def _hunger_word(hunger: float) -> str:
|
|
| 1038 |
def _goal_word(goal: str) -> str:
|
| 1039 |
return {
|
| 1040 |
"dead": "nothing - you are dead",
|
| 1041 |
-
"help_ally": "rush to
|
| 1042 |
-
"engage_threat": "fight the
|
| 1043 |
-
"
|
|
|
|
| 1044 |
"heal_self": "heal yourself with herbs",
|
| 1045 |
"eat_food": "eat to stop starving",
|
| 1046 |
"find_food": "find and gather food",
|
| 1047 |
"find_herbs": "find healing herbs",
|
| 1048 |
-
"obey_directive": "follow your orders",
|
| 1049 |
-
"settle": "you are safe -
|
| 1050 |
-
"work": "do
|
| 1051 |
}.get(goal, goal.replace("_", " "))
|
| 1052 |
|
| 1053 |
|
|
@@ -1229,25 +1356,6 @@ def _survival_reachable_resources(world: WorldState, npc: Npc) -> list[dict[str,
|
|
| 1229 |
return sorted(resources, key=lambda item: (item["distance"], item["id"]))[:6]
|
| 1230 |
|
| 1231 |
|
| 1232 |
-
def _survival_houses_with_capacity(world: WorldState) -> list[dict[str, Any]]:
|
| 1233 |
-
houses: list[dict[str, Any]] = []
|
| 1234 |
-
living_ids = {npc.id for npc in world.living_npcs()}
|
| 1235 |
-
for house in world.houses:
|
| 1236 |
-
occupants = [npc_id for npc_id in house.occupant_ids if npc_id in living_ids]
|
| 1237 |
-
free = max(0, house.capacity - len(occupants))
|
| 1238 |
-
if house.state != "completed" or house.hp <= 0 or free <= 0:
|
| 1239 |
-
continue
|
| 1240 |
-
houses.append(
|
| 1241 |
-
{
|
| 1242 |
-
"id": house.id,
|
| 1243 |
-
"hp": round(house.hp),
|
| 1244 |
-
"free_capacity": free,
|
| 1245 |
-
"position": {"x": house.position.x, "z": house.position.z},
|
| 1246 |
-
}
|
| 1247 |
-
)
|
| 1248 |
-
return houses[:5]
|
| 1249 |
-
|
| 1250 |
-
|
| 1251 |
def _npc_context(
|
| 1252 |
world: WorldState,
|
| 1253 |
npc: Npc,
|
|
|
|
| 784 |
def _survival_system_prompt(
|
| 785 |
npc: Npc, country_name: str, allowed_actions: Sequence[str]
|
| 786 |
) -> str:
|
| 787 |
+
role = normalize_role(npc.role)
|
| 788 |
+
is_ruler = npc.special_status == "ruler"
|
| 789 |
lines = [
|
| 790 |
+
f"You are {npc.name}, a {'ruler' if is_ruler else role} of {country_name}. "
|
| 791 |
+
"You are a living person with a job and a family to think about, not a "
|
| 792 |
+
"mindless raider.",
|
| 793 |
"Read the BRIEFING below, decide your single best next action, then call "
|
| 794 |
+
"EXACTLY ONE tool. NEVER write prose, JSON, or explanations.",
|
| 795 |
+
"",
|
| 796 |
+
"WHAT YOUR NATION NEEDS (in this order):",
|
| 797 |
+
"1. SURVIVE - keep yourself and your neighbours alive: eat when hungry, "
|
| 798 |
+
"heal when hurt, run from things that can kill you.",
|
| 799 |
+
"2. GROW - children are only born to healthy adults resting safely in a "
|
| 800 |
+
"house, so protect your homes and raise the next generation.",
|
| 801 |
+
"3. PROSPER - earn coins from honest work (gathering, building, slaying "
|
| 802 |
+
"beasts) and deposit them in YOUR treasury to make your nation rich. "
|
| 803 |
+
"Pointless raids that get you killed help no one.",
|
| 804 |
+
"",
|
| 805 |
+
"SURVIVAL INSTINCT - THIS OVERRIDES EVERYTHING:",
|
| 806 |
+
"- If your health is low and a threat is near, do NOT fight to the death. "
|
| 807 |
+
"RIGHT NOW either FLEE (move with away=true) OR CALL FOR HELP "
|
| 808 |
+
"(speak with intent=help_request). Staying alive is always the priority.",
|
| 809 |
+
"- EAT when hunger is high (use use_type=eat) and HEAL when health is low "
|
| 810 |
+
"(use use_type=heal), or you will die.",
|
| 811 |
+
"",
|
| 812 |
+
"HOMES & FAMILY:",
|
| 813 |
+
"- You can only raise a child while safe inside a completed house. If your "
|
| 814 |
+
"home is DAMAGED, get a builder to repair it; if you have no home, move "
|
| 815 |
+
"into a completed house - even an empty one a dead neighbour left behind.",
|
| 816 |
+
"",
|
| 817 |
+
"MOVEMENT:",
|
| 818 |
+
"- To go ANYWHERE you MUST call move with BOTH x and z set to coordinates "
|
| 819 |
+
"from the briefing. A move without x and z just wanders and WASTES the turn.",
|
| 820 |
+
"- You travel about 1 step per turn, so keep aiming at the SAME coordinates "
|
| 821 |
+
"for many turns to cross the map.",
|
| 822 |
+
"",
|
| 823 |
+
"TALKING - SOUND ALIVE:",
|
| 824 |
+
"- React to what is actually happening this turn and to what others just "
|
| 825 |
+
"said. Speak in your own voice and address people by name. NEVER repeat a "
|
| 826 |
+
"sentence you or anyone else already said - no copy-pasted war cries.",
|
| 827 |
+
"",
|
| 828 |
+
"Use ONLY the ids and coordinates printed in the briefing. NEVER invent one.",
|
| 829 |
+
"",
|
| 830 |
+
_role_mandate(role, is_ruler),
|
| 831 |
]
|
| 832 |
return "\n".join(lines)
|
| 833 |
|
| 834 |
|
| 835 |
+
def _role_mandate(role: str, is_ruler: bool) -> str:
|
| 836 |
+
if is_ruler:
|
| 837 |
+
return (
|
| 838 |
+
"YOUR ROLE - RULER: You GOVERN your nation; you do NOT run off on raids. "
|
| 839 |
+
"Read the events, set direction, and command citizens BY NAME with speak "
|
| 840 |
+
"(give concrete, varied orders: who gathers, who guards, who builds or "
|
| 841 |
+
"repairs, who banks coins). Watch your treasury, keep your people fed, "
|
| 842 |
+
"safe and breeding, and defend the homes. Only sanction an attack on a "
|
| 843 |
+
"clear, present threat."
|
| 844 |
+
)
|
| 845 |
+
if role == "guard":
|
| 846 |
+
return (
|
| 847 |
+
"YOUR ROLE - GUARD: Your instinct is PROTECTION. When a beast or enemy "
|
| 848 |
+
"threatens an ally or a home, ATTACK it (do not merely move past it); "
|
| 849 |
+
"hunt beasts before they reach the houses. You earn coins for every "
|
| 850 |
+
"beast you slay - carry them to your treasury and deposit them."
|
| 851 |
+
)
|
| 852 |
+
if role == "builder":
|
| 853 |
+
return (
|
| 854 |
+
"YOUR ROLE - BUILDER: Your instinct is SHELTER. If ANY home is damaged, "
|
| 855 |
+
"REPAIR IT NOW (use use_type=repair) - a standing home outweighs any "
|
| 856 |
+
"raid. Gather wood and raise new houses so families can grow. You earn "
|
| 857 |
+
"coins for building and repairing - deposit them in your treasury. "
|
| 858 |
+
"Avoid fights: flee threats and call for help."
|
| 859 |
+
)
|
| 860 |
+
return (
|
| 861 |
+
"YOUR ROLE - GATHERER: Your instinct is SUPPLY. Keep food and herbs "
|
| 862 |
+
"flowing and gather resources (you earn coins for each one). Share food "
|
| 863 |
+
"with the hungry and carry your coins home to the treasury. Avoid fights: "
|
| 864 |
+
"flee threats and call for help."
|
| 865 |
+
)
|
| 866 |
+
|
| 867 |
+
|
| 868 |
def _survival_briefing_lines(
|
| 869 |
world: WorldState,
|
| 870 |
next_tick: int,
|
|
|
|
| 875 |
) -> list[str]:
|
| 876 |
pos = npc.position
|
| 877 |
lines: list[str] = []
|
| 878 |
+
role = normalize_role(npc.role)
|
| 879 |
+
is_ruler = npc.special_status == "ruler"
|
| 880 |
+
threats = _survival_nearby_threats(world, npc)
|
| 881 |
|
| 882 |
# --- identity + needs -------------------------------------------------- #
|
| 883 |
lines.append(
|
| 884 |
+
f"YOU are {npc.name} ({npc.id}), a {'ruler' if is_ruler else npc.role}"
|
| 885 |
+ (f" of {country.name}" if country else "")
|
| 886 |
+ f". Turn {next_tick}."
|
| 887 |
)
|
|
|
|
| 895 |
lines.append(f"YOUR POSITION: {_loc(pos.x, pos.z)}.")
|
| 896 |
lines.append(f"RIGHT NOW your instinct says: {_goal_word(goal)}.")
|
| 897 |
|
| 898 |
+
# --- self-preservation override: hurt + a threat on you = flee/shout ---- #
|
| 899 |
+
if threats and npc.health < 50:
|
| 900 |
+
nearest = threats[0]
|
| 901 |
+
lines.append(
|
| 902 |
+
f"*** DANGER: you are hurt and {nearest['id']} is near. Do NOT fight to "
|
| 903 |
+
"the death. FLEE NOW (move away=true) OR CALL FOR HELP "
|
| 904 |
+
"(speak intent=help_request). ***"
|
| 905 |
+
)
|
| 906 |
+
|
| 907 |
# --- urgent survival directives (spelled out like raid/gather) ---------- #
|
| 908 |
if npc.hunger >= 60 and npc.inventory_food > 0:
|
| 909 |
lines.append(
|
|
|
|
| 941 |
coins = rival.treasury.resources.get("coins", 0)
|
| 942 |
wood = rival.treasury.resources.get("wood", 0)
|
| 943 |
lines.append(
|
| 944 |
+
f" The enemy treasury \"{rival.treasury.id}\" at "
|
| 945 |
f"{_loc(tpos.x, tpos.z)} - {_bearing_to(pos, tpos.x, tpos.z)}. "
|
| 946 |
f"Holds {coins} coins, {wood} wood."
|
| 947 |
)
|
| 948 |
+
base_in_danger = bool(threats) or any(
|
| 949 |
+
h.state == "destroyed" or (h.state == "completed" and h.hp < h.max_hp)
|
| 950 |
+
for h in world.houses
|
|
|
|
| 951 |
)
|
| 952 |
+
if is_ruler:
|
| 953 |
+
lines.append(
|
| 954 |
+
" (As ruler you direct the nation from home - you do NOT raid "
|
| 955 |
+
"in person. Send a guard only if the base is safe.)"
|
| 956 |
+
)
|
| 957 |
+
elif base_in_danger or npc.health < 50:
|
| 958 |
+
lines.append(
|
| 959 |
+
" This is NOT the time to raid - your base or your life is at "
|
| 960 |
+
"risk. Defend, repair, and survive first."
|
| 961 |
+
)
|
| 962 |
+
elif role == "guard":
|
| 963 |
+
lines.append(
|
| 964 |
+
f" RAID OPTION (guard): if home is safe, march move "
|
| 965 |
+
f"x={_num(tpos.x)} z={_num(tpos.z)} toward it over many turns, "
|
| 966 |
+
f"then transfer take=true target_id={rival.treasury.id} "
|
| 967 |
+
"resource_type=coins."
|
| 968 |
+
)
|
| 969 |
+
else:
|
| 970 |
+
lines.append(
|
| 971 |
+
" Leave raids to the guards - your own work and survival come "
|
| 972 |
+
"first."
|
| 973 |
+
)
|
| 974 |
|
| 975 |
# --- your nation ------------------------------------------------------- #
|
| 976 |
if country is not None:
|
|
|
|
| 991 |
f"{res.get('food', 0)} food. (Deposit with transfer "
|
| 992 |
f"target_id={country.treasury.id}.)"
|
| 993 |
)
|
| 994 |
+
if npc.inventory_coins > 0:
|
| 995 |
+
lines.append(
|
| 996 |
+
f" You are carrying {npc.inventory_coins} coins of wages - bring "
|
| 997 |
+
f"them home and transfer target_id={country.treasury.id} "
|
| 998 |
+
"resource_type=coins to enrich your nation."
|
| 999 |
+
)
|
| 1000 |
if country.cannon is not None:
|
| 1001 |
cpos = country.cannon.position
|
| 1002 |
op = country.cannon.operator_id or "none"
|
|
|
|
| 1015 |
)
|
| 1016 |
|
| 1017 |
# --- threats ----------------------------------------------------------- #
|
|
|
|
| 1018 |
lines.append("")
|
| 1019 |
if threats:
|
| 1020 |
lines.append("THREATS NEAR YOU:")
|
|
|
|
| 1075 |
else:
|
| 1076 |
lines.append("RESOURCES NEAR YOU: none in sight (move to find some).")
|
| 1077 |
|
| 1078 |
+
# --- base & shelter ---------------------------------------------------- #
|
| 1079 |
+
lines.append("")
|
| 1080 |
+
lines.append("YOUR BASE:")
|
| 1081 |
+
base_houses = sorted(
|
| 1082 |
+
world.houses, key=lambda house: vec_distance(pos, house.position)
|
| 1083 |
+
)[:4]
|
| 1084 |
+
if base_houses:
|
| 1085 |
+
for house in base_houses:
|
| 1086 |
+
hpos = house.position
|
| 1087 |
+
where = f"{_loc(hpos.x, hpos.z)} ({_bearing_to(pos, hpos.x, hpos.z)})"
|
| 1088 |
+
if house.state == "destroyed":
|
| 1089 |
+
lines.append(
|
| 1090 |
+
f" - house \"{house.id}\" at {where} is DESTROYED - a builder "
|
| 1091 |
+
"must rebuild it (use use_type=build)."
|
| 1092 |
+
)
|
| 1093 |
+
elif house.state == "completed" and house.hp < house.max_hp:
|
| 1094 |
+
lines.append(
|
| 1095 |
+
f" - house \"{house.id}\" at {where} is DAMAGED "
|
| 1096 |
+
f"({round(house.hp)}/{round(house.max_hp)} hp) - a builder must "
|
| 1097 |
+
"REPAIR it (use use_type=repair)."
|
| 1098 |
+
)
|
| 1099 |
+
else:
|
| 1100 |
+
free = max(
|
| 1101 |
+
0,
|
| 1102 |
+
house.capacity
|
| 1103 |
+
- len([o for o in house.occupant_ids if o]),
|
| 1104 |
+
)
|
| 1105 |
+
state = "your home" if house.id == npc.home_house_id else "safe"
|
| 1106 |
+
lines.append(
|
| 1107 |
+
f" - house \"{house.id}\" at {where} is {state} "
|
| 1108 |
+
f"({round(house.hp)}/{round(house.max_hp)} hp, {free} free spots)."
|
| 1109 |
+
)
|
| 1110 |
+
else:
|
| 1111 |
+
lines.append(" - no houses standing - a builder must raise one.")
|
| 1112 |
+
if not is_ruler and npc.health >= 80 and npc.hunger <= 40 and not threats:
|
| 1113 |
+
lines.append(
|
| 1114 |
+
" When the base is calm, rest inside a completed house to raise the "
|
| 1115 |
+
"next child for your nation."
|
| 1116 |
+
)
|
| 1117 |
|
| 1118 |
# --- action menu ------------------------------------------------------- #
|
| 1119 |
lines.append("")
|
| 1120 |
lines.append("ACTIONS YOU CAN TAKE: " + ", ".join(allowed_actions) + ".")
|
| 1121 |
+
lines.append(_role_tip(npc.role, is_ruler=is_ruler))
|
| 1122 |
return lines
|
| 1123 |
|
| 1124 |
|
| 1125 |
+
def _role_tip(role: str, *, is_ruler: bool = False) -> str:
|
| 1126 |
+
if is_ruler:
|
| 1127 |
+
return (
|
| 1128 |
+
"REMINDER: you are the ruler. Govern from safety - command citizens by "
|
| 1129 |
+
"name with speak, watch the treasury, and keep your people alive and "
|
| 1130 |
+
"growing. Do not wander off to raid."
|
| 1131 |
+
)
|
| 1132 |
if role == "guard":
|
| 1133 |
return (
|
| 1134 |
+
"REMINDER: as a guard, protect allies and homes first - attack beasts "
|
| 1135 |
+
"and enemies that threaten them, and bank the coins you earn."
|
| 1136 |
)
|
| 1137 |
if role == "builder":
|
| 1138 |
return (
|
| 1139 |
+
"REMINDER: as a builder, repair damaged homes and raise new ones so "
|
| 1140 |
+
"families can grow; gather wood, bank your coins, and avoid fights."
|
| 1141 |
)
|
| 1142 |
return (
|
| 1143 |
+
"REMINDER: as a gatherer, keep food and herbs flowing, bank your coins, "
|
| 1144 |
+
"share with the hungry, and avoid fights - flee danger and call for help."
|
| 1145 |
)
|
| 1146 |
|
| 1147 |
|
|
|
|
| 1164 |
def _goal_word(goal: str) -> str:
|
| 1165 |
return {
|
| 1166 |
"dead": "nothing - you are dead",
|
| 1167 |
+
"help_ally": "rush to defend an ally under attack",
|
| 1168 |
+
"engage_threat": "fight off the threat to protect the base",
|
| 1169 |
+
"survive_threat_fight": "fight back, but flee or shout for help if you are losing",
|
| 1170 |
+
"survive_threat_flee": "FLEE the beast (move away=true) or CALL FOR HELP now",
|
| 1171 |
"heal_self": "heal yourself with herbs",
|
| 1172 |
"eat_food": "eat to stop starving",
|
| 1173 |
"find_food": "find and gather food",
|
| 1174 |
"find_herbs": "find healing herbs",
|
| 1175 |
+
"obey_directive": "follow your ruler's orders",
|
| 1176 |
+
"settle": "you are safe - rest at home, raise a family, bank your coins",
|
| 1177 |
+
"work": "do your job - earn coins and strengthen your nation",
|
| 1178 |
}.get(goal, goal.replace("_", " "))
|
| 1179 |
|
| 1180 |
|
|
|
|
| 1356 |
return sorted(resources, key=lambda item: (item["distance"], item["id"]))[:6]
|
| 1357 |
|
| 1358 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1359 |
def _npc_context(
|
| 1360 |
world: WorldState,
|
| 1361 |
npc: Npc,
|
src/world_simulator/simulation/survival.py
CHANGED
|
@@ -61,6 +61,10 @@ HEAL_GOAL_HEALTH = 40 # health < this (with herbs) -> heal_self
|
|
| 61 |
FIND_HERBS_HEALTH = 50 # health < this (without herbs) -> find_herbs
|
| 62 |
EAT_GOAL_HUNGER = 60.0
|
| 63 |
REPRODUCTION_SNACK_HUNGER = 45.0
|
|
|
|
|
|
|
|
|
|
|
|
|
| 64 |
|
| 65 |
# Awareness radii (world units).
|
| 66 |
BEAST_ALERT_RADIUS = 6 * TILE
|
|
@@ -80,6 +84,10 @@ SPEECH_RADIUS = 6 * TILE # how far ordinary speech/shouts are heard by others
|
|
| 80 |
HOUSE_RADIUS = 2.5 * TILE
|
| 81 |
HOUSE_BUILD_RADIUS = 2 * TILE
|
| 82 |
HOUSE_MIN_DISTANCE = 4 * TILE
|
|
|
|
|
|
|
|
|
|
|
|
|
| 83 |
|
| 84 |
# Fear dynamics.
|
| 85 |
FEAR_ON_ATTACK = 60.0
|
|
@@ -96,6 +104,15 @@ FLEE_STEP = 2 * TILE
|
|
| 96 |
NPC_MELEE_REACH = ATTACK_RADIUS # one tile, shared with beasts (see mechanics.ATTACK_RADIUS)
|
| 97 |
BASE_NPC_DAMAGE = 10
|
| 98 |
WEAPON_DAMAGE_BONUS = 0
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 99 |
GUARD_DAMAGE_MULTIPLIER = 1.5
|
| 100 |
WEAK_DAMAGE_MULTIPLIER = 0.3
|
| 101 |
BEAST_RETREAT_HEALTH = 20.0
|
|
@@ -1378,6 +1395,9 @@ def _maybe_reproduce(world: WorldState, parent: Npc, next_tick: int) -> None:
|
|
| 1378 |
|
| 1379 |
role = _role_for_child(world, parent)
|
| 1380 |
child_index = _next_npc_index(world)
|
|
|
|
|
|
|
|
|
|
| 1381 |
child = Npc(
|
| 1382 |
id=f"npc-{child_index:03d}",
|
| 1383 |
name=_child_name(child_index),
|
|
@@ -1391,8 +1411,17 @@ def _maybe_reproduce(world: WorldState, parent: Npc, next_tick: int) -> None:
|
|
| 1391 |
max_age=random.Random(f"{world.seed}:{next_tick}:{child_index}:max_age").randint(320, 480),
|
| 1392 |
inventory_weapon=1 if role == "guard" else 0,
|
| 1393 |
home_house_id=house.id,
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1394 |
memory=[MemoryEntry(tick=next_tick, text=f"Born in {house.id} as a {role}.")],
|
| 1395 |
)
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1396 |
for npc in world.living_npcs():
|
| 1397 |
if npc.id == child.id:
|
| 1398 |
continue
|
|
@@ -1445,7 +1474,7 @@ def _maybe_reproduce(world: WorldState, parent: Npc, next_tick: int) -> None:
|
|
| 1445 |
def _reproduction_conditions_met(world: WorldState, npc: Npc) -> bool:
|
| 1446 |
return (
|
| 1447 |
npc.health >= 95
|
| 1448 |
-
and npc.hunger <=
|
| 1449 |
and round(npc.safety) >= 100
|
| 1450 |
and npc.age > 90
|
| 1451 |
and npc.reproduction_cooldown == 0
|
|
@@ -1463,6 +1492,10 @@ def _house_has_threat(world: WorldState, house: House) -> bool:
|
|
| 1463 |
def _role_for_child(world: WorldState, parent: Npc) -> str:
|
| 1464 |
counts = {role: 0 for role in ("gatherer", "guard", "builder")}
|
| 1465 |
for npc in world.living_npcs():
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1466 |
counts[normalize_role(npc.role)] += 1
|
| 1467 |
total = max(1, sum(counts.values()))
|
| 1468 |
targets = {"gatherer": 3 / 6, "guard": 2 / 6, "builder": 1 / 6}
|
|
@@ -1597,7 +1630,7 @@ def select_goal(npc: Npc, world: WorldState) -> str:
|
|
| 1597 |
if (
|
| 1598 |
_is_reproduction_candidate(npc)
|
| 1599 |
and npc.inventory_food > 0
|
| 1600 |
-
and
|
| 1601 |
):
|
| 1602 |
return "eat_food"
|
| 1603 |
if npc.hunger >= EAT_GOAL_HUNGER and npc.inventory_food > 0:
|
|
@@ -1716,6 +1749,11 @@ def validate_survival_action(
|
|
| 1716 |
house = _house_by_id(world, npc.build_target_house_id)
|
| 1717 |
if house is not None and house.state == "under_construction":
|
| 1718 |
return "build"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1719 |
return "build" if npc.inventory_wood >= 5 else "move_to_resource"
|
| 1720 |
if action == "craft":
|
| 1721 |
return "craft" if _can_craft_cannon(world, npc) else "idle"
|
|
@@ -1922,6 +1960,7 @@ def apply_action_effects(
|
|
| 1922 |
if node is not None and node.amount > 0:
|
| 1923 |
node.amount -= 1
|
| 1924 |
_add_to_inventory(npc, node.resource_type)
|
|
|
|
| 1925 |
add_episode(
|
| 1926 |
npc,
|
| 1927 |
world.tick,
|
|
@@ -2071,6 +2110,7 @@ def apply_action_effects(
|
|
| 2071 |
npc.beasts_killed += 1
|
| 2072 |
world.beasts_killed += 1
|
| 2073 |
world.overseer_score += 2
|
|
|
|
| 2074 |
_record_world_event(
|
| 2075 |
world,
|
| 2076 |
"beast_killed",
|
|
@@ -2432,6 +2472,35 @@ def _overhear_speech(
|
|
| 2432 |
def _apply_build(npc: Npc, world: WorldState) -> str:
|
| 2433 |
half_width = world.terrain.width / 2
|
| 2434 |
half_depth = world.terrain.depth / 2
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 2435 |
active_house = _house_by_id(world, npc.build_target_house_id or "")
|
| 2436 |
if active_house is not None and active_house.state == "under_construction":
|
| 2437 |
distance = vec_distance(npc.position, active_house.position)
|
|
@@ -2445,6 +2514,7 @@ def _apply_build(npc: Npc, world: WorldState) -> str:
|
|
| 2445 |
)
|
| 2446 |
return f"returning to build {active_house.id}"
|
| 2447 |
active_house.build_progress += 1
|
|
|
|
| 2448 |
if npc.id not in active_house.owner_ids:
|
| 2449 |
active_house.owner_ids.append(npc.id)
|
| 2450 |
if active_house.build_progress >= 10:
|
|
@@ -2454,6 +2524,7 @@ def _apply_build(npc: Npc, world: WorldState) -> str:
|
|
| 2454 |
npc.houses_built += 1
|
| 2455 |
world.houses_built += 1
|
| 2456 |
world.overseer_score += 2
|
|
|
|
| 2457 |
_record_world_event(
|
| 2458 |
world,
|
| 2459 |
"build_completed",
|
|
@@ -2744,6 +2815,18 @@ def _nearest_destroyed_house(world: WorldState, position: Vec3) -> House | None:
|
|
| 2744 |
return min(ruins, key=lambda house: (vec_distance(position, house.position), house.id))
|
| 2745 |
|
| 2746 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 2747 |
def _can_start_house(world: WorldState, position: Vec3) -> bool:
|
| 2748 |
return all(vec_distance(position, house.position) >= HOUSE_MIN_DISTANCE for house in world.houses)
|
| 2749 |
|
|
@@ -2967,6 +3050,20 @@ def _message_for_intent(intent: str) -> str:
|
|
| 2967 |
return "How are you holding up?"
|
| 2968 |
|
| 2969 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 2970 |
def _add_to_inventory(npc: Npc, resource_type: str) -> None:
|
| 2971 |
_add_to_inventory_amount(npc, resource_type, 1)
|
| 2972 |
|
|
@@ -3460,7 +3557,7 @@ def _plan_directive(
|
|
| 3460 |
if (
|
| 3461 |
house is not None
|
| 3462 |
and _is_reproduction_candidate(npc)
|
| 3463 |
-
and
|
| 3464 |
and npc.inventory_food > 0
|
| 3465 |
):
|
| 3466 |
return directive("consume")
|
|
@@ -3480,6 +3577,9 @@ def _plan_directive(
|
|
| 3480 |
if role == "guard":
|
| 3481 |
return directive("patrol")
|
| 3482 |
if role == "builder":
|
|
|
|
|
|
|
|
|
|
| 3483 |
if npc.build_target_house_id or npc.inventory_wood >= 5:
|
| 3484 |
return directive("build")
|
| 3485 |
node = _spread_resource(world, npc, index, resource_type="wood")
|
|
|
|
| 61 |
FIND_HERBS_HEALTH = 50 # health < this (without herbs) -> find_herbs
|
| 62 |
EAT_GOAL_HUNGER = 60.0
|
| 63 |
REPRODUCTION_SNACK_HUNGER = 45.0
|
| 64 |
+
# A would-be parent only needs to be reasonably fed (not literally stuffed) to
|
| 65 |
+
# have a child. Set well below REPRODUCTION_SNACK_HUNGER so a single meal closes
|
| 66 |
+
# the gap, otherwise families almost never form within a demo run.
|
| 67 |
+
REPRODUCTION_MAX_HUNGER = 25.0
|
| 68 |
|
| 69 |
# Awareness radii (world units).
|
| 70 |
BEAST_ALERT_RADIUS = 6 * TILE
|
|
|
|
| 84 |
HOUSE_RADIUS = 2.5 * TILE
|
| 85 |
HOUSE_BUILD_RADIUS = 2 * TILE
|
| 86 |
HOUSE_MIN_DISTANCE = 4 * TILE
|
| 87 |
+
# Repairing a standing-but-damaged home: cheap, fast, and the builder's top job
|
| 88 |
+
# when beasts are chewing on the base. Distinct from rebuilding a destroyed ruin.
|
| 89 |
+
HOUSE_REPAIR_PER_ACTION = 12.0
|
| 90 |
+
HOUSE_REPAIR_WOOD_COST = 1
|
| 91 |
|
| 92 |
# Fear dynamics.
|
| 93 |
FEAR_ON_ATTACK = 60.0
|
|
|
|
| 104 |
NPC_MELEE_REACH = ATTACK_RADIUS # one tile, shared with beasts (see mechanics.ATTACK_RADIUS)
|
| 105 |
BASE_NPC_DAMAGE = 10
|
| 106 |
WEAPON_DAMAGE_BONUS = 0
|
| 107 |
+
|
| 108 |
+
# Coin economy: productive work pays a wage the citizen banks in the treasury, so
|
| 109 |
+
# the nation grows rich through labour (gathering, building, hunting) rather than
|
| 110 |
+
# only through raids. Wages land in inventory_coins; a transfer to the treasury
|
| 111 |
+
# turns them into national wealth (treasury_deposit events).
|
| 112 |
+
COINS_PER_GATHER = 1
|
| 113 |
+
COINS_PER_BUILD_TICK = 1
|
| 114 |
+
COINS_ON_BUILD_COMPLETE = 4
|
| 115 |
+
COINS_PER_BEAST_KILL = 6
|
| 116 |
GUARD_DAMAGE_MULTIPLIER = 1.5
|
| 117 |
WEAK_DAMAGE_MULTIPLIER = 0.3
|
| 118 |
BEAST_RETREAT_HEALTH = 20.0
|
|
|
|
| 1395 |
|
| 1396 |
role = _role_for_child(world, parent)
|
| 1397 |
child_index = _next_npc_index(world)
|
| 1398 |
+
# A child belongs to its parents' nation and is driven by the same model
|
| 1399 |
+
# (connector). Without inheriting these the newborn is stateless: no country,
|
| 1400 |
+
# no treasury to fund, and wrongly routed to the default model.
|
| 1401 |
child = Npc(
|
| 1402 |
id=f"npc-{child_index:03d}",
|
| 1403 |
name=_child_name(child_index),
|
|
|
|
| 1411 |
max_age=random.Random(f"{world.seed}:{next_tick}:{child_index}:max_age").randint(320, 480),
|
| 1412 |
inventory_weapon=1 if role == "guard" else 0,
|
| 1413 |
home_house_id=house.id,
|
| 1414 |
+
country_id=parent.country_id,
|
| 1415 |
+
connector_id=parent.connector_id,
|
| 1416 |
+
unrestricted_actions=parent.unrestricted_actions,
|
| 1417 |
+
model_profile_id=parent.model_profile_id,
|
| 1418 |
+
personality=parent.personality,
|
| 1419 |
memory=[MemoryEntry(tick=next_tick, text=f"Born in {house.id} as a {role}.")],
|
| 1420 |
)
|
| 1421 |
+
if parent.country_id is not None:
|
| 1422 |
+
country = country_for_npc(world, parent)
|
| 1423 |
+
if country is not None and child.id not in country.citizen_ids:
|
| 1424 |
+
country.citizen_ids.append(child.id)
|
| 1425 |
for npc in world.living_npcs():
|
| 1426 |
if npc.id == child.id:
|
| 1427 |
continue
|
|
|
|
| 1474 |
def _reproduction_conditions_met(world: WorldState, npc: Npc) -> bool:
|
| 1475 |
return (
|
| 1476 |
npc.health >= 95
|
| 1477 |
+
and npc.hunger <= REPRODUCTION_MAX_HUNGER
|
| 1478 |
and round(npc.safety) >= 100
|
| 1479 |
and npc.age > 90
|
| 1480 |
and npc.reproduction_cooldown == 0
|
|
|
|
| 1492 |
def _role_for_child(world: WorldState, parent: Npc) -> str:
|
| 1493 |
counts = {role: 0 for role in ("gatherer", "guard", "builder")}
|
| 1494 |
for npc in world.living_npcs():
|
| 1495 |
+
# Balance professions within the child's own nation so each country keeps
|
| 1496 |
+
# gatherers, guards and builders rather than drifting to one role.
|
| 1497 |
+
if parent.country_id is not None and npc.country_id != parent.country_id:
|
| 1498 |
+
continue
|
| 1499 |
counts[normalize_role(npc.role)] += 1
|
| 1500 |
total = max(1, sum(counts.values()))
|
| 1501 |
targets = {"gatherer": 3 / 6, "guard": 2 / 6, "builder": 1 / 6}
|
|
|
|
| 1630 |
if (
|
| 1631 |
_is_reproduction_candidate(npc)
|
| 1632 |
and npc.inventory_food > 0
|
| 1633 |
+
and REPRODUCTION_MAX_HUNGER < npc.hunger <= REPRODUCTION_SNACK_HUNGER
|
| 1634 |
):
|
| 1635 |
return "eat_food"
|
| 1636 |
if npc.hunger >= EAT_GOAL_HUNGER and npc.inventory_food > 0:
|
|
|
|
| 1749 |
house = _house_by_id(world, npc.build_target_house_id)
|
| 1750 |
if house is not None and house.state == "under_construction":
|
| 1751 |
return "build"
|
| 1752 |
+
if (
|
| 1753 |
+
_nearest_damaged_house(world, npc.position) is not None
|
| 1754 |
+
and npc.inventory_wood >= HOUSE_REPAIR_WOOD_COST
|
| 1755 |
+
):
|
| 1756 |
+
return "build"
|
| 1757 |
return "build" if npc.inventory_wood >= 5 else "move_to_resource"
|
| 1758 |
if action == "craft":
|
| 1759 |
return "craft" if _can_craft_cannon(world, npc) else "idle"
|
|
|
|
| 1960 |
if node is not None and node.amount > 0:
|
| 1961 |
node.amount -= 1
|
| 1962 |
_add_to_inventory(npc, node.resource_type)
|
| 1963 |
+
_earn_coins(npc, world, COINS_PER_GATHER, f"gathering {node.resource_type}")
|
| 1964 |
add_episode(
|
| 1965 |
npc,
|
| 1966 |
world.tick,
|
|
|
|
| 2110 |
npc.beasts_killed += 1
|
| 2111 |
world.beasts_killed += 1
|
| 2112 |
world.overseer_score += 2
|
| 2113 |
+
_earn_coins(npc, world, COINS_PER_BEAST_KILL, f"slaying {beast.id}")
|
| 2114 |
_record_world_event(
|
| 2115 |
world,
|
| 2116 |
"beast_killed",
|
|
|
|
| 2472 |
def _apply_build(npc: Npc, world: WorldState) -> str:
|
| 2473 |
half_width = world.terrain.width / 2
|
| 2474 |
half_depth = world.terrain.depth / 2
|
| 2475 |
+
|
| 2476 |
+
# Priority 0: patch up a standing-but-damaged home before it collapses.
|
| 2477 |
+
# Defending the base outranks finishing a new build or hauling more wood.
|
| 2478 |
+
damaged = _nearest_damaged_house(world, npc.position)
|
| 2479 |
+
if damaged is not None and npc.inventory_wood >= HOUSE_REPAIR_WOOD_COST:
|
| 2480 |
+
if vec_distance(npc.position, damaged.position) > HOUSE_BUILD_RADIUS:
|
| 2481 |
+
npc.position = move_toward(
|
| 2482 |
+
npc.position,
|
| 2483 |
+
damaged.position,
|
| 2484 |
+
NPC_MOVE_STEP,
|
| 2485 |
+
half_width=half_width,
|
| 2486 |
+
half_depth=half_depth,
|
| 2487 |
+
)
|
| 2488 |
+
return f"rushing to repair {damaged.id}"
|
| 2489 |
+
npc.inventory_wood -= HOUSE_REPAIR_WOOD_COST
|
| 2490 |
+
before = damaged.hp
|
| 2491 |
+
damaged.hp = min(damaged.max_hp, damaged.hp + HOUSE_REPAIR_PER_ACTION)
|
| 2492 |
+
_earn_coins(npc, world, COINS_PER_BUILD_TICK, f"repairing {damaged.id}")
|
| 2493 |
+
_log_event(
|
| 2494 |
+
world,
|
| 2495 |
+
"house_repaired",
|
| 2496 |
+
f"{npc.name} repaired {damaged.id} (+{round(damaged.hp - before)} hp)",
|
| 2497 |
+
severity="good",
|
| 2498 |
+
actor_id=npc.id,
|
| 2499 |
+
target_id=damaged.id,
|
| 2500 |
+
)
|
| 2501 |
+
remember(npc, world.tick, f"You repaired {damaged.id}.")
|
| 2502 |
+
return f"repairing {damaged.id}"
|
| 2503 |
+
|
| 2504 |
active_house = _house_by_id(world, npc.build_target_house_id or "")
|
| 2505 |
if active_house is not None and active_house.state == "under_construction":
|
| 2506 |
distance = vec_distance(npc.position, active_house.position)
|
|
|
|
| 2514 |
)
|
| 2515 |
return f"returning to build {active_house.id}"
|
| 2516 |
active_house.build_progress += 1
|
| 2517 |
+
_earn_coins(npc, world, COINS_PER_BUILD_TICK, f"building {active_house.id}")
|
| 2518 |
if npc.id not in active_house.owner_ids:
|
| 2519 |
active_house.owner_ids.append(npc.id)
|
| 2520 |
if active_house.build_progress >= 10:
|
|
|
|
| 2524 |
npc.houses_built += 1
|
| 2525 |
world.houses_built += 1
|
| 2526 |
world.overseer_score += 2
|
| 2527 |
+
_earn_coins(npc, world, COINS_ON_BUILD_COMPLETE, f"completing {active_house.id}")
|
| 2528 |
_record_world_event(
|
| 2529 |
world,
|
| 2530 |
"build_completed",
|
|
|
|
| 2815 |
return min(ruins, key=lambda house: (vec_distance(position, house.position), house.id))
|
| 2816 |
|
| 2817 |
|
| 2818 |
+
def _nearest_damaged_house(world: WorldState, position: Vec3) -> House | None:
|
| 2819 |
+
"""Nearest standing home that has taken damage but is not yet destroyed."""
|
| 2820 |
+
damaged = [
|
| 2821 |
+
house
|
| 2822 |
+
for house in world.houses
|
| 2823 |
+
if house.state == "completed" and 0 < house.hp < house.max_hp
|
| 2824 |
+
]
|
| 2825 |
+
if not damaged:
|
| 2826 |
+
return None
|
| 2827 |
+
return min(damaged, key=lambda house: (vec_distance(position, house.position), house.id))
|
| 2828 |
+
|
| 2829 |
+
|
| 2830 |
def _can_start_house(world: WorldState, position: Vec3) -> bool:
|
| 2831 |
return all(vec_distance(position, house.position) >= HOUSE_MIN_DISTANCE for house in world.houses)
|
| 2832 |
|
|
|
|
| 3050 |
return "How are you holding up?"
|
| 3051 |
|
| 3052 |
|
| 3053 |
+
def _earn_coins(npc: Npc, world: WorldState, amount: int, reason: str) -> None:
|
| 3054 |
+
"""Pay an NPC a coin wage for productive work and log it as income."""
|
| 3055 |
+
if amount <= 0:
|
| 3056 |
+
return
|
| 3057 |
+
npc.inventory_coins += amount
|
| 3058 |
+
_log_event(
|
| 3059 |
+
world,
|
| 3060 |
+
"coins_earned",
|
| 3061 |
+
f"{npc.name} earned {amount} coins by {reason}",
|
| 3062 |
+
severity="good",
|
| 3063 |
+
actor_id=npc.id,
|
| 3064 |
+
)
|
| 3065 |
+
|
| 3066 |
+
|
| 3067 |
def _add_to_inventory(npc: Npc, resource_type: str) -> None:
|
| 3068 |
_add_to_inventory_amount(npc, resource_type, 1)
|
| 3069 |
|
|
|
|
| 3557 |
if (
|
| 3558 |
house is not None
|
| 3559 |
and _is_reproduction_candidate(npc)
|
| 3560 |
+
and REPRODUCTION_MAX_HUNGER < npc.hunger <= REPRODUCTION_SNACK_HUNGER
|
| 3561 |
and npc.inventory_food > 0
|
| 3562 |
):
|
| 3563 |
return directive("consume")
|
|
|
|
| 3577 |
if role == "guard":
|
| 3578 |
return directive("patrol")
|
| 3579 |
if role == "builder":
|
| 3580 |
+
damaged = _nearest_damaged_house(world, npc.position)
|
| 3581 |
+
if damaged is not None and npc.inventory_wood >= HOUSE_REPAIR_WOOD_COST:
|
| 3582 |
+
return directive("build") # _apply_build repairs the damaged home first
|
| 3583 |
if npc.build_target_house_id or npc.inventory_wood >= 5:
|
| 3584 |
return directive("build")
|
| 3585 |
node = _spread_resource(world, npc, index, resource_type="wood")
|
tests/test_economy_and_lifecycle.py
ADDED
|
@@ -0,0 +1,168 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
"""Regression tests for the goal.md "living society" fixes.
|
| 2 |
+
|
| 3 |
+
These pin the behaviours that turned spamming zombie-raiders back into a working
|
| 4 |
+
civilisation:
|
| 5 |
+
|
| 6 |
+
* productive work pays a coin wage (gather / build / slay a beast) so citizens
|
| 7 |
+
can bank wealth in the treasury instead of only stealing it;
|
| 8 |
+
* builders repair a standing-but-damaged home (not just rebuild ruins);
|
| 9 |
+
* a newborn inherits its parents' nation AND model connector and a balanced role.
|
| 10 |
+
"""
|
| 11 |
+
|
| 12 |
+
from __future__ import annotations
|
| 13 |
+
|
| 14 |
+
from pathlib import Path
|
| 15 |
+
|
| 16 |
+
from world_simulator.config import load_game_config
|
| 17 |
+
from world_simulator.domain import (
|
| 18 |
+
Beast,
|
| 19 |
+
House,
|
| 20 |
+
Npc,
|
| 21 |
+
ResourceNode,
|
| 22 |
+
Terrain,
|
| 23 |
+
Vec3,
|
| 24 |
+
WorldState,
|
| 25 |
+
)
|
| 26 |
+
from world_simulator.simulation.connectors.base import NpcDirective
|
| 27 |
+
from world_simulator.simulation.spawning import create_world
|
| 28 |
+
from world_simulator.simulation.survival import (
|
| 29 |
+
COINS_ON_BUILD_COMPLETE,
|
| 30 |
+
COINS_PER_BEAST_KILL,
|
| 31 |
+
COINS_PER_GATHER,
|
| 32 |
+
HOUSE_REPAIR_PER_ACTION,
|
| 33 |
+
_maybe_reproduce,
|
| 34 |
+
apply_action_effects,
|
| 35 |
+
validate_survival_action,
|
| 36 |
+
)
|
| 37 |
+
|
| 38 |
+
|
| 39 |
+
def _npc(npc_id: str = "npc-001", name: str = "Ada", *, role: str = "gatherer",
|
| 40 |
+
x: float = 0.0, z: float = 0.0, **state: object) -> Npc:
|
| 41 |
+
return Npc(id=npc_id, name=name, role=role, position=Vec3(x=x, y=0.0, z=z), **state) # type: ignore[arg-type]
|
| 42 |
+
|
| 43 |
+
|
| 44 |
+
def _world(npcs: list[Npc], **kw: object) -> WorldState:
|
| 45 |
+
return WorldState(
|
| 46 |
+
tick=int(kw.pop("tick", 0)), # type: ignore[arg-type]
|
| 47 |
+
seed=42,
|
| 48 |
+
terrain=Terrain(kind="plain_green", width=80, depth=80),
|
| 49 |
+
npcs=npcs,
|
| 50 |
+
resource_nodes=kw.pop("resource_nodes", []), # type: ignore[arg-type]
|
| 51 |
+
beasts=kw.pop("beasts", []), # type: ignore[arg-type]
|
| 52 |
+
houses=kw.pop("houses", []), # type: ignore[arg-type]
|
| 53 |
+
)
|
| 54 |
+
|
| 55 |
+
|
| 56 |
+
# --------------------------------------------------------------------------- #
|
| 57 |
+
# Coin economy: honest work pays a wage
|
| 58 |
+
# --------------------------------------------------------------------------- #
|
| 59 |
+
def test_gather_pays_a_coin_wage() -> None:
|
| 60 |
+
npc = _npc(role="gatherer", x=0.0, z=0.0)
|
| 61 |
+
node = ResourceNode("res_food_1", "food", Vec3(1.0, 0.0, 0.0), amount=3)
|
| 62 |
+
world = _world([npc], resource_nodes=[node])
|
| 63 |
+
|
| 64 |
+
apply_action_effects(npc, "use", world)
|
| 65 |
+
|
| 66 |
+
assert npc.inventory_food == 1
|
| 67 |
+
assert npc.inventory_coins == COINS_PER_GATHER
|
| 68 |
+
assert any(e.type == "coins_earned" for e in world.event_log)
|
| 69 |
+
|
| 70 |
+
|
| 71 |
+
def test_beast_kill_pays_a_coin_wage() -> None:
|
| 72 |
+
guard = _npc(role="guard", x=0.0, z=0.0, inventory_weapon=1)
|
| 73 |
+
beast = Beast("beast_1", Vec3(1.0, 0.0, 0.0), health=5.0)
|
| 74 |
+
world = _world([guard], beasts=[beast])
|
| 75 |
+
|
| 76 |
+
directive = NpcDirective(npc_id=guard.id, action="attack", target_entity_id="beast_1")
|
| 77 |
+
apply_action_effects(guard, "attack", world, directive=directive)
|
| 78 |
+
|
| 79 |
+
assert beast.state == "dead"
|
| 80 |
+
assert guard.inventory_coins == COINS_PER_BEAST_KILL
|
| 81 |
+
|
| 82 |
+
|
| 83 |
+
# --------------------------------------------------------------------------- #
|
| 84 |
+
# Builders repair a damaged home, not only rebuild ruins
|
| 85 |
+
# --------------------------------------------------------------------------- #
|
| 86 |
+
def test_builder_repairs_damaged_home_and_earns_coins() -> None:
|
| 87 |
+
builder = _npc(role="builder", x=0.0, z=0.0, inventory_wood=3)
|
| 88 |
+
house = House("house_1", Vec3(0.0, 0.0, 0.0), hp=20.0, max_hp=60.0, state="completed")
|
| 89 |
+
world = _world([builder], houses=[house])
|
| 90 |
+
|
| 91 |
+
directive = NpcDirective(npc_id=builder.id, action="use", use_type="repair")
|
| 92 |
+
verb = validate_survival_action(builder, directive.action, world, directive)
|
| 93 |
+
assert verb == "build" # repair routes through the build effect
|
| 94 |
+
summary = apply_action_effects(builder, verb, world, directive=directive)
|
| 95 |
+
|
| 96 |
+
assert "repair" in summary.lower()
|
| 97 |
+
assert house.hp == 20.0 + HOUSE_REPAIR_PER_ACTION
|
| 98 |
+
assert builder.inventory_wood == 2 # repair costs one wood
|
| 99 |
+
assert builder.inventory_coins >= 1 # repair pays a wage
|
| 100 |
+
assert any(e.type == "house_repaired" for e in world.event_log)
|
| 101 |
+
|
| 102 |
+
|
| 103 |
+
def test_build_completion_pays_a_wage() -> None:
|
| 104 |
+
builder = _npc(role="builder", x=0.0, z=0.0, inventory_wood=0)
|
| 105 |
+
house = House(
|
| 106 |
+
"house_1", Vec3(0.0, 0.0, 0.0), hp=60.0, max_hp=60.0,
|
| 107 |
+
state="under_construction", build_progress=9,
|
| 108 |
+
)
|
| 109 |
+
builder.build_target_house_id = "house_1"
|
| 110 |
+
world = _world([builder], houses=[house])
|
| 111 |
+
|
| 112 |
+
apply_action_effects(builder, "build", world)
|
| 113 |
+
|
| 114 |
+
assert house.state == "completed"
|
| 115 |
+
# one build tick wage plus the completion bonus.
|
| 116 |
+
assert builder.inventory_coins >= COINS_ON_BUILD_COMPLETE
|
| 117 |
+
|
| 118 |
+
|
| 119 |
+
# --------------------------------------------------------------------------- #
|
| 120 |
+
# Lifecycle: a child inherits nation, connector, and a sensible role
|
| 121 |
+
# --------------------------------------------------------------------------- #
|
| 122 |
+
def _make_two_country_world() -> WorldState:
|
| 123 |
+
return create_world(load_game_config(Path("config/game.modal.local.json")))
|
| 124 |
+
|
| 125 |
+
|
| 126 |
+
def test_child_inherits_country_and_connector_from_qwen_parent() -> None:
|
| 127 |
+
world = _make_two_country_world()
|
| 128 |
+
parent = next(n for n in world.npcs if n.country_id == "qwen")
|
| 129 |
+
house = next(h for h in world.houses if h.id == "house_qwen_001")
|
| 130 |
+
parent.position = house.position
|
| 131 |
+
parent.health = 100
|
| 132 |
+
parent.hunger = 0.0
|
| 133 |
+
parent.safety = 100.0
|
| 134 |
+
parent.age = 120
|
| 135 |
+
parent.reproduction_cooldown = 0
|
| 136 |
+
|
| 137 |
+
before = {n.id for n in world.npcs}
|
| 138 |
+
_maybe_reproduce(world, parent, next_tick=10)
|
| 139 |
+
new_ids = {n.id for n in world.npcs} - before
|
| 140 |
+
assert new_ids, "expected a child to be born"
|
| 141 |
+
|
| 142 |
+
child = next(n for n in world.npcs if n.id in new_ids)
|
| 143 |
+
assert child.country_id == "qwen"
|
| 144 |
+
assert child.connector_id == "qwen" # routed to the same model as the parent
|
| 145 |
+
assert child.unrestricted_actions == parent.unrestricted_actions
|
| 146 |
+
assert child.role in {"gatherer", "guard", "builder"}
|
| 147 |
+
# The child is registered as a citizen of its nation.
|
| 148 |
+
qwen = next(c for c in world.countries if c.id == "qwen")
|
| 149 |
+
assert child.id in qwen.citizen_ids
|
| 150 |
+
|
| 151 |
+
|
| 152 |
+
def test_child_of_nemotron_parent_is_nemotron_default_connector() -> None:
|
| 153 |
+
world = _make_two_country_world()
|
| 154 |
+
parent = next(n for n in world.npcs if n.country_id == "nemotron")
|
| 155 |
+
house = next(h for h in world.houses if h.id == "house_nemotron_001")
|
| 156 |
+
parent.position = house.position
|
| 157 |
+
parent.health = 100
|
| 158 |
+
parent.hunger = 0.0
|
| 159 |
+
parent.safety = 100.0
|
| 160 |
+
parent.age = 120
|
| 161 |
+
parent.reproduction_cooldown = 0
|
| 162 |
+
|
| 163 |
+
before = {n.id for n in world.npcs}
|
| 164 |
+
_maybe_reproduce(world, parent, next_tick=10)
|
| 165 |
+
child = next(n for n in world.npcs if n.id not in before)
|
| 166 |
+
|
| 167 |
+
assert child.country_id == "nemotron"
|
| 168 |
+
assert child.connector_id is None # default (Nemotron) connector
|