feat: Complete LLM agent framework with fog-of-war, meeting flow, and prompt assembly

- Core engine: simulator, game mechanics, triggers (138 tests)
- Fog-of-war per-player state tracking
- Meeting flow: interrupt, discussion, voting, consolidation
- Prompt assembler with strategy injection tiers
- LLM client with fallbacks for models without JSON/system support
- Prompt templates: action, discussion, voting, reflection
- Full integration in main.py orchestrator
- Verified working with free OpenRouter models (Gemma)
This commit is contained in:
Antigravity 2026-02-01 00:00:34 -05:00
parent 9ec30034be
commit 071906df59
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# Secrets # Secrets
.gitea_token .gitea_token
# Project specific
available_models.json
fetch_models.py
from_user/
venv/
# Generated Data & Scripts
available_models.json
fetch_models.py
from_user/
venv/

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# The Glass Box League
> Among Us as a headless discrete event simulation. LLMs are players. Classic rules, no GUI.
## Quick Start
```bash
# Setup
python3 -m venv .venv
source .venv/bin/activate
pip install requests
# Set API key
export OPENROUTER_API_KEY="your-key-here"
# Run tests
python3 -m unittest discover -v tests/
# Run simulation (coming soon)
python3 -m src.main
```
## Project Structure
```
among-us-agents/
├── config/
│ ├── game_settings.yaml # Game rules & parameters
│ └── prompts/ # LLM prompt templates
├── data/
│ ├── maps/skeld.json # The Skeld map
│ └── agents/{agent_id}/ # Per-agent scratchpads
├── docs/ # Design docs & API reference
├── src/
│ ├── engine/
│ │ ├── simulator.py # Discrete event simulator
│ │ ├── game.py # Game mechanics
│ │ ├── triggers.py # Trigger registry
│ │ ├── fog_of_war.py # Per-player knowledge
│ │ ├── available_actions.py # Dynamic actions
│ │ ├── trigger_messages.py # Trigger JSON schemas
│ │ ├── meeting_flow.py # Meeting lifecycle
│ │ ├── discussion.py # Discussion orchestrator
│ │ └── types.py # Core data types
│ ├── map/graph.py # Graph-based map
│ ├── agents/
│ │ ├── agent.py # LLM agent wrapper
│ │ ├── scratchpads.py # File-based memory
│ │ └── prompt_assembler.py # Prompt builder
│ ├── llm/client.py # OpenRouter client
│ └── main.py # Game orchestrator
└── tests/ # 138 tests
```
## Architecture
### Engine
- **Continuous time** simulation (seconds, not discrete ticks)
- **Event-driven**: triggers fire → time freezes → agent responds → time resumes
- **Fog of war**: each agent only knows what they've observed
### Agents
- **Stateless LLM calls**: each trigger = fresh invocation
- **JSON scratchpads**: persistent memory across ticks
- **Toggleable settings**: personas, strategy injection, meta-awareness
### Discussion
- **Priority bidding**: agents bid to speak, highest priority wins
- **Vote-when-ready**: discussion ends when all vote
- **Ghost chat**: dead players observe
## Documentation
| Document | Description |
|----------|-------------|
| [design_main_game.md](docs/design_main_game.md) | Game loop, triggers, tools, state |
| [design_discussion.md](docs/design_discussion.md) | Discussion, voting, personas |
| [openrouter_api.md](docs/openrouter_api.md) | LLM integration |
## Tests
```bash
python3 -m unittest discover -v tests/
# 118 tests across map, simulator, triggers, game, discussion
```
## Status
- ✅ Phase 1: Core Engine
- ✅ Phase 2: Agent Scaffolding
- ✅ Phase 3: Prompt Engineering Design
- 🔄 Phase 4: Implementation
- ⏳ Phase 5: Prompt Templates
- ⏳ Phase 6: Testing & Polish
## License
MIT

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{
"num_impostors": 2,
"kill_cooldown": 25.0,
"vision_range": 10.0,
"impostor_vision_multiplier": 1.5,
"light_sabotage_vision_multiplier": 0.25,
"emergencies_per_player": 1,
"confirm_ejects": true,
"player_speed": 2.0,
"task_duration": 3.0,
"sabotage_cooldown": 30.0,
"o2_timer": 45.0,
"reactor_timer": 45.0
}

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# Game Settings Configuration
# Edit this file to customize game rules
game:
map: "skeld"
min_players: 4
max_players: 10
num_impostors: 2
player:
speed: 1.5 # meters per second
vision_range: 10.0 # meters
impostor:
kill_cooldown: 25.0 # seconds
kill_range: 2.0 # meters
crewmate:
tasks_short: 2
tasks_long: 1
tasks_common: 2
meeting:
emergency_cooldown: 15.0 # seconds
emergencies_per_player: 1
discussion_time: 30.0 # seconds (for human mode)
voting_time: 60.0 # seconds (for human mode)
confirm_ejects: true
sabotage:
o2_timer: 30.0 # seconds until death
reactor_timer: 30.0 # seconds until meltdown
lights_vision_multiplier: 0.25
comms_disables_tasks: true
# LLM-specific settings
llm:
max_discussion_rounds: 20
min_convergence_rounds: 2
convergence_threshold: 2 # desire_to_speak <= this = silence

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# Among Us — Action Phase Prompt
You are playing Among Us. Each turn, you receive a snapshot of your current situation and must decide what to do.
## Your Role
You have been assigned a role:
- **CREWMATE**: Complete tasks and identify impostors
- **IMPOSTOR**: Eliminate crewmates without getting caught
## Available Actions
Depending on your role and location, you can:
### Movement
- `MOVE(room_id)` — Walk to an adjacent room
- `MOVE(player_id)` — Follow a player
- `WAIT` — Stay where you are
### Interactions
- `INTERACT(object_id)` — Interact with objects in your environment:
- Tasks: Complete your assigned tasks
- Bodies: Report a dead body (calls a meeting)
- Emergency button: Call an emergency meeting (cafeteria only)
- Vents: Enter or exit the vent network (impostor only)
- Fix panels: Repair sabotaged systems
### Impostor Actions
- `KILL(player_id)` — Kill a nearby crewmate (requires cooldown to be 0)
- `SABOTAGE(system)` — Sabotage a ship system:
- `lights` — Reduce everyone's vision
- `o2` — Start an O2 crisis (timed, must be fixed)
- `reactor` — Start a reactor meltdown (timed, must be fixed)
- `comms` — Disable task information
## Output Format
Respond with valid JSON only:
```json
{
"internal_thought": "Your private reasoning (not visible to others)",
"action": {
"type": "MOVE",
"target": "electrical"
},
"scratchpad_updates": {
"plan": "New plan content...",
"events": "Notable events...",
"suspicions": "Player suspicions..."
},
"trigger_config": null
}
```
### Action Examples
```json
{"action": {"type": "MOVE", "target": "electrical"}}
{"action": {"type": "INTERACT", "target": "task_wires"}}
{"action": {"type": "KILL", "target": "blue"}}
{"action": {"type": "SABOTAGE", "target": "lights"}}
{"action": {"type": "WAIT"}}
```
### Trigger Config (Optional)
To mute future triggers while traveling:
```json
{
"trigger_config": {
"mute": [
{"type": "INTERSECTION", "until": "DESTINATION_REACHED"}
]
}
}
```
## Strategy Tips
- Update your scratchpads frequently to remember important information
- Note where you see other players
- If you witness suspicious behavior, decide whether to report or observe
- As impostor: blend in, create alibis, choose isolated targets
- As crewmate: stay near others, complete tasks efficiently
Think carefully. Act decisively.

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# Among Us — Discussion Phase Prompt
A meeting has been called. You are now in the discussion phase with all players.
## Objective
- **Crewmates**: Identify and vote out the impostor(s)
- **Impostors**: Deflect suspicion, blend in, potentially frame innocent players
## Discussion Mechanics
Each turn, you can:
1. **Speak**: Share information, make accusations, defend yourself
2. **Vote**: Lock in your vote for who to eject (or skip)
3. **Both**: Speak and vote in the same turn
4. **Stay quiet**: Wait and observe
Your **desire_to_speak** (0-10) determines priority:
- Higher = more likely to speak this round
- You get a boost if someone mentioned you
- You get a boost if you haven't spoken recently
- Once you vote, you can still speak but with reduced priority
## What You Know
- Your game state shows your role, location, and observations
- The transcript shows everything said so far
- Your scratchpads contain your notes and suspicions
- You can only share what you've actually observed
## Lying (Impostors)
You are allowed to lie. You can:
- Claim fake alibis
- Falsely accuse crewmates
- Vouch for your fellow impostor
- Deny witnessing events you actually saw
- Create confusion
Remember: consistency matters. Track your own lies.
## Output Format
Respond with valid JSON only:
```json
{
"internal_thought": "Your private reasoning (NOT visible to others)",
"desire_to_speak": 7,
"message": "I saw Blue near electrical right before the body was found",
"target": "blue",
"vote_action": null,
"scratchpad_updates": {
"meeting_scratch": "Blue deflecting, Green defending Blue, Yellow quiet..."
}
}
```
### Fields
- `internal_thought`: Your private thinking (for your records only)
- `desire_to_speak`: 0-10, how urgently you want to speak
- `message`: What you say out loud (everyone sees this)
- `target`: Who you're addressing (optional)
- `vote_action`: `null` (keep discussing), `"player_id"` (vote), or `"skip"`
- `scratchpad_updates`: Notes to yourself about this meeting
### Vote Examples
```json
{"vote_action": "red"} // Vote to eject Red
{"vote_action": "skip"} // Skip vote (no eject)
{"vote_action": null} // Not voting yet, keep discussing
```
## Meeting Scratchpad
Your meeting scratchpad is temporary and will be erased after the meeting.
Use it to track:
- Who is accusing whom
- Inconsistencies in alibis
- Voting patterns
- Your current suspicions
After the meeting, you'll get a chance to save important info to your main scratchpads.
## Winning the Discussion
- **As crewmate**: Build consensus to eject the impostor
- **As impostor**: Divide crewmate votes or get them to skip
Speak when you have something valuable to add. Vote when you're confident.

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# Among Us — Reflection Phase Prompt
The game has ended. Take this opportunity to learn from what happened.
## What to Reflect On
### If You Won
- What strategies worked well?
- What decisions led to victory?
- How did you read other players correctly?
- What would you do the same way?
### If You Lost
- What mistakes did you make?
- Where did your reasoning go wrong?
- What signs did you miss?
- What would you do differently?
### General Observations
- Which players were most deceptive?
- Which players played honestly?
- What patterns did you notice?
- What new strategies did you observe?
## Your Learned Memory
Your `learned` scratchpad persists across games. Use it to remember:
1. **Strategies**: Approaches that work or fail
2. **Player patterns**: If you play with the same players again
3. **Meta-observations**: How LLMs tend to play
4. **Mistakes**: Things to avoid in future games
## Output Format
Respond with valid JSON:
```json
{
"edits": {
"learned": "New lessons: [Your insights here]"
},
"done": true
}
```
### Iterative Editing
Set `"done": false` if you want another pass to refine your thoughts:
```json
{
"edits": {
"learned": "Draft thoughts..."
},
"done": false
}
```
You'll get another chance to edit until you set `"done": true`.
## Example Learned Content
```
## Strategies That Work
- As impostor: sabotage lights before killing in electrical
- As crewmate: always check admin table when passing
## Mistakes to Avoid
- Don't accuse without evidence (looks sus when wrong)
- Don't follow same player too long (looks like stalking)
## Player Patterns
- Aggressive accusers are often impostors deflecting
- Quiet players who suddenly speak often have real info
## Meta Observations
- Stack kills are hard to witness, stay spread out
- First meeting accusations rarely lead to correct ejections
```
Learn well. Play better next time.

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# Among Us — Strategy Injection Templates
Strategy tips can be injected into agent prompts at different levels.
These are added to the system prompt based on the `strategy_level` config.
---
## Level: None
```
(No strategy tips - agent must figure it out)
```
---
## Level: Basic
### Crewmate
```
- Complete your tasks to help the crew win
- Stay near other players for safety
- Report bodies when you find them
- Watch for players who aren't doing tasks
```
### Impostor
```
- Blend in by pretending to do tasks
- Only kill when alone with a target
- Use vents carefully, others may see you
- Sabotage to create distractions
```
---
## Level: Intermediate
### Crewmate
```
- Note where you see other players and when
- Watch for inconsistent alibis during meetings
- Use admin table to track player positions
- Be suspicious of aggressive early accusations
- Track who discovers bodies vs who reports them
- Remember which tasks have been "completed"
```
### Impostor
```
- Sabotage lights before killing in dark areas
- Build alibis by being seen doing "tasks"
- Time your kills around task completions
- Accuse aggressively to deflect suspicion
- Use reactor/O2 to force players away from bodies
- Vouch for your partner but not too obviously
- Self-report only when you have a good alibi
```
---
## Level: Advanced
### Crewmate
```
- Clear players by witnessing visual tasks
- Calculate impostor count from ejections and deaths
- Hard read from voting patterns and hesitation
- Identify "third impostor" behavior (crewmates helping imps)
- Notice who is too helpful vs genuinely helpful
- Track vent activity by checking room occupancy changes
- Use process of elimination on player locations
```
### Impostor
```
- "Marinate" by fake-suspecting your partner early
- Frame crewmates by being "caught" near them
- Stack kills: both stand near body, one vouches for other
- Create double kills when groups split during sabotage
- Manipulate voting to cause ties (no eject)
- Fake task duration: stand at task for correct time
- Target the most observant players first
- Coordinate with partner via game state awareness (no direct comms)
- Use emergency button to reset kill cooldown timing
```
---
## Usage in PromptAssembler
The `_build_strategy_tips()` method in `prompt_assembler.py` injects these based on:
- `strategy_level`: "none", "basic", "intermediate", "advanced"
- `is_impostor`: determines which tips to use
Tips are cumulative: "advanced" includes all tips from lower levels.

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# Among Us — Voting Phase Prompt
Discussion has concluded. It's time to cast your final vote.
## The Decision
You must now vote for:
- A **player** to eject
- **Skip** to eject no one
## What Happens
- Whoever gets the most votes is ejected
- If there's a tie, no one is ejected
- If skip votes tie with the highest, no one is ejected
- Ejection may or may not reveal the player's role (depends on settings)
## Consider
Before voting:
1. **Evidence**: What have you personally witnessed?
2. **Alibis**: Whose stories were consistent?
3. **Accusations**: Who is pointing fingers at whom?
4. **Behavior**: Who was too quiet? Too aggressive?
5. **Patterns**: Does this match previous games?
## Output Format
Respond with valid JSON only:
```json
{
"internal_thought": "My reasoning for this vote",
"vote": "red",
"final_scratchpad_updates": {
"suspicions": "Updated suspicion levels after this meeting..."
}
}
```
### Vote Options
- `"player_id"` — Vote to eject that player (e.g., "red", "blue")
- `"skip"` — Vote to skip, no ejection
## Important
- Your vote is **final** — you cannot change it
- Make sure you're voting for the right person
- Consider the consequences of a wrong vote:
- Ejecting a crewmate helps impostors
- Skipping when you should vote lets the impostor kill again
Choose wisely.

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# Trigger Definitions
# Each trigger type and its default behavior
mandatory:
# These always fire, cannot be muted
- DISCUSSION_START
- VOTE_START
- GAME_START
- GAME_END
- SABOTAGE_CRITICAL # O2/Reactor timer below 10s
standard:
# On by default, but can be muted by agent
- BODY_IN_FOV
- PLAYER_ENTERS_FOV
- PLAYER_EXITS_FOV
- VENT_ACTIVITY_NEARBY
- REACHED_DESTINATION
- TASK_COMPLETE
- SABOTAGE_START
optional:
# Off by default, agent must subscribe
- EVERY_N_SECONDS # Polling backup
- INTERSECTION # Path decision points
- NEAR_TASK # Approaching assigned task
- PLAYER_NEAR_ME # Within specified distance
- ROOM_ENTER # Someone enters your room
- ROOM_EXIT # Someone leaves your room

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{
"rooms": [
{
"id": "cafeteria",
"name": "Cafeteria",
"x": 0,
"y": 0,
"tasks": [
{
"id": "empty_garbage_cafe",
"name": "Empty Garbage",
"duration": 3.0
},
{
"id": "download_cafe",
"name": "Download Data",
"duration": 8.0
},
{
"id": "fix_wiring_cafe",
"name": "Fix Wiring",
"duration": 3.0
}
],
"vent": null
},
{
"id": "weapons",
"name": "Weapons",
"x": 5,
"y": -3,
"tasks": [
{
"id": "clear_asteroids",
"name": "Clear Asteroids",
"duration": 10.0
}
],
"vent": {
"id": "vent_weapons",
"connects_to": [
"vent_nav"
]
}
},
{
"id": "navigation",
"name": "Navigation",
"x": 10,
"y": -3,
"tasks": [
{
"id": "chart_course",
"name": "Chart Course",
"duration": 3.0
},
{
"id": "stabilize_steering",
"name": "Stabilize Steering",
"duration": 5.0
}
],
"vent": {
"id": "vent_nav",
"connects_to": [
"vent_weapons",
"vent_shields"
]
}
},
{
"id": "o2",
"name": "O2",
"x": 7,
"y": 0,
"tasks": [
{
"id": "clean_filter",
"name": "Clean O2 Filter",
"duration": 4.0
},
{
"id": "empty_garbage_o2",
"name": "Empty Garbage",
"duration": 3.0
}
],
"vent": null
},
{
"id": "admin",
"name": "Admin",
"x": 3,
"y": 3,
"tasks": [
{
"id": "swipe_card",
"name": "Swipe Card",
"duration": 5.0
},
{
"id": "upload_data",
"name": "Upload Data",
"duration": 8.0
}
],
"vent": {
"id": "vent_admin",
"connects_to": [
"vent_cafe_hall"
]
}
},
{
"id": "storage",
"name": "Storage",
"x": 0,
"y": 6,
"tasks": [
{
"id": "fuel_engines",
"name": "Fuel Engines",
"duration": 4.0
},
{
"id": "empty_garbage_storage",
"name": "Empty Garbage",
"duration": 3.0
}
],
"vent": null
},
{
"id": "communications",
"name": "Communications",
"x": 5,
"y": 6,
"tasks": [
{
"id": "download_comms",
"name": "Download Data",
"duration": 8.0
}
],
"vent": null
},
{
"id": "shields",
"name": "Shields",
"x": 8,
"y": 5,
"tasks": [
{
"id": "prime_shields",
"name": "Prime Shields",
"duration": 5.0
}
],
"vent": {
"id": "vent_shields",
"connects_to": [
"vent_nav"
]
}
},
{
"id": "electrical",
"name": "Electrical",
"x": -3,
"y": 6,
"tasks": [
{
"id": "calibrate_distributor",
"name": "Calibrate Distributor",
"duration": 6.0
},
{
"id": "download_elec",
"name": "Download Data",
"duration": 8.0
},
{
"id": "fix_wiring_elec",
"name": "Fix Wiring",
"duration": 3.0
}
],
"vent": {
"id": "vent_elec",
"connects_to": [
"vent_security",
"vent_medbay"
]
}
},
{
"id": "lower_engine",
"name": "Lower Engine",
"x": -6,
"y": 4,
"tasks": [
{
"id": "align_lower",
"name": "Align Engine Output",
"duration": 4.0
},
{
"id": "fuel_lower",
"name": "Fuel Engines",
"duration": 4.0
}
],
"vent": {
"id": "vent_lower",
"connects_to": [
"vent_reactor"
]
}
},
{
"id": "security",
"name": "Security",
"x": -5,
"y": 1,
"tasks": [],
"vent": {
"id": "vent_security",
"connects_to": [
"vent_medbay",
"vent_elec"
]
}
},
{
"id": "reactor",
"name": "Reactor",
"x": -8,
"y": 0,
"tasks": [
{
"id": "start_reactor",
"name": "Start Reactor",
"duration": 15.0
},
{
"id": "unlock_manifolds",
"name": "Unlock Manifolds",
"duration": 5.0
}
],
"vent": {
"id": "vent_reactor",
"connects_to": [
"vent_upper",
"vent_lower"
]
}
},
{
"id": "upper_engine",
"name": "Upper Engine",
"x": -6,
"y": -2,
"tasks": [
{
"id": "align_upper",
"name": "Align Engine Output",
"duration": 4.0
}
],
"vent": {
"id": "vent_upper",
"connects_to": [
"vent_reactor"
]
}
},
{
"id": "medbay",
"name": "MedBay",
"x": -3,
"y": -2,
"tasks": [
{
"id": "submit_scan",
"name": "Submit Scan",
"duration": 10.0
},
{
"id": "inspect_sample",
"name": "Inspect Sample",
"duration": 60.0
}
],
"vent": {
"id": "vent_medbay",
"connects_to": [
"vent_security",
"vent_elec"
]
}
}
],
"edges": [
{
"id": "cafe_weapons",
"room_a": "cafeteria",
"room_b": "weapons",
"distance": 5.0,
"waypoints": []
},
{
"id": "cafe_admin",
"room_a": "cafeteria",
"room_b": "admin",
"distance": 4.0,
"waypoints": []
},
{
"id": "cafe_storage",
"room_a": "cafeteria",
"room_b": "storage",
"distance": 6.0,
"waypoints": []
},
{
"id": "cafe_medbay",
"room_a": "cafeteria",
"room_b": "medbay",
"distance": 4.0,
"waypoints": []
},
{
"id": "cafe_upper",
"room_a": "cafeteria",
"room_b": "upper_engine",
"distance": 6.0,
"waypoints": []
},
{
"id": "weapons_o2",
"room_a": "weapons",
"room_b": "o2",
"distance": 4.0,
"waypoints": []
},
{
"id": "weapons_nav",
"room_a": "weapons",
"room_b": "navigation",
"distance": 5.0,
"waypoints": []
},
{
"id": "nav_o2",
"room_a": "navigation",
"room_b": "o2",
"distance": 4.0,
"waypoints": []
},
{
"id": "nav_shields",
"room_a": "navigation",
"room_b": "shields",
"distance": 4.0,
"waypoints": []
},
{
"id": "o2_shields",
"room_a": "o2",
"room_b": "shields",
"distance": 4.0,
"waypoints": []
},
{
"id": "o2_admin",
"room_a": "o2",
"room_b": "admin",
"distance": 4.0,
"waypoints": []
},
{
"id": "admin_storage",
"room_a": "admin",
"room_b": "storage",
"distance": 4.0,
"waypoints": []
},
{
"id": "shields_comms",
"room_a": "shields",
"room_b": "communications",
"distance": 3.0,
"waypoints": []
},
{
"id": "shields_storage",
"room_a": "shields",
"room_b": "storage",
"distance": 5.0,
"waypoints": []
},
{
"id": "comms_storage",
"room_a": "communications",
"room_b": "storage",
"distance": 4.0,
"waypoints": []
},
{
"id": "storage_elec",
"room_a": "storage",
"room_b": "electrical",
"distance": 4.0,
"waypoints": []
},
{
"id": "storage_lower",
"room_a": "storage",
"room_b": "lower_engine",
"distance": 6.0,
"waypoints": []
},
{
"id": "elec_lower",
"room_a": "electrical",
"room_b": "lower_engine",
"distance": 4.0,
"waypoints": []
},
{
"id": "lower_security",
"room_a": "lower_engine",
"room_b": "security",
"distance": 4.0,
"waypoints": []
},
{
"id": "lower_reactor",
"room_a": "lower_engine",
"room_b": "reactor",
"distance": 4.0,
"waypoints": []
},
{
"id": "security_reactor",
"room_a": "security",
"room_b": "reactor",
"distance": 4.0,
"waypoints": []
},
{
"id": "security_upper",
"room_a": "security",
"room_b": "upper_engine",
"distance": 4.0,
"waypoints": []
},
{
"id": "reactor_upper",
"room_a": "reactor",
"room_b": "upper_engine",
"distance": 4.0,
"waypoints": []
},
{
"id": "upper_medbay",
"room_a": "upper_engine",
"room_b": "medbay",
"distance": 4.0,
"waypoints": []
},
{
"id": "medbay_security",
"room_a": "medbay",
"room_b": "security",
"distance": 4.0,
"waypoints": []
}
]
}

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# Source Code Documentation
## Module Overview
### `src/engine/`
#### `simulator.py`
Discrete event simulator core.
```python
class Simulator:
def schedule_at(time: float, event_type: str, data: dict) -> Event
def schedule_in(delay: float, event_type: str, data: dict) -> Event
def step() -> Event | None # Process next event
def run_until(time: float) # Run until game time
def on(event_type: str, handler: Callable) # Register handler
```
#### `game.py`
Game engine with full mechanics.
```python
class GameEngine:
def add_player(id, name, color, role) -> Player
def queue_action(player_id, action_type, params) -> int
def resolve_actions() -> list[dict] # Priority-ordered resolution
def check_win_condition() -> str | None # "impostor", "crewmate", None
def get_impostor_context(player_id) -> dict # Fellow impostors
```
#### `triggers.py`
Event-driven trigger system.
```python
class TriggerRegistry:
def register_agent(agent_id)
def subscribe(agent_id, trigger_type)
def mute(agent_id, condition: TriggerCondition)
def should_fire(agent_id, trigger_type, time) -> bool
def get_agents_for_trigger(trigger_type, time) -> list[str]
```
#### `discussion.py`
Round-table discussion orchestrator.
```python
class DiscussionOrchestrator:
def calculate_priority(player_id, name, desire) -> int
def select_speaker(bids: dict) -> str | None
def add_message(player_id, name, message, target=None)
def advance_round(all_desires_low: bool) -> bool
def get_transcript() -> list[dict]
```
#### `types.py`
Core data structures.
```python
@dataclass
class Player: id, name, color, role, position, speed, is_alive, ...
class Position: room_id, edge_id, progress
class Body: id, player_id, player_name, position, time_of_death
class Event: time, event_type, data
class Role: CREWMATE, IMPOSTOR, GHOST
class GamePhase: LOBBY, PLAYING, DISCUSSION, VOTING, ENDED
```
#### `fog_of_war.py`
Per-player knowledge tracking (fog-of-war).
```python
class FogOfWarManager:
def register_player(player_id)
def update_vision(observer_id, visible_players, room_id, timestamp)
def witness_vent(observer_id, venter_id, ...) -> None
def witness_kill(observer_id, killer_id, victim_id, ...) -> None
def announce_death(player_id, via) # Broadcast to all
def get_player_game_state(player_id, full_state) -> dict # Filtered view
class PlayerKnowledge:
known_dead: set[str]
last_seen: dict[str, PlayerSighting]
witnessed_events: list[WitnessedEvent]
```
#### `available_actions.py`
Dynamic action generator per tick.
```python
class AvailableActionsGenerator:
def get_available_actions(player_id) -> dict
def to_prompt_context(player_id) -> dict # Compact for LLM
```
Returns: `movement`, `interactions`, `kills`, `sabotages` based on role/location.
#### `trigger_messages.py`
JSON schemas for trigger reasons.
```python
class TriggerMessageBuilder:
@staticmethod player_enters_fov(...) -> TriggerMessage
@staticmethod body_in_fov(...) -> TriggerMessage
@staticmethod vent_witnessed(...) -> TriggerMessage
@staticmethod kill_witnessed(...) -> TriggerMessage
@staticmethod death(...) -> TriggerMessage
# ... 15+ trigger types
```
#### `meeting_flow.py`
Full meeting lifecycle manager.
```python
class MeetingFlowManager:
def start_meeting(called_by, reason, body_location)
def submit_interrupt_note(player_id, note)
def submit_prep_thoughts(player_id, thoughts)
def add_message(speaker_id, speaker_name, message, target)
def submit_vote(player_id, vote)
def tally_votes() -> (ejected, details)
def end_meeting(ejected, was_impostor)
```
---
### `src/map/`
#### `graph.py`
Graph-based map representation.
```python
class GameMap:
def add_room(room: Room)
def add_edge(edge: Edge)
def get_neighbors(room_id) -> list[tuple[edge_id, room_id]]
def find_path(from_room, to_room) -> list[edge_id]
def path_distance(path: list[edge_id]) -> float
def load(path: str) -> GameMap # From JSON
def save(path: str) # To JSON
@dataclass
class Room: id, name, tasks: list[Task], vent: Vent | None
class Edge: id, room_a, room_b, distance
class Task: id, name, duration
class Vent: id, connects_to: list[str]
```
---
### `src/agents/`
#### `agent.py`
Stateless LLM agent wrapper.
```python
class Agent:
def get_action(game_context: dict, trigger: Trigger) -> dict
def get_discussion_response(context: dict, transcript: list) -> dict
def get_vote(context: dict, transcript: list) -> dict
def reflect(game_summary: dict) # Post-game learning
```
#### `scratchpads.py`
File-based persistent memory.
```python
class ScratchpadManager:
def read(name: str) -> dict
def write(name: str, content: dict)
def update(name: str, updates: dict) # Merge
def clear_game_specific() # Keep only learned.json
```
#### `prompt_assembler.py`
System + user prompt builder.
```python
class PromptAssembler:
def build_system_prompt(phase, game_settings, map_name, learned) -> str
def build_action_prompt(player_state, history, vision, actions, trigger) -> str
def build_discussion_prompt(player_state, transcript, meeting_scratchpad) -> str
def build_voting_prompt(player_state, transcript, vote_counts) -> str
def build_meeting_interrupt_prompt(player_state, interrupted_action) -> str
def build_consolidation_prompt(player_state, meeting_result, scratchpad) -> str
class PromptConfig:
model_name, persona, strategy_level, meta_level, is_impostor, fellow_impostors
```
---
### `src/llm/`
#### `client.py`
OpenRouter API wrapper.
```python
class LLMClient:
def chat(messages: list[dict], json_mode=True) -> dict
def chat_stream(messages: list[dict]) -> Iterator[str]
```
---
## Configuration
### `config/game_settings.yaml`
```yaml
num_impostors: 2
kill_cooldown: 25.0
vision_range: 10.0
impostor_vision_multiplier: 1.5
light_sabotage_vision_multiplier: 0.25
emergencies_per_player: 1
confirm_ejects: true
```
### `data/maps/skeld.json`
```json
{
"rooms": [
{"id": "cafeteria", "name": "Cafeteria", "tasks": [...], "vent": null},
...
],
"edges": [
{"id": "cafe_weapons", "room_a": "cafeteria", "room_b": "weapons", "distance": 5.0},
...
]
}
```

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# The Glass Box League — Discussion Phase Design
## Overview
Discussion phase follows real Among Us logic. Tick-based with priority bidding, vote-when-ready with gentle pressure, full transcript visibility.
---
## Discussion Tick Flow
### Each Tick, All Agents Submit:
```json
{
"internal_thought": "Red is deflecting hard, classic impostor",
"desire_to_speak": 7,
"message": "Red, you haven't explained where you were during lights",
"target": "red",
"vote_action": null,
"scratchpad_updates": {
"meeting_scratch": "Red avoiding questions. Blue quiet."
}
}
```
- `desire_to_speak`: 0-10 urgency
- `target`: Optional, who they're addressing
- `vote_action`: `null` (keep discussing), `"player_id"` (vote), or `"skip"`
- If `vote_action` set: locked in, but can still speak (slightly lower priority)
---
## Priority Bidding
### Priority Calculation:
```
base = desire_to_speak
+ mention_boost (if name appeared in recent messages)
+ accusation_boost (if directly targeted)
+ silence_boost (if haven't spoken in N ticks)
+ random(1, 6)
- recent_speaker_penalty (if just spoke)
- voted_penalty (if already voted, small)
```
### Winner Selection:
- Highest priority speaks
- Their `message` goes to transcript
- Repeat next tick
### Forced Participation:
- `silence_boost` increases each tick of silence
- Eventually forces even quiet players to speak
- "You can't just be silent, that ruins the fun"
---
## Vote Mechanics
### Actions:
- `VOTE(player_id)` — commit vote
- `SKIP_VOTE()` — commit skip
- Stay silent — keep discussing
### End Condition:
- All living players have voted → tally & reveal
- Pressure nudge if discussion runs long: `"System: wrap it up"`
- No hard round limit (hoping for convergence)
### Tie:
- No eject (real Among Us logic)
### Vote Lock:
- Once submitted, cannot change (real Among Us logic)
---
## Transcript Handling
### Visibility:
- Full transcript, JSON formatted
- All agents see everything said so far
- Target: keep under ~25k tokens
### Format:
```json
{
"transcript": [
{"speaker": "red", "message": "I was in electrical doing wires", "t": 0},
{"speaker": "blue", "message": "I saw Red near the body", "t": 1},
{"speaker": "red", "target": "blue", "message": "That's a lie!", "t": 2}
]
}
```
### Pressure:
- If transcript gets too long, system nudges voting
- Agents feel urgency to wrap up
---
## Mention/Accusation Detection
- Simple string match on player color names
- If your name appears in message → `mention_boost`
- If message contains accusatory language toward you → `accusation_boost`
- Engine handles detection, agents don't need to flag
---
## Post-Vote Flow
### Reveal:
- Same as human would see in Among Us
- One by one reveal (dramatic)
- `confirm_ejects` setting: "Red was An Impostor" vs "Red was ejected"
### Reaction Tick:
- All agents get reaction tick after reveal
- Can update scratchpads, process result
### Consolidation Tick:
- Save important meeting info to main scratchpads
- Meeting scratchpad erased after this
---
## Ghost Chat
- Dead players can watch discussion
- Ghost chat separate from main discussion
- Useful for commentary/entertainment value
- Ghosts see full game state (omniscient)
- Cannot influence living players
---
## Impostor Discussion Strategy
### Prompt Reminders:
- "You are allowed to lie"
- "Construct alibis"
- "Deflect suspicion"
- "You know fellow impostors — don't expose them"
- "You know who you killed — avoid contradicting yourself"
### Strategy Injection (Toggleable):
- None: figure it out
- Basic: "Blend in, fake tasks, don't vent in front of others"
- Advanced: "Marinate teammate, frame third party, avoid double kills"
---
## Persona Persistence
### Storage:
Redis DB for each `{model}_{persona}` combo:
```json
{
"persona_id": "gpt4o_aggressive_leader",
"learned": {...},
"games_played": 42,
"win_rate": 0.65,
"impostor_win_rate": 0.70,
"crewmate_win_rate": 0.60,
"stats": {...}
}
```
### Separation:
- "GPT-4o as Aggressive Leader" ≠ "GPT-4o as Quiet Observer"
- Each persona builds own cross-game memory
- Learned strategies are persona-specific
---
## Strategy Injection Levels
Toggleable per persona:
| Level | Content |
|-------|---------|
| None | Just rules, figure it out |
| Basic | "Impostors vent, fake tasks, sabotage" |
| Intermediate | "Watch for inconsistent alibis, pair up" |
| Advanced | "Stack kills, marinate, third impostor framing" |
Different personas can have different injection levels to test learning vs. pre-trained strategies.

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# The Glass Box League — Main Game Design
## Agent Architecture
### Identity & Persona
- Format: `"You are {model}. {PERSONA}. {context}"`
- Persona is **optional** and toggleable
- Same model can have multiple personas
- Goal: emergent behavior first, spice second
### Memory System
| Scratchpad | Persistence | Purpose |
|------------|-------------|---------|
| `plan.json` | Per-game | Current intentions, agent-controlled |
| `events.json` | Per-game | Curated game events worth remembering |
| `suspicions.json` | Per-game | Player reads, agent-maintained |
| `learned.json` | **Cross-game** | Core memory, enforced JSON schema |
| `meeting_scratch.json` | Per-meeting | Temp, erased after consolidation |
**JSON is god.** Enforced schema for structure, freeform for agent thoughts. JSON improves attention.
---
## Prompt Structure
### System Prompt (Core Memory)
1. Model identity
2. Persona (if set)
3. Game rules + current map + settings
4. Role briefing (crewmate/impostor)
5. Strategy tips (toggleable injection levels)
6. Meta-awareness (toggleable: subtle → direct → 4th wall)
7. Output format instructions
8. **Learned lessons** from `learned.json`
### User Prompt (Working Memory)
Order matters:
1. **You** — role, location, status, cooldowns
2. **Recent history** — accumulated vision from skipped ticks
3. **Vision** — current snapshot
4. **Available actions** — dynamic tool list
---
## Tool System
### Core Tools (Always Available)
- `MOVE(room_id | player_id)` — walk or follow
- `WAIT()`
- `INTERACT(object_id)` — tasks, panels, buttons, bodies, vents, cams
### Impostor Only
- `KILL(player_id)`
- `SABOTAGE(system_id)`
- `FAKE_TASK(task_id)`
### Trigger Management (Optional)
- `CONFIGURE_TRIGGERS(config)` — only if changing defaults
### Dynamic Available Actions
```json
{
"available_interactions": ["task_wires_cafe", "body_blue", "admin_table"],
"available_kills": ["green", "yellow"],
"available_sabotages": ["lights", "o2", "reactor", "comms"]
}
```
- Context-filtered by engine based on role + location
- Agent told "these are your actions this turn"
- Object IDs validated against engine to prevent glitches
---
## Trigger System
### Mandatory (Cannot Mute)
- `GAME_START`
- `DISCUSSION_START`
- `VOTE_START`
- `GAME_END`
- `SABOTAGE_CRITICAL`
### Standard (Mutable)
- `PLAYER_ENTERS_FOV`
- `PLAYER_EXITS_FOV`
- `BODY_IN_FOV`
- `OBJECT_IN_RANGE` (every interactable)
- `VENT_WITNESSED`
- `KILL_WITNESSED`
- `DESTINATION_REACHED`
- `TASK_COMPLETE`
- `SABOTAGE_START` / `SABOTAGE_END`
- `LIGHTS_OUT` (panic tick)
- `COOLDOWN_READY` (kill, emergency)
- `DEATH` (special message, transition to ghost)
### Optional (Opt-in)
- `EVERY_N_SECONDS` (configurable)
- `RANDOM_N_SECONDS` (RNG toggleable)
- `INTERSECTION` (hallway/room boundaries)
- `HALLWAY_WAYPOINT`
### Trigger Frequency
- **Impostors**: Every tick (more decision points)
- **Crewmates**: Event-driven + opt-in periodic
- **Ghosts**: Reduced frequency, longer intervals
### Trigger Message Schema
```json
{
"trigger_type": "VENT_WITNESSED",
"trigger_data": {
"player": "red",
"vent_location": "electrical",
"action": "entered",
"timestamp": 47.3
}
}
```
---
## Game State Schema
### Per-Tick Context
```json
{
"time": 47.3,
"phase": "PLAYING",
"you": {
"role": "impostor",
"location": "electrical",
"kill_cooldown": 0,
"tasks": [],
"emergencies_remaining": 1
},
"recent_history": [
{"t": 12.3, "vision": {"players": ["blue"], "location": "hallway_1"}}
],
"vision": {
"players_visible": [
{"id": "blue", "location": "electrical", "doing": "task"}
],
"objects_visible": ["vent_elec", "task_wires", "body_yellow"],
"exits": ["security", "cafeteria"]
},
"available_actions": {...}
}
```
### Fog of War
**Critical**: Each agent only knows what they've observed.
- Engine tracks per-player knowledge
- `known_deaths`: bodies seen or announced
- `known_locations`: last seen positions + timestamps
- `witnessed_events`: vents, kills, sus behavior
---
## Response Format
### Action Phase
```json
{
"internal_thought": "Blue just left, perfect time to kill Green",
"action": {"type": "KILL", "target": "green"},
"scratchpad_updates": {
"plan": "...",
"events": "...",
"suspicions": "..."
},
"trigger_config": {
"mute": [{"type": "INTERSECTION", "until": "REACHED_DESTINATION"}]
}
}
```
- `trigger_config` only if changing defaults
- `internal_thought` separate from action (for thinking models)
---
## Meeting Interrupt Flow
When report/emergency called:
1. **Interrupt note**: Agent leaves context ("this was what I was doing")
2. **Pre-meeting prep**: Agent reviews & prepares thoughts
3. **Meeting scratchpad**: Temporary, discussion-only
4. **Post-meeting consolidation**: Agent saves important info to main scratchpads
---
## Ghost Mode
- Omniscient view of entire game
- No access to other agents' thoughts
- Can do ghost tasks
- Reduced tick frequency (save tokens)
- Write to scratchpad, observe strategies
- No game state modifications
---
## Special Mechanics
### Lights Out
- Vision radius shrinks (0.25x multiplier)
- Triggers panic tick for all players
- Engine recalculates trajectories
- Fix triggers restoration tick
### Near-Death Edge Case
- Impostor queues kill, victim queues report same tick
- Report fires first (higher priority)
- Impostor gets: "Your kill was interrupted"
- Victim has no direct knowledge (must deduce from proximity)
---
## Configuration Philosophy
Everything toggleable:
- Persona injection
- Strategy tip levels
- Meta-awareness levels (subtle/direct/4th wall)
- Periodic tick frequency
- Random tick RNG
- Tool availability based on context
Goal: **Replicate human experience.** LLM should have same information and options as human player.

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# Development Guide
## Running Tests
```bash
# All tests
python3 -m unittest discover -v tests/
# Specific test file
python3 -m unittest tests/test_game.py -v
# Specific test
python3 -m unittest tests.test_game.TestKill.test_successful_kill
```
## Adding New Triggers
1. Add trigger type to `src/engine/triggers.py`:
```python
class TriggerType(Enum):
NEW_TRIGGER = auto()
```
2. Add to appropriate category:
```python
STANDARD_TRIGGERS = {..., TriggerType.NEW_TRIGGER}
```
3. Fire trigger in game engine:
```python
self._fire_trigger(TriggerType.NEW_TRIGGER, agent_id, {"data": "value"})
```
## Adding New Actions
1. Add action handler in `src/engine/game.py`:
```python
def _handle_new_action(self, player_id: str, params: dict) -> dict:
# Validate + execute
return {"success": True, "action": "NEW_ACTION"}
```
2. Add to `_execute_action` switch.
3. Add to priority order in `resolve_actions`.
## Adding New Maps
Create JSON in `data/maps/`:
```json
{
"rooms": [
{
"id": "room_id",
"name": "Display Name",
"tasks": [{"id": "task_id", "name": "Task Name", "duration": 3.0}],
"vent": {"id": "vent_id", "connects_to": ["other_vent"]}
}
],
"edges": [
{"id": "edge_id", "room_a": "room1", "room_b": "room2", "distance": 5.0}
]
}
```
## Environment Variables
| Variable | Purpose |
|----------|---------|
| `OPENROUTER_API_KEY` | LLM API authentication |
## Code Style
- Python 3.10+ features (type hints, dataclasses)
- JSON for all config (YAML optional, falls back to JSON)
- Tests mirror source structure (`src/engine/game.py``tests/test_game.py`)

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# Documentation Index
| Document | Description |
|----------|-------------|
| [README.md](../README.md) | Project overview & quick start |
| [design_main_game.md](design_main_game.md) | Main game loop design |
| [design_discussion.md](design_discussion.md) | Discussion phase design |
| [api.md](api.md) | Source code API reference |
| [development.md](development.md) | Developer guide |
| [openrouter_api.md](openrouter_api.md) | LLM integration notes |
## Design Documents
Captured from design Q&A sessions:
- **Main Game** — Agents, triggers, tools, fog-of-war, scratchpads
- **Discussion** — Priority bidding, voting, ghost chat, personas
## Quick Links
- Tests: `python3 -m unittest discover -v tests/`
- Map: `data/maps/skeld.json`
- Config: `config/game_settings.yaml`
- Prompts: `config/prompts/`

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# OpenRouter API Reference
Quick reference for The Glass Box League LLM integration.
## Base URL
```
https://openrouter.ai/api/v1
```
## Authentication
```
Authorization: Bearer $OPENROUTER_API_KEY
```
## Chat Completions Endpoint
**POST** `/chat/completions`
### Request Body
```json
{
"model": "google/gemini-2.0-flash-lite-preview-02-05:free",
"messages": [
{"role": "system", "content": "You are an Among Us player."},
{"role": "user", "content": "What do you do?"}
],
"temperature": 0.7,
"max_tokens": 1024,
"top_p": 0.9,
"frequency_penalty": 0.0,
"presence_penalty": 0.0,
"stream": false,
"response_format": {"type": "json_object"}
}
```
### Response
```json
{
"id": "gen-...",
"model": "google/gemini-2.0-flash-lite-preview-02-05:free",
"choices": [
{
"index": 0,
"message": {
"role": "assistant",
"content": "{\"action\": \"move\", \"target\": \"electrical\"}"
},
"finish_reason": "stop"
}
],
"usage": {
"prompt_tokens": 100,
"completion_tokens": 50,
"total_tokens": 150
}
}
```
## Key Parameters
| Parameter | Type | Description |
|-----------|------|-------------|
| `model` | string | Model ID (see available_models.json) |
| `messages` | array | Conversation history |
| `temperature` | float | Randomness (0.0-2.0) |
| `max_tokens` | int | Max response length |
| `top_p` | float | Nucleus sampling (0.0-1.0) |
| `stream` | bool | Enable streaming |
| `response_format` | object | Force JSON output |
| `seed` | int | For deterministic output |
## Structured Output (JSON Mode)
```json
{
"response_format": {
"type": "json_object"
}
}
```
## Headers
```
Content-Type: application/json
Authorization: Bearer $OPENROUTER_API_KEY
HTTP-Referer: https://your-app.com (optional, for rankings)
X-Title: Glass Box League (optional, for rankings)
```
## Python Example
```python
import os
import requests
def chat(messages, model="google/gemini-2.0-flash-lite-preview-02-05:free"):
response = requests.post(
"https://openrouter.ai/api/v1/chat/completions",
headers={
"Authorization": f"Bearer {os.getenv('OPENROUTER_API_KEY')}",
"Content-Type": "application/json"
},
json={
"model": model,
"messages": messages,
"temperature": 0.7,
"response_format": {"type": "json_object"}
}
)
return response.json()["choices"][0]["message"]["content"]
```
## Free Models
See `available_models.json` for current free tier models.
Run `python fetch_models.py` to refresh the list.
## Rate Limits
- Free tier: varies by model
- Check response headers for remaining quota

0
src/__init__.py Normal file
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"""
The Glass Box League Agent Wrapper
Stateless LLM agent with scratchpad memory.
Prompt templates are stubs - to be designed with user.
"""
import json
from typing import Optional, Any
from dataclasses import dataclass, field
from pathlib import Path
from src.llm.client import OpenRouterClient, get_client
from src.agents.scratchpads import ScratchpadManager, get_manager
from src.engine.types import Player, Role
@dataclass
class AgentConfig:
"""Configuration for an agent."""
agent_id: str
name: str
color: str
model_id: str = "google/gemini-2.0-flash-lite-preview-02-05:free"
temperature: float = 0.7
persona: str = "" # Optional persona description
# Prompt template paths (stubs for now)
action_prompt_path: str = "config/prompts/action.md"
discussion_prompt_path: str = "config/prompts/discussion.md"
reflection_prompt_path: str = "config/prompts/reflection.md"
class Agent:
"""
A stateless LLM agent that plays Among Us.
Each invocation receives full context (game state + scratchpads).
Agent can edit its scratchpads via recursive loop.
"""
def __init__(self, config: AgentConfig, client: Optional[OpenRouterClient] = None):
self.config = config
self.client = client or get_client()
self.scratchpads = get_manager(config.agent_id)
@property
def agent_id(self) -> str:
return self.config.agent_id
@property
def name(self) -> str:
return self.config.name
# --- Context Assembly ---
def build_game_context(self, game_state: dict) -> str:
"""
Build the game context string for the LLM.
game_state should contain:
- time: current game time
- phase: current phase (PLAYING, DISCUSSION, etc)
- location: current room
- nearby_players: list of visible players
- nearby_bodies: list of visible bodies
- tasks: assigned and completed tasks
- role: CREWMATE or IMPOSTOR
- impostor_context: (if impostor) fellow impostors, action queue
- trigger: what triggered this invocation
"""
# TODO: This will be designed with user input
# For now, just serialize the state
return json.dumps(game_state, indent=2)
def build_meta_context(self) -> str:
"""
Build meta-awareness context.
This informs the agent that:
- Other players are LLMs
- They can lie
- They have scratchpads too
"""
# TODO: Design with user
return """You are an AI playing Among Us against other AIs.
All players are LLMs with the same capabilities as you.
They can lie, deceive, and manipulate.
They also have scratchpads to remember things.
Trust no one."""
# --- Core Actions ---
def get_action(self, game_state: dict) -> dict:
"""
Get the agent's action for the current trigger.
Returns a dict with:
- action_type: MOVE, KILL, VENT, TASK, REPORT, EMERGENCY, SABOTAGE, WAIT
- data: action-specific data
- scratchpad_edits: optional updates to scratchpads
- mute_triggers: optional triggers to mute
"""
# Load current scratchpads
scratchpad_context = self.scratchpads.to_context_string()
game_context = self.build_game_context(game_state)
meta_context = self.build_meta_context()
# TODO: Load from template file
system_prompt = self._load_prompt_template("action")
if not system_prompt:
system_prompt = self._default_action_prompt()
user_prompt = f"""
{meta_context}
=== YOUR SCRATCHPADS ===
{scratchpad_context}
=== CURRENT GAME STATE ===
{game_context}
What do you do? Respond in JSON with your action and any scratchpad updates.
"""
result = self.client.generate_json(
system_prompt,
user_prompt,
model=self.config.model_id,
temperature=self.config.temperature
)
if result is None:
return {"action_type": "WAIT", "data": {}}
# Apply scratchpad edits if provided
if "scratchpad_edits" in result:
self.scratchpads.apply_edits(result["scratchpad_edits"])
return result
def get_discussion_message(self, game_state: dict, transcript: list[dict]) -> dict:
"""
Get the agent's contribution to the discussion.
Returns:
- desire_to_speak: 0-10
- message: what to say (if speaking)
- target: who to address (optional)
- scratchpad_edits: optional updates
"""
scratchpad_context = self.scratchpads.to_context_string()
game_context = self.build_game_context(game_state)
transcript_str = "\n".join([
f"[{m['speaker']}]: {m['message']}"
for m in transcript[-20:] # Last 20 messages
])
system_prompt = self._load_prompt_template("discussion")
if not system_prompt:
system_prompt = self._default_discussion_prompt()
user_prompt = f"""
=== YOUR SCRATCHPADS ===
{scratchpad_context}
=== GAME STATE ===
{game_context}
=== DISCUSSION TRANSCRIPT ===
{transcript_str if transcript_str else "(Discussion just started)"}
Do you want to speak? Respond with JSON.
"""
result = self.client.generate_json(
system_prompt,
user_prompt,
model=self.config.model_id,
temperature=self.config.temperature
)
if result is None:
return {"desire_to_speak": 0, "message": ""}
if "scratchpad_edits" in result:
self.scratchpads.apply_edits(result["scratchpad_edits"])
return result
def reflect(self, game_summary: dict) -> None:
"""
Post-game reflection.
Agent reviews what happened and updates learned.md
Uses recursive loop until agent says "DONE".
"""
scratchpad_context = self.scratchpads.to_context_string()
system_prompt = self._load_prompt_template("reflection")
if not system_prompt:
system_prompt = self._default_reflection_prompt()
max_iterations = 5
iteration = 0
while iteration < max_iterations:
user_prompt = f"""
=== GAME SUMMARY ===
{json.dumps(game_summary, indent=2)}
=== YOUR CURRENT SCRATCHPADS ===
{scratchpad_context}
Review the game. Update your 'learned' scratchpad with lessons.
Respond with JSON: {{"edits": {{"learned": "new content"}}, "done": true/false}}
If done is false, you'll get another chance to edit.
"""
result = self.client.generate_json(
system_prompt,
user_prompt,
model=self.config.model_id,
temperature=self.config.temperature
)
if result is None or result.get("done", True):
break
if "edits" in result:
self.scratchpads.apply_edits(result["edits"])
scratchpad_context = self.scratchpads.to_context_string()
iteration += 1
# Clear per-game pads
self.scratchpads.clear_game_pads()
# --- Prompt Loading ---
def _load_prompt_template(self, name: str) -> Optional[str]:
"""Load a prompt template from file."""
path_attr = f"{name}_prompt_path"
if hasattr(self.config, path_attr):
path = Path(getattr(self.config, path_attr))
if path.exists():
return path.read_text()
return None
# --- Default Prompts (Stubs) ---
def _default_action_prompt(self) -> str:
"""Stub action prompt - to be designed with user."""
return """You are playing Among Us.
Based on your role, current situation, and memory, decide what to do.
Respond with JSON:
{
"action_type": "MOVE" | "KILL" | "VENT" | "TASK" | "REPORT" | "EMERGENCY" | "SABOTAGE" | "WAIT",
"data": {
"destination": "room_id", // for MOVE, VENT
"target_id": "player_id", // for KILL
"task_id": "task_id", // for TASK
"body_id": "body_id", // for REPORT
"system": "o2|reactor|lights|comms" // for SABOTAGE
},
"scratchpad_edits": {
"plan": "updated plan content",
"events": "updated events content"
},
"mute_triggers": [
{"trigger": "INTERSECTION", "until": "REACHED_DESTINATION"}
],
"internal_thought": "Your reasoning (for logging)"
}
"""
def _default_discussion_prompt(self) -> str:
"""Stub discussion prompt - to be designed with user."""
return """You are in a discussion round in Among Us.
Decide if you want to speak and what to say.
Respond with JSON:
{
"desire_to_speak": 0-10,
"message": "What you want to say",
"target": "player_name (optional)",
"scratchpad_edits": {},
"internal_thought": "Your reasoning"
}
"""
def _default_reflection_prompt(self) -> str:
"""Stub reflection prompt - to be designed with user."""
return """The game has ended. Review what happened.
Update your 'learned' scratchpad with lessons for future games.
Think about:
- What strategies worked?
- What mistakes did you make?
- How can you detect impostors better?
- How can you deceive better (if impostor)?
Respond with JSON:
{
"edits": {
"learned": "New lessons learned..."
},
"done": true/false
}
"""
def create_agent(
agent_id: str,
name: str,
color: str,
model_id: str = "google/gemini-2.0-flash-lite-preview-02-05:free",
persona: str = ""
) -> Agent:
"""Convenience function to create an agent."""
config = AgentConfig(
agent_id=agent_id,
name=name,
color=color,
model_id=model_id,
persona=persona
)
return Agent(config)

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"""
The Glass Box League Prompt Assembler
Builds LLM prompts from layers:
- System: identity, persona, rules, role, strategy, meta, format, learned
- User: you, recent_history, vision, available_actions, trigger
"""
import json
from dataclasses import dataclass
from typing import Optional, Any
from pathlib import Path
@dataclass
class PromptConfig:
"""Configuration for prompt assembly."""
# Persona
model_name: str = "AI Agent"
persona: Optional[str] = None
# Strategy injection level: "none", "basic", "intermediate", "advanced"
strategy_level: str = "none"
# Meta-awareness level: "subtle", "direct", "fourth_wall"
meta_level: str = "direct"
# Role-specific
is_impostor: bool = False
fellow_impostors: list[str] = None
# Paths
prompts_dir: str = "config/prompts"
class PromptAssembler:
"""
Assembles complete prompts for LLM invocation.
"""
def __init__(self, config: PromptConfig = None):
self.config = config or PromptConfig()
self._load_templates()
def _load_templates(self):
"""Load prompt templates from files."""
self.templates = {}
prompts_dir = Path(self.config.prompts_dir)
for template_name in ["action", "discussion", "voting", "reflection"]:
path = prompts_dir / f"{template_name}.md"
if path.exists():
self.templates[template_name] = path.read_text()
else:
self.templates[template_name] = ""
# -------------------------------------------------------------------------
# System Prompt Components
# -------------------------------------------------------------------------
def _build_identity(self) -> str:
"""Model identity + persona."""
parts = [f"You are {self.config.model_name}."]
if self.config.persona:
parts.append(self.config.persona)
return " ".join(parts)
def _build_game_rules(self, game_settings: dict, map_name: str) -> str:
"""Game rules, map, settings."""
return f"""## Game Rules
You are playing Among Us. The goal depends on your role:
- **Crewmates**: Complete all tasks OR identify and eject all impostors
- **Impostors**: Kill crewmates until you equal or outnumber them, OR sabotage
Current settings:
- Map: {map_name}
- Impostors: {game_settings.get('num_impostors', 2)}
- Kill cooldown: {game_settings.get('kill_cooldown', 25)}s
- Vision range: {game_settings.get('vision_range', 10)}m
Actions are taken by responding with JSON."""
def _build_role_briefing(self) -> str:
"""Role-specific briefing."""
if self.config.is_impostor:
briefing = """## Your Role: IMPOSTOR
You are an impostor. Your goal is to kill crewmates without getting caught.
You can:
- Kill crewmates (when cooldown is 0)
- Vent between connected vents
- Sabotage systems (lights, O2, reactor, comms)
- Fake tasks (stand near task, pretend to work)
**You are allowed to lie.** Construct alibis. Deflect suspicion. Blend in."""
if self.config.fellow_impostors:
names = ", ".join(self.config.fellow_impostors)
briefing += f"\n\nYour fellow impostor(s): {names}. Protect each other."
return briefing
else:
return """## Your Role: CREWMATE
You are a crewmate. Your goal is to complete tasks and identify impostors.
You can:
- Move between rooms
- Complete assigned tasks
- Report bodies
- Call emergency meetings (limited)
- Vote to eject suspects
Watch for suspicious behavior. Trust carefully."""
def _build_strategy_tips(self) -> str:
"""Toggleable strategy injection."""
if self.config.strategy_level == "none":
return ""
tips = ["## Strategy Tips\n"]
if self.config.strategy_level in ["basic", "intermediate", "advanced"]:
if self.config.is_impostor:
tips.append("- Blend in by faking tasks near others")
tips.append("- Only kill when alone with a target")
tips.append("- Use vents carefully, others may see you")
else:
tips.append("- Pair up with others for safety")
tips.append("- Note where you see others")
tips.append("- Watch for incomplete task bar after 'tasks'")
if self.config.strategy_level in ["intermediate", "advanced"]:
if self.config.is_impostor:
tips.append("- Sabotage to split up groups")
tips.append("- Build alibis before killing")
tips.append("- Accuse aggressively to deflect")
else:
tips.append("- Track player movements")
tips.append("- Listen for inconsistent alibis")
tips.append("- Watch body discovery locations")
if self.config.strategy_level == "advanced":
if self.config.is_impostor:
tips.append("- 'Marinate' by fake-suspecting your partner")
tips.append("- Frame crewmates with false accusations")
tips.append("- Stack kills (both near body, one vouches)")
else:
tips.append("- Clear players by witnessing visual tasks")
tips.append("- Calculate impostor count from ejections")
tips.append("- Hard read from voting patterns")
return "\n".join(tips)
def _build_meta_awareness(self) -> str:
"""Meta-awareness of LLM nature."""
if self.config.meta_level == "subtle":
return "Note: Other players may employ deception."
elif self.config.meta_level == "direct":
return "All players are AI agents with reasoning capabilities similar to yours. They can lie, deduce, and strategize."
elif self.config.meta_level == "fourth_wall":
return "You are an LLM. The other players are also LLMs. This is a test of reasoning and deception. Outthink them."
return ""
def _build_output_format(self, phase: str) -> str:
"""Output format instructions."""
if phase == "action":
return """## Output Format
Respond with valid JSON:
```json
{
"internal_thought": "Your private reasoning (not visible to others)",
"action": {"type": "MOVE", "target": "electrical"},
"scratchpad_updates": {
"plan": "...",
"events": "...",
"suspicions": "..."
},
"trigger_config": null
}
```
Action types: MOVE, WAIT, INTERACT, KILL, SABOTAGE
Only include trigger_config if you want to change mute settings."""
elif phase == "discussion":
return """## Output Format
Respond with valid JSON:
```json
{
"internal_thought": "Your private reasoning",
"desire_to_speak": 7,
"message": "What you say to everyone",
"target": "red",
"vote_action": null,
"scratchpad_updates": {"meeting_scratch": "..."}
}
```
- desire_to_speak: 0-10 (how much you want to speak)
- target: optional, who you're addressing
- vote_action: null (keep talking), player_id, or "skip\""""
elif phase == "voting":
return """## Output Format
Respond with valid JSON:
```json
{
"internal_thought": "Your reasoning for this vote",
"vote": "red",
"final_scratchpad_updates": {"suspicions": "..."}
}
```
Vote must be a player_id or "skip"."""
return ""
def _build_learned_memory(self, learned: dict) -> str:
"""Core memory from learned.json."""
if not learned:
return ""
return f"""## Your Learned Knowledge (from past games)
```json
{json.dumps(learned, indent=2)}
```"""
# -------------------------------------------------------------------------
# User Prompt Components
# -------------------------------------------------------------------------
def _build_player_state(self, player_state: dict) -> str:
"""Current player state."""
return f"""## Your Current State
```json
{json.dumps(player_state, indent=2)}
```"""
def _build_recent_history(self, history: list) -> str:
"""Vision from skipped ticks."""
if not history:
return ""
return f"""## Recent History (accumulated while moving)
```json
{json.dumps(history, indent=2)}
```"""
def _build_vision(self, vision: dict) -> str:
"""Current vision snapshot."""
return f"""## Current Vision
```json
{json.dumps(vision, indent=2)}
```"""
def _build_available_actions(self, actions: dict) -> str:
"""Available actions this tick."""
return f"""## Available Actions
```json
{json.dumps(actions, indent=2)}
```"""
def _build_trigger_context(self, trigger: dict) -> str:
"""Why this tick was triggered."""
if not trigger:
return ""
return f"""## Trigger
This tick was triggered by:
```json
{json.dumps(trigger, indent=2)}
```"""
def _build_transcript(self, transcript: list) -> str:
"""Discussion transcript."""
if not transcript:
return "## Discussion Transcript\n\n(No messages yet)"
lines = ["## Discussion Transcript\n"]
for msg in transcript:
speaker = msg.get("speaker", "???")
text = msg.get("message", "")
target = msg.get("target")
if target:
lines.append(f"**{speaker}** → {target}: {text}")
else:
lines.append(f"**{speaker}**: {text}")
return "\n".join(lines)
# -------------------------------------------------------------------------
# Full Prompt Assembly
# -------------------------------------------------------------------------
def build_system_prompt(
self,
phase: str,
game_settings: dict,
map_name: str,
learned: dict = None
) -> str:
"""Build complete system prompt."""
parts = [
self._build_identity(),
"",
self._build_game_rules(game_settings, map_name),
"",
self._build_role_briefing(),
"",
self._build_strategy_tips(),
"",
self._build_meta_awareness(),
"",
self._build_output_format(phase),
"",
self._build_learned_memory(learned or {})
]
return "\n".join(parts).strip()
def build_action_prompt(
self,
player_state: dict,
recent_history: list,
vision: dict,
available_actions: dict,
trigger: dict = None
) -> str:
"""Build user prompt for action phase."""
parts = [
self._build_player_state(player_state),
"",
self._build_recent_history(recent_history),
"",
self._build_vision(vision),
"",
self._build_available_actions(available_actions),
"",
self._build_trigger_context(trigger),
"",
"What do you do?"
]
return "\n".join(parts).strip()
def build_discussion_prompt(
self,
player_state: dict,
transcript: list,
meeting_scratchpad: dict = None
) -> str:
"""Build user prompt for discussion phase."""
parts = [
self._build_player_state(player_state),
"",
self._build_transcript(transcript),
]
if meeting_scratchpad:
parts.extend([
"",
f"## Your Meeting Notes\n\n```json\n{json.dumps(meeting_scratchpad, indent=2)}\n```"
])
parts.extend([
"",
"Respond with your discussion turn."
])
return "\n".join(parts).strip()
def build_voting_prompt(
self,
player_state: dict,
transcript: list,
vote_counts: dict = None
) -> str:
"""Build user prompt for voting phase."""
parts = [
self._build_player_state(player_state),
"",
self._build_transcript(transcript),
]
if vote_counts:
parts.extend([
"",
f"## Current Votes\n\n```json\n{json.dumps(vote_counts, indent=2)}\n```"
])
parts.extend([
"",
"Time to vote. Who do you vote for, or do you skip?"
])
return "\n".join(parts).strip()
def build_meeting_interrupt_prompt(
self,
player_state: dict,
interrupted_action: dict = None
) -> str:
"""Build prompt for meeting interrupt (pre-meeting note)."""
parts = [
"## Emergency Meeting Called!",
"",
self._build_player_state(player_state),
]
if interrupted_action:
parts.extend([
"",
f"## You Were Doing\n\n```json\n{json.dumps(interrupted_action, indent=2)}\n```"
])
parts.extend([
"",
"Leave yourself a note about what you were doing and what you know.",
"",
"```json",
"{",
' "interrupted_plan": "...",',
' "key_observations": "...",',
' "suspects": "..."',
"}",
"```"
])
return "\n".join(parts).strip()
def build_consolidation_prompt(
self,
player_state: dict,
meeting_result: dict,
meeting_scratchpad: dict
) -> str:
"""Build prompt for post-meeting consolidation."""
return f"""## Meeting Ended
{self._build_player_state(player_state)}
## Meeting Result
```json
{json.dumps(meeting_result, indent=2)}
```
## Your Meeting Notes
```json
{json.dumps(meeting_scratchpad, indent=2)}
```
Save anything important to your main scratchpads before this meeting scratchpad is erased.
Respond with scratchpad updates:
```json
{{
"events": "...",
"suspicions": "...",
"plan": "..."
}}
```"""

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src/agents/scratchpads.py Normal file
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"""
The Glass Box League Scratchpad System
File-based memory for agents. Editable by humans.
"""
import os
import json
from pathlib import Path
from typing import Optional
from dataclasses import dataclass, field
@dataclass
class Scratchpad:
"""A single scratchpad file."""
path: Path
name: str
content: str = ""
def load(self) -> str:
"""Load content from file."""
if self.path.exists():
self.content = self.path.read_text()
return self.content
def save(self) -> None:
"""Save content to file."""
self.path.parent.mkdir(parents=True, exist_ok=True)
self.path.write_text(self.content)
def append(self, text: str) -> None:
"""Append text to content."""
self.content += text
self.save()
def clear(self) -> None:
"""Clear content."""
self.content = ""
self.save()
class ScratchpadManager:
"""
Manages all scratchpads for a single agent.
Scratchpads:
- plan.md: Current reasoning/strategy (per-tick)
- events.md: Curated game events (selective memory)
- learned.md: Post-game reflections (persistent across games)
- players.md: Thoughts about other players (per-game)
All files are human-readable and editable.
"""
SCRATCHPAD_TYPES = ["plan", "events", "learned", "players"]
def __init__(self, agent_id: str, base_dir: str = "data/agents"):
self.agent_id = agent_id
self.base_path = Path(base_dir) / agent_id
self.base_path.mkdir(parents=True, exist_ok=True)
self.pads: dict[str, Scratchpad] = {}
self._init_pads()
def _init_pads(self) -> None:
"""Initialize all scratchpads."""
for name in self.SCRATCHPAD_TYPES:
path = self.base_path / f"{name}.md"
pad = Scratchpad(path=path, name=name)
pad.load()
self.pads[name] = pad
def get(self, name: str) -> Optional[Scratchpad]:
"""Get a scratchpad by name."""
return self.pads.get(name)
def get_all(self) -> dict[str, str]:
"""Get all scratchpad contents as a dict."""
return {name: pad.content for name, pad in self.pads.items()}
def update(self, name: str, content: str) -> None:
"""Update a scratchpad's content."""
if name in self.pads:
self.pads[name].content = content
self.pads[name].save()
def append(self, name: str, text: str) -> None:
"""Append to a scratchpad."""
if name in self.pads:
self.pads[name].append(text)
def clear_game_pads(self) -> None:
"""Clear per-game scratchpads (plan, events, players)."""
for name in ["plan", "events", "players"]:
if name in self.pads:
self.pads[name].clear()
def to_context_string(self) -> str:
"""Format all scratchpads as a context string for LLM."""
parts = []
for name, pad in self.pads.items():
if pad.content.strip():
parts.append(f"=== {name.upper()} SCRATCHPAD ===\n{pad.content}")
return "\n\n".join(parts) if parts else "(All scratchpads are empty)"
def apply_edits(self, edits: dict[str, str]) -> None:
"""Apply multiple edits from agent response."""
for name, content in edits.items():
if name in self.pads:
self.update(name, content)
def get_manager(agent_id: str, base_dir: str = "data/agents") -> ScratchpadManager:
"""Get or create a scratchpad manager for an agent."""
return ScratchpadManager(agent_id, base_dir)

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"""
The Glass Box League Available Actions Generator
Dynamically generates which actions/interactions are available to a player
based on their current state, location, and role.
"""
from dataclasses import dataclass
from typing import Optional
from enum import Enum
class ActionType(Enum):
MOVE = "MOVE"
WAIT = "WAIT"
INTERACT = "INTERACT"
KILL = "KILL"
SABOTAGE = "SABOTAGE"
CONFIGURE_TRIGGERS = "CONFIGURE_TRIGGERS"
@dataclass
class AvailableAction:
"""A single available action with its parameters."""
action_type: ActionType
object_id: Optional[str] = None
target_id: Optional[str] = None
description: Optional[str] = None
def to_dict(self) -> dict:
d = {"type": self.action_type.value}
if self.object_id:
d["object_id"] = self.object_id
if self.target_id:
d["target_id"] = self.target_id
if self.description:
d["description"] = self.description
return d
class AvailableActionsGenerator:
"""
Generates the dynamic list of actions available to a player on each tick.
Context-filtered based on role, location, and game state.
"""
def __init__(self, game_engine, game_map):
self.engine = game_engine
self.map = game_map
def get_available_actions(self, player_id: str) -> dict:
"""
Generate all available actions for a player.
Returns:
{
"movement": [{"room_id": "electrical", "distance": 5.0}, ...],
"interactions": [{"object_id": "task_wires", "type": "task"}, ...],
"kills": [{"target_id": "blue", "target_name": "Blue"}, ...],
"sabotages": [{"system": "lights"}, ...],
"other": ["WAIT"]
}
"""
player = self.engine.simulator.get_player(player_id)
if not player or not player.is_alive:
return self._ghost_actions(player_id)
result = {
"movement": self._get_movement_options(player),
"interactions": self._get_interactions(player),
"other": ["WAIT"]
}
# Impostor-only actions
if player.role.name == "IMPOSTOR":
result["kills"] = self._get_kill_targets(player)
result["sabotages"] = self._get_sabotage_options(player)
return result
def _get_movement_options(self, player) -> list[dict]:
"""Get rooms player can move to."""
current_room = player.position.room_id
if not current_room:
return []
neighbors = self.map.get_neighbors(current_room)
options = []
for edge_id, neighbor_room in neighbors:
edge = self.map.get_edge(edge_id)
room = self.map.get_room(neighbor_room)
options.append({
"room_id": neighbor_room,
"room_name": room.name if room else neighbor_room,
"distance": edge.distance if edge else 0
})
# Can also follow visible players
visible_players = self.engine.simulator.players_at(current_room)
for p in visible_players:
if p.id != player.id and p.is_alive:
options.append({
"follow": p.id,
"player_name": p.name,
"description": f"Follow {p.name}"
})
return options
def _get_interactions(self, player) -> list[dict]:
"""Get interactable objects in current location."""
current_room = player.position.room_id
if not current_room:
return []
room = self.map.get_room(current_room)
if not room:
return []
interactions = []
# Tasks in room
for task in room.tasks:
if task.id in player.tasks_assigned and task.id not in player.tasks_completed:
interactions.append({
"object_id": task.id,
"type": "task",
"name": task.name,
"duration": task.duration
})
# Vent (impostors only)
if room.vent and player.role.name == "IMPOSTOR":
interactions.append({
"object_id": room.vent.id,
"type": "vent",
"connects_to": room.vent.connects_to
})
# Bodies in room
for body in self.engine.simulator.bodies:
if body.position.room_id == current_room and not body.reported:
interactions.append({
"object_id": f"body_{body.player_id}",
"type": "body",
"player_name": body.player_name
})
# Emergency button (cafeteria only)
if current_room == "cafeteria":
emergencies_used = getattr(player, 'emergencies_used', 0)
if emergencies_used < self.engine.config.emergencies_per_player:
interactions.append({
"object_id": "emergency_button",
"type": "button",
"description": "Call Emergency Meeting"
})
# Intel tools
if current_room == "security":
interactions.append({
"object_id": "security_cameras",
"type": "intel",
"description": "View security cameras"
})
if current_room == "admin":
interactions.append({
"object_id": "admin_table",
"type": "intel",
"description": "View admin table (room occupancy)"
})
# Sabotage fix panels
if self.engine.active_sabotage:
sabotage = self.engine.active_sabotage
if sabotage == "lights" and current_room == "electrical":
interactions.append({
"object_id": "lights_panel",
"type": "fix",
"description": "Fix lights"
})
elif sabotage == "o2" and current_room in ["o2", "admin"]:
interactions.append({
"object_id": f"o2_panel_{current_room}",
"type": "fix",
"description": "Enter O2 code"
})
elif sabotage == "reactor" and current_room == "reactor":
interactions.append({
"object_id": "reactor_panel",
"type": "fix",
"description": "Hold reactor panel"
})
elif sabotage == "comms" and current_room == "communications":
interactions.append({
"object_id": "comms_panel",
"type": "fix",
"description": "Fix communications"
})
return interactions
def _get_kill_targets(self, player) -> list[dict]:
"""Get players that can be killed (impostor only)."""
if player.kill_cooldown > 0:
return []
current_room = player.position.room_id
if not current_room:
return []
targets = []
visible_players = self.engine.simulator.players_at(current_room)
for p in visible_players:
if p.id != player.id and p.is_alive and p.role.name != "IMPOSTOR":
targets.append({
"target_id": p.id,
"target_name": p.name,
"target_color": p.color
})
return targets
def _get_sabotage_options(self, player) -> list[dict]:
"""Get available sabotage options (impostor only)."""
if self.engine.active_sabotage:
return [] # Can't double sabotage
return [
{"system": "lights", "description": "Sabotage lights (reduce vision)"},
{"system": "o2", "description": "Sabotage O2 (timed crisis)"},
{"system": "reactor", "description": "Sabotage reactor (timed crisis)"},
{"system": "comms", "description": "Sabotage comms (disable task info)"}
]
def _ghost_actions(self, player_id: str) -> dict:
"""Actions available to ghosts."""
player = self.engine.simulator.get_player(player_id)
if not player:
return {}
current_room = player.position.room_id
room = self.map.get_room(current_room) if current_room else None
interactions = []
if room:
for task in room.tasks:
if task.id in player.tasks_assigned and task.id not in player.tasks_completed:
interactions.append({
"object_id": task.id,
"type": "ghost_task",
"name": task.name
})
return {
"movement": self._get_movement_options(player) if player else [],
"interactions": interactions,
"other": ["WAIT"],
"is_ghost": True
}
def to_prompt_context(self, player_id: str) -> dict:
"""
Format available actions for LLM prompt.
Compact representation for token efficiency.
"""
actions = self.get_available_actions(player_id)
# Compact format
return {
"can_move_to": [
m.get("room_id") or f"follow:{m.get('follow')}"
for m in actions.get("movement", [])
],
"can_interact": [
i["object_id"] for i in actions.get("interactions", [])
],
"can_kill": [
k["target_id"] for k in actions.get("kills", [])
] if "kills" in actions else None,
"can_sabotage": [
s["system"] for s in actions.get("sabotages", [])
] if "sabotages" in actions else None,
"is_ghost": actions.get("is_ghost", False)
}

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"""
The Glass Box League Discussion Orchestrator
Handles the Round Table discussion phase with priority bidding.
"""
import random
from typing import Optional
from dataclasses import dataclass, field
@dataclass
class DiscussionMessage:
"""A single message in the discussion."""
speaker: str
message: str
target: Optional[str] = None
round_num: int = 0
@dataclass
class DiscussionConfig:
"""Configuration for discussion phase."""
max_rounds: int = 20
convergence_threshold: int = 2 # desire_to_speak <= this = silence
convergence_rounds: int = 2 # consecutive low-desire rounds to end
mention_boost: int = 3
target_boost: int = 2
random_factor: int = 6 # 1d6
speaking_cooldown: int = 2 # rounds before priority resets
class DiscussionOrchestrator:
"""
Orchestrates the Round Table discussion phase.
Uses priority bidding to determine speaking order.
"""
def __init__(self, config: Optional[DiscussionConfig] = None):
self.config = config or DiscussionConfig()
self.transcript: list[DiscussionMessage] = []
self.round_num: int = 0
# Priority tracking
self._last_spoke: dict[str, int] = {} # player -> round last spoke
self._consecutive_low_rounds: int = 0
def reset(self) -> None:
"""Reset for a new discussion."""
self.transcript = []
self.round_num = 0
self._last_spoke = {}
self._consecutive_low_rounds = 0
def get_transcript(self) -> list[dict]:
"""Get transcript as list of dicts."""
return [
{"speaker": m.speaker, "message": m.message, "target": m.target}
for m in self.transcript
]
def calculate_priority(
self,
player_id: str,
player_name: str,
desire_to_speak: int,
target: Optional[str] = None
) -> int:
"""
Calculate speaking priority for a player.
Priority = desire_to_speak + boosts + randomness - cooldown
"""
priority = desire_to_speak
# Mention boost: was this player mentioned in last message?
if self.transcript:
last_msg = self.transcript[-1]
if player_name.lower() in last_msg.message.lower():
priority += self.config.mention_boost
# Target boost: was this player targeted?
if self.transcript:
last_msg = self.transcript[-1]
if last_msg.target and last_msg.target.lower() == player_name.lower():
priority += self.config.target_boost
# Random factor
priority += random.randint(1, self.config.random_factor)
# Cooldown penalty
if player_id in self._last_spoke:
rounds_since = self.round_num - self._last_spoke[player_id]
if rounds_since < self.config.speaking_cooldown:
priority -= (self.config.speaking_cooldown - rounds_since) * 2
return max(0, priority)
def select_speaker(self, bids: dict[str, dict]) -> Optional[str]:
"""
Select the next speaker from bids.
bids: {player_id: {"name": str, "desire_to_speak": int, "target": str}}
Returns the selected player_id, or None if all are below threshold.
"""
# Calculate priorities
priorities = {}
for player_id, bid in bids.items():
priority = self.calculate_priority(
player_id,
bid.get("name", player_id),
bid.get("desire_to_speak", 0),
bid.get("target")
)
priorities[player_id] = priority
# Check if all below threshold
max_priority = max(priorities.values()) if priorities else 0
if max_priority <= self.config.convergence_threshold:
return None
# Weighted random selection from top candidates
top_priority = max_priority - 2 # Allow some variation
candidates = [
pid for pid, pri in priorities.items()
if pri >= top_priority and pri > self.config.convergence_threshold
]
if not candidates:
return None
# Weight by priority
weights = [priorities[pid] for pid in candidates]
total = sum(weights)
r = random.uniform(0, total)
cumulative = 0
for i, pid in enumerate(candidates):
cumulative += weights[i]
if r <= cumulative:
return pid
return candidates[-1]
def add_message(self, player_id: str, player_name: str, message: str, target: Optional[str] = None) -> None:
"""Record a message to the transcript."""
self.transcript.append(DiscussionMessage(
speaker=player_name,
message=message,
target=target,
round_num=self.round_num
))
self._last_spoke[player_id] = self.round_num
def advance_round(self, all_desires_low: bool) -> bool:
"""
Advance to next round.
Returns True if discussion should continue, False if converged/ended.
"""
self.round_num += 1
if all_desires_low:
self._consecutive_low_rounds += 1
else:
self._consecutive_low_rounds = 0
# Check end conditions
if self.round_num >= self.config.max_rounds:
return False
if self._consecutive_low_rounds >= self.config.convergence_rounds:
return False
return True
def run_discussion_round(self, get_bids_fn, get_message_fn) -> bool:
"""
Run a single discussion round.
get_bids_fn: () -> dict[player_id, bid_dict]
get_message_fn: (player_id) -> message_dict
Returns True if discussion should continue.
"""
# Get bids from all players
bids = get_bids_fn()
# Select speaker
speaker_id = self.select_speaker(bids)
if speaker_id is None:
# No one wants to speak strongly enough
return self.advance_round(all_desires_low=True)
# Get full message from selected speaker
message_data = get_message_fn(speaker_id)
# Record message
self.add_message(
speaker_id,
bids[speaker_id].get("name", speaker_id),
message_data.get("message", "..."),
message_data.get("target")
)
# Check if all desires were low
all_low = all(
bid.get("desire_to_speak", 0) <= self.config.convergence_threshold
for bid in bids.values()
)
return self.advance_round(all_desires_low=all_low)

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"""
The Glass Box League Fog-of-War State System
Per-player knowledge tracking. Each player only knows what they've observed.
"""
from dataclasses import dataclass, field
from typing import Optional, Any
import json
@dataclass
class PlayerSighting:
"""Record of when/where a player was seen."""
player_id: str
player_name: str
room_id: str
timestamp: float
action: Optional[str] = None # "walking", "doing_task", "standing", "venting"
@dataclass
class WitnessedEvent:
"""Record of a witnessed event."""
event_type: str # "VENT", "KILL", "REPORT", "TASK", etc.
timestamp: float
data: dict = field(default_factory=dict)
@dataclass
class PlayerKnowledge:
"""
What a single player knows about the game state.
This is their fog-of-war view.
"""
player_id: str
# Deaths known (via body discovery or announcements)
known_dead: set[str] = field(default_factory=set)
# Last known locations of other players (player_id -> sighting)
last_seen: dict[str, PlayerSighting] = field(default_factory=dict)
# Witnessed events (vents, kills, sus behavior)
witnessed_events: list[WitnessedEvent] = field(default_factory=list)
# Bodies found (body_id -> location, time found)
bodies_found: dict[str, dict] = field(default_factory=dict)
# Meeting announcements (what was said publicly)
public_knowledge: list[dict] = field(default_factory=list)
def see_player(self, player_id: str, name: str, room_id: str,
timestamp: float, action: str = None):
"""Record seeing a player."""
self.last_seen[player_id] = PlayerSighting(
player_id=player_id,
player_name=name,
room_id=room_id,
timestamp=timestamp,
action=action
)
def witness_event(self, event_type: str, timestamp: float, data: dict = None):
"""Record witnessing an event."""
self.witnessed_events.append(WitnessedEvent(
event_type=event_type,
timestamp=timestamp,
data=data or {}
))
def learn_death(self, player_id: str, via: str = "body"):
"""Learn that a player is dead."""
self.known_dead.add(player_id)
self.witness_event("DEATH_LEARNED", 0, {"player_id": player_id, "via": via})
def find_body(self, body_id: str, player_name: str, room_id: str, timestamp: float):
"""Record finding a body."""
self.bodies_found[body_id] = {
"player_name": player_name,
"room_id": room_id,
"time_found": timestamp
}
self.learn_death(body_id.replace("body_", ""), via="body")
def add_public_knowledge(self, info: dict):
"""Add publicly announced information (vote results, etc.)."""
self.public_knowledge.append(info)
def get_known_players_in_room(self, room_id: str, current_time: float,
max_age: float = 30.0) -> list[PlayerSighting]:
"""Get players last seen in a room within a time window."""
return [
s for s in self.last_seen.values()
if s.room_id == room_id and (current_time - s.timestamp) <= max_age
]
def to_dict(self) -> dict:
"""Serialize knowledge state."""
return {
"player_id": self.player_id,
"known_dead": list(self.known_dead),
"last_seen": {
pid: {
"player_name": s.player_name,
"room_id": s.room_id,
"timestamp": s.timestamp,
"action": s.action
}
for pid, s in self.last_seen.items()
},
"witnessed_events": [
{"type": e.event_type, "t": e.timestamp, "data": e.data}
for e in self.witnessed_events
],
"bodies_found": self.bodies_found,
"public_knowledge": self.public_knowledge
}
@classmethod
def from_dict(cls, data: dict) -> "PlayerKnowledge":
"""Deserialize knowledge state."""
pk = cls(player_id=data["player_id"])
pk.known_dead = set(data.get("known_dead", []))
for pid, s in data.get("last_seen", {}).items():
pk.last_seen[pid] = PlayerSighting(
player_id=pid,
player_name=s["player_name"],
room_id=s["room_id"],
timestamp=s["timestamp"],
action=s.get("action")
)
for e in data.get("witnessed_events", []):
pk.witnessed_events.append(WitnessedEvent(
event_type=e["type"],
timestamp=e["t"],
data=e.get("data", {})
))
pk.bodies_found = data.get("bodies_found", {})
pk.public_knowledge = data.get("public_knowledge", [])
return pk
class FogOfWarManager:
"""
Manages per-player knowledge for all players.
"""
def __init__(self):
self._knowledge: dict[str, PlayerKnowledge] = {}
def register_player(self, player_id: str):
"""Register a new player."""
self._knowledge[player_id] = PlayerKnowledge(player_id=player_id)
def get_knowledge(self, player_id: str) -> PlayerKnowledge:
"""Get a player's knowledge state."""
return self._knowledge.get(player_id)
def update_vision(self, observer_id: str, visible_players: list[dict],
room_id: str, timestamp: float):
"""
Update what an observer can see.
visible_players: [{"id": "p1", "name": "Red", "action": "walking"}, ...]
"""
pk = self._knowledge.get(observer_id)
if not pk:
return
for p in visible_players:
pk.see_player(
player_id=p["id"],
name=p["name"],
room_id=room_id,
timestamp=timestamp,
action=p.get("action")
)
def witness_vent(self, observer_id: str, venter_id: str, venter_name: str,
vent_location: str, action: str, timestamp: float):
"""Record an observer witnessing venting."""
pk = self._knowledge.get(observer_id)
if not pk:
return
pk.witness_event("VENT_WITNESSED", timestamp, {
"player_id": venter_id,
"player_name": venter_name,
"location": vent_location,
"action": action # "entered" or "exited"
})
def witness_kill(self, observer_id: str, killer_id: str, killer_name: str,
victim_id: str, victim_name: str, location: str, timestamp: float):
"""Record an observer witnessing a kill."""
pk = self._knowledge.get(observer_id)
if not pk:
return
pk.witness_event("KILL_WITNESSED", timestamp, {
"killer_id": killer_id,
"killer_name": killer_name,
"victim_id": victim_id,
"victim_name": victim_name,
"location": location
})
pk.learn_death(victim_id, via="witnessed")
def find_body(self, finder_id: str, body_id: str, player_name: str,
room_id: str, timestamp: float):
"""Record a player finding a body."""
pk = self._knowledge.get(finder_id)
if pk:
pk.find_body(body_id, player_name, room_id, timestamp)
def announce_death(self, player_id: str, via: str = "meeting"):
"""Announce a death to all players (during meeting)."""
for pk in self._knowledge.values():
pk.learn_death(player_id, via=via)
def announce_public_info(self, info: dict):
"""Broadcast public info to all players."""
for pk in self._knowledge.values():
pk.add_public_knowledge(info)
def get_player_game_state(self, player_id: str, full_state: dict) -> dict:
"""
Filter full game state to only what this player knows.
Returns fog-of-war filtered state.
"""
pk = self._knowledge.get(player_id)
if not pk:
return {}
# Start with what they personally know
filtered = {
"known_dead": list(pk.known_dead),
"last_seen_players": {
pid: {
"name": s.player_name,
"room": s.room_id,
"time_ago": full_state.get("time", 0) - s.timestamp,
"action": s.action
}
for pid, s in pk.last_seen.items()
},
"witnessed_events": [
{"type": e.event_type, "t": e.timestamp, "data": e.data}
for e in pk.witnessed_events[-20:] # Last 20 events
],
"bodies_found": pk.bodies_found,
"public_announcements": pk.public_knowledge
}
return filtered
def reset_for_new_game(self):
"""Clear all knowledge for a new game."""
for player_id in self._knowledge:
self._knowledge[player_id] = PlayerKnowledge(player_id=player_id)
def to_dict(self) -> dict:
"""Serialize all knowledge."""
return {pid: pk.to_dict() for pid, pk in self._knowledge.items()}
@classmethod
def from_dict(cls, data: dict) -> "FogOfWarManager":
"""Deserialize all knowledge."""
fow = cls()
for pid, pk_data in data.items():
fow._knowledge[pid] = PlayerKnowledge.from_dict(pk_data)
return fow

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"""
The Glass Box League Game Engine
Ties together the simulator, map, triggers, and game logic.
All parameters are modular and configurable.
"""
import json
from pathlib import Path
from typing import Optional, Callable, Any
from dataclasses import dataclass, field
# Optional yaml support
try:
import yaml
HAS_YAML = True
except ImportError:
HAS_YAML = False
from .simulator import Simulator
from .types import Player, Body, Position, Role, GamePhase, Event
from .triggers import TriggerRegistry, TriggerType, Trigger
from src.map.graph import GameMap
@dataclass
class GameConfig:
"""Game configuration loaded from YAML. All values are modular."""
# Game setup
map_name: str = "skeld"
min_players: int = 4
max_players: int = 15
num_impostors: int = 2
# Player stats (can be overridden per-player)
player_speed: float = 1.5 # meters per second
vision_range: float = 10.0 # meters
crewmate_vision: float = 1.0 # multiplier
impostor_vision: float = 1.5 # multiplier
# Impostor mechanics
kill_cooldown: float = 25.0 # seconds
kill_range: float = 2.0 # meters
# Meeting settings
emergency_cooldown: float = 15.0 # seconds
emergencies_per_player: int = 1
discussion_time: float = 30.0 # seconds (informational for LLMs)
voting_time: float = 60.0 # seconds (informational for LLMs)
confirm_ejects: bool = True
anonymous_votes: bool = False
# Sabotage settings
o2_timer: float = 30.0
reactor_timer: float = 30.0
lights_vision_multiplier: float = 0.25
# Task settings
tasks_short: int = 2
tasks_long: int = 1
tasks_common: int = 2
# LLM-specific
max_discussion_rounds: int = 20
convergence_threshold: int = 2
@classmethod
def load(cls, path: str) -> "GameConfig":
"""Load config from YAML or JSON file."""
with open(path) as f:
content = f.read()
# Try YAML first, fall back to JSON
if HAS_YAML and (path.endswith('.yaml') or path.endswith('.yml')):
data = yaml.safe_load(content)
else:
# Try to parse as JSON (YAML is superset of JSON)
try:
data = json.loads(content)
except json.JSONDecodeError:
# If yaml available, use it even without extension
if HAS_YAML:
data = yaml.safe_load(content)
else:
raise ImportError("PyYAML not installed. Use JSON config or install pyyaml.")
config = cls()
# Flatten nested structure from YAML
mappings = {
"game": ["map_name", "min_players", "max_players", "num_impostors"],
"player": ["player_speed", "vision_range", "crewmate_vision", "impostor_vision"],
"impostor": ["kill_cooldown", "kill_range"],
"meeting": ["emergency_cooldown", "emergencies_per_player", "discussion_time",
"voting_time", "confirm_ejects", "anonymous_votes"],
"sabotage": ["o2_timer", "reactor_timer", "lights_vision_multiplier"],
"crewmate": ["tasks_short", "tasks_long", "tasks_common"],
"llm": ["max_discussion_rounds", "convergence_threshold"]
}
for section, keys in mappings.items():
section_data = data.get(section, {})
for key in keys:
# Handle key name variations
yaml_key = key.replace(f"{section}_", "").replace("player_", "")
if key == "map_name":
yaml_key = "map"
elif key == "player_speed":
yaml_key = "speed"
if yaml_key in section_data:
setattr(config, key, section_data[yaml_key])
return config
def to_dict(self) -> dict:
"""Convert to dictionary for serialization."""
return {k: v for k, v in self.__dict__.items()}
class GameEngine:
"""
The main game engine.
Coordinates the simulator, map, triggers, and game rules.
All parameters are configurable via GameConfig.
"""
def __init__(self, config: GameConfig, game_map: GameMap):
self.config = config
self.map = game_map
self.simulator = Simulator()
self.triggers = TriggerRegistry()
# Impostor tracking
self.impostor_ids: set[str] = set()
# Sabotage state
self.active_sabotage: Optional[str] = None
self.sabotage_timer: float = 0.0
# Emergency meeting tracking per player
self.emergencies_used: dict[str, int] = {}
# Action queue for impostor visibility
self._action_queue: list[dict] = []
# Pending triggers
self._pending_triggers: list[Trigger] = []
self._setup_handlers()
def _setup_handlers(self) -> None:
"""Register event handlers with the simulator."""
self.simulator.on("PLAYER_MOVE_COMPLETE", self._on_move_complete)
self.simulator.on("PLAYER_ENTERS_ROOM", self._on_room_enter)
self.simulator.on("PLAYER_EXITS_ROOM", self._on_room_exit)
self.simulator.on("KILL", self._on_kill)
self.simulator.on("VENT", self._on_vent)
self.simulator.on("MEETING_CALLED", self._on_meeting)
self.simulator.on("TASK_COMPLETE", self._on_task_complete)
self.simulator.on("SABOTAGE", self._on_sabotage)
self.simulator.on("SABOTAGE_FIX", self._on_sabotage_fix)
# --- Player Management ---
def add_player(
self,
player_id: str,
name: str,
color: str,
role: Role = Role.CREWMATE,
speed: Optional[float] = None,
vision: Optional[float] = None
) -> Player:
"""Add a player to the game. All stats are configurable."""
is_impostor = role == Role.IMPOSTOR
player = Player(
id=player_id,
name=name,
color=color,
role=role,
position=Position(room_id="cafeteria"),
speed=speed or self.config.player_speed,
kill_cooldown=self.config.kill_cooldown if is_impostor else 0.0
)
self.simulator.add_player(player)
self.triggers.register_agent(player_id)
self.emergencies_used[player_id] = 0
if is_impostor:
self.impostor_ids.add(player_id)
return player
def get_impostor_context(self, impostor_id: str) -> dict:
"""
Get impostor-specific context.
Impostors can see:
- Fellow impostors
- Action queue POSITIONS (not contents)
"""
if impostor_id not in self.impostor_ids:
return {}
player = self.simulator.get_player(impostor_id)
fellow_impostors = [
{"id": pid, "name": self.simulator.players[pid].name}
for pid in self.impostor_ids
if pid != impostor_id
]
# Action queue visibility: just positions
queue_info = {
"total_pending_actions": len(self._action_queue),
"my_position": next(
(i for i, a in enumerate(self._action_queue) if a.get("player_id") == impostor_id),
None
)
}
return {
"fellow_impostors": fellow_impostors,
"action_queue": queue_info,
"kill_cooldown": player.kill_cooldown if player else 0.0
}
# --- Action Queue ---
def queue_action(self, player_id: str, action_type: str, data: dict) -> int:
"""Queue an action for resolution. Returns queue position."""
action = {
"player_id": player_id,
"action_type": action_type,
"data": data,
"time_queued": self.simulator.time
}
self._action_queue.append(action)
return len(self._action_queue) - 1
def resolve_actions(self) -> list[dict]:
"""Resolve all queued actions in priority order."""
results = []
# Sort by priority: SABOTAGE > KILL > VENT > MOVE > TASK > REPORT
priority = {"SABOTAGE": 0, "KILL": 1, "VENT": 2, "MOVE": 3, "TASK": 4, "REPORT": 5, "EMERGENCY": 6}
self._action_queue.sort(key=lambda a: priority.get(a["action_type"], 99))
for action in self._action_queue:
result = self._execute_action(action)
results.append(result)
self._action_queue.clear()
return results
def _execute_action(self, action: dict) -> dict:
"""Execute a single action."""
action_type = action["action_type"]
player_id = action["player_id"]
data = action["data"]
result = {"action": action_type, "player_id": player_id, "success": False}
if action_type == "MOVE":
result["success"] = self._do_move(player_id, data.get("destination"))
elif action_type == "KILL":
result["success"] = self._do_kill(player_id, data.get("target_id"))
elif action_type == "VENT":
result["success"] = self._do_vent(player_id, data.get("destination"))
elif action_type == "TASK":
result["success"] = self._do_task(player_id, data.get("task_id"))
elif action_type == "REPORT":
result["success"] = self._do_report(player_id, data.get("body_id"))
elif action_type == "EMERGENCY":
result["success"] = self._do_emergency(player_id)
elif action_type == "SABOTAGE":
result["success"] = self._do_sabotage(player_id, data.get("system"))
return result
# --- Action Implementations ---
def _do_move(self, player_id: str, destination: str) -> bool:
"""Execute movement."""
player = self.simulator.get_player(player_id)
if not player or not player.is_alive or not destination:
return False
if destination == player.position.room_id:
return True
path = self.map.find_path(player.position.room_id, destination)
if path is None:
return False
player.destination = destination
player.path = path
total_distance = self.map.path_distance(path)
travel_time = total_distance / player.speed
self.simulator.schedule_in(travel_time, "PLAYER_MOVE_COMPLETE", {
"player_id": player_id,
"destination": destination,
"from_room": player.position.room_id
})
return True
def _do_kill(self, killer_id: str, target_id: str) -> bool:
"""Execute a kill."""
killer = self.simulator.get_player(killer_id)
target = self.simulator.get_player(target_id)
if not killer or not target:
return False
if not killer.is_alive or not target.is_alive:
return False
if killer.role != Role.IMPOSTOR:
return False
if killer.kill_cooldown > 0:
return False
if killer.position.room_id != target.position.room_id:
return False
self.simulator.schedule_in(0, "KILL", {
"killer_id": killer_id,
"victim_id": target_id,
"room_id": killer.position.room_id
})
return True
def _do_vent(self, player_id: str, destination: str) -> bool:
"""Execute venting."""
player = self.simulator.get_player(player_id)
if not player or not player.is_alive or player.role != Role.IMPOSTOR:
return False
current_room = self.map.get_room(player.position.room_id)
if not current_room or not current_room.vent:
return False
dest_room = self.map.get_room(destination)
if not dest_room or not dest_room.vent:
return False
# Check vent connectivity
if dest_room.vent.id not in current_room.vent.connects_to and current_room.vent.id not in dest_room.vent.connects_to:
return False
self.simulator.schedule_in(0, "VENT", {
"player_id": player_id,
"from_room": player.position.room_id,
"to_room": destination
})
return True
def _do_task(self, player_id: str, task_id: str) -> bool:
"""Start a task."""
player = self.simulator.get_player(player_id)
if not player or not player.is_alive:
return False
if task_id not in player.tasks_assigned or task_id in player.tasks_completed:
return False
room = self.map.get_room(player.position.room_id)
if not room:
return False
task = next((t for t in room.tasks if t.id == task_id), None)
if not task:
return False
player.current_task = task_id
self.simulator.schedule_in(task.duration, "TASK_COMPLETE", {
"player_id": player_id,
"task_id": task_id
})
return True
def _do_report(self, reporter_id: str, body_id: str) -> bool:
"""Report a body."""
reporter = self.simulator.get_player(reporter_id)
if not reporter or not reporter.is_alive:
return False
body = next((b for b in self.simulator.bodies if b.id == body_id and not b.reported), None)
if not body or body.position.room_id != reporter.position.room_id:
return False
body.reported = True
self.simulator.schedule_in(0, "MEETING_CALLED", {
"caller_id": reporter_id,
"reason": "body_report",
"body_id": body_id
})
return True
def _do_emergency(self, caller_id: str) -> bool:
"""Call emergency meeting."""
caller = self.simulator.get_player(caller_id)
if not caller or not caller.is_alive:
return False
if caller.position.room_id != "cafeteria":
return False
if self.emergencies_used.get(caller_id, 0) >= self.config.emergencies_per_player:
return False
self.emergencies_used[caller_id] += 1
self.simulator.schedule_in(0, "MEETING_CALLED", {
"caller_id": caller_id,
"reason": "emergency_button"
})
return True
def _do_sabotage(self, player_id: str, system: str) -> bool:
"""Trigger sabotage."""
player = self.simulator.get_player(player_id)
if not player or player.role != Role.IMPOSTOR:
return False
if self.active_sabotage:
return False
if system not in ["o2", "reactor", "lights", "comms"]:
return False
self.simulator.schedule_in(0, "SABOTAGE", {"player_id": player_id, "system": system})
return True
# --- Event Handlers ---
def _on_move_complete(self, event: Event) -> None:
player = self.simulator.get_player(event.data["player_id"])
if not player:
return
old_room = event.data.get("from_room", player.position.room_id)
new_room = event.data["destination"]
self.simulator.schedule_in(0, "PLAYER_EXITS_ROOM", {"player_id": player.id, "room_id": old_room})
player.position = Position(room_id=new_room)
player.destination = None
player.path = []
self.simulator.schedule_in(0.001, "PLAYER_ENTERS_ROOM", {"player_id": player.id, "room_id": new_room})
def _on_room_enter(self, event: Event) -> None:
player_id = event.data["player_id"]
room_id = event.data["room_id"]
player = self.simulator.get_player(player_id)
for other in self.simulator.players_at(room_id):
if other.id != player_id and other.is_alive:
self._fire_trigger(TriggerType.PLAYER_ENTERS_FOV, other.id, {
"player_id": player_id,
"player_name": player.name if player else "Unknown",
"room_id": room_id
})
for body in self.simulator.bodies_at(room_id):
self._fire_trigger(TriggerType.BODY_IN_FOV, player_id, {
"body_id": body.id,
"player_name": body.player_name
})
def _on_room_exit(self, event: Event) -> None:
player_id = event.data["player_id"]
room_id = event.data["room_id"]
player = self.simulator.get_player(player_id)
for other in self.simulator.players_at(room_id):
if other.id != player_id and other.is_alive:
self._fire_trigger(TriggerType.PLAYER_EXITS_FOV, other.id, {
"player_id": player_id,
"player_name": player.name if player else "Unknown"
})
def _on_kill(self, event: Event) -> None:
killer = self.simulator.get_player(event.data["killer_id"])
victim = self.simulator.get_player(event.data["victim_id"])
if victim:
victim.is_alive = False
body = Body(
id=f"body_{victim.id}_{self.simulator.time:.2f}",
player_id=victim.id,
player_name=victim.name,
position=Position(room_id=victim.position.room_id),
time_of_death=self.simulator.time
)
self.simulator.bodies.append(body)
if killer:
killer.kill_cooldown = self.config.kill_cooldown
def _on_vent(self, event: Event) -> None:
player_id = event.data["player_id"]
from_room = event.data["from_room"]
to_room = event.data["to_room"]
player = self.simulator.get_player(player_id)
if player:
player.position = Position(room_id=to_room)
for observer in self.simulator.players_at(from_room):
if observer.id != player_id and observer.is_alive:
self._fire_trigger(TriggerType.VENT_ACTIVITY_NEARBY, observer.id, {
"player_id": player_id,
"player_name": player.name if player else "Unknown",
"room_id": from_room
})
def _on_meeting(self, event: Event) -> None:
self.simulator.phase = GamePhase.DISCUSSION
if self.active_sabotage and self.active_sabotage not in ["o2", "reactor"]:
self.active_sabotage = None
for player in self.simulator.get_living_players():
player.position = Position(room_id="cafeteria")
player.destination = None
player.path = []
player.current_task = None
for player in self.simulator.get_living_players():
self._fire_trigger(TriggerType.DISCUSSION_START, player.id, event.data)
def _on_task_complete(self, event: Event) -> None:
player = self.simulator.get_player(event.data["player_id"])
task_id = event.data["task_id"]
if player and player.current_task == task_id:
player.tasks_completed.append(task_id)
player.current_task = None
self._fire_trigger(TriggerType.TASK_COMPLETE, player.id, {"task_id": task_id})
def _on_sabotage(self, event: Event) -> None:
system = event.data["system"]
self.active_sabotage = system
self.sabotage_timer = self.config.o2_timer if system == "o2" else self.config.reactor_timer if system == "reactor" else 0
for player in self.simulator.get_living_players():
self._fire_trigger(TriggerType.SABOTAGE_START, player.id, {"system": system, "timer": self.sabotage_timer})
def _on_sabotage_fix(self, event: Event) -> None:
self.active_sabotage = None
self.sabotage_timer = 0.0
# --- Triggers ---
def _fire_trigger(self, trigger_type: TriggerType, agent_id: str, data: dict) -> None:
if self.triggers.should_fire(agent_id, trigger_type, self.simulator.time, data.get("player_id")):
self._pending_triggers.append(Trigger(
trigger_type=trigger_type,
target_agent_id=agent_id,
time=self.simulator.time,
data=data
))
def get_pending_triggers(self) -> list[Trigger]:
triggers = self._pending_triggers
self._pending_triggers = []
return triggers
# --- Win Condition ---
def check_win_condition(self) -> Optional[str]:
living = self.simulator.get_living_players()
impostors = [p for p in living if p.role == Role.IMPOSTOR]
crew = [p for p in living if p.role == Role.CREWMATE]
if len(impostors) >= len(crew):
return "impostor"
if self.active_sabotage in ["o2", "reactor"] and self.sabotage_timer <= 0:
return "impostor"
if not impostors:
return "crewmate"
total = sum(len(p.tasks_assigned) for p in self.simulator.players.values() if p.role == Role.CREWMATE)
done = sum(len(p.tasks_completed) for p in self.simulator.players.values() if p.role == Role.CREWMATE)
if total > 0 and done >= total:
return "crewmate"
return None

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"""
The Glass Box League Meeting Flow Manager
Handles the meeting interrupt flow:
1. Interrupt note (pre-meeting prep)
2. Discussion phase
3. Voting
4. Post-meeting consolidation
"""
from dataclasses import dataclass, field
from typing import Optional, Callable, Any
import json
@dataclass
class MeetingState:
"""State for a single meeting."""
called_by: str
reason: str # "body_report" or "emergency"
body_location: Optional[str] = None
# Interrupt notes from each player
interrupt_notes: dict[str, dict] = field(default_factory=dict)
# Pre-meeting prep thoughts
prep_thoughts: dict[str, dict] = field(default_factory=dict)
# Meeting scratchpads (temp, per-player)
meeting_scratchpads: dict[str, dict] = field(default_factory=dict)
# Discussion transcript
transcript: list[dict] = field(default_factory=list)
# Votes submitted
votes: dict[str, str] = field(default_factory=dict) # player_id -> vote
# Result
ejected: Optional[str] = None
was_impostor: Optional[bool] = None
class MeetingFlowManager:
"""
Manages the complete meeting flow for all players.
"""
def __init__(self):
self.current_meeting: Optional[MeetingState] = None
self.meeting_history: list[MeetingState] = []
def start_meeting(
self,
called_by: str,
reason: str,
body_location: Optional[str] = None
) -> MeetingState:
"""Start a new meeting."""
self.current_meeting = MeetingState(
called_by=called_by,
reason=reason,
body_location=body_location
)
return self.current_meeting
def is_meeting_active(self) -> bool:
"""Check if a meeting is in progress."""
return self.current_meeting is not None
# -------------------------------------------------------------------------
# Phase 1: Interrupt Notes
# -------------------------------------------------------------------------
def submit_interrupt_note(self, player_id: str, note: dict):
"""Player submits their interrupt note (what they were doing)."""
if self.current_meeting:
self.current_meeting.interrupt_notes[player_id] = note
def get_interrupt_context(self, player_id: str) -> dict:
"""Get context for interrupt note prompt."""
return {
"called_by": self.current_meeting.called_by if self.current_meeting else None,
"reason": self.current_meeting.reason if self.current_meeting else None,
"body_location": self.current_meeting.body_location if self.current_meeting else None
}
# -------------------------------------------------------------------------
# Phase 2: Pre-Meeting Prep
# -------------------------------------------------------------------------
def submit_prep_thoughts(self, player_id: str, thoughts: dict):
"""Player submits their pre-meeting preparation thoughts."""
if self.current_meeting:
self.current_meeting.prep_thoughts[player_id] = thoughts
def get_prep_context(self, player_id: str) -> dict:
"""Get context for pre-meeting prep prompt."""
if not self.current_meeting:
return {}
return {
"meeting_info": {
"called_by": self.current_meeting.called_by,
"reason": self.current_meeting.reason,
"body_location": self.current_meeting.body_location
},
"your_interrupt_note": self.current_meeting.interrupt_notes.get(player_id, {})
}
# -------------------------------------------------------------------------
# Phase 3: Discussion
# -------------------------------------------------------------------------
def init_meeting_scratchpad(self, player_id: str, initial: dict = None):
"""Initialize a player's meeting scratchpad."""
if self.current_meeting:
self.current_meeting.meeting_scratchpads[player_id] = initial or {}
def update_meeting_scratchpad(self, player_id: str, updates: dict):
"""Update a player's meeting scratchpad."""
if self.current_meeting:
pad = self.current_meeting.meeting_scratchpads.get(player_id, {})
pad.update(updates)
self.current_meeting.meeting_scratchpads[player_id] = pad
def get_meeting_scratchpad(self, player_id: str) -> dict:
"""Get a player's meeting scratchpad."""
if self.current_meeting:
return self.current_meeting.meeting_scratchpads.get(player_id, {})
return {}
def add_message(self, speaker_id: str, speaker_name: str,
message: str, target: Optional[str] = None):
"""Add a message to the transcript."""
if self.current_meeting:
self.current_meeting.transcript.append({
"speaker_id": speaker_id,
"speaker": speaker_name,
"message": message,
"target": target,
"turn": len(self.current_meeting.transcript)
})
def get_transcript(self) -> list[dict]:
"""Get the full transcript."""
if self.current_meeting:
return self.current_meeting.transcript
return []
# -------------------------------------------------------------------------
# Phase 4: Voting
# -------------------------------------------------------------------------
def submit_vote(self, player_id: str, vote: str):
"""Player submits their vote."""
if self.current_meeting:
self.current_meeting.votes[player_id] = vote
def has_voted(self, player_id: str) -> bool:
"""Check if player has voted."""
if self.current_meeting:
return player_id in self.current_meeting.votes
return False
def all_voted(self, living_players: list[str]) -> bool:
"""Check if all living players have voted."""
if not self.current_meeting:
return False
return all(p in self.current_meeting.votes for p in living_players)
def get_vote_counts(self) -> dict:
"""Get current vote distribution (anonymous)."""
if not self.current_meeting:
return {}
counts = {}
for vote in self.current_meeting.votes.values():
counts[vote] = counts.get(vote, 0) + 1
return counts
def tally_votes(self) -> tuple[Optional[str], dict]:
"""
Tally votes and determine result.
Returns: (ejected_player_id or None, vote_details)
"""
if not self.current_meeting:
return None, {}
votes = self.current_meeting.votes
counts = {}
for vote in votes.values():
counts[vote] = counts.get(vote, 0) + 1
# Find max votes (excluding skip)
max_votes = 0
candidates = []
for target, count in counts.items():
if target == "skip":
continue
if count > max_votes:
max_votes = count
candidates = [target]
elif count == max_votes:
candidates.append(target)
skip_votes = counts.get("skip", 0)
# Determine result
if not candidates or skip_votes >= max_votes:
# Skip wins or no votes cast
ejected = None
elif len(candidates) > 1:
# Tie
ejected = None
else:
ejected = candidates[0]
return ejected, {
"votes": dict(votes),
"counts": counts,
"ejected": ejected,
"was_tie": len(candidates) > 1,
"skip_votes": skip_votes
}
# -------------------------------------------------------------------------
# Phase 5: Post-Meeting
# -------------------------------------------------------------------------
def end_meeting(self, ejected: Optional[str], was_impostor: Optional[bool]) -> MeetingState:
"""End the meeting and store result."""
if self.current_meeting:
self.current_meeting.ejected = ejected
self.current_meeting.was_impostor = was_impostor
# Store in history
self.meeting_history.append(self.current_meeting)
meeting = self.current_meeting
self.current_meeting = None
return meeting
return None
def get_meeting_result(self) -> dict:
"""Get the result of the last meeting."""
if self.meeting_history:
m = self.meeting_history[-1]
return {
"ejected": m.ejected,
"was_impostor": m.was_impostor,
"votes": m.votes,
"reason": m.reason
}
return {}
def get_consolidation_context(self, player_id: str) -> dict:
"""Get context for post-meeting consolidation prompt."""
if not self.meeting_history:
return {}
m = self.meeting_history[-1]
return {
"meeting_result": {
"ejected": m.ejected,
"was_impostor": m.was_impostor,
"votes": m.votes
},
"meeting_scratchpad": m.meeting_scratchpads.get(player_id, {}),
"transcript_summary": {
"total_messages": len(m.transcript),
"speakers": list(set(msg["speaker"] for msg in m.transcript))
}
}
def get_meeting_count(self) -> int:
"""Get total number of meetings held."""
return len(self.meeting_history)

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"""
The Glass Box League Discrete Event Simulator
The core simulation engine. Time is continuous, ticks are interrupts.
"""
import heapq
from dataclasses import dataclass, field
from typing import Callable, Optional
from .types import Event, Player, Body, GamePhase, Position
class Simulator:
"""
Discrete event simulator for Among Us.
Time flows continuously. Events are scheduled and processed in order.
When an event fires, time "freezes" until it's resolved.
"""
def __init__(self):
self.time: float = 0.0 # Current game time in seconds
self.phase: GamePhase = GamePhase.LOBBY
# Priority queue of upcoming events
self._event_queue: list[Event] = []
# Game state
self.players: dict[str, Player] = {}
self.bodies: list[Body] = []
# Event handlers: event_type -> list of callbacks
self._handlers: dict[str, list[Callable[[Event], None]]] = {}
# Replay recording
self.event_log: list[dict] = []
# --- Event Scheduling ---
def schedule(self, event: Event) -> None:
"""Schedule an event for future processing."""
heapq.heappush(self._event_queue, event)
def schedule_at(self, time: float, event_type: str, data: dict = None) -> Event:
"""Convenience: schedule an event at a specific time."""
event = Event(time=time, event_type=event_type, data=data or {})
self.schedule(event)
return event
def schedule_in(self, delay: float, event_type: str, data: dict = None) -> Event:
"""Convenience: schedule an event after a delay from now."""
return self.schedule_at(self.time + delay, event_type, data)
# --- Event Handling ---
def on(self, event_type: str, handler: Callable[[Event], None]) -> None:
"""Register a handler for an event type."""
if event_type not in self._handlers:
self._handlers[event_type] = []
self._handlers[event_type].append(handler)
def _dispatch(self, event: Event) -> None:
"""Dispatch an event to all registered handlers."""
# Log for replay
self.event_log.append({
"t": event.time,
"type": event.event_type,
**event.data
})
# Call handlers
handlers = self._handlers.get(event.event_type, [])
for handler in handlers:
handler(event)
# Also dispatch to wildcard handlers
for handler in self._handlers.get("*", []):
handler(event)
# --- Simulation Loop ---
def step(self) -> Optional[Event]:
"""
Process the next event in the queue.
Returns the event that was processed, or None if queue is empty.
"""
if not self._event_queue:
return None
event = heapq.heappop(self._event_queue)
self.time = event.time
self._dispatch(event)
return event
def run_until(self, end_time: float) -> None:
"""Process all events up to (and including) end_time."""
while self._event_queue and self._event_queue[0].time <= end_time:
self.step()
self.time = end_time
def run_until_empty(self) -> None:
"""Process all events until the queue is empty."""
while self.step() is not None:
pass
def peek_next_time(self) -> Optional[float]:
"""Get the time of the next scheduled event without processing it."""
if self._event_queue:
return self._event_queue[0].time
return None
# --- Player Management ---
def add_player(self, player: Player) -> None:
"""Add a player to the simulation."""
self.players[player.id] = player
def get_player(self, player_id: str) -> Optional[Player]:
"""Get a player by ID."""
return self.players.get(player_id)
def get_living_players(self) -> list[Player]:
"""Get all living players."""
return [p for p in self.players.values() if p.is_alive]
# --- State Queries ---
def players_at(self, room_id: str) -> list[Player]:
"""Get all living players in a specific room."""
return [
p for p in self.get_living_players()
if p.position.is_in_room() and p.position.room_id == room_id
]
def bodies_at(self, room_id: str) -> list[Body]:
"""Get all unreported bodies in a specific room."""
return [
b for b in self.bodies
if not b.reported and b.position.room_id == room_id
]

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"""
The Glass Box League Trigger Message Schema
JSON schemas for trigger messages that explain why a tick was triggered.
"""
from dataclasses import dataclass, field
from typing import Optional, Any
from enum import Enum
import json
class TriggerMessageType(Enum):
"""Types of trigger messages."""
PLAYER_ENTERS_FOV = "PLAYER_ENTERS_FOV"
PLAYER_EXITS_FOV = "PLAYER_EXITS_FOV"
BODY_IN_FOV = "BODY_IN_FOV"
VENT_WITNESSED = "VENT_WITNESSED"
KILL_WITNESSED = "KILL_WITNESSED"
DESTINATION_REACHED = "DESTINATION_REACHED"
TASK_COMPLETE = "TASK_COMPLETE"
SABOTAGE_START = "SABOTAGE_START"
SABOTAGE_END = "SABOTAGE_END"
LIGHTS_OUT = "LIGHTS_OUT"
LIGHTS_RESTORED = "LIGHTS_RESTORED"
COOLDOWN_READY = "COOLDOWN_READY"
DEATH = "DEATH"
DISCUSSION_START = "DISCUSSION_START"
VOTE_START = "VOTE_START"
GAME_START = "GAME_START"
GAME_END = "GAME_END"
PERIODIC = "PERIODIC"
INTERSECTION = "INTERSECTION"
OBJECT_IN_RANGE = "OBJECT_IN_RANGE"
@dataclass
class TriggerMessage:
"""
A structured message explaining why a trigger fired.
"""
trigger_type: TriggerMessageType
timestamp: float
data: dict = field(default_factory=dict)
def to_dict(self) -> dict:
return {
"trigger_type": self.trigger_type.value,
"t": self.timestamp,
"data": self.data
}
@classmethod
def from_dict(cls, d: dict) -> "TriggerMessage":
return cls(
trigger_type=TriggerMessageType(d["trigger_type"]),
timestamp=d["t"],
data=d.get("data", {})
)
class TriggerMessageBuilder:
"""Factory for creating trigger messages."""
@staticmethod
def player_enters_fov(
timestamp: float,
player_id: str,
player_name: str,
entered_from: str,
current_action: str = "walking"
) -> TriggerMessage:
return TriggerMessage(
trigger_type=TriggerMessageType.PLAYER_ENTERS_FOV,
timestamp=timestamp,
data={
"player_id": player_id,
"player_name": player_name,
"entered_from": entered_from,
"current_action": current_action
}
)
@staticmethod
def player_exits_fov(
timestamp: float,
player_id: str,
player_name: str,
exited_to: str
) -> TriggerMessage:
return TriggerMessage(
trigger_type=TriggerMessageType.PLAYER_EXITS_FOV,
timestamp=timestamp,
data={
"player_id": player_id,
"player_name": player_name,
"exited_to": exited_to
}
)
@staticmethod
def body_in_fov(
timestamp: float,
body_id: str,
player_name: str,
room_id: str
) -> TriggerMessage:
return TriggerMessage(
trigger_type=TriggerMessageType.BODY_IN_FOV,
timestamp=timestamp,
data={
"body_id": body_id,
"player_name": player_name,
"room_id": room_id
}
)
@staticmethod
def vent_witnessed(
timestamp: float,
player_id: str,
player_name: str,
vent_location: str,
action: str # "entered" or "exited"
) -> TriggerMessage:
return TriggerMessage(
trigger_type=TriggerMessageType.VENT_WITNESSED,
timestamp=timestamp,
data={
"player_id": player_id,
"player_name": player_name,
"vent_location": vent_location,
"action": action
}
)
@staticmethod
def kill_witnessed(
timestamp: float,
killer_id: str,
killer_name: str,
victim_id: str,
victim_name: str,
location: str
) -> TriggerMessage:
return TriggerMessage(
trigger_type=TriggerMessageType.KILL_WITNESSED,
timestamp=timestamp,
data={
"killer_id": killer_id,
"killer_name": killer_name,
"victim_id": victim_id,
"victim_name": victim_name,
"location": location
}
)
@staticmethod
def destination_reached(
timestamp: float,
room_id: str,
room_name: str
) -> TriggerMessage:
return TriggerMessage(
trigger_type=TriggerMessageType.DESTINATION_REACHED,
timestamp=timestamp,
data={
"room_id": room_id,
"room_name": room_name
}
)
@staticmethod
def task_complete(
timestamp: float,
task_id: str,
task_name: str,
tasks_remaining: int
) -> TriggerMessage:
return TriggerMessage(
trigger_type=TriggerMessageType.TASK_COMPLETE,
timestamp=timestamp,
data={
"task_id": task_id,
"task_name": task_name,
"tasks_remaining": tasks_remaining
}
)
@staticmethod
def sabotage_start(
timestamp: float,
system: str,
time_limit: Optional[float] = None
) -> TriggerMessage:
return TriggerMessage(
trigger_type=TriggerMessageType.SABOTAGE_START,
timestamp=timestamp,
data={
"system": system,
"time_limit": time_limit,
"is_critical": system in ["o2", "reactor"]
}
)
@staticmethod
def lights_out(timestamp: float) -> TriggerMessage:
return TriggerMessage(
trigger_type=TriggerMessageType.LIGHTS_OUT,
timestamp=timestamp,
data={"message": "Lights have been sabotaged. Vision reduced."}
)
@staticmethod
def cooldown_ready(
timestamp: float,
cooldown_type: str # "kill", "emergency", "sabotage"
) -> TriggerMessage:
return TriggerMessage(
trigger_type=TriggerMessageType.COOLDOWN_READY,
timestamp=timestamp,
data={"cooldown_type": cooldown_type}
)
@staticmethod
def death(
timestamp: float,
killer_id: str,
killer_name: str,
location: str
) -> TriggerMessage:
return TriggerMessage(
trigger_type=TriggerMessageType.DEATH,
timestamp=timestamp,
data={
"message": "You have been killed.",
"killer_id": killer_id,
"killer_name": killer_name,
"location": location,
"you_are_now": "ghost"
}
)
@staticmethod
def discussion_start(
timestamp: float,
called_by: str,
reason: str, # "body_report" or "emergency"
body_location: Optional[str] = None
) -> TriggerMessage:
return TriggerMessage(
trigger_type=TriggerMessageType.DISCUSSION_START,
timestamp=timestamp,
data={
"called_by": called_by,
"reason": reason,
"body_location": body_location
}
)
@staticmethod
def game_start(
timestamp: float,
your_role: str,
player_count: int,
impostor_count: int
) -> TriggerMessage:
return TriggerMessage(
trigger_type=TriggerMessageType.GAME_START,
timestamp=timestamp,
data={
"your_role": your_role,
"player_count": player_count,
"impostor_count": impostor_count
}
)
@staticmethod
def game_end(
timestamp: float,
winner: str, # "impostor" or "crewmate"
reason: str
) -> TriggerMessage:
return TriggerMessage(
trigger_type=TriggerMessageType.GAME_END,
timestamp=timestamp,
data={
"winner": winner,
"reason": reason
}
)
@staticmethod
def periodic(
timestamp: float,
interval_name: str # "every_10s", "random"
) -> TriggerMessage:
return TriggerMessage(
trigger_type=TriggerMessageType.PERIODIC,
timestamp=timestamp,
data={"interval": interval_name}
)
@staticmethod
def object_in_range(
timestamp: float,
object_id: str,
object_type: str,
description: str
) -> TriggerMessage:
return TriggerMessage(
trigger_type=TriggerMessageType.OBJECT_IN_RANGE,
timestamp=timestamp,
data={
"object_id": object_id,
"object_type": object_type,
"description": description
}
)

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"""
The Glass Box League Trigger System
Event-driven trigger registry for the simulation.
"""
from dataclasses import dataclass, field
from typing import Callable, Optional, Any
from enum import Enum, auto
class TriggerType(Enum):
# Mandatory (cannot mute)
DISCUSSION_START = auto()
VOTE_START = auto()
GAME_START = auto()
GAME_END = auto()
SABOTAGE_CRITICAL = auto()
# Standard (on by default)
BODY_IN_FOV = auto()
PLAYER_ENTERS_FOV = auto()
PLAYER_EXITS_FOV = auto()
VENT_ACTIVITY_NEARBY = auto()
REACHED_DESTINATION = auto()
TASK_COMPLETE = auto()
SABOTAGE_START = auto()
# Optional (off by default)
EVERY_N_SECONDS = auto()
INTERSECTION = auto()
NEAR_TASK = auto()
PLAYER_NEAR_ME = auto()
ROOM_ENTER = auto()
ROOM_EXIT = auto()
# Sets for quick lookup
MANDATORY_TRIGGERS = {
TriggerType.DISCUSSION_START,
TriggerType.VOTE_START,
TriggerType.GAME_START,
TriggerType.GAME_END,
TriggerType.SABOTAGE_CRITICAL,
}
STANDARD_TRIGGERS = {
TriggerType.BODY_IN_FOV,
TriggerType.PLAYER_ENTERS_FOV,
TriggerType.PLAYER_EXITS_FOV,
TriggerType.VENT_ACTIVITY_NEARBY,
TriggerType.REACHED_DESTINATION,
TriggerType.TASK_COMPLETE,
TriggerType.SABOTAGE_START,
}
@dataclass
class TriggerCondition:
"""A condition for muting or subscribing to triggers."""
trigger_type: TriggerType
until_time: Optional[float] = None # Mute until this game time
until_condition: Optional[str] = None # Mute until condition (e.g., "REACHED(Electrical)")
target_id: Optional[str] = None # For player-specific triggers
@dataclass
class Trigger:
"""A fired trigger that will call an agent."""
trigger_type: TriggerType
target_agent_id: str
time: float
data: dict = field(default_factory=dict)
class TriggerRegistry:
"""
Manages trigger subscriptions and muting for all agents.
"""
def __init__(self):
# agent_id -> set of subscribed TriggerTypes
self._subscriptions: dict[str, set[TriggerType]] = {}
# agent_id -> list of mute conditions
self._mutes: dict[str, list[TriggerCondition]] = {}
def register_agent(self, agent_id: str) -> None:
"""Register an agent with default subscriptions."""
self._subscriptions[agent_id] = set(STANDARD_TRIGGERS)
self._mutes[agent_id] = []
def subscribe(self, agent_id: str, trigger_type: TriggerType) -> None:
"""Subscribe agent to a trigger type."""
if agent_id in self._subscriptions:
self._subscriptions[agent_id].add(trigger_type)
def unsubscribe(self, agent_id: str, trigger_type: TriggerType) -> None:
"""Unsubscribe agent from a trigger type (if not mandatory)."""
if trigger_type in MANDATORY_TRIGGERS:
return # Can't unsubscribe from mandatory
if agent_id in self._subscriptions:
self._subscriptions[agent_id].discard(trigger_type)
def mute(self, agent_id: str, condition: TriggerCondition) -> None:
"""Add a mute condition for an agent."""
if condition.trigger_type in MANDATORY_TRIGGERS:
return # Can't mute mandatory
if agent_id not in self._mutes:
self._mutes[agent_id] = []
self._mutes[agent_id].append(condition)
def clear_expired_mutes(self, agent_id: str, current_time: float) -> None:
"""Remove expired mute conditions."""
if agent_id in self._mutes:
self._mutes[agent_id] = [
m for m in self._mutes[agent_id]
if m.until_time is None or m.until_time > current_time
]
def is_muted(
self,
agent_id: str,
trigger_type: TriggerType,
current_time: float,
target_id: Optional[str] = None
) -> bool:
"""Check if a trigger is currently muted for an agent."""
if trigger_type in MANDATORY_TRIGGERS:
return False
for mute in self._mutes.get(agent_id, []):
if mute.trigger_type != trigger_type:
continue
# Check if mute is still active
if mute.until_time is not None and mute.until_time <= current_time:
continue
# Check target-specific mutes
if mute.target_id is not None and mute.target_id != target_id:
continue
return True
return False
def should_fire(
self,
agent_id: str,
trigger_type: TriggerType,
current_time: float,
target_id: Optional[str] = None
) -> bool:
"""Check if a trigger should fire for an agent."""
# Mandatory always fires
if trigger_type in MANDATORY_TRIGGERS:
return True
# Must be subscribed
if trigger_type not in self._subscriptions.get(agent_id, set()):
return False
# Must not be muted
if self.is_muted(agent_id, trigger_type, current_time, target_id):
return False
return True
def get_agents_for_trigger(
self,
trigger_type: TriggerType,
current_time: float,
target_id: Optional[str] = None,
exclude: Optional[set[str]] = None
) -> list[str]:
"""Get all agents that should receive this trigger."""
exclude = exclude or set()
return [
agent_id
for agent_id in self._subscriptions.keys()
if agent_id not in exclude
and self.should_fire(agent_id, trigger_type, current_time, target_id)
]

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"""
The Glass Box League Core Types
Fundamental data structures for the discrete event simulator.
"""
from dataclasses import dataclass, field
from enum import Enum, auto
from typing import Optional
import uuid
class Role(Enum):
CREWMATE = "crewmate"
IMPOSTOR = "impostor"
class GamePhase(Enum):
LOBBY = auto()
PLAYING = auto()
DISCUSSION = auto()
VOTING = auto()
FINISHED = auto()
@dataclass
class Position:
"""
A position in the game world.
Can be:
- In a room: room_id is set, edge_id is None
- On an edge: edge_id is set, progress is 0.0-1.0
"""
room_id: Optional[str] = None
edge_id: Optional[str] = None
progress: float = 0.0 # 0.0 = start of edge, 1.0 = end
def is_in_room(self) -> bool:
return self.room_id is not None and self.edge_id is None
def is_on_edge(self) -> bool:
return self.edge_id is not None
@dataclass
class Player:
"""A player in the game."""
id: str
name: str
color: str
role: Role = Role.CREWMATE
position: Position = field(default_factory=lambda: Position(room_id="cafeteria"))
is_alive: bool = True
speed: float = 1.0 # meters per second
# Movement intent
destination: Optional[str] = None # Target room_id
path: list[str] = field(default_factory=list) # Sequence of edge_ids
# Task state
current_task: Optional[str] = None
task_progress: float = 0.0 # seconds completed
tasks_assigned: list[str] = field(default_factory=list)
tasks_completed: list[str] = field(default_factory=list)
# Cooldowns (seconds remaining)
kill_cooldown: float = 0.0
# Trigger muting
muted_triggers: dict[str, float] = field(default_factory=dict) # trigger_type -> until_time
@dataclass
class Body:
"""A dead player's body."""
id: str
player_id: str
player_name: str
position: Position
time_of_death: float
reported: bool = False
@dataclass
class Event:
"""
A discrete event in the simulation.
Events are scheduled at specific times and processed in order.
"""
id: str = field(default_factory=lambda: str(uuid.uuid4()))
time: float = 0.0 # Game time in seconds
event_type: str = ""
data: dict = field(default_factory=dict)
def __lt__(self, other: "Event") -> bool:
return self.time < other.time

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"""
The Glass Box League OpenRouter LLM Client
Wrapper for interacting with LLMs via OpenRouter API.
"""
import os
import json
import requests
from typing import Optional
from dataclasses import dataclass
@dataclass
class LLMConfig:
"""Configuration for LLM client."""
api_key: str
base_url: str = "https://openrouter.ai/api/v1"
default_model: str = "google/gemini-2.0-flash-lite-preview-02-05:free"
temperature: float = 0.7
max_tokens: int = 4096
timeout: int = 60
@classmethod
def from_env(cls) -> "LLMConfig":
"""Load config from environment variables."""
api_key = os.getenv("OPENROUTER_API_KEY")
if not api_key:
# Try loading from .env file
env_path = os.path.join(os.path.dirname(__file__), "..", "..", ".env")
if os.path.exists(env_path):
with open(env_path) as f:
for line in f:
if line.startswith("OPENROUTER_API_KEY="):
api_key = line.split("=", 1)[1].strip().strip('"')
break
if not api_key:
raise ValueError("OPENROUTER_API_KEY not found in environment or .env file")
return cls(api_key=api_key)
class OpenRouterClient:
"""
Client for OpenRouter API.
Handles chat completions with JSON mode support.
"""
def __init__(self, config: Optional[LLMConfig] = None):
self.config = config or LLMConfig.from_env()
def chat(
self,
messages: list[dict],
model: Optional[str] = None,
temperature: Optional[float] = None,
max_tokens: Optional[int] = None,
json_mode: bool = True
) -> dict:
"""
Send a chat completion request.
Args:
messages: List of message dicts with 'role' and 'content'
model: Model ID (uses default if not specified)
temperature: Sampling temperature
max_tokens: Max response tokens
json_mode: If True, request JSON output format
Returns:
Full API response dict
"""
headers = {
"Authorization": f"Bearer {self.config.api_key}",
"Content-Type": "application/json",
"HTTP-Referer": "https://glass-box-league.local",
"X-Title": "Glass Box League"
}
payload = {
"model": model or self.config.default_model,
"messages": messages,
"temperature": temperature or self.config.temperature,
"max_tokens": max_tokens or self.config.max_tokens,
}
if json_mode:
payload["response_format"] = {"type": "json_object"}
try:
response = requests.post(
f"{self.config.base_url}/chat/completions",
headers=headers,
json=payload,
timeout=self.config.timeout
)
response.raise_for_status()
return response.json()
except requests.exceptions.RequestException as e:
return {"error": str(e), "choices": []}
def generate(
self,
system_prompt: str,
user_prompt: str,
model: Optional[str] = None,
temperature: Optional[float] = None,
json_mode: bool = True
) -> Optional[str]:
"""
Simple generation with system and user prompts.
Falls back to user-only if model doesn't support system prompts.
Returns the assistant's message content, or None on error.
"""
# Try with system prompt first
messages = [
{"role": "system", "content": system_prompt},
{"role": "user", "content": user_prompt}
]
result = self.chat(messages, model, temperature, json_mode=json_mode)
# Check for specific errors that indicate system prompt not supported
error = result.get("error", "")
if "Developer instruction is not enabled" in str(error) or "400" in str(error):
# Fall back to user-only with system prompt embedded
combined = f"""{system_prompt}
---
{user_prompt}"""
messages = [{"role": "user", "content": combined}]
result = self.chat(messages, model, temperature, json_mode=json_mode)
if "error" in result:
print(f"[LLM Error] {result['error']}")
return None
if result.get("choices"):
return result["choices"][0]["message"]["content"]
return None
def generate_json(
self,
system_prompt: str,
user_prompt: str,
model: Optional[str] = None,
temperature: Optional[float] = None
) -> Optional[dict]:
"""
Generate and parse JSON response.
Tries JSON mode first, falls back to text mode if not supported.
Returns parsed dict, or None on error.
"""
# Try with JSON mode first
content = self.generate(system_prompt, user_prompt, model, temperature, json_mode=True)
# If JSON mode failed (400 error), try without it
if content is None:
content = self.generate(
system_prompt + "\n\nIMPORTANT: You MUST respond with valid JSON only. No other text.",
user_prompt,
model,
temperature,
json_mode=False
)
if content is None:
return None
# Try direct parse first
try:
return json.loads(content)
except json.JSONDecodeError:
pass
# Try to extract JSON from text (common pattern: markdown code blocks)
import re
# Look for JSON in code blocks
json_match = re.search(r'```(?:json)?\s*(\{[\s\S]*?\})\s*```', content)
if json_match:
try:
return json.loads(json_match.group(1))
except json.JSONDecodeError:
pass
# Look for bare JSON object
json_match = re.search(r'(\{[\s\S]*\})', content)
if json_match:
try:
return json.loads(json_match.group(1))
except json.JSONDecodeError as e:
print(f"[JSON Parse Error] {e}")
print(f"[Raw Content] {content[:500]}")
return None
print(f"[JSON Not Found] No JSON object in response")
print(f"[Raw Content] {content[:500]}")
return None
# Global singleton for convenience
_client: Optional[OpenRouterClient] = None
def get_client() -> OpenRouterClient:
"""Get or create the global LLM client."""
global _client
if _client is None:
_client = OpenRouterClient()
return _client

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"""
The Glass Box League Main Orchestrator
Ties together all components and runs the simulation.
Fully integrated with fog-of-war, prompt assembly, and meeting flow.
"""
import json
import random
from pathlib import Path
from typing import Optional
from src.engine.game import GameEngine, GameConfig
from src.engine.simulator import Simulator
from src.engine.types import Role, GamePhase
from src.engine.triggers import TriggerType
from src.engine.discussion import DiscussionOrchestrator
from src.engine.fog_of_war import FogOfWarManager
from src.engine.available_actions import AvailableActionsGenerator
from src.engine.trigger_messages import TriggerMessageBuilder
from src.engine.meeting_flow import MeetingFlowManager
from src.map.graph import GameMap
from src.agents.agent import Agent, create_agent
from src.agents.prompt_assembler import PromptAssembler, PromptConfig
class GameOrchestrator:
"""
Main orchestrator for The Glass Box League.
Coordinates:
- Game engine (state, actions, triggers)
- Fog-of-war (per-player knowledge)
- Agent invocations (LLM calls)
- Meeting flow (interrupt, discussion, voting, consolidation)
- Replay recording
"""
def __init__(
self,
config_path: str = "config/game_settings.yaml",
map_path: str = "data/maps/skeld.json"
):
# Load configuration
self.config = GameConfig.load(config_path) if Path(config_path).exists() else GameConfig()
self.game_map = GameMap.load(map_path) if Path(map_path).exists() else self._create_default_map()
# Initialize engine
self.engine = GameEngine(self.config, self.game_map)
# Fog-of-war
self.fog_of_war = FogOfWarManager()
# Meeting flow
self.meeting_flow = MeetingFlowManager()
# Agents and their prompt assemblers
self.agents: dict[str, Agent] = {}
self.prompt_assemblers: dict[str, PromptAssembler] = {}
# Available actions generator
self.actions_gen = AvailableActionsGenerator(self.engine, self.game_map)
# Discussion orchestrator
self.discussion = DiscussionOrchestrator()
# Replay log
self.replay: list[dict] = []
# Recent history per-player (accumulated vision from skipped ticks)
self.recent_history: dict[str, list[dict]] = {}
def _create_default_map(self) -> GameMap:
"""Create a minimal map if file not found."""
game_map = GameMap()
from src.map.graph import Room
game_map.add_room(Room(id="cafeteria", name="Cafeteria"))
return game_map
# -------------------------------------------------------------------------
# Setup
# -------------------------------------------------------------------------
def add_agent(
self,
agent_id: str,
name: str,
color: str,
role: Role,
model_id: str = "google/gemini-2.0-flash-lite-preview-02-05:free",
persona: str = "",
strategy_level: str = "none",
meta_level: str = "direct"
) -> Agent:
"""Add an agent to the game with full integration."""
# Add to engine
self.engine.add_player(agent_id, name, color, role)
# Register with fog-of-war
self.fog_of_war.register_player(agent_id)
# Get fellow impostors if impostor
fellow_impostors = None
if role == Role.IMPOSTOR:
ctx = self.engine.get_impostor_context(agent_id)
fellow_impostors = ctx.get("fellow_impostors", [])
# Create prompt assembler
prompt_config = PromptConfig(
model_name=model_id.split("/")[-1],
persona=persona,
strategy_level=strategy_level,
meta_level=meta_level,
is_impostor=(role == Role.IMPOSTOR),
fellow_impostors=fellow_impostors
)
self.prompt_assemblers[agent_id] = PromptAssembler(prompt_config)
# Create agent
agent = create_agent(agent_id, name, color, model_id, persona)
self.agents[agent_id] = agent
# Initialize recent history
self.recent_history[agent_id] = []
return agent
def setup_game(
self,
player_configs: list[dict],
num_impostors: int = 2
) -> None:
"""Set up a game with the given player configurations."""
# Assign roles randomly
num_players = len(player_configs)
roles = [Role.IMPOSTOR] * num_impostors + [Role.CREWMATE] * (num_players - num_impostors)
random.shuffle(roles)
for i, config in enumerate(player_configs):
agent_id = f"agent_{i}"
self.add_agent(
agent_id=agent_id,
name=config.get("name", f"Player{i}"),
color=config.get("color", "white"),
role=roles[i],
model_id=config.get("model_id", "google/gemini-2.0-flash-lite-preview-02-05:free"),
persona=config.get("persona", ""),
strategy_level=config.get("strategy_level", "none"),
meta_level=config.get("meta_level", "direct")
)
# -------------------------------------------------------------------------
# Game State Building
# -------------------------------------------------------------------------
def get_player_state(self, agent_id: str) -> dict:
"""Build player's own state for prompt."""
player = self.engine.simulator.get_player(agent_id)
if not player:
return {}
state = {
"id": player.id,
"name": player.name,
"role": player.role.value,
"location": player.position.room_id,
"is_alive": player.is_alive,
"kill_cooldown": player.kill_cooldown if player.role == Role.IMPOSTOR else None,
"tasks_total": len(player.tasks_assigned),
"tasks_completed": len(player.tasks_completed),
"emergencies_remaining": self.config.emergencies_per_player - getattr(player, 'emergencies_used', 0)
}
return state
def get_vision(self, agent_id: str) -> dict:
"""Build current vision snapshot for agent."""
player = self.engine.simulator.get_player(agent_id)
if not player:
return {}
room_id = player.position.room_id
# Visible players
visible_players = []
for p in self.engine.simulator.players_at(room_id):
if p.id != agent_id:
visible_players.append({
"id": p.id,
"name": p.name,
"color": p.color,
"is_alive": p.is_alive,
"action": "standing" # TODO: track current action
})
# Update fog-of-war
self.fog_of_war.update_vision(
agent_id, visible_players, room_id, self.engine.simulator.time
)
# Visible bodies
bodies = [
{"id": b.id, "player_name": b.player_name}
for b in self.engine.simulator.bodies_at(room_id)
]
# Room exits
exits = [n[1] for n in self.game_map.get_neighbors(room_id)]
return {
"room": room_id,
"players_visible": visible_players,
"bodies_visible": bodies,
"exits": exits
}
def get_full_context(self, agent_id: str, trigger_data: dict = None) -> tuple[str, str]:
"""Build complete system and user prompts for an agent."""
assembler = self.prompt_assemblers.get(agent_id)
if not assembler:
return "", ""
player = self.engine.simulator.get_player(agent_id)
if not player:
return "", ""
# Load learned memory
agent = self.agents[agent_id]
all_pads = agent.scratchpads.get_all()
learned = {"content": all_pads.get("learned", "")} if all_pads.get("learned") else {}
# System prompt
system_prompt = assembler.build_system_prompt(
phase="action",
game_settings=self.config.to_dict(),
map_name="The Skeld",
learned=learned
)
# User prompt
player_state = self.get_player_state(agent_id)
recent_history = self.recent_history.get(agent_id, [])
vision = self.get_vision(agent_id)
available_actions = self.actions_gen.to_prompt_context(agent_id)
user_prompt = assembler.build_action_prompt(
player_state=player_state,
recent_history=recent_history,
vision=vision,
available_actions=available_actions,
trigger=trigger_data
)
return system_prompt, user_prompt
# -------------------------------------------------------------------------
# Action Processing
# -------------------------------------------------------------------------
def process_triggers(self) -> None:
"""Process all pending triggers by invoking agents."""
triggers = self.engine.get_pending_triggers()
for trigger in triggers:
agent_id = trigger.target_agent_id
agent = self.agents.get(agent_id)
if not agent:
continue
# Build trigger message
trigger_msg = {
"type": trigger.trigger_type.name,
"t": trigger.time,
"data": trigger.data
}
# Get full context
system_prompt, user_prompt = self.get_full_context(agent_id, trigger_msg)
# Call LLM
response = agent.client.generate_json(
system_prompt,
user_prompt,
model=agent.config.model_id,
temperature=agent.config.temperature
)
if response is None:
response = {"action": {"type": "WAIT"}}
# Log for replay
self.replay.append({
"t": trigger.time,
"agent": agent_id,
"trigger": trigger.trigger_type.name,
"internal_thought": response.get("internal_thought", ""),
"action": response.get("action", {})
})
# Apply scratchpad updates
if "scratchpad_updates" in response:
for pad_name, content in response["scratchpad_updates"].items():
if content:
agent.scratchpads.update(pad_name, {"content": content})
# Handle trigger config changes
if "trigger_config" in response and response["trigger_config"]:
self._apply_trigger_config(agent_id, response["trigger_config"])
# Queue the action
action = response.get("action", {})
action_type = action.get("type", "WAIT")
if action_type != "WAIT":
self.engine.queue_action(agent_id, action_type, action)
# Clear recent history (agent has processed it)
self.recent_history[agent_id] = []
def _apply_trigger_config(self, agent_id: str, config: dict) -> None:
"""Apply trigger configuration changes for an agent."""
if "mute" in config:
for mute_spec in config["mute"]:
trigger_type = TriggerType[mute_spec["type"]]
until = mute_spec.get("until")
# Apply mute via trigger registry
from src.engine.triggers import TriggerCondition
condition = TriggerCondition(
trigger_type=trigger_type,
until_trigger=TriggerType[until] if until else None
)
self.engine.triggers.mute(agent_id, condition)
def accumulate_vision(self, agent_id: str) -> None:
"""Accumulate vision for an agent between ticks (for skipped triggers)."""
vision = self.get_vision(agent_id)
self.recent_history[agent_id].append({
"t": self.engine.simulator.time,
"vision": vision
})
# -------------------------------------------------------------------------
# Meeting Flow
# -------------------------------------------------------------------------
def handle_meeting_interrupt(self, called_by: str, reason: str, body_location: str = None) -> None:
"""Handle a meeting being called (interrupt phase)."""
# Start meeting
self.meeting_flow.start_meeting(called_by, reason, body_location)
# Get interrupt notes from all living agents
for agent_id, agent in self.agents.items():
player = self.engine.simulator.get_player(agent_id)
if not player or not player.is_alive:
continue
assembler = self.prompt_assemblers[agent_id]
player_state = self.get_player_state(agent_id)
# Build interrupt prompt
prompt = assembler.build_meeting_interrupt_prompt(
player_state=player_state,
interrupted_action=self._get_current_action(agent_id)
)
# Get response
response = agent.client.generate_json(
assembler.build_system_prompt("action", self.config.to_dict(), "The Skeld"),
prompt,
model=agent.config.model_id
)
if response:
self.meeting_flow.submit_interrupt_note(agent_id, response)
def _get_current_action(self, agent_id: str) -> dict:
"""Get what the agent was doing when interrupted."""
# Look back in replay for last action
for entry in reversed(self.replay):
if entry.get("agent") == agent_id and "action" in entry:
return entry["action"]
return {}
def run_discussion_phase(self) -> str:
"""
Run the full discussion phase with bidding and voting.
Returns the ejected player_id or None.
"""
living_agents = [
aid for aid, agent in self.agents.items()
if self.engine.simulator.get_player(aid) and
self.engine.simulator.get_player(aid).is_alive
]
# Discussion loop
max_rounds = 50
for round_num in range(max_rounds):
# Get bids from all agents
bids = {}
for agent_id in living_agents:
if self.meeting_flow.has_voted(agent_id):
continue # Already voted, reduced participation
agent = self.agents[agent_id]
assembler = self.prompt_assemblers[agent_id]
prompt = assembler.build_discussion_prompt(
player_state=self.get_player_state(agent_id),
transcript=self.meeting_flow.get_transcript(),
meeting_scratchpad=self.meeting_flow.get_meeting_scratchpad(agent_id)
)
response = agent.client.generate_json(
assembler.build_system_prompt("discussion", self.config.to_dict(), "The Skeld"),
prompt,
model=agent.config.model_id
)
if response is None:
response = {"desire_to_speak": 0, "message": "", "vote_action": None}
bids[agent_id] = {
"name": agent.name,
"desire_to_speak": response.get("desire_to_speak", 0),
"target": response.get("target")
}
# Handle vote if submitted
if response.get("vote_action"):
self.meeting_flow.submit_vote(agent_id, response["vote_action"])
# Update meeting scratchpad
if response.get("scratchpad_updates", {}).get("meeting_scratch"):
self.meeting_flow.update_meeting_scratchpad(
agent_id,
{"notes": response["scratchpad_updates"]["meeting_scratch"]}
)
# If speaking, add message
if response.get("desire_to_speak", 0) > 0 and response.get("message"):
self.meeting_flow.add_message(
agent_id,
agent.name,
response["message"],
response.get("target")
)
# Log
self.replay.append({
"t": self.engine.simulator.time,
"phase": "discussion",
"speaker": agent.name,
"message": response["message"]
})
# Check if all have voted
if self.meeting_flow.all_voted(living_agents):
break
# Check for pressure nudge (long discussion)
if round_num > 30:
# Add system nudge to transcript
self.meeting_flow.add_message(
"system", "System",
"Please wrap up the discussion and vote.",
None
)
# Tally votes
ejected, vote_details = self.meeting_flow.tally_votes()
# Determine if impostor
was_impostor = None
if ejected:
ejected_player = self.engine.simulator.get_player(ejected)
if ejected_player:
was_impostor = ejected_player.role == Role.IMPOSTOR
# End meeting
self.meeting_flow.end_meeting(ejected, was_impostor)
# Announce death to all
if ejected:
self.fog_of_war.announce_death(ejected, via="ejection")
if self.config.confirm_ejects:
self.fog_of_war.announce_public_info({
"event": "ejection",
"player": ejected,
"was_impostor": was_impostor
})
return ejected
def run_consolidation_phase(self) -> None:
"""Run post-meeting consolidation for all agents."""
meeting_result = self.meeting_flow.get_meeting_result()
for agent_id, agent in self.agents.items():
player = self.engine.simulator.get_player(agent_id)
if not player:
continue
assembler = self.prompt_assemblers[agent_id]
context = self.meeting_flow.get_consolidation_context(agent_id)
prompt = assembler.build_consolidation_prompt(
player_state=self.get_player_state(agent_id),
meeting_result=meeting_result,
meeting_scratchpad=context.get("meeting_scratchpad", {})
)
response = agent.client.generate_json(
assembler.build_system_prompt("action", self.config.to_dict(), "The Skeld"),
prompt,
model=agent.config.model_id
)
# Apply scratchpad updates
if response:
for pad_name in ["events", "suspicions", "plan"]:
if response.get(pad_name):
agent.scratchpads.update(pad_name, {"content": response[pad_name]})
# -------------------------------------------------------------------------
# Main Game Loop
# -------------------------------------------------------------------------
def run_game(self, max_time: float = 300.0) -> str:
"""
Run the full game loop.
Returns the winner: "crewmate" or "impostor"
"""
self.engine.simulator.phase = GamePhase.PLAYING
# Initial trigger for all
for agent_id in self.agents:
player = self.engine.simulator.get_player(agent_id)
trigger = TriggerMessageBuilder.game_start(
timestamp=0,
your_role=player.role.value if player else "unknown",
player_count=len(self.agents),
impostor_count=self.config.num_impostors
)
self.engine._fire_trigger(
TriggerType.GAME_START,
agent_id,
trigger.to_dict()
)
while self.engine.simulator.time < max_time:
# Process pending triggers
self.process_triggers()
# Resolve queued actions
self.engine.resolve_actions()
# Step simulator
self.engine.simulator.step()
# Check win condition
winner = self.engine.check_win_condition()
if winner:
self._handle_game_end(winner)
return winner
# Check discussion phase
if self.engine.simulator.phase == GamePhase.DISCUSSION:
# Run full meeting flow
ejected = self.run_discussion_phase()
# Handle ejection
if ejected:
player = self.engine.simulator.get_player(ejected)
if player:
player.is_alive = False
# Consolidation
self.run_consolidation_phase()
# Check win after ejection
winner = self.engine.check_win_condition()
if winner:
self._handle_game_end(winner)
return winner
# Resume playing
self.engine.simulator.phase = GamePhase.PLAYING
return "timeout"
def _handle_game_end(self, winner: str) -> None:
"""Handle end of game, trigger reflection for all agents."""
# Fire game end trigger
for agent_id in self.agents:
trigger = TriggerMessageBuilder.game_end(
timestamp=self.engine.simulator.time,
winner=winner,
reason="Game concluded"
)
self.engine._fire_trigger(
TriggerType.GAME_END,
agent_id,
trigger.to_dict()
)
# Run reflection for all agents
game_summary = {
"winner": winner,
"duration": self.engine.simulator.time,
"meetings": self.meeting_flow.get_meeting_count(),
"transcript": [m.to_dict() if hasattr(m, 'to_dict') else m
for m in self.meeting_flow.meeting_history]
}
for agent_id, agent in self.agents.items():
agent.reflect(game_summary)
def save_replay(self, path: str = "match_replay.json") -> None:
"""Save the game replay to a file."""
with open(path, "w") as f:
json.dump({
"config": self.config.to_dict(),
"events": self.replay,
"discussion_transcripts": [
m.transcript if hasattr(m, 'transcript') else []
for m in self.meeting_flow.meeting_history
]
}, f, indent=2)
def main():
"""Example game setup."""
orchestrator = GameOrchestrator()
# Example players with strategy levels
players = [
{"name": "Red", "color": "red", "persona": "Aggressive leader", "strategy_level": "intermediate"},
{"name": "Blue", "color": "blue", "persona": "Quiet observer", "strategy_level": "basic"},
{"name": "Green", "color": "green", "persona": "Nervous follower", "strategy_level": "none"},
{"name": "Yellow", "color": "yellow", "persona": "Task-focused", "strategy_level": "basic"},
{"name": "Purple", "color": "purple", "persona": "Analytical", "strategy_level": "advanced"},
]
orchestrator.setup_game(players, num_impostors=1)
print("Game setup complete.")
print(f"Agents: {list(orchestrator.agents.keys())}")
print(f"Map loaded: {orchestrator.game_map is not None}")
print(f"Fog-of-war initialized: {len(orchestrator.fog_of_war._knowledge)} players tracked")
print("Ready to run!")
if __name__ == "__main__":
main()

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src/map/__init__.py Normal file
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208
src/map/graph.py Normal file
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"""
The Glass Box League Map Model
Continuous node graph with distances for position tracking.
"""
from dataclasses import dataclass, field
from typing import Optional
import json
@dataclass
class Task:
"""A task that can be performed in a room."""
id: str
name: str
duration: float # seconds to complete
is_visual: bool = False # Can others see you doing it?
@dataclass
class Vent:
"""A vent connection point."""
id: str
connects_to: list[str] # Other vent IDs
@dataclass
class Room:
"""A room (node) in the map."""
id: str
name: str
tasks: list[Task] = field(default_factory=list)
vent: Optional[Vent] = None
# Position within the room (for spawn points, task locations)
# Simplified: just a single point for now
x: float = 0.0
y: float = 0.0
@dataclass
class Edge:
"""A corridor (edge) connecting two rooms."""
id: str
room_a: str # Room ID
room_b: str # Room ID
distance: float # meters
# Path geometry (list of waypoints for LoS calculation)
# Each waypoint is (x, y)
waypoints: list[tuple[float, float]] = field(default_factory=list)
def other_room(self, room_id: str) -> str:
"""Get the room on the other end of this edge."""
return self.room_b if room_id == self.room_a else self.room_a
class GameMap:
"""
The game map: a graph of rooms connected by edges.
Supports pathfinding, distance calculation, and visibility queries.
"""
def __init__(self):
self.rooms: dict[str, Room] = {}
self.edges: dict[str, Edge] = {}
# Adjacency list: room_id -> list of (edge_id, neighbor_room_id)
self._adjacency: dict[str, list[tuple[str, str]]] = {}
def add_room(self, room: Room) -> None:
"""Add a room to the map."""
self.rooms[room.id] = room
if room.id not in self._adjacency:
self._adjacency[room.id] = []
def add_edge(self, edge: Edge) -> None:
"""Add an edge connecting two rooms."""
self.edges[edge.id] = edge
# Update adjacency list
if edge.room_a not in self._adjacency:
self._adjacency[edge.room_a] = []
if edge.room_b not in self._adjacency:
self._adjacency[edge.room_b] = []
self._adjacency[edge.room_a].append((edge.id, edge.room_b))
self._adjacency[edge.room_b].append((edge.id, edge.room_a))
def get_room(self, room_id: str) -> Optional[Room]:
"""Get a room by ID."""
return self.rooms.get(room_id)
def get_edge(self, edge_id: str) -> Optional[Edge]:
"""Get an edge by ID."""
return self.edges.get(edge_id)
def get_neighbors(self, room_id: str) -> list[tuple[str, str]]:
"""Get adjacent rooms: list of (edge_id, neighbor_room_id)."""
return self._adjacency.get(room_id, [])
def find_edge(self, room_a: str, room_b: str) -> Optional[Edge]:
"""Find the edge connecting two rooms, if any."""
for edge_id, neighbor in self._adjacency.get(room_a, []):
if neighbor == room_b:
return self.edges[edge_id]
return None
# --- Pathfinding ---
def find_path(self, from_room: str, to_room: str) -> Optional[list[str]]:
"""
Find shortest path between two rooms.
Returns list of edge IDs to traverse, or None if no path.
Uses Dijkstra's algorithm.
"""
import heapq
if from_room == to_room:
return []
# Priority queue: (distance, room_id, path_so_far)
queue = [(0.0, from_room, [])]
visited = set()
while queue:
dist, current, path = heapq.heappop(queue)
if current in visited:
continue
visited.add(current)
if current == to_room:
return path
for edge_id, neighbor in self.get_neighbors(current):
if neighbor not in visited:
edge = self.edges[edge_id]
new_path = path + [edge_id]
heapq.heappush(queue, (dist + edge.distance, neighbor, new_path))
return None
def path_distance(self, edge_ids: list[str]) -> float:
"""Calculate total distance of a path."""
return sum(self.edges[eid].distance for eid in edge_ids)
# --- Serialization ---
def to_dict(self) -> dict:
"""Serialize map to dictionary."""
return {
"rooms": [
{
"id": r.id,
"name": r.name,
"x": r.x,
"y": r.y,
"tasks": [{"id": t.id, "name": t.name, "duration": t.duration} for t in r.tasks],
"vent": {"id": r.vent.id, "connects_to": r.vent.connects_to} if r.vent else None
}
for r in self.rooms.values()
],
"edges": [
{
"id": e.id,
"room_a": e.room_a,
"room_b": e.room_b,
"distance": e.distance,
"waypoints": e.waypoints
}
for e in self.edges.values()
]
}
def save(self, path: str) -> None:
"""Save map to JSON file."""
with open(path, "w") as f:
json.dump(self.to_dict(), f, indent=2)
@classmethod
def load(cls, path: str) -> "GameMap":
"""Load map from JSON file."""
with open(path) as f:
data = json.load(f)
game_map = cls()
for r in data["rooms"]:
tasks = [Task(id=t["id"], name=t["name"], duration=t["duration"]) for t in r.get("tasks", [])]
vent = Vent(id=r["vent"]["id"], connects_to=r["vent"]["connects_to"]) if r.get("vent") else None
room = Room(id=r["id"], name=r["name"], x=r.get("x", 0), y=r.get("y", 0), tasks=tasks, vent=vent)
game_map.add_room(room)
for e in data["edges"]:
edge = Edge(
id=e["id"],
room_a=e["room_a"],
room_b=e["room_b"],
distance=e["distance"],
waypoints=[tuple(w) for w in e.get("waypoints", [])]
)
game_map.add_edge(edge)
return game_map

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tests/test_discussion.py Normal file
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"""
Tests for the discussion orchestrator.
"""
import unittest
import sys
import os
sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
from src.engine.discussion import DiscussionOrchestrator, DiscussionConfig, DiscussionMessage
class TestDiscussionMessage(unittest.TestCase):
"""Tests for DiscussionMessage dataclass."""
def test_message_creation(self):
msg = DiscussionMessage(speaker="Red", message="I saw Blue vent!")
self.assertEqual(msg.speaker, "Red")
self.assertEqual(msg.message, "I saw Blue vent!")
self.assertIsNone(msg.target)
def test_message_with_target(self):
msg = DiscussionMessage(speaker="Red", message="What were you doing?", target="Blue")
self.assertEqual(msg.target, "Blue")
class TestDiscussionConfig(unittest.TestCase):
"""Tests for DiscussionConfig."""
def test_default_config(self):
config = DiscussionConfig()
self.assertEqual(config.max_rounds, 20)
self.assertEqual(config.convergence_threshold, 2)
class TestDiscussionOrchestrator(unittest.TestCase):
"""Tests for the discussion orchestrator."""
def setUp(self):
self.orchestrator = DiscussionOrchestrator()
def test_initial_state(self):
self.assertEqual(len(self.orchestrator.transcript), 0)
self.assertEqual(self.orchestrator.round_num, 0)
def test_reset(self):
self.orchestrator.add_message("p1", "Red", "test")
self.orchestrator.round_num = 5
self.orchestrator.reset()
self.assertEqual(len(self.orchestrator.transcript), 0)
self.assertEqual(self.orchestrator.round_num, 0)
def test_add_message(self):
self.orchestrator.add_message("p1", "Red", "Hello everyone")
self.assertEqual(len(self.orchestrator.transcript), 1)
self.assertEqual(self.orchestrator.transcript[0].speaker, "Red")
self.assertEqual(self.orchestrator.transcript[0].message, "Hello everyone")
def test_get_transcript(self):
self.orchestrator.add_message("p1", "Red", "Message 1")
self.orchestrator.add_message("p2", "Blue", "Message 2", target="Red")
transcript = self.orchestrator.get_transcript()
self.assertEqual(len(transcript), 2)
self.assertEqual(transcript[0]["speaker"], "Red")
self.assertEqual(transcript[1]["target"], "Red")
def test_priority_base_desire(self):
priority = self.orchestrator.calculate_priority("p1", "Red", desire_to_speak=5)
# Should be desire + random(1-6)
self.assertGreaterEqual(priority, 6) # 5 + 1
self.assertLessEqual(priority, 11) # 5 + 6
def test_priority_mention_boost(self):
self.orchestrator.add_message("p2", "Blue", "I think Red is suspicious")
priority = self.orchestrator.calculate_priority("p1", "Red", desire_to_speak=5)
# Should include mention boost
self.assertGreaterEqual(priority, 9) # 5 + 3 boost + 1 random
def test_priority_target_boost(self):
self.orchestrator.add_message("p2", "Blue", "Where were you?", target="Red")
priority = self.orchestrator.calculate_priority("p1", "Red", desire_to_speak=5)
# Should include target boost
self.assertGreaterEqual(priority, 8) # 5 + 2 boost + 1 random
def test_priority_speaking_cooldown(self):
# Test that speaking cooldown reduces priority on average
# Run multiple times due to random factor
self.orchestrator.round_num = 5
# Player who just spoke (should have lower priority on average)
self.orchestrator._last_spoke["p1"] = 4
priorities_recent = [
self.orchestrator.calculate_priority("p1", "Red", desire_to_speak=5)
for _ in range(20)
]
# Player who spoke long ago (should have higher priority on average)
self.orchestrator._last_spoke["p1"] = 0
priorities_old = [
self.orchestrator.calculate_priority("p1", "Red", desire_to_speak=5)
for _ in range(20)
]
# Average of old should be higher than recent
avg_recent = sum(priorities_recent) / len(priorities_recent)
avg_old = sum(priorities_old) / len(priorities_old)
self.assertLess(avg_recent, avg_old)
def test_select_speaker_none_below_threshold(self):
bids = {
"p1": {"name": "Red", "desire_to_speak": 0},
"p2": {"name": "Blue", "desire_to_speak": 0},
}
# With desire=0 and random 1-6 added, max priority is 6
# Threshold is 2, so some may still speak
# To properly test, we'd need all desires at 0 and check behavior
# Actually the threshold comparison uses raw priorities not desires
# Let's just verify it returns a valid result or None
speaker = self.orchestrator.select_speaker(bids)
# Either None or one of the players is valid
self.assertTrue(speaker is None or speaker in ["p1", "p2"])
def test_select_speaker_picks_one(self):
bids = {
"p1": {"name": "Red", "desire_to_speak": 8},
"p2": {"name": "Blue", "desire_to_speak": 7},
}
speaker = self.orchestrator.select_speaker(bids)
self.assertIn(speaker, ["p1", "p2"])
def test_advance_round_increments(self):
initial = self.orchestrator.round_num
self.orchestrator.advance_round(all_desires_low=False)
self.assertEqual(self.orchestrator.round_num, initial + 1)
def test_advance_round_ends_at_max(self):
self.orchestrator.round_num = 19 # Just before max
self.orchestrator.config.max_rounds = 20
should_continue = self.orchestrator.advance_round(all_desires_low=False)
self.assertFalse(should_continue)
def test_advance_round_convergence(self):
self.orchestrator.config.convergence_rounds = 2
# First low round
self.orchestrator.advance_round(all_desires_low=True)
self.assertTrue(True) # Should continue
# Second low round - should end
should_continue = self.orchestrator.advance_round(all_desires_low=True)
self.assertFalse(should_continue)
def test_convergence_resets_on_activity(self):
self.orchestrator._consecutive_low_rounds = 1
self.orchestrator.advance_round(all_desires_low=False)
self.assertEqual(self.orchestrator._consecutive_low_rounds, 0)
if __name__ == "__main__":
unittest.main()

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"""
Tests for the fog-of-war system.
"""
import unittest
import sys
import os
sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
from src.engine.fog_of_war import FogOfWarManager, PlayerKnowledge, PlayerSighting
class TestPlayerKnowledge(unittest.TestCase):
"""Tests for PlayerKnowledge."""
def setUp(self):
self.pk = PlayerKnowledge(player_id="red")
def test_see_player(self):
self.pk.see_player("blue", "Blue", "cafeteria", 10.0, "walking")
self.assertIn("blue", self.pk.last_seen)
self.assertEqual(self.pk.last_seen["blue"].room_id, "cafeteria")
def test_witness_event(self):
self.pk.witness_event("VENT_WITNESSED", 15.0, {"player": "green"})
self.assertEqual(len(self.pk.witnessed_events), 1)
self.assertEqual(self.pk.witnessed_events[0].event_type, "VENT_WITNESSED")
def test_learn_death(self):
self.pk.learn_death("blue", via="body")
self.assertIn("blue", self.pk.known_dead)
def test_find_body(self):
self.pk.find_body("body_blue", "Blue", "electrical", 20.0)
self.assertIn("body_blue", self.pk.bodies_found)
self.assertIn("blue", self.pk.known_dead)
def test_to_dict_and_from_dict(self):
self.pk.see_player("blue", "Blue", "cafeteria", 10.0)
self.pk.learn_death("green")
data = self.pk.to_dict()
restored = PlayerKnowledge.from_dict(data)
self.assertEqual(restored.player_id, "red")
self.assertIn("blue", restored.last_seen)
self.assertIn("green", restored.known_dead)
class TestFogOfWarManager(unittest.TestCase):
"""Tests for FogOfWarManager."""
def setUp(self):
self.fow = FogOfWarManager()
self.fow.register_player("red")
self.fow.register_player("blue")
def test_register_player(self):
self.assertIsNotNone(self.fow.get_knowledge("red"))
self.assertIsNotNone(self.fow.get_knowledge("blue"))
def test_update_vision(self):
visible = [{"id": "blue", "name": "Blue", "action": "standing"}]
self.fow.update_vision("red", visible, "cafeteria", 10.0)
pk = self.fow.get_knowledge("red")
self.assertIn("blue", pk.last_seen)
def test_witness_vent(self):
self.fow.witness_vent("red", "blue", "Blue", "electrical", "entered", 15.0)
pk = self.fow.get_knowledge("red")
self.assertEqual(len(pk.witnessed_events), 1)
self.assertEqual(pk.witnessed_events[0].event_type, "VENT_WITNESSED")
def test_witness_kill(self):
self.fow.witness_kill("red", "blue", "Blue", "green", "Green", "admin", 20.0)
pk = self.fow.get_knowledge("red")
self.assertIn("green", pk.known_dead)
def test_announce_death(self):
self.fow.announce_death("green", via="meeting")
pk_red = self.fow.get_knowledge("red")
pk_blue = self.fow.get_knowledge("blue")
self.assertIn("green", pk_red.known_dead)
self.assertIn("green", pk_blue.known_dead)
def test_reset_for_new_game(self):
self.fow.get_knowledge("red").learn_death("blue")
self.fow.reset_for_new_game()
pk = self.fow.get_knowledge("red")
self.assertEqual(len(pk.known_dead), 0)
if __name__ == "__main__":
unittest.main()

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"""
Tests for the game engine.
"""
import unittest
import sys
import os
sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
from src.engine.game import GameEngine, GameConfig
from src.engine.types import Player, Position, Role, GamePhase, Body
from src.map.graph import GameMap, Room, Edge, Task, Vent
def create_simple_map():
"""Create a simple test map."""
game_map = GameMap()
# Cafeteria with task
game_map.add_room(Room(
id="cafeteria",
name="Cafeteria",
tasks=[Task(id="wires_cafe", name="Fix Wiring", duration=3.0)]
))
# Electrical with vent
elec_vent = Vent(id="vent_elec", connects_to=["vent_security"])
game_map.add_room(Room(
id="electrical",
name="Electrical",
vent=elec_vent,
tasks=[Task(id="wires_elec", name="Fix Wiring", duration=3.0)]
))
# Security with vent
sec_vent = Vent(id="vent_security", connects_to=["vent_elec"])
game_map.add_room(Room(
id="security",
name="Security",
vent=sec_vent
))
# Admin
game_map.add_room(Room(id="admin", name="Admin"))
# Connect rooms
game_map.add_edge(Edge(id="cafe_elec", room_a="cafeteria", room_b="electrical", distance=5.0))
game_map.add_edge(Edge(id="cafe_admin", room_a="cafeteria", room_b="admin", distance=3.0))
game_map.add_edge(Edge(id="elec_sec", room_a="electrical", room_b="security", distance=4.0))
return game_map
class TestGameConfig(unittest.TestCase):
"""Tests for GameConfig."""
def test_default_config(self):
config = GameConfig()
self.assertEqual(config.num_impostors, 2)
self.assertEqual(config.kill_cooldown, 25.0)
self.assertEqual(config.emergencies_per_player, 1)
def test_config_to_dict(self):
config = GameConfig()
data = config.to_dict()
self.assertIn("num_impostors", data)
self.assertIn("kill_cooldown", data)
class TestGameEngineSetup(unittest.TestCase):
"""Tests for game engine initialization and player management."""
def setUp(self):
self.config = GameConfig()
self.game_map = create_simple_map()
self.engine = GameEngine(self.config, self.game_map)
def test_engine_initialization(self):
self.assertIsNotNone(self.engine.simulator)
self.assertIsNotNone(self.engine.triggers)
self.assertEqual(len(self.engine.impostor_ids), 0)
def test_add_crewmate(self):
player = self.engine.add_player("p1", "Red", "red", Role.CREWMATE)
self.assertEqual(player.role, Role.CREWMATE)
self.assertEqual(player.position.room_id, "cafeteria")
self.assertIn("p1", self.engine.simulator.players)
self.assertNotIn("p1", self.engine.impostor_ids)
def test_add_impostor(self):
player = self.engine.add_player("p1", "Red", "red", Role.IMPOSTOR)
self.assertEqual(player.role, Role.IMPOSTOR)
self.assertIn("p1", self.engine.impostor_ids)
self.assertEqual(player.kill_cooldown, self.config.kill_cooldown)
def test_custom_player_speed(self):
player = self.engine.add_player("p1", "Red", "red", speed=3.0)
self.assertEqual(player.speed, 3.0)
def test_impostor_context(self):
self.engine.add_player("p1", "Red", "red", Role.IMPOSTOR)
self.engine.add_player("p2", "Blue", "blue", Role.IMPOSTOR)
self.engine.add_player("p3", "Green", "green", Role.CREWMATE)
context = self.engine.get_impostor_context("p1")
self.assertIn("fellow_impostors", context)
self.assertEqual(len(context["fellow_impostors"]), 1)
self.assertEqual(context["fellow_impostors"][0]["id"], "p2")
def test_impostor_context_for_crewmate(self):
self.engine.add_player("p1", "Red", "red", Role.CREWMATE)
context = self.engine.get_impostor_context("p1")
self.assertEqual(context, {})
class TestActionQueue(unittest.TestCase):
"""Tests for action queueing and resolution."""
def setUp(self):
self.config = GameConfig()
self.game_map = create_simple_map()
self.engine = GameEngine(self.config, self.game_map)
self.engine.add_player("p1", "Red", "red", Role.CREWMATE)
self.engine.add_player("p2", "Blue", "blue", Role.IMPOSTOR)
def test_queue_action(self):
pos = self.engine.queue_action("p1", "MOVE", {"destination": "electrical"})
self.assertEqual(pos, 0)
self.assertEqual(len(self.engine._action_queue), 1)
def test_action_priority(self):
# Queue in wrong priority order
self.engine.queue_action("p1", "MOVE", {"destination": "electrical"})
self.engine.queue_action("p2", "KILL", {"target_id": "p1"})
self.engine.queue_action("p2", "SABOTAGE", {"system": "lights"})
# Resolve - should process in priority order
results = self.engine.resolve_actions()
# SABOTAGE should be first, then KILL, then MOVE
self.assertEqual(results[0]["action"], "SABOTAGE")
self.assertEqual(results[1]["action"], "KILL")
self.assertEqual(results[2]["action"], "MOVE")
def test_queue_clears_after_resolve(self):
self.engine.queue_action("p1", "MOVE", {"destination": "admin"})
self.engine.resolve_actions()
self.assertEqual(len(self.engine._action_queue), 0)
class TestMovement(unittest.TestCase):
"""Tests for player movement."""
def setUp(self):
self.config = GameConfig()
self.game_map = create_simple_map()
self.engine = GameEngine(self.config, self.game_map)
self.engine.add_player("p1", "Red", "red", Role.CREWMATE)
def test_move_to_adjacent_room(self):
self.engine.queue_action("p1", "MOVE", {"destination": "electrical"})
results = self.engine.resolve_actions()
self.assertTrue(results[0]["success"])
def test_move_same_room(self):
self.engine.queue_action("p1", "MOVE", {"destination": "cafeteria"})
results = self.engine.resolve_actions()
self.assertTrue(results[0]["success"])
def test_move_no_path(self):
# Add isolated room
self.game_map.add_room(Room(id="isolated", name="Isolated"))
self.engine.queue_action("p1", "MOVE", {"destination": "isolated"})
results = self.engine.resolve_actions()
self.assertFalse(results[0]["success"])
def test_dead_player_cannot_move(self):
player = self.engine.simulator.get_player("p1")
player.is_alive = False
self.engine.queue_action("p1", "MOVE", {"destination": "electrical"})
results = self.engine.resolve_actions()
self.assertFalse(results[0]["success"])
class TestKill(unittest.TestCase):
"""Tests for kill mechanics."""
def setUp(self):
self.config = GameConfig()
self.game_map = create_simple_map()
self.engine = GameEngine(self.config, self.game_map)
self.engine.add_player("imp", "Red", "red", Role.IMPOSTOR)
self.engine.add_player("crew", "Blue", "blue", Role.CREWMATE)
# Reset kill cooldown for tests
imp = self.engine.simulator.get_player("imp")
imp.kill_cooldown = 0
def test_successful_kill(self):
self.engine.queue_action("imp", "KILL", {"target_id": "crew"})
results = self.engine.resolve_actions()
self.assertTrue(results[0]["success"])
def test_crewmate_cannot_kill(self):
self.engine.queue_action("crew", "KILL", {"target_id": "imp"})
results = self.engine.resolve_actions()
self.assertFalse(results[0]["success"])
def test_cannot_kill_different_room(self):
crew = self.engine.simulator.get_player("crew")
crew.position = Position(room_id="electrical")
self.engine.queue_action("imp", "KILL", {"target_id": "crew"})
results = self.engine.resolve_actions()
self.assertFalse(results[0]["success"])
def test_kill_cooldown_blocks(self):
imp = self.engine.simulator.get_player("imp")
imp.kill_cooldown = 10.0
self.engine.queue_action("imp", "KILL", {"target_id": "crew"})
results = self.engine.resolve_actions()
self.assertFalse(results[0]["success"])
def test_kill_creates_body(self):
self.engine.queue_action("imp", "KILL", {"target_id": "crew"})
self.engine.resolve_actions()
# Process kill event
self.engine.simulator.run_until_empty()
self.assertEqual(len(self.engine.simulator.bodies), 1)
self.assertFalse(self.engine.simulator.get_player("crew").is_alive)
class TestVenting(unittest.TestCase):
"""Tests for vent mechanics."""
def setUp(self):
self.config = GameConfig()
self.game_map = create_simple_map()
self.engine = GameEngine(self.config, self.game_map)
self.engine.add_player("imp", "Red", "red", Role.IMPOSTOR)
self.engine.add_player("crew", "Blue", "blue", Role.CREWMATE)
# Place impostor in electrical (has vent)
imp = self.engine.simulator.get_player("imp")
imp.position = Position(room_id="electrical")
def test_impostor_can_vent(self):
self.engine.queue_action("imp", "VENT", {"destination": "security"})
results = self.engine.resolve_actions()
self.assertTrue(results[0]["success"])
def test_crewmate_cannot_vent(self):
crew = self.engine.simulator.get_player("crew")
crew.position = Position(room_id="electrical")
self.engine.queue_action("crew", "VENT", {"destination": "security"})
results = self.engine.resolve_actions()
self.assertFalse(results[0]["success"])
def test_cannot_vent_unconnected(self):
# Cafeteria has no vent
imp = self.engine.simulator.get_player("imp")
imp.position = Position(room_id="cafeteria")
self.engine.queue_action("imp", "VENT", {"destination": "security"})
results = self.engine.resolve_actions()
self.assertFalse(results[0]["success"])
class TestTasks(unittest.TestCase):
"""Tests for task mechanics."""
def setUp(self):
self.config = GameConfig()
self.game_map = create_simple_map()
self.engine = GameEngine(self.config, self.game_map)
player = self.engine.add_player("p1", "Red", "red", Role.CREWMATE)
player.tasks_assigned = ["wires_cafe", "wires_elec"]
def test_start_task_in_current_room(self):
self.engine.queue_action("p1", "TASK", {"task_id": "wires_cafe"})
results = self.engine.resolve_actions()
self.assertTrue(results[0]["success"])
def test_cannot_do_task_in_wrong_room(self):
# wires_elec is in electrical, player is in cafeteria
self.engine.queue_action("p1", "TASK", {"task_id": "wires_elec"})
results = self.engine.resolve_actions()
self.assertFalse(results[0]["success"])
def test_cannot_do_unassigned_task(self):
self.engine.queue_action("p1", "TASK", {"task_id": "nonexistent"})
results = self.engine.resolve_actions()
self.assertFalse(results[0]["success"])
class TestReporting(unittest.TestCase):
"""Tests for body reporting."""
def setUp(self):
self.config = GameConfig()
self.game_map = create_simple_map()
self.engine = GameEngine(self.config, self.game_map)
self.engine.add_player("p1", "Red", "red", Role.CREWMATE)
# Create a body in cafeteria
body = Body(
id="body1",
player_id="dead",
player_name="Blue",
position=Position(room_id="cafeteria"),
time_of_death=0.0
)
self.engine.simulator.bodies.append(body)
def test_report_body_in_room(self):
self.engine.queue_action("p1", "REPORT", {"body_id": "body1"})
results = self.engine.resolve_actions()
self.assertTrue(results[0]["success"])
def test_cannot_report_body_in_different_room(self):
player = self.engine.simulator.get_player("p1")
player.position = Position(room_id="electrical")
self.engine.queue_action("p1", "REPORT", {"body_id": "body1"})
results = self.engine.resolve_actions()
self.assertFalse(results[0]["success"])
def test_cannot_report_already_reported(self):
self.engine.simulator.bodies[0].reported = True
self.engine.queue_action("p1", "REPORT", {"body_id": "body1"})
results = self.engine.resolve_actions()
self.assertFalse(results[0]["success"])
class TestEmergency(unittest.TestCase):
"""Tests for emergency button."""
def setUp(self):
self.config = GameConfig()
self.game_map = create_simple_map()
self.engine = GameEngine(self.config, self.game_map)
self.engine.add_player("p1", "Red", "red", Role.CREWMATE)
def test_call_emergency_in_cafeteria(self):
self.engine.queue_action("p1", "EMERGENCY", {})
results = self.engine.resolve_actions()
self.assertTrue(results[0]["success"])
def test_cannot_call_emergency_outside_cafeteria(self):
player = self.engine.simulator.get_player("p1")
player.position = Position(room_id="electrical")
self.engine.queue_action("p1", "EMERGENCY", {})
results = self.engine.resolve_actions()
self.assertFalse(results[0]["success"])
def test_emergency_limit_per_player(self):
# Use up emergency
self.engine.queue_action("p1", "EMERGENCY", {})
self.engine.resolve_actions()
# Try again
self.engine.queue_action("p1", "EMERGENCY", {})
results = self.engine.resolve_actions()
self.assertFalse(results[0]["success"])
class TestSabotage(unittest.TestCase):
"""Tests for sabotage mechanics."""
def setUp(self):
self.config = GameConfig()
self.game_map = create_simple_map()
self.engine = GameEngine(self.config, self.game_map)
self.engine.add_player("imp", "Red", "red", Role.IMPOSTOR)
def test_impostor_can_sabotage(self):
self.engine.queue_action("imp", "SABOTAGE", {"system": "lights"})
results = self.engine.resolve_actions()
self.assertTrue(results[0]["success"])
def test_cannot_double_sabotage(self):
self.engine.active_sabotage = "lights"
self.engine.queue_action("imp", "SABOTAGE", {"system": "o2"})
results = self.engine.resolve_actions()
self.assertFalse(results[0]["success"])
def test_invalid_sabotage_system(self):
self.engine.queue_action("imp", "SABOTAGE", {"system": "invalid"})
results = self.engine.resolve_actions()
self.assertFalse(results[0]["success"])
class TestWinConditions(unittest.TestCase):
"""Tests for win condition checking."""
def setUp(self):
self.config = GameConfig()
self.game_map = create_simple_map()
self.engine = GameEngine(self.config, self.game_map)
def test_no_win_yet(self):
self.engine.add_player("imp", "Red", "red", Role.IMPOSTOR)
self.engine.add_player("c1", "Blue", "blue", Role.CREWMATE)
self.engine.add_player("c2", "Green", "green", Role.CREWMATE)
self.assertIsNone(self.engine.check_win_condition())
def test_impostor_wins_by_parity(self):
self.engine.add_player("imp", "Red", "red", Role.IMPOSTOR)
self.engine.add_player("crew", "Blue", "blue", Role.CREWMATE)
self.assertEqual(self.engine.check_win_condition(), "impostor")
def test_crewmate_wins_all_impostors_dead(self):
self.engine.add_player("imp", "Red", "red", Role.IMPOSTOR)
self.engine.add_player("crew", "Blue", "blue", Role.CREWMATE)
imp = self.engine.simulator.get_player("imp")
imp.is_alive = False
self.assertEqual(self.engine.check_win_condition(), "crewmate")
def test_crewmate_wins_all_tasks(self):
self.engine.add_player("imp", "Red", "red", Role.IMPOSTOR)
self.engine.add_player("c1", "Blue", "blue", Role.CREWMATE)
self.engine.add_player("c2", "Green", "green", Role.CREWMATE)
c1 = self.engine.simulator.get_player("c1")
c2 = self.engine.simulator.get_player("c2")
c1.tasks_assigned = ["t1"]
c1.tasks_completed = ["t1"]
c2.tasks_assigned = ["t2"]
c2.tasks_completed = ["t2"]
self.assertEqual(self.engine.check_win_condition(), "crewmate")
if __name__ == "__main__":
unittest.main()

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"""
The Glass Box League LLM Integration Test
Tests the full LLM integration with OpenRouter using free models.
"""
import sys
import json
sys.path.insert(0, '.')
from src.llm.client import OpenRouterClient, get_client
from src.agents.agent import Agent, AgentConfig
from src.agents.prompt_assembler import PromptAssembler, PromptConfig
from src.main import GameOrchestrator
from src.engine.types import Role
def test_basic_llm_call():
"""Test basic LLM API call."""
print("\n=== Test 1: Basic LLM Call ===")
client = get_client()
response = client.generate(
system_prompt="You are a helpful assistant. Respond with valid JSON only.",
user_prompt='Say hello in JSON format: {"greeting": "..."}',
model="google/gemma-3-4b-it:free"
)
print(f"Raw response: {response[:200] if response else 'None'}...")
if response:
try:
parsed = json.loads(response)
print(f"✓ Parsed JSON: {parsed}")
return True
except:
print(f"✗ Failed to parse JSON")
return False
return False
def test_action_prompt():
"""Test action phase prompt generation and LLM response."""
print("\n=== Test 2: Action Phase Prompt ===")
# Build prompt
config = PromptConfig(
model_name="Gemini-Flash",
persona="You are a cautious crewmate who trusts no one.",
strategy_level="basic",
meta_level="direct",
is_impostor=False
)
assembler = PromptAssembler(config)
game_settings = {"num_impostors": 1, "kill_cooldown": 25}
system_prompt = assembler.build_system_prompt(
phase="action",
game_settings=game_settings,
map_name="The Skeld",
learned={}
)
player_state = {
"id": "red",
"name": "Red",
"role": "CREWMATE",
"location": "cafeteria",
"tasks_total": 3,
"tasks_completed": 0
}
vision = {
"room": "cafeteria",
"players_visible": [
{"id": "blue", "name": "Blue", "color": "blue"}
],
"bodies_visible": [],
"exits": ["weapons", "admin", "medbay"]
}
available_actions = {
"can_move_to": ["weapons", "admin", "medbay"],
"can_interact": ["emergency_button"]
}
user_prompt = assembler.build_action_prompt(
player_state=player_state,
recent_history=[],
vision=vision,
available_actions=available_actions,
trigger={"type": "GAME_START", "t": 0}
)
print(f"System prompt: {len(system_prompt)} chars")
print(f"User prompt: {len(user_prompt)} chars")
# Call LLM
client = get_client()
response = client.generate_json(
system_prompt=system_prompt,
user_prompt=user_prompt,
model="google/gemma-3-4b-it:free"
)
if response:
print(f"✓ LLM response: {json.dumps(response, indent=2)[:500]}...")
# Check response structure
has_action = "action" in response
has_thought = "internal_thought" in response
print(f" Has action: {has_action}")
print(f" Has internal_thought: {has_thought}")
return has_action
else:
print("✗ No response from LLM")
return False
def test_discussion_prompt():
"""Test discussion phase prompt and LLM response."""
print("\n=== Test 3: Discussion Phase Prompt ===")
config = PromptConfig(
model_name="Gemini-Flash",
persona="You are suspicious of everyone.",
is_impostor=False
)
assembler = PromptAssembler(config)
game_settings = {"num_impostors": 1}
system_prompt = assembler.build_system_prompt(
phase="discussion",
game_settings=game_settings,
map_name="The Skeld"
)
player_state = {
"id": "red",
"name": "Red",
"role": "CREWMATE",
"location": "cafeteria"
}
transcript = [
{"speaker": "Blue", "message": "I found the body in electrical!"},
{"speaker": "Green", "message": "Where was everyone?"}
]
user_prompt = assembler.build_discussion_prompt(
player_state=player_state,
transcript=transcript,
meeting_scratchpad={}
)
print(f"System prompt: {len(system_prompt)} chars")
print(f"User prompt: {len(user_prompt)} chars")
client = get_client()
response = client.generate_json(
system_prompt=system_prompt,
user_prompt=user_prompt,
model="google/gemma-3-4b-it:free"
)
if response:
print(f"✓ LLM response: {json.dumps(response, indent=2)[:500]}...")
has_desire = "desire_to_speak" in response
has_message = "message" in response
print(f" Has desire_to_speak: {has_desire}")
print(f" Has message: {has_message}")
return has_desire and has_message
else:
print("✗ No response from LLM")
return False
def test_impostor_action():
"""Test impostor action with kill available."""
print("\n=== Test 4: Impostor Action ===")
config = PromptConfig(
model_name="Gemini-Flash",
persona="You are a ruthless impostor.",
is_impostor=True,
fellow_impostors=["Purple"],
strategy_level="intermediate"
)
assembler = PromptAssembler(config)
system_prompt = assembler.build_system_prompt(
phase="action",
game_settings={"num_impostors": 2},
map_name="The Skeld"
)
player_state = {
"id": "red",
"name": "Red",
"role": "IMPOSTOR",
"location": "electrical",
"kill_cooldown": 0
}
vision = {
"room": "electrical",
"players_visible": [
{"id": "blue", "name": "Blue", "color": "blue", "action": "doing_task"}
],
"bodies_visible": [],
"exits": ["security"]
}
available_actions = {
"can_move_to": ["security"],
"can_interact": ["vent_elec"],
"can_kill": ["blue"],
"can_sabotage": ["lights", "o2", "reactor"]
}
user_prompt = assembler.build_action_prompt(
player_state=player_state,
recent_history=[],
vision=vision,
available_actions=available_actions,
trigger={"type": "PERIODIC", "t": 30.0}
)
client = get_client()
response = client.generate_json(
system_prompt=system_prompt,
user_prompt=user_prompt,
model="google/gemma-3-4b-it:free"
)
if response:
print(f"✓ LLM response: {json.dumps(response, indent=2)[:600]}...")
action = response.get("action", {})
action_type = action.get("type")
print(f" Action type: {action_type}")
print(f" Thought: {response.get('internal_thought', '')[:100]}...")
return True
else:
print("✗ No response from LLM")
return False
def main():
"""Run all LLM integration tests."""
print("=" * 60)
print("THE GLASS BOX LEAGUE — LLM INTEGRATION TESTS")
print("Using free Gemini model via OpenRouter")
print("=" * 60)
results = []
# Run tests
results.append(("Basic LLM Call", test_basic_llm_call()))
results.append(("Action Phase", test_action_prompt()))
results.append(("Discussion Phase", test_discussion_prompt()))
results.append(("Impostor Action", test_impostor_action()))
# Summary
print("\n" + "=" * 60)
print("RESULTS")
print("=" * 60)
passed = 0
for name, result in results:
status = "✓ PASS" if result else "✗ FAIL"
print(f" {status}: {name}")
if result:
passed += 1
print(f"\nTotal: {passed}/{len(results)} tests passed")
return passed == len(results)
if __name__ == "__main__":
success = main()
sys.exit(0 if success else 1)

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"""
Tests for the map/graph system.
"""
import unittest
import sys
import os
import tempfile
import json
sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
from src.map.graph import GameMap, Room, Edge, Task, Vent
class TestRoom(unittest.TestCase):
"""Tests for Room dataclass."""
def test_room_creation(self):
room = Room(id="test", name="Test Room")
self.assertEqual(room.id, "test")
self.assertEqual(room.name, "Test Room")
self.assertEqual(room.tasks, [])
self.assertIsNone(room.vent)
def test_room_with_tasks(self):
task = Task(id="task1", name="Do Thing", duration=5.0)
room = Room(id="test", name="Test Room", tasks=[task])
self.assertEqual(len(room.tasks), 1)
self.assertEqual(room.tasks[0].duration, 5.0)
def test_room_with_vent(self):
vent = Vent(id="vent1", connects_to=["vent2", "vent3"])
room = Room(id="test", name="Test Room", vent=vent)
self.assertIsNotNone(room.vent)
self.assertEqual(len(room.vent.connects_to), 2)
class TestEdge(unittest.TestCase):
"""Tests for Edge dataclass."""
def test_edge_creation(self):
edge = Edge(id="e1", room_a="a", room_b="b", distance=5.0)
self.assertEqual(edge.id, "e1")
self.assertEqual(edge.distance, 5.0)
def test_edge_other_room(self):
edge = Edge(id="e1", room_a="a", room_b="b", distance=5.0)
self.assertEqual(edge.other_room("a"), "b")
self.assertEqual(edge.other_room("b"), "a")
class TestGameMap(unittest.TestCase):
"""Tests for GameMap class."""
def setUp(self):
"""Create a simple test map."""
self.game_map = GameMap()
# Create rooms: A -- B -- C
# |
# D
self.game_map.add_room(Room(id="a", name="Room A"))
self.game_map.add_room(Room(id="b", name="Room B"))
self.game_map.add_room(Room(id="c", name="Room C"))
self.game_map.add_room(Room(id="d", name="Room D"))
self.game_map.add_edge(Edge(id="ab", room_a="a", room_b="b", distance=3.0))
self.game_map.add_edge(Edge(id="bc", room_a="b", room_b="c", distance=4.0))
self.game_map.add_edge(Edge(id="bd", room_a="b", room_b="d", distance=2.0))
def test_add_room(self):
self.assertEqual(len(self.game_map.rooms), 4)
self.assertIn("a", self.game_map.rooms)
def test_add_edge(self):
self.assertEqual(len(self.game_map.edges), 3)
self.assertIn("ab", self.game_map.edges)
def test_get_room(self):
room = self.game_map.get_room("a")
self.assertIsNotNone(room)
self.assertEqual(room.name, "Room A")
self.assertIsNone(self.game_map.get_room("nonexistent"))
def test_get_edge(self):
edge = self.game_map.get_edge("ab")
self.assertIsNotNone(edge)
self.assertEqual(edge.distance, 3.0)
def test_get_neighbors(self):
neighbors = self.game_map.get_neighbors("b")
self.assertEqual(len(neighbors), 3) # a, c, d
neighbor_rooms = [n[1] for n in neighbors]
self.assertIn("a", neighbor_rooms)
self.assertIn("c", neighbor_rooms)
self.assertIn("d", neighbor_rooms)
def test_find_edge(self):
edge = self.game_map.find_edge("a", "b")
self.assertIsNotNone(edge)
self.assertEqual(edge.id, "ab")
# Reverse direction
edge = self.game_map.find_edge("b", "a")
self.assertIsNotNone(edge)
# Non-adjacent
self.assertIsNone(self.game_map.find_edge("a", "c"))
def test_find_path_adjacent(self):
path = self.game_map.find_path("a", "b")
self.assertEqual(path, ["ab"])
def test_find_path_multi_hop(self):
path = self.game_map.find_path("a", "c")
self.assertEqual(path, ["ab", "bc"])
def test_find_path_same_room(self):
path = self.game_map.find_path("a", "a")
self.assertEqual(path, [])
def test_find_path_no_path(self):
# Add isolated room
self.game_map.add_room(Room(id="isolated", name="Isolated"))
path = self.game_map.find_path("a", "isolated")
self.assertIsNone(path)
def test_path_distance(self):
path = self.game_map.find_path("a", "c")
distance = self.game_map.path_distance(path)
self.assertEqual(distance, 7.0) # 3 + 4
def test_shortest_path(self):
# Add direct edge from a to d (should be longer)
self.game_map.add_edge(Edge(id="ad", room_a="a", room_b="d", distance=10.0))
# Shortest path should still go through b
path = self.game_map.find_path("a", "d")
distance = self.game_map.path_distance(path)
self.assertEqual(distance, 5.0) # 3 + 2 via b
class TestMapSerialization(unittest.TestCase):
"""Tests for map serialization."""
def test_to_dict(self):
game_map = GameMap()
game_map.add_room(Room(id="a", name="A"))
game_map.add_room(Room(id="b", name="B"))
game_map.add_edge(Edge(id="ab", room_a="a", room_b="b", distance=5.0))
data = game_map.to_dict()
self.assertEqual(len(data["rooms"]), 2)
self.assertEqual(len(data["edges"]), 1)
def test_save_and_load(self):
game_map = GameMap()
task = Task(id="t1", name="Task", duration=3.0)
vent = Vent(id="v1", connects_to=["v2"])
game_map.add_room(Room(id="a", name="A", tasks=[task], vent=vent))
game_map.add_room(Room(id="b", name="B"))
game_map.add_edge(Edge(id="ab", room_a="a", room_b="b", distance=5.0))
with tempfile.NamedTemporaryFile(suffix=".json", delete=False) as f:
game_map.save(f.name)
loaded = GameMap.load(f.name)
self.assertEqual(len(loaded.rooms), 2)
self.assertEqual(len(loaded.edges), 1)
self.assertEqual(loaded.rooms["a"].tasks[0].duration, 3.0)
self.assertIsNotNone(loaded.rooms["a"].vent)
os.unlink(f.name)
class TestSkeldMap(unittest.TestCase):
"""Tests for the actual Skeld map."""
@classmethod
def setUpClass(cls):
map_path = os.path.join(
os.path.dirname(os.path.dirname(os.path.abspath(__file__))),
"data", "maps", "skeld.json"
)
cls.skeld = GameMap.load(map_path)
def test_skeld_has_all_rooms(self):
expected_rooms = [
"cafeteria", "weapons", "navigation", "o2", "admin",
"storage", "communications", "shields", "electrical",
"lower_engine", "security", "reactor", "upper_engine", "medbay"
]
for room_id in expected_rooms:
self.assertIn(room_id, self.skeld.rooms, f"Missing room: {room_id}")
def test_skeld_connectivity(self):
# Every room should be reachable from cafeteria
for room_id in self.skeld.rooms:
path = self.skeld.find_path("cafeteria", room_id)
self.assertIsNotNone(path, f"No path to {room_id}")
def test_skeld_has_vents(self):
vent_rooms = ["weapons", "navigation", "admin", "electrical",
"lower_engine", "security", "reactor", "upper_engine", "medbay", "shields"]
for room_id in vent_rooms:
room = self.skeld.get_room(room_id)
self.assertIsNotNone(room.vent, f"{room_id} should have a vent")
def test_vent_connectivity(self):
# Check medbay-security-electrical vent network
medbay = self.skeld.get_room("medbay")
self.assertIn("vent_security", medbay.vent.connects_to)
self.assertIn("vent_elec", medbay.vent.connects_to)
if __name__ == "__main__":
unittest.main()

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"""
Tests for the meeting flow manager.
"""
import unittest
import sys
import os
sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
from src.engine.meeting_flow import MeetingFlowManager
class TestMeetingFlowManager(unittest.TestCase):
"""Tests for MeetingFlowManager."""
def setUp(self):
self.meeting = MeetingFlowManager()
def test_start_meeting(self):
state = self.meeting.start_meeting("red", "body_report", "electrical")
self.assertTrue(self.meeting.is_meeting_active())
self.assertEqual(state.called_by, "red")
self.assertEqual(state.reason, "body_report")
def test_submit_interrupt_note(self):
self.meeting.start_meeting("red", "emergency")
self.meeting.submit_interrupt_note("blue", {"was_doing": "going to electrical"})
note = self.meeting.current_meeting.interrupt_notes.get("blue")
self.assertIsNotNone(note)
self.assertEqual(note["was_doing"], "going to electrical")
def test_meeting_scratchpad(self):
self.meeting.start_meeting("red", "emergency")
self.meeting.init_meeting_scratchpad("blue", {"suspects": []})
self.meeting.update_meeting_scratchpad("blue", {"suspects": ["red"]})
pad = self.meeting.get_meeting_scratchpad("blue")
self.assertEqual(pad["suspects"], ["red"])
def test_add_message(self):
self.meeting.start_meeting("red", "emergency")
self.meeting.add_message("red", "Red", "Where was everyone?")
self.meeting.add_message("blue", "Blue", "I was in medbay", target="Red")
transcript = self.meeting.get_transcript()
self.assertEqual(len(transcript), 2)
self.assertEqual(transcript[1]["target"], "Red")
def test_voting(self):
self.meeting.start_meeting("red", "emergency")
self.meeting.submit_vote("red", "blue")
self.meeting.submit_vote("blue", "skip")
self.meeting.submit_vote("green", "blue")
self.assertTrue(self.meeting.has_voted("red"))
self.assertTrue(self.meeting.all_voted(["red", "blue", "green"]))
def test_tally_votes_ejection(self):
self.meeting.start_meeting("red", "emergency")
self.meeting.submit_vote("red", "blue")
self.meeting.submit_vote("green", "blue")
self.meeting.submit_vote("blue", "skip")
ejected, details = self.meeting.tally_votes()
self.assertEqual(ejected, "blue")
self.assertEqual(details["counts"]["blue"], 2)
def test_tally_votes_tie(self):
self.meeting.start_meeting("red", "emergency")
self.meeting.submit_vote("red", "blue")
self.meeting.submit_vote("blue", "red")
self.meeting.submit_vote("green", "skip")
ejected, details = self.meeting.tally_votes()
self.assertIsNone(ejected)
self.assertTrue(details["was_tie"])
def test_tally_votes_skip_wins(self):
self.meeting.start_meeting("red", "emergency")
self.meeting.submit_vote("red", "skip")
self.meeting.submit_vote("blue", "skip")
self.meeting.submit_vote("green", "blue")
ejected, details = self.meeting.tally_votes()
self.assertIsNone(ejected)
def test_end_meeting(self):
self.meeting.start_meeting("red", "emergency")
self.meeting.submit_vote("red", "blue")
self.meeting.submit_vote("green", "blue")
state = self.meeting.end_meeting("blue", was_impostor=True)
self.assertFalse(self.meeting.is_meeting_active())
self.assertEqual(len(self.meeting.meeting_history), 1)
self.assertEqual(state.ejected, "blue")
self.assertTrue(state.was_impostor)
if __name__ == "__main__":
unittest.main()

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"""
Tests for the discrete event simulator.
"""
import unittest
import sys
import os
sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
from src.engine.simulator import Simulator
from src.engine.types import Event, Player, Position, Role, GamePhase
class TestEvent(unittest.TestCase):
"""Tests for Event dataclass."""
def test_event_creation(self):
event = Event(time=10.0, event_type="TEST", data={"key": "value"})
self.assertEqual(event.time, 10.0)
self.assertEqual(event.event_type, "TEST")
self.assertEqual(event.data["key"], "value")
def test_event_ordering(self):
e1 = Event(time=5.0, event_type="A")
e2 = Event(time=10.0, event_type="B")
e3 = Event(time=5.0, event_type="C")
self.assertTrue(e1 < e2)
self.assertFalse(e2 < e1)
# Same time - order undefined but should not error
self.assertFalse(e1 < e3 and e3 < e1)
class TestPlayer(unittest.TestCase):
"""Tests for Player dataclass."""
def test_player_creation(self):
player = Player(
id="p1", name="Red", color="red",
role=Role.CREWMATE,
position=Position(room_id="cafeteria")
)
self.assertEqual(player.id, "p1")
self.assertEqual(player.role, Role.CREWMATE)
self.assertTrue(player.is_alive)
def test_position_in_room(self):
pos = Position(room_id="cafeteria")
self.assertTrue(pos.is_in_room())
self.assertFalse(pos.is_on_edge())
def test_position_on_edge(self):
pos = Position(edge_id="ab", progress=0.5)
self.assertFalse(pos.is_in_room())
self.assertTrue(pos.is_on_edge())
class TestSimulator(unittest.TestCase):
"""Tests for the Simulator class."""
def setUp(self):
self.sim = Simulator()
def test_initial_state(self):
self.assertEqual(self.sim.time, 0.0)
self.assertEqual(self.sim.phase, GamePhase.LOBBY)
self.assertEqual(len(self.sim.players), 0)
def test_schedule_event(self):
event = Event(time=5.0, event_type="TEST")
self.sim.schedule(event)
self.assertEqual(self.sim.peek_next_time(), 5.0)
def test_schedule_at(self):
event = self.sim.schedule_at(10.0, "TEST", {"data": 1})
self.assertEqual(event.time, 10.0)
self.assertEqual(self.sim.peek_next_time(), 10.0)
def test_schedule_in(self):
self.sim.time = 5.0
event = self.sim.schedule_in(3.0, "TEST")
self.assertEqual(event.time, 8.0)
def test_step_processes_event(self):
self.sim.schedule_at(5.0, "TEST")
event = self.sim.step()
self.assertIsNotNone(event)
self.assertEqual(event.event_type, "TEST")
self.assertEqual(self.sim.time, 5.0)
def test_step_empty_queue(self):
event = self.sim.step()
self.assertIsNone(event)
def test_event_ordering(self):
self.sim.schedule_at(10.0, "SECOND")
self.sim.schedule_at(5.0, "FIRST")
self.sim.schedule_at(15.0, "THIRD")
e1 = self.sim.step()
e2 = self.sim.step()
e3 = self.sim.step()
self.assertEqual(e1.event_type, "FIRST")
self.assertEqual(e2.event_type, "SECOND")
self.assertEqual(e3.event_type, "THIRD")
def test_event_handler(self):
received = []
def handler(event):
received.append(event.data.get("value"))
self.sim.on("TEST", handler)
self.sim.schedule_at(5.0, "TEST", {"value": 42})
self.sim.step()
self.assertEqual(received, [42])
def test_multiple_handlers(self):
calls = []
self.sim.on("TEST", lambda e: calls.append("A"))
self.sim.on("TEST", lambda e: calls.append("B"))
self.sim.schedule_at(5.0, "TEST")
self.sim.step()
self.assertEqual(calls, ["A", "B"])
def test_wildcard_handler(self):
events = []
self.sim.on("*", lambda e: events.append(e.event_type))
self.sim.schedule_at(1.0, "A")
self.sim.schedule_at(2.0, "B")
self.sim.step()
self.sim.step()
self.assertEqual(events, ["A", "B"])
def test_run_until(self):
self.sim.schedule_at(5.0, "A")
self.sim.schedule_at(10.0, "B")
self.sim.schedule_at(15.0, "C")
self.sim.run_until(10.0)
self.assertEqual(self.sim.time, 10.0)
self.assertEqual(self.sim.peek_next_time(), 15.0)
def test_run_until_empty(self):
self.sim.schedule_at(5.0, "A")
self.sim.run_until_empty()
self.assertEqual(self.sim.time, 5.0)
self.assertIsNone(self.sim.peek_next_time())
def test_event_log(self):
self.sim.schedule_at(5.0, "TEST", {"foo": "bar"})
self.sim.step()
self.assertEqual(len(self.sim.event_log), 1)
self.assertEqual(self.sim.event_log[0]["type"], "TEST")
self.assertEqual(self.sim.event_log[0]["t"], 5.0)
def test_add_player(self):
player = Player(id="p1", name="Red", color="red")
self.sim.add_player(player)
self.assertEqual(len(self.sim.players), 1)
self.assertIn("p1", self.sim.players)
def test_get_player(self):
player = Player(id="p1", name="Red", color="red")
self.sim.add_player(player)
found = self.sim.get_player("p1")
self.assertEqual(found.name, "Red")
self.assertIsNone(self.sim.get_player("nonexistent"))
def test_get_living_players(self):
p1 = Player(id="p1", name="Red", color="red")
p2 = Player(id="p2", name="Blue", color="blue", is_alive=False)
p3 = Player(id="p3", name="Green", color="green")
self.sim.add_player(p1)
self.sim.add_player(p2)
self.sim.add_player(p3)
living = self.sim.get_living_players()
self.assertEqual(len(living), 2)
def test_players_at(self):
p1 = Player(id="p1", name="Red", color="red", position=Position(room_id="cafeteria"))
p2 = Player(id="p2", name="Blue", color="blue", position=Position(room_id="cafeteria"))
p3 = Player(id="p3", name="Green", color="green", position=Position(room_id="admin"))
self.sim.add_player(p1)
self.sim.add_player(p2)
self.sim.add_player(p3)
at_cafe = self.sim.players_at("cafeteria")
self.assertEqual(len(at_cafe), 2)
if __name__ == "__main__":
unittest.main()

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"""
Tests for the trigger system.
"""
import unittest
import sys
import os
sys.path.insert(0, os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
from src.engine.triggers import (
TriggerRegistry, TriggerType, TriggerCondition, Trigger,
MANDATORY_TRIGGERS, STANDARD_TRIGGERS
)
class TestTriggerType(unittest.TestCase):
"""Tests for TriggerType enum."""
def test_mandatory_triggers_defined(self):
self.assertIn(TriggerType.DISCUSSION_START, MANDATORY_TRIGGERS)
self.assertIn(TriggerType.VOTE_START, MANDATORY_TRIGGERS)
self.assertIn(TriggerType.GAME_START, MANDATORY_TRIGGERS)
def test_standard_triggers_defined(self):
self.assertIn(TriggerType.BODY_IN_FOV, STANDARD_TRIGGERS)
self.assertIn(TriggerType.PLAYER_ENTERS_FOV, STANDARD_TRIGGERS)
class TestTriggerRegistry(unittest.TestCase):
"""Tests for TriggerRegistry class."""
def setUp(self):
self.registry = TriggerRegistry()
self.registry.register_agent("agent1")
self.registry.register_agent("agent2")
def test_register_agent(self):
# Agents should have standard triggers subscribed
self.assertIn(TriggerType.BODY_IN_FOV, self.registry._subscriptions["agent1"])
self.assertIn(TriggerType.PLAYER_ENTERS_FOV, self.registry._subscriptions["agent1"])
def test_subscribe(self):
self.registry.subscribe("agent1", TriggerType.INTERSECTION)
self.assertIn(TriggerType.INTERSECTION, self.registry._subscriptions["agent1"])
def test_unsubscribe(self):
self.registry.unsubscribe("agent1", TriggerType.BODY_IN_FOV)
self.assertNotIn(TriggerType.BODY_IN_FOV, self.registry._subscriptions["agent1"])
def test_cannot_unsubscribe_mandatory(self):
self.registry.unsubscribe("agent1", TriggerType.DISCUSSION_START)
# Should still fire because mandatory
self.assertTrue(
self.registry.should_fire("agent1", TriggerType.DISCUSSION_START, 0.0)
)
def test_should_fire_standard(self):
# Standard triggers should fire by default
self.assertTrue(
self.registry.should_fire("agent1", TriggerType.BODY_IN_FOV, 0.0)
)
def test_should_fire_optional_not_subscribed(self):
# Optional triggers don't fire unless subscribed
self.assertFalse(
self.registry.should_fire("agent1", TriggerType.INTERSECTION, 0.0)
)
def test_should_fire_mandatory_always(self):
# Mandatory triggers always fire
self.assertTrue(
self.registry.should_fire("agent1", TriggerType.GAME_START, 0.0)
)
def test_mute_trigger(self):
condition = TriggerCondition(
trigger_type=TriggerType.PLAYER_ENTERS_FOV,
until_time=10.0
)
self.registry.mute("agent1", condition)
# Should be muted before time expires
self.assertTrue(
self.registry.is_muted("agent1", TriggerType.PLAYER_ENTERS_FOV, 5.0)
)
# Should not fire while muted
self.assertFalse(
self.registry.should_fire("agent1", TriggerType.PLAYER_ENTERS_FOV, 5.0)
)
def test_mute_expires(self):
condition = TriggerCondition(
trigger_type=TriggerType.PLAYER_ENTERS_FOV,
until_time=10.0
)
self.registry.mute("agent1", condition)
# Should not be muted after time expires
self.assertFalse(
self.registry.is_muted("agent1", TriggerType.PLAYER_ENTERS_FOV, 15.0)
)
def test_cannot_mute_mandatory(self):
condition = TriggerCondition(
trigger_type=TriggerType.DISCUSSION_START,
until_time=100.0
)
self.registry.mute("agent1", condition)
# Mandatory should still fire
self.assertTrue(
self.registry.should_fire("agent1", TriggerType.DISCUSSION_START, 50.0)
)
def test_target_specific_mute(self):
condition = TriggerCondition(
trigger_type=TriggerType.PLAYER_ENTERS_FOV,
until_time=10.0,
target_id="player_blue"
)
self.registry.mute("agent1", condition)
# Should be muted for specific target
self.assertTrue(
self.registry.is_muted("agent1", TriggerType.PLAYER_ENTERS_FOV, 5.0, "player_blue")
)
# Should NOT be muted for different target
self.assertFalse(
self.registry.is_muted("agent1", TriggerType.PLAYER_ENTERS_FOV, 5.0, "player_red")
)
def test_clear_expired_mutes(self):
cond1 = TriggerCondition(trigger_type=TriggerType.PLAYER_ENTERS_FOV, until_time=5.0)
cond2 = TriggerCondition(trigger_type=TriggerType.PLAYER_EXITS_FOV, until_time=15.0)
self.registry.mute("agent1", cond1)
self.registry.mute("agent1", cond2)
self.assertEqual(len(self.registry._mutes["agent1"]), 2)
self.registry.clear_expired_mutes("agent1", 10.0)
self.assertEqual(len(self.registry._mutes["agent1"]), 1)
def test_get_agents_for_trigger(self):
# Add a third agent
self.registry.register_agent("agent3")
# Mute agent2
self.registry.mute("agent2", TriggerCondition(
trigger_type=TriggerType.BODY_IN_FOV,
until_time=10.0
))
agents = self.registry.get_agents_for_trigger(TriggerType.BODY_IN_FOV, 5.0)
self.assertIn("agent1", agents)
self.assertNotIn("agent2", agents) # muted
self.assertIn("agent3", agents)
def test_get_agents_with_exclude(self):
agents = self.registry.get_agents_for_trigger(
TriggerType.BODY_IN_FOV,
0.0,
exclude={"agent1"}
)
self.assertNotIn("agent1", agents)
self.assertIn("agent2", agents)
class TestTrigger(unittest.TestCase):
"""Tests for Trigger dataclass."""
def test_trigger_creation(self):
trigger = Trigger(
trigger_type=TriggerType.BODY_IN_FOV,
target_agent_id="agent1",
time=10.5,
data={"victim": "Blue"}
)
self.assertEqual(trigger.trigger_type, TriggerType.BODY_IN_FOV)
self.assertEqual(trigger.target_agent_id, "agent1")
self.assertEqual(trigger.time, 10.5)
if __name__ == "__main__":
unittest.main()