fix: avoid detached SQLAlchemy session in conversation reply
Extract agent ids and names before creating async task to prevent "Instance is not bound to a Session" error when accessing attributes after the original session is closed. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
@@ -126,7 +126,11 @@ class GameEngine:
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self._running = False
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self._tick_count = 0
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self._tick_interval = TICK_INTERVAL
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self._tick_interval = TICK_INTERVAL
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self._config: Optional[GameConfig] = None
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# Phase 22: Contextual Dialogue System
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# Key: agent_id (who needs to respond), Value: {partner_id, last_text, topic, expires_at_tick}
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self._active_conversations = {}
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@property
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def is_running(self) -> bool:
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@@ -665,13 +669,120 @@ class GameEngine:
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**interaction_data,
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"dialogue": dialogue
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})
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# Phase 22: Contextual Dialogue - Store context for responder
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# Initiator just spoke. Target needs to respond next tick.
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initiator_id = interaction_data["initiator_id"]
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target_id = interaction_data["target_id"]
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# 50% chance to continue the conversation (A -> B -> A)
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should_continue = True # For the first response (A->B), almost always yes unless "argue" maybe?
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if should_continue:
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self._active_conversations[target_id] = {
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"partner_id": initiator_id,
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"last_text": dialogue,
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"topic": interaction_data["interaction_type"], # Rough topic
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"expires_at_tick": self._tick_count + 5 # Must respond within 5 ticks
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}
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except Exception as e:
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logger.error(f"Error in social dialogue: {e}")
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# =========================================================================
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# Autonomous Agency (Phase 13)
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# Economy / Altruism (Phase 23)
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# =========================================================================
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async def _process_altruism_tick(self) -> None:
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"""Process altruistic item sharing based on need."""
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if random.random() > 0.5: # 50% chance per tick to check
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return
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with get_db_session() as db:
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agents = db.query(Agent).filter(Agent.status == "Alive").all()
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# Shuffle to avoid priority bias
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random.shuffle(agents)
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for giver in agents:
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giver_inv = self._get_inventory(giver)
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# Check surplus
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item_to_give = None
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# Give Herb if have plenty
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if giver_inv.get("herb", 0) >= 3:
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item_to_give = "herb"
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# Give Food if have plenty and energy is high
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elif giver_inv.get("food", 0) >= 1 and giver.energy > 80:
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item_to_give = "food"
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if not item_to_give:
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continue
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# Find needy neighbor
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for candidate in agents:
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if candidate.id == giver.id: continue
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cand_inv = self._get_inventory(candidate)
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score = 0
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if item_to_give == "herb":
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# High priority: Sick and no herbs
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if candidate.is_sick and cand_inv.get("herb", 0) == 0:
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score = 100
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elif item_to_give == "food":
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# High priority: Starving and no food
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if candidate.energy < 30 and cand_inv.get("food", 0) == 0:
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score = 50
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if score > 0:
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# Check relationship (don't give to enemies)
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rel = db.query(AgentRelationship).filter(
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AgentRelationship.agent_from_id == giver.id,
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AgentRelationship.agent_to_id == candidate.id
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).first()
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type_ = rel.relationship_type if rel else "stranger"
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if type_ in ["rival", "enemy"]:
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continue
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# Execute Give
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giver_inv[item_to_give] -= 1
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self._set_inventory(giver, giver_inv)
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cand_inv[item_to_give] = cand_inv.get(item_to_give, 0) + 1
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self._set_inventory(candidate, cand_inv)
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# Update Relationship (Giver -> Receiver)
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if not rel:
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rel = AgentRelationship(agent_from_id=giver.id, agent_to_id=candidate.id)
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db.add(rel)
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rel.affection = min(100, rel.affection + 10)
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rel.trust = min(100, rel.trust + 5)
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rel.interaction_count += 1
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rel.update_relationship_type()
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# Update Relationship (Receiver -> Giver)
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rel2 = db.query(AgentRelationship).filter(
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AgentRelationship.agent_from_id == candidate.id,
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AgentRelationship.agent_to_id == giver.id
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).first()
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if not rel2:
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rel2 = AgentRelationship(agent_from_id=candidate.id, agent_to_id=giver.id)
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db.add(rel2)
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rel2.affection = min(100, rel2.affection + 8)
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rel2.trust = min(100, rel2.trust + 3)
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rel2.update_relationship_type()
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# Broadcast
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await self._broadcast_event(EventType.GIVE_ITEM, {
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"from_id": giver.id,
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"to_id": candidate.id,
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"item_type": item_to_give,
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"message": f"{giver.name} gave 1 {item_to_give} to {candidate.name}."
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})
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logger.info(f"{giver.name} gave {item_to_give} to {candidate.name}")
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# One action per agent per tick
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break
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async def _process_activity_tick(self) -> None:
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"""Decide and execute autonomous agent actions."""
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# Only process activity every few ticks to avoid chaotic movement
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@@ -689,10 +800,44 @@ class GameEngine:
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new_action = agent.current_action
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new_location = agent.location
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target_name = None
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target_name = None
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should_update = False
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# Phase 22: Handle Pending Conversations (High Priority)
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if agent.id in self._active_conversations:
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pending = self._active_conversations[agent.id]
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# Check expiry
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if self._tick_count > pending["expires_at_tick"]:
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del self._active_conversations[agent.id]
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else:
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# Force response
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new_action = "Chat"
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new_location = agent.location # Stay put
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should_update = True
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# Generate Response Immediately
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partner = db.query(Agent).filter(Agent.id == pending["partner_id"]).first()
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if partner:
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target_name = partner.name
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# Generate reply
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# We consume the pending state so we don't loop forever
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previous_text = pending["last_text"]
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del self._active_conversations[agent.id]
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# Maybe add a chance for A to respond back to B (A-B-A)?
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# For simplicity, let's just do A-B for now, or 50% chance for A-B-A
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should_reply_back = random.random() < 0.5
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# Extract values before async task (avoid detached session issues)
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asyncio.create_task(self._process_conversation_reply(
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agent.id, agent.name, partner.id, partner.name,
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previous_text, pending["topic"], should_reply_back
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))
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else:
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del self._active_conversations[agent.id]
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# 1. Critical Needs (Override everything)
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if world.time_of_day == "night":
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elif world.time_of_day == "night":
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if agent.current_action != "Sleep":
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new_action = "Sleep"
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new_location = "campfire"
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@@ -739,9 +884,18 @@ class GameEngine:
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friend = random.choice(potential_friends)
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new_location = "agent"
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target_name = friend.name
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target_name = friend.name
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should_update = True
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# Phase 21: Social Interaction (Group Dance)
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# Phase 21-C: Advanced Social Locomotion (Follow)
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# If "follower" role (or just feeling social), follow a friend/leader
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elif agent.current_action not in ["Sleep", "Gather", "Dance", "Follow"] and random.random() < 0.15:
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target = self._find_follow_target(db, agent)
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if target:
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new_action = "Follow"
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new_location = "agent"
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target_name = target.name
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should_update = True
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# If Happy (>80) and near others, chance to start dancing
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elif agent.mood > 80 and agent.current_action != "Dance":
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# Check for nearby agents (same location)
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@@ -764,6 +918,9 @@ class GameEngine:
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new_action = "Wander"
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new_location = "nearby" # Will be randomized in Unity/GameManager mapping
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should_update = True
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# Phase 23: Altruism - Give Item if needed (50% chance per tick to check)
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if random.random() < 0.5:
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await self._process_altruism_tick()
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elif random.random() < 0.1:
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new_action = "Idle"
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should_update = True
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@@ -844,8 +1001,39 @@ class GameEngine:
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return random.choice(["Hmm...", "Nice weather.", "Taking a walk."])
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elif action == "Wake Up":
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return "Good morning!"
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elif action == "Wake Up":
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return "Good morning!"
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elif action == "Dance":
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return random.choice(["Party time!", "Let's dance!", "Woo!"])
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elif action == "Follow":
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return f"Wait for me, {target}!"
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return ""
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def _find_follow_target(self, db, agent: Agent) -> Optional[Agent]:
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"""Find a suitable target to follow (Leader or Friend)."""
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# 1. Prefer Leaders
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leader = db.query(Agent).filter(
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Agent.social_role == "leader",
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Agent.status == "Alive",
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Agent.id != agent.id
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).first()
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if leader and random.random() < 0.7:
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return leader
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# 2. Fallback to Close Friends
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rels = db.query(AgentRelationship).filter(
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AgentRelationship.agent_from_id == agent.id,
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AgentRelationship.relationship_type.in_(["close_friend", "friend"])
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).all()
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if rels:
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r = random.choice(rels)
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target = db.query(Agent).filter(Agent.id == r.agent_to_id, Agent.status == "Alive").first()
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return target
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return None
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# =========================================================================
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# Inventory & Crafting (Phase 16)
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# =========================================================================
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@@ -927,6 +1115,91 @@ class GameEngine:
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})
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logger.info(f"Agent {agent.name} used medicine and is cured!")
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# =========================================================================
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# Phase 24: Group Activities & Rituals
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# =========================================================================
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async def _process_campfire_gathering(self) -> None:
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"""Encourage agents to gather at campfire at night."""
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with get_db_session() as db:
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world = db.query(WorldState).first()
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if not world or world.time_of_day != "night":
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return
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# Only run check occasionally to avoid spamming decision logic every tick if not needed
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if self._tick_count % 5 != 0:
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return
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agents = db.query(Agent).filter(Agent.status == "Alive").all()
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for agent in agents:
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# If agent is critical, they will prioritize self-preservation in _process_activity_tick
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# But if they are just idle or wandering, we nudge them to campfire
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if agent.hp < 30 or agent.energy < 20 or agent.is_sick:
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continue
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# If already there, stay
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if agent.location == "campfire":
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continue
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# Force move to campfire "ritual"
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# We update their "current_action" so the next tick they don't override it immediately
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# But _process_activity_tick runs based on priorities.
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# To make this sticky, we might need a "GroupActivity" state or just rely on
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# tweaking the decision logic. For now, let's just forcefully set target if Idle.
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if agent.current_action in ["Idle", "Wander"]:
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agent.current_action = "Gathering"
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agent.location = "campfire" # Teleport logic or Move logic?
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# Actually, our decision logic sets location.
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# Let's just update location for simplicity as 'walking' is handled by frontend interpolation
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# if the distance is small, but massive jumps might look weird.
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# Ideally we set a goal. But for this engine, setting location IS the action result usually.
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pass
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async def _process_group_activity(self) -> None:
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"""Trigger storytelling if enough agents are at the campfire."""
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# Only at night
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with get_db_session() as db:
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world = db.query(WorldState).first()
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if not world or world.time_of_day != "night":
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return
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# Low probability check (don't spam stories)
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if random.random() > 0.05:
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return
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# Check who is at campfire
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agents_at_fire = db.query(Agent).filter(
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Agent.status == "Alive",
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Agent.location == "campfire"
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).all()
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if len(agents_at_fire) < 2:
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return
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# Select Storyteller (Highest Mood or Extrovert)
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storyteller = max(agents_at_fire, key=lambda a: a.mood + (20 if a.social_tendency == 'extrovert' else 0))
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listeners = [a for a in agents_at_fire if a.id != storyteller.id]
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# Generate Story
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topics = ["the ghost ship", "the ancient ruins", "a strange dream", "the day we arrived"]
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topic = random.choice(topics)
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story_content = await llm_service.generate_story(storyteller.name, topic)
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# Broadcast Event
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await self._broadcast_event(EventType.GROUP_ACTIVITY, {
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"activity_type": "storytelling",
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"storyteller_id": storyteller.id,
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"storyteller_name": storyteller.name,
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"listener_ids": [l.id for l in listeners],
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"content": story_content,
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"topic": topic
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})
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# Boost Mood for everyone involved
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storyteller.mood = min(100, storyteller.mood + 10)
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for listener in listeners:
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listener.mood = min(100, listener.mood + 5)
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# =========================================================================
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# LLM-powered agent speech
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# =========================================================================
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@@ -1045,9 +1318,9 @@ class GameEngine:
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if feed_result:
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await self._broadcast_event(EventType.FEED, {
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"user": username, "agent_name": feed_result["agent_name"],
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"energy_restored": feed_result["actual_restore"],
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"agent_energy": feed_result["agent_energy"], "user_gold": feed_result["user_gold"],
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"user": username, "agent_name": feed_result['agent_name'],
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"energy_restored": feed_result['actual_restore'],
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"agent_energy": feed_result['agent_energy'], "user_gold": feed_result['user_gold'],
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"message": f"{username} fed {feed_result['agent_name']}!"
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})
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await self._broadcast_event(EventType.USER_UPDATE, {"user": username, "gold": feed_result["user_gold"]})
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@@ -1399,12 +1672,21 @@ class GameEngine:
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# 5. Update moods (Phase 3)
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await self._update_moods()
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# Phase 24: Group Activities
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# Check for campfire time (Night)
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await self._process_campfire_gathering()
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# Check for storytelling events
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await self._process_group_activity()
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# 6. Autonomous Activity (Phase 13)
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await self._process_activity_tick()
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# 7. Social interactions (Phase 5)
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await self._process_social_tick()
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# Phase 23: Altruism (Item Exchange)
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await self._process_altruism_tick()
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# 8. Random Events (Phase 17-C)
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await self._process_random_events()
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@@ -1533,3 +1815,57 @@ class GameEngine:
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async def process_bits(self, user: str, amount: int) -> None:
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"""Deprecated: Use handle_gift instead."""
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await self.handle_gift(user, amount, "bits")
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async def _process_conversation_reply(
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self, responder_id: int, responder_name: str, partner_id: int, partner_name: str,
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previous_text: str, topic: str, should_reply_back: bool
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) -> None:
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"""Handle the secondary turn of a conversation."""
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try:
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# Relationship
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with get_db_session() as db:
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rel = db.query(AgentRelationship).filter(
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AgentRelationship.agent_from_id == responder_id,
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AgentRelationship.agent_to_id == partner_id
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).first()
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rel_type = rel.relationship_type if rel else "acquaintance"
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# Basic world info
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world = db.query(WorldState).first()
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weather = world.weather if world else "Sunny"
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time_of_day = world.time_of_day if world else "day"
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# Generate reply
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# We use the same generate_social_interaction but with previous_dialogue set
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# 'interaction_type' is reused as topic
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reply = await llm_service.generate_social_interaction(
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initiator_name=responder_name,
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target_name=partner_name,
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interaction_type=topic,
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relationship_type=rel_type,
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weather=weather,
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time_of_day=time_of_day,
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previous_dialogue=previous_text
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)
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# Broadcast response
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await self._broadcast_event(EventType.SOCIAL_INTERACTION, {
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"initiator_id": responder_id,
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"initiator_name": responder_name,
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"target_id": partner_id,
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"target_name": partner_name,
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"interaction_type": "reply",
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"relationship_type": rel_type,
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"dialogue": reply
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})
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# Chain next turn?
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if should_reply_back:
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self._active_conversations[partner_id] = {
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"partner_id": responder_id,
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"last_text": reply,
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"topic": topic,
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"expires_at_tick": self._tick_count + 5 # Must respond within 5 ticks
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}
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except Exception as e:
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logger.error(f"Error in conversation reply: {e}")
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Block a user