- Add OpenAI-compatible LLM integration for agent dialogue - Enhance survival mechanics with energy decay and feeding system - Update frontend debug client with improved UI - Add .gitignore rules for Unity and Serena 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
498 lines
16 KiB
Python
498 lines
16 KiB
Python
"""
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Core Game Engine - The Island Survival Simulation.
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Manages survival mechanics, agent states, and user interactions.
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"""
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import asyncio
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import logging
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import random
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import re
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import time
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from typing import TYPE_CHECKING
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from .schemas import GameEvent, EventType
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from .database import init_db, get_db_session
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from .models import User, Agent, WorldState
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from .llm import llm_service
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if TYPE_CHECKING:
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from .server import ConnectionManager
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logger = logging.getLogger(__name__)
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# Command patterns
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FEED_PATTERN = re.compile(r"feed\s+(\w+)", re.IGNORECASE)
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CHECK_PATTERN = re.compile(r"(check|查询|状态)", re.IGNORECASE)
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RESET_PATTERN = re.compile(r"(reset|重新开始|重置)", re.IGNORECASE)
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# Game constants
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TICK_INTERVAL = 5.0 # Seconds between ticks
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ENERGY_DECAY_PER_TICK = 2 # Energy lost per tick
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HP_DECAY_WHEN_STARVING = 5 # HP lost when energy is 0
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FEED_COST = 10 # Gold cost to feed an agent
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FEED_ENERGY_RESTORE = 20 # Energy restored when fed
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INITIAL_USER_GOLD = 100 # Starting gold for new users
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IDLE_CHAT_PROBABILITY = 0.1 # 10% chance of idle chat per tick
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# Initial NPC data
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INITIAL_AGENTS = [
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{"name": "Jack", "personality": "Brave"},
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{"name": "Luna", "personality": "Cunning"},
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{"name": "Bob", "personality": "Honest"},
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]
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class GameEngine:
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"""
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The core game engine for island survival simulation.
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Manages agents, users, and survival mechanics with database persistence.
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"""
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def __init__(self, connection_manager: "ConnectionManager") -> None:
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"""
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Initialize the game engine.
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Args:
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connection_manager: The WebSocket connection manager for broadcasting
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"""
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self._manager = connection_manager
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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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@property
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def is_running(self) -> bool:
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"""Check if the engine is currently running."""
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return self._running
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def _seed_initial_data(self) -> None:
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"""Seed initial agents and world state if database is empty."""
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with get_db_session() as db:
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# Check if agents exist
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agent_count = db.query(Agent).count()
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if agent_count == 0:
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logger.info("Seeding initial agents...")
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for agent_data in INITIAL_AGENTS:
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agent = Agent(
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name=agent_data["name"],
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personality=agent_data["personality"],
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status="Alive",
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hp=100,
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energy=100
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)
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db.add(agent)
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logger.info(f"Created {len(INITIAL_AGENTS)} initial agents")
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# Check if world state exists
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world = db.query(WorldState).first()
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if world is None:
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logger.info("Seeding initial world state...")
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world = WorldState(day_count=1, weather="Sunny", resource_level=100)
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db.add(world)
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def _get_or_create_user(self, db, username: str) -> User:
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"""Get existing user or create new one."""
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user = db.query(User).filter(User.username == username).first()
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if user is None:
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user = User(username=username, gold=INITIAL_USER_GOLD)
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db.add(user)
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db.flush() # Get the ID without committing
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logger.info(f"New user registered: {username}")
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return user
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async def _broadcast_event(self, event_type: str, data: dict) -> None:
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"""Create and broadcast a game event."""
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event = GameEvent(
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event_type=event_type,
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timestamp=time.time(),
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data=data
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)
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await self._manager.broadcast(event)
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async def _broadcast_agents_status(self) -> None:
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"""Broadcast all agents' current status."""
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with get_db_session() as db:
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agents = db.query(Agent).all()
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agents_data = [agent.to_dict() for agent in agents]
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await self._broadcast_event(
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EventType.AGENTS_UPDATE,
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{"agents": agents_data}
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)
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async def _trigger_agent_speak(
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self,
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agent_id: int,
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agent_name: str,
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agent_personality: str,
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agent_hp: int,
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agent_energy: int,
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event_description: str,
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event_type: str = "feed"
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) -> None:
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"""
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Fire-and-forget LLM call to generate agent speech.
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This runs asynchronously without blocking the game loop.
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"""
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try:
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# Create a lightweight agent-like object for LLM
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class AgentSnapshot:
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def __init__(self, name, personality, hp, energy):
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self.name = name
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self.personality = personality
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self.hp = hp
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self.energy = energy
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agent_snapshot = AgentSnapshot(
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agent_name, agent_personality, agent_hp, agent_energy
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)
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text = await llm_service.generate_reaction(
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agent_snapshot, event_description, event_type
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)
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await self._broadcast_event(
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EventType.AGENT_SPEAK,
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{
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"agent_id": agent_id,
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"agent_name": agent_name,
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"text": text
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}
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)
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logger.debug(f"Agent {agent_name} says: {text}")
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except Exception as e:
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logger.error(f"Error in agent speak: {e}")
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async def _trigger_idle_chat(self) -> None:
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"""
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Randomly select an alive agent to say something about their situation.
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Called with IDLE_CHAT_PROBABILITY chance each tick.
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"""
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with get_db_session() as db:
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alive_agents = db.query(Agent).filter(Agent.status == "Alive").all()
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world = db.query(WorldState).first()
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weather = world.weather if world else "Sunny"
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if not alive_agents:
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return
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# Pick a random alive agent
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agent = random.choice(alive_agents)
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agent_data = {
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"id": agent.id,
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"name": agent.name,
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"personality": agent.personality,
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"hp": agent.hp,
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"energy": agent.energy
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}
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try:
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class AgentSnapshot:
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def __init__(self, name, personality, hp, energy):
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self.name = name
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self.personality = personality
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self.hp = hp
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self.energy = energy
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agent_snapshot = AgentSnapshot(
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agent_data["name"],
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agent_data["personality"],
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agent_data["hp"],
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agent_data["energy"]
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)
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text = await llm_service.generate_idle_chat(agent_snapshot, weather)
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await self._broadcast_event(
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EventType.AGENT_SPEAK,
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{
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"agent_id": agent_data["id"],
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"agent_name": agent_data["name"],
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"text": text
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}
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)
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logger.debug(f"Idle chat - {agent_data['name']}: {text}")
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except Exception as e:
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logger.error(f"Error in idle chat: {e}")
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async def _process_survival_tick(self) -> None:
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"""
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Process survival mechanics for all alive agents.
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- Decrease energy
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- If energy <= 0, decrease HP
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- If HP <= 0, mark as Dead
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"""
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deaths = []
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with get_db_session() as db:
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alive_agents = db.query(Agent).filter(Agent.status == "Alive").all()
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for agent in alive_agents:
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# Energy decay
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agent.energy = max(0, agent.energy - ENERGY_DECAY_PER_TICK)
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# Starvation damage
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if agent.energy <= 0:
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agent.hp = max(0, agent.hp - HP_DECAY_WHEN_STARVING)
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# Check for death
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if agent.hp <= 0:
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agent.status = "Dead"
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deaths.append({
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"name": agent.name,
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"personality": agent.personality
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})
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logger.info(f"Agent {agent.name} has died!")
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# Broadcast death events
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for death in deaths:
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await self._broadcast_event(
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EventType.AGENT_DIED,
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{
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"agent_name": death["name"],
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"message": f"{death['name']} ({death['personality']}) has died of starvation..."
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}
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)
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async def _handle_feed(self, username: str, agent_name: str) -> None:
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"""
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Handle feed command.
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Args:
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username: The user feeding the agent
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agent_name: Name of the agent to feed
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"""
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# Variables to store data for broadcasting (outside session)
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feed_result = None
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with get_db_session() as db:
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user = self._get_or_create_user(db, username)
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# Find the agent
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agent = db.query(Agent).filter(
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Agent.name.ilike(agent_name)
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).first()
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if agent is None:
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await self._broadcast_event(
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EventType.ERROR,
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{"message": f"Agent '{agent_name}' not found"}
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)
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return
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if agent.status != "Alive":
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await self._broadcast_event(
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EventType.ERROR,
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{"message": f"{agent.name} is already dead and cannot be fed"}
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)
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return
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if user.gold < FEED_COST:
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await self._broadcast_event(
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EventType.ERROR,
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{
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"user": username,
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"message": f"Not enough gold! Need {FEED_COST}, you have {user.gold}"
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}
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)
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return
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# Perform feed
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user.gold -= FEED_COST
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old_energy = agent.energy
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agent.energy = min(100, agent.energy + FEED_ENERGY_RESTORE)
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actual_restore = agent.energy - old_energy
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# Store data for broadcasting before session closes
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feed_result = {
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"agent_id": agent.id,
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"agent_name": agent.name,
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"agent_personality": agent.personality,
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"agent_hp": agent.hp,
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"actual_restore": actual_restore,
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"agent_energy": agent.energy,
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"user_gold": user.gold
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}
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# Broadcast outside of session
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if feed_result:
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await self._broadcast_event(
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EventType.FEED,
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{
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"user": username,
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"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"],
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"user_gold": feed_result["user_gold"],
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"message": f"{username} fed {feed_result['agent_name']}! "
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f"Restored {feed_result['actual_restore']} energy (now: {feed_result['agent_energy']}/100)"
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}
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)
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await self._broadcast_event(
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EventType.USER_UPDATE,
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{
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"user": username,
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"gold": feed_result["user_gold"]
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}
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)
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# Fire-and-forget: Trigger LLM response asynchronously
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asyncio.create_task(
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self._trigger_agent_speak(
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agent_id=feed_result["agent_id"],
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agent_name=feed_result["agent_name"],
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agent_personality=feed_result["agent_personality"],
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agent_hp=feed_result["agent_hp"],
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agent_energy=feed_result["agent_energy"],
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event_description=f"User {username} gave you food. You feel more energetic!",
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event_type="feed"
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)
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)
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async def _handle_check(self, username: str) -> None:
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"""Handle check/status command."""
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with get_db_session() as db:
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user = self._get_or_create_user(db, username)
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agents = db.query(Agent).all()
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world = db.query(WorldState).first()
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# Extract data before session closes
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user_data = {"username": user.username, "gold": user.gold}
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agents_data = [agent.to_dict() for agent in agents]
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world_data = world.to_dict() if world else {}
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message = f"{username}'s status - Gold: {user_data['gold']}"
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await self._broadcast_event(
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EventType.CHECK,
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{
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"user": user_data,
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"agents": agents_data,
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"world": world_data,
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"message": message
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}
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)
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async def _handle_reset(self, username: str) -> None:
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"""Handle reset/restart command - reset all agents to full HP/energy."""
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with get_db_session() as db:
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agents = db.query(Agent).all()
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for agent in agents:
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agent.hp = 100
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agent.energy = 100
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agent.status = "Alive"
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# Also reset world state
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world = db.query(WorldState).first()
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if world:
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world.day_count = 1
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await self._broadcast_event(
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EventType.SYSTEM,
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{"message": f"{username} triggered a restart! All survivors have been revived."}
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)
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# Broadcast updated agent states
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await self._broadcast_agents_status()
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async def process_comment(self, user: str, message: str) -> None:
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"""
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Process a comment through command matching.
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Args:
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user: Username of the commenter
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message: The comment text
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"""
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# Broadcast the incoming comment
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await self._broadcast_event(
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EventType.COMMENT,
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{"user": user, "message": message}
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)
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# Match commands
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feed_match = FEED_PATTERN.search(message)
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if feed_match:
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agent_name = feed_match.group(1)
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await self._handle_feed(user, agent_name)
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return
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if CHECK_PATTERN.search(message):
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await self._handle_check(user)
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return
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if RESET_PATTERN.search(message):
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await self._handle_reset(user)
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return
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# No command matched - treat as regular chat
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async def _game_loop(self) -> None:
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"""
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The main game loop - survival simulation.
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Every tick:
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1. Process survival mechanics (energy/HP decay)
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2. Broadcast agent states
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3. Random chance for idle chat
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"""
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logger.info("Game loop started - Island survival simulation")
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# Initial broadcast
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await self._broadcast_agents_status()
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while self._running:
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self._tick_count += 1
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# Process survival mechanics
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await self._process_survival_tick()
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# Broadcast current state
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await self._broadcast_agents_status()
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# Broadcast tick event
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with get_db_session() as db:
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alive_count = db.query(Agent).filter(Agent.status == "Alive").count()
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world = db.query(WorldState).first()
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day = world.day_count if world else 1
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await self._broadcast_event(
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EventType.TICK,
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{
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"tick": self._tick_count,
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"day": day,
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"alive_agents": alive_count
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}
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)
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# Random idle chat (10% chance per tick)
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if alive_count > 0 and random.random() < IDLE_CHAT_PROBABILITY:
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asyncio.create_task(self._trigger_idle_chat())
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logger.debug(f"Tick {self._tick_count}: {alive_count} agents alive")
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await asyncio.sleep(self._tick_interval)
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logger.info("Game loop stopped")
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async def start(self) -> None:
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"""Start the game engine."""
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if self._running:
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logger.warning("Engine already running")
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return
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# Initialize database and seed data
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logger.info("Initializing database...")
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init_db()
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self._seed_initial_data()
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self._running = True
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asyncio.create_task(self._game_loop())
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logger.info("Game engine started - The Island awaits...")
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async def stop(self) -> None:
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"""Stop the game engine."""
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self._running = False
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logger.info("Game engine stopping...")
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