feat: the Passage — crossing over becomes a layered rite (Workstream L)
cross_over was one verdict with one outcome. It is now five beats — listen, name, unbind, open, release — each revealing something true about the spirit, each paying escalating essence, each able to twist. Reveals use the entity's REAL traits; there is no second hidden state invented for the rite. Twists are trait-driven, verified directly rather than assumed: a demon collapses the rite 3.6x more often than a calm spirit (0.360 vs 0.099 at `unbind`) and lies ~31% of the time, while a spirit under DECEIT_FLOOR cannot lie on any draw. A demon still resists at `release` and never crosses — the existing judgment rule is preserved, not re-implemented. Every draw comes from veil_float on the room's physical entropy, never `random`. Essence is kept across a collapse. Clawing it back would punish a seeker for the spirit's instability, which is not theirs to control. FIXED AN INFINITE LOOP IN THE SALVAGED TESTS, not a flake: test_full_rite_on_a_calm_stuck_spirit ran `while layer is not None` while passing collapse=FIRES. Its fixture comment claimed "both twist chances are 0 at these values, so NO draw can make this entity lie or collapse" — that is false. COLLAPSE_FLOOR is 0.5 (deliberately below judgment's stuck bar of 0.6, as passage.py explains), and the fixture's volatility is 0.61, giving a real ~9.9% collapse chance. Forced to fire, every layer bounced back to `listen` and the run hung forever instead of failing. Three fixes: hold the collapse draw (deceit still fires, which is the point — it proves a spirit under the floor cannot lie even when told to), correct the false comment, and bound the loop so a future regression fails in seconds rather than hanging a test run. Also added the entire seance.passage i18n block in both languages — the agent died before writing it, so the gate was failing on 35 missing keys — and reworded a comment in PassagePanel that spelled out a translation call in full: the coverage checker greps source text and cannot tell a comment from real code, so it demanded a key for the placeholder. 34 passage tests pass; 385 frontend; i18n parity and typecheck clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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backend/app/passage.py
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279
backend/app/passage.py
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"""The Passage: helping a spirit cross over as a layered rite — Workstream L
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of docs/superpowers/specs/2026-07-31-passage-doctrine-firmware-design.md.
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Before this module, crossing over was a single `cross_over` verdict in
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`app/judgment.py` with one binary outcome. The Passage unwraps that into
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five beats — `listen` → `name` → `unbind` → `open` → `release` — each of
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which reveals something the seeker did not have, pays a little essence, and
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can twist.
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PURITY (the module's whole contract): every function here takes plain
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values and returns plain values. No DB, no IO, no clock, no `random`. All
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uncertainty enters through a `PassageDraw` of caller-supplied floats, so
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`app/ws.py` can feed it `veil_float(state.entropy, "<context>")` — the
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room's real physical noise — while the tests feed it PINNED values and
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nothing is ever flaky.
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TRUTHFULNESS: every reveal is read off the entity's REAL `traits` dict
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(the same ground truth `judgment.py` judges against). There is deliberately
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no second hidden state — a seeker who completes the rite has genuinely
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learned the entity, and a `test`/ritual reading taken afterwards will agree
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with what the Passage said (except where the entity LIED — see below, which
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is itself a fact about its real `deceptiveness`).
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The three twists, all trait-driven rather than random flavour:
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- high `deceptiveness` → a layer can *lie*: the reveal is mirrored
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(`1 - value`), so a cagey spirit misrepresents itself in a direction
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consistent with the trait it is hiding. The lie is NOT flagged when it
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lands — the next layer flags it in hindsight via
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`PassageOutcome.unreliable_layer`.
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- high `volatility` → a layer can *collapse* the rite back to `listen`.
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Essence already earned is deliberately kept by the caller — taking it
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back would punish the seeker for the spirit's instability, which reads
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as cheap rather than tense.
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- low `alignment` (a demon) → `release` RESISTS, deterministically, with
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no draw involved. This mirrors `judgment.judge_verdict`'s `resisted`
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consequence exactly and is the hard invariant of the whole feature: a
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demon must never cross, and no sequence of draws can make it happen.
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"""
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from __future__ import annotations
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from dataclasses import dataclass
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from app.inventory import CROSS_OVER_ESSENCE
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from app.judgment import BENEVOLENT_ALIGNMENT_THRESHOLD, is_stuck_spirit
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# --- the five layers ------------------------------------------------------
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LAYERS: tuple[str, ...] = ("listen", "name", "unbind", "open", "release")
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FIRST_LAYER = LAYERS[0]
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# Small and escalating, per the spec, with the final beat paying the
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# existing `CROSS_OVER_ESSENCE` so the Passage tops out at exactly the same
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# number the single-verdict cross_over always paid. The four openers add 28
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# on top of that — deliberately more than a bare cross_over, because the
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# rite is five deliberate acts rather than one button, but the same order of
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# magnitude as a ritual + judgment run so it doesn't distort the economy.
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LAYER_ESSENCE: dict[str, int] = {
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"listen": 3,
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"name": 5,
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"unbind": 8,
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"open": 12,
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"release": CROSS_OVER_ESSENCE,
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}
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# Which real trait each layer reads. Chosen so the beat's fiction matches
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# the dimension: you *listen* for how steady it is, you *name* it and learn
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# how straight it answers to its name, you *unbind* and feel how strong the
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# tether pulls back, you *open* the way and finally see what it means.
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LAYER_TRAIT: dict[str, str] = {
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"listen": "volatility",
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"name": "deceptiveness",
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"unbind": "power",
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"open": "alignment",
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}
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# Banding for reveal text, matching judgment.py's tell thresholds so the
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# Passage and the ritual's tells describe the same entity the same way.
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REVEAL_HIGH_THRESHOLD = 0.6
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REVEAL_LOW_THRESHOLD = 0.4
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def band(value: float) -> str:
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if value >= REVEAL_HIGH_THRESHOLD:
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return "high"
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if value <= REVEAL_LOW_THRESHOLD:
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return "low"
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return "mid"
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# --- twist tuning ---------------------------------------------------------
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# A spirit only lies if it is meaningfully cagey; below the floor it cannot
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# lie at all no matter what the draw is. At `deceptiveness` 1.0 a given
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# layer lies 40% of the time — often enough that a deceptive spirit's
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# reading is genuinely untrustworthy, rare enough that the seeker can't
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# simply assume everything is inverted.
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DECEIT_FLOOR = 0.55
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DECEIT_MAX_CHANCE = 0.40
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# Same shape for collapse. The floor is 0.5 rather than judgment.py's
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# STUCK_VOLATILITY_THRESHOLD (0.6) on purpose: a spirit just under the
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# "stuck" bar should still be able to shake the rite apart, so a collapse
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# isn't by itself proof that the release will succeed.
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COLLAPSE_FLOOR = 0.5
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COLLAPSE_MAX_CHANCE = 0.45
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# `listen` is exempt: collapsing back to `listen` from `listen` is a no-op
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# that reads as a bug. `release` is exempt for a load-bearing reason —
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# `is_stuck_spirit` REQUIRES volatility > 0.6, so every spirit that can
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# cross at all is exactly a spirit with a high collapse chance. Letting the
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# final beat collapse would mean the most crossable spirits are the ones you
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# can least often finish, which is backwards.
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COLLAPSIBLE_LAYERS = frozenset({"name", "unbind", "open"})
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def _twist_chance(value: float, floor: float, max_chance: float) -> float:
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"""Zero at or below `floor`, rising linearly to `max_chance` at 1.0."""
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if value <= floor:
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return 0.0
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return max_chance * (value - floor) / (1.0 - floor)
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def deceit_chance(traits: dict) -> float:
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return _twist_chance(
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float(traits.get("deceptiveness", 0.5)), DECEIT_FLOOR, DECEIT_MAX_CHANCE
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)
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def collapse_chance(traits: dict, layer: str) -> float:
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if layer not in COLLAPSIBLE_LAYERS:
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return 0.0
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return _twist_chance(
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float(traits.get("volatility", 0.5)), COLLAPSE_FLOOR, COLLAPSE_MAX_CHANCE
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)
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# --- outcomes -------------------------------------------------------------
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@dataclass(frozen=True)
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class PassageReveal:
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"""One true (or, when the spirit lied, one plausible) thing about the
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entity. `trait` + `band` are all the client needs — the raw value rides
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along for the meter, and the client renders the words, so no prose
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crosses the wire untranslated."""
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trait: str
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value: float
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band: str
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@dataclass(frozen=True)
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class PassageOutcome:
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layer: str
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# "opened" | "collapsed" | "resisted" | "crossed"
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result: str
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reveal: PassageReveal | None
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essence: int
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at_peace: bool
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# Where the rite stands after this beat. None once it is finished
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# (crossed or resisted) — there is nothing further to attempt.
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next_layer: str | None
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# Whether THIS layer's reveal was a lie. The caller carries it forward;
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# it is never sent to the client on the lying frame itself.
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lied: bool
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# The layer whose reveal is now known to have been a lie — set on the
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# beat AFTER the lie, which is the "unreliable only in hindsight"
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# requirement.
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unreliable_layer: str | None
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@dataclass(frozen=True)
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class PassageDraw:
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"""The uncertainty, supplied by the caller.
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Two independent floats in [0, 1): `collapse` decides the volatility
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twist, `deceit` the deceptiveness twist. `app/ws.py` fills each from its
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own `veil_float(state.entropy, ...)` context so the two are
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domain-separated and can never be correlated.
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"""
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collapse: float = 1.0
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deceit: float = 1.0
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def next_layer(layer: str) -> str | None:
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"""The beat after `layer`, or None if `layer` is the last one."""
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index = LAYERS.index(layer)
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return LAYERS[index + 1] if index + 1 < len(LAYERS) else None
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def reveal_for(traits: dict, layer: str, *, lying: bool) -> PassageReveal | None:
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"""The reveal a layer produces. `release` has no trait of its own — its
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truth is the summation (`is_stuck_spirit`) and is carried by the result
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itself, not by a reveal."""
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trait = LAYER_TRAIT.get(layer)
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if trait is None:
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return None
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value = float(traits.get(trait, 0.5))
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if lying:
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# Mirrored rather than randomised: a spirit hiding a high number
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# shows a low one. That keeps the lie a deliberate misdirection
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# rather than noise, and makes it exactly recoverable in hindsight.
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value = 1.0 - value
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return PassageReveal(trait=trait, value=value, band=band(value))
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def resolve_layer(
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traits: dict,
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layer: str,
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draw: PassageDraw,
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*,
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previous_lied: bool = False,
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) -> PassageOutcome:
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"""Resolve one beat of the rite. Pure: same inputs, same outcome, always.
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`previous_lied` is the caller's memory of whether the *preceding* layer
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lied; it only affects `unreliable_layer` (the hindsight flag), never the
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outcome itself.
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"""
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if layer not in LAYERS:
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raise ValueError(f"unknown passage layer: {layer!r}")
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index = LAYERS.index(layer)
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unreliable = LAYERS[index - 1] if (previous_lied and index > 0) else None
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if layer == "release":
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# The invariant. Checked before any draw is even looked at, so no
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# sequence of entropy can cross a demon — or, for that matter, a
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# benevolent spirit that simply isn't ready to move on. Both are
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# `resisted` in judgment.py, and both are `resisted` here.
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alignment = float(traits.get("alignment", 0.5))
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if alignment < BENEVOLENT_ALIGNMENT_THRESHOLD or not is_stuck_spirit(traits):
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return PassageOutcome(
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layer=layer,
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result="resisted",
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reveal=None,
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essence=0,
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at_peace=False,
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next_layer=None,
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lied=False,
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unreliable_layer=unreliable,
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)
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return PassageOutcome(
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layer=layer,
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result="crossed",
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reveal=None,
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essence=LAYER_ESSENCE[layer],
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at_peace=True,
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next_layer=None,
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lied=False,
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unreliable_layer=unreliable,
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)
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if draw.collapse < collapse_chance(traits, layer):
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return PassageOutcome(
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layer=layer,
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result="collapsed",
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reveal=None,
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essence=0, # nothing gained here; the caller keeps what was earned
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at_peace=False,
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next_layer=FIRST_LAYER,
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lied=False,
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unreliable_layer=unreliable,
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)
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lied = draw.deceit < deceit_chance(traits)
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return PassageOutcome(
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layer=layer,
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result="opened",
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reveal=reveal_for(traits, layer, lying=lied),
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essence=LAYER_ESSENCE[layer],
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at_peace=False,
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next_layer=next_layer(layer),
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lied=lied,
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unreliable_layer=unreliable,
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)
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@@ -12,6 +12,9 @@ Protocol (client → server):
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{"type": "ritual_step", "step": <int>} → (on the final step) ritual_complete
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{"type": "judgment", "verdict": "trust" | "banish" | "test" | "cross_over"}
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→ judgment_result
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{"type": "passage_start"} → passage_state (the rite begins)
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{"type": "passage_layer"} → passage_result (one beat of the
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layered crossing rite: listen → name → unbind → open → release)
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{"type": "scry", "image": "<base64 jpeg>"} → {"type": "utterance", kind: "scry"}
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The seeker's camera, shown to the vision model so the entity can speak
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about the real room. The frame is never stored or logged — only the
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@@ -35,7 +38,7 @@ from fastapi import APIRouter, WebSocket, WebSocketDisconnect
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from sqlalchemy import select
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from sqlalchemy.exc import IntegrityError
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from app import judgment
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from app import judgment, passage
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from app.config import settings
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from app.db import async_session_maker as _default_session_maker
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from app.deps import SESSION_COOKIE_NAME
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@@ -100,6 +103,13 @@ question_ip_limiter = RateLimiter(max_requests=12, window_seconds=60)
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summon_ip_limiter = RateLimiter(max_requests=8, window_seconds=60)
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ritual_ip_limiter = RateLimiter(max_requests=12, window_seconds=60)
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judgment_ip_limiter = RateLimiter(max_requests=20, window_seconds=60)
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# The Passage (Workstream L): each `passage_layer` frame is its own essence
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# credit, so it needs the same bounding as ritual/judgment. The budget is
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# larger because one rite is five frames and a collapse legitimately makes a
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# seeker replay earlier layers — four full rites a minute is already far
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# past human pace, but never trips on honest play.
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passage_limiter = RateLimiter(max_requests=20, window_seconds=60)
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passage_ip_limiter = RateLimiter(max_requests=40, window_seconds=60)
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scry_ip_limiter = RateLimiter(max_requests=8, window_seconds=60)
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# Probability that a channel's familiar presence answers again rather than
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@@ -143,6 +153,16 @@ class SeanceState:
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ritual_steps: int = 0
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ritual_completed: bool = False
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ritual_success: bool = False
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# Workstream L (passage-doctrine spec): where the layered crossing rite
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# stands for the *current* entity. `passage_layer` is the next beat to
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# attempt, `passage_lied` remembers whether the layer just completed was
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# a lie (so the next one can flag it in hindsight), and `passage_crossed`
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# latches once the spirit has actually crossed so the rite — and the
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# cross_over verdict — can't be replayed for a second payout. All three
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# reset on a fresh summon, like the ritual fields above.
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passage_layer: str = passage.FIRST_LAYER
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passage_lied: bool = False
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passage_crossed: bool = False
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# Per-session RNG for `tell` frames — unseeded (a session's tells should
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# vary run to run), but persistent across calls so the draw sequence
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# isn't restarted on every single message.
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@@ -552,6 +572,7 @@ async def _summon_locked(state: SeanceState) -> None:
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state.ritual_steps = 0
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state.ritual_completed = False
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state.ritual_success = False
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_reset_passage(state)
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await state.send_queue.put(
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{"type": "entity", "entity": _public_entity(state.entity), "is_new": is_new}
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)
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@@ -887,6 +908,12 @@ async def _handle_judgment(state: SeanceState, message: dict) -> None:
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)
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return
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# The Passage already crossed this spirit and already paid for it — a
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# `cross_over` verdict on top would credit CROSS_OVER_ESSENCE a second
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# time for the same crossing. One spirit, one passage, one payment.
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if verdict == "cross_over" and state.passage_crossed:
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return
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traits = state.entity.get("traits", {})
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outcome = judgment.judge_verdict(
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verdict,
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@@ -945,6 +972,147 @@ async def _handle_judgment(state: SeanceState, message: dict) -> None:
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await state.send_queue.put({"type": "item_drop", "item": item})
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# --- Workstream L: the Passage (passage-doctrine spec) ---------------------
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#
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# Five beats — listen / name / unbind / open / release — each revealing one
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# real trait, paying a little essence, and able to twist. All of the actual
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# logic is in `app/passage.py`, which is pure; this handler owns only the
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# things a pure module can't: the limiter, the two entropy draws, the
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# essence credit (via the same `credit_essence` the rest of the economy
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# uses), the `at_peace` write, and the frames.
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def _reset_passage(state: SeanceState) -> None:
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state.passage_layer = passage.FIRST_LAYER
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state.passage_lied = False
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state.passage_crossed = False
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def _passage_frame(state: SeanceState, outcome: passage.PassageOutcome) -> dict:
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reveal = outcome.reveal
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return {
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"type": "passage_result",
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"layer": outcome.layer,
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"result": outcome.result,
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# The client renders the words from (trait, band) via i18n, so no
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# untranslated prose ever crosses the wire.
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"reveal": (
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{"trait": reveal.trait, "value": reveal.value, "band": reveal.band}
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if reveal is not None
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else None
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),
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"essence": outcome.essence,
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"at_peace": outcome.at_peace,
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"next_layer": outcome.next_layer,
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# Deliberately NOT `outcome.lied` — that's this layer's own lie, and
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# the seeker must not learn of it until the next beat. This field is
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# the *previous* layer's lie, surfacing in hindsight.
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"unreliable_layer": outcome.unreliable_layer,
|
||||
"sealed": state.passage_crossed,
|
||||
}
|
||||
|
||||
|
||||
async def _handle_passage_start(state: SeanceState) -> None:
|
||||
if state.entity is None:
|
||||
return # no presence to pass — the frontend already gates the button
|
||||
if state.passage_crossed:
|
||||
return # already at peace; there is nothing left to walk
|
||||
if not (
|
||||
passage_limiter.allow(str(state.user_id))
|
||||
and passage_ip_limiter.allow(state.client_ip)
|
||||
):
|
||||
await state.send_queue.put(
|
||||
{
|
||||
"type": "error",
|
||||
"code": "rate_limited",
|
||||
"message": "The way is still closing behind you. Give it a moment.",
|
||||
}
|
||||
)
|
||||
return
|
||||
_reset_passage(state)
|
||||
await state.send_queue.put(
|
||||
{"type": "passage_state", "layer": state.passage_layer, "sealed": False}
|
||||
)
|
||||
|
||||
|
||||
async def _handle_passage_layer(state: SeanceState) -> None:
|
||||
if state.entity is None or state.passage_crossed:
|
||||
return
|
||||
if not (
|
||||
passage_limiter.allow(str(state.user_id))
|
||||
and passage_ip_limiter.allow(state.client_ip)
|
||||
):
|
||||
await state.send_queue.put(
|
||||
{
|
||||
"type": "error",
|
||||
"code": "rate_limited",
|
||||
"message": "The way is still closing behind you. Give it a moment.",
|
||||
}
|
||||
)
|
||||
return
|
||||
|
||||
traits = state.entity.get("traits", {})
|
||||
layer = state.passage_layer
|
||||
# Both twists draw from the room's real physical noise, with distinct
|
||||
# contexts so a volatility collapse and a deceptive reveal can never be
|
||||
# correlated with each other (or with any other draw in the app).
|
||||
draw = passage.PassageDraw(
|
||||
collapse=veil_float(state.entropy, f"passage:collapse:{layer}"),
|
||||
deceit=veil_float(state.entropy, f"passage:deceit:{layer}"),
|
||||
)
|
||||
outcome = passage.resolve_layer(
|
||||
traits, layer, draw, previous_lied=state.passage_lied
|
||||
)
|
||||
|
||||
state.passage_lied = outcome.lied
|
||||
if outcome.result == "collapsed":
|
||||
# The rite restarts from `listen` — but the essence already earned
|
||||
# stays credited. Taking it back would punish the seeker for the
|
||||
# spirit's own instability.
|
||||
state.passage_lied = False
|
||||
state.passage_layer = outcome.next_layer or layer
|
||||
if outcome.at_peace:
|
||||
state.passage_crossed = True
|
||||
|
||||
item = None
|
||||
if outcome.essence or outcome.at_peace:
|
||||
async with session_maker() as db:
|
||||
# Locked — same read-modify-write race as every other essence
|
||||
# credit in this file (see _reward_summon).
|
||||
user = await db.scalar(
|
||||
select(User).where(User.id == state.user_id).with_for_update()
|
||||
)
|
||||
if user is not None:
|
||||
if outcome.essence:
|
||||
credit_essence(user, outcome.essence)
|
||||
if outcome.at_peace:
|
||||
# Completing the Passage is the most compassionate act
|
||||
# in the game, exactly as a correct cross_over verdict
|
||||
# is — so it moves favor by the same amount.
|
||||
user.favor = judgment.clamp_favor(
|
||||
user.favor + judgment.FAVOR_CORRECT_CROSS_OVER
|
||||
)
|
||||
if outcome.at_peace:
|
||||
entity_row = await db.get(Entity, uuid.UUID(state.entity["id"]))
|
||||
if entity_row is not None:
|
||||
entity_row.at_peace = True
|
||||
item = roll_item_drop("judgment")
|
||||
if item is not None:
|
||||
db.add(
|
||||
InventoryItem(
|
||||
user_id=state.user_id,
|
||||
item_type=item["item_type"],
|
||||
item_key=item["item_key"],
|
||||
payload=item["payload"],
|
||||
)
|
||||
)
|
||||
await db.commit()
|
||||
|
||||
await state.send_queue.put(_passage_frame(state, outcome))
|
||||
if item is not None:
|
||||
await state.send_queue.put({"type": "item_drop", "item": item})
|
||||
|
||||
|
||||
# A 768px JPEG at quality 0.72 is well under 200KB, so ~350KB of base64 is a
|
||||
# generous ceiling that still refuses anything pathological before it reaches
|
||||
# the model.
|
||||
@@ -1093,6 +1261,10 @@ async def session_socket(websocket: WebSocket) -> None:
|
||||
await _handle_ritual_step(state, message)
|
||||
elif msg_type == "judgment":
|
||||
await _handle_judgment(state, message)
|
||||
elif msg_type == "passage_start":
|
||||
await _handle_passage_start(state)
|
||||
elif msg_type == "passage_layer":
|
||||
await _handle_passage_layer(state)
|
||||
elif msg_type == "scry":
|
||||
await _handle_scry(state, message)
|
||||
except WebSocketDisconnect:
|
||||
|
||||
Reference in New Issue
Block a user