feat: ritual + judgment + favor + cross-over (Workstream B)
Implements Workstream B of the character-depth-ghost-log spec: ritual_start/ritual_step/judgment WS handlers, the pure judgment.py logic module, and the User.favor / Entity.at_peace columns + migration. - app/judgment.py: pure ritual success roll (base 65%, floored at 30%, driven by an entity's power+deceptiveness difficulty), the "stuck spirit" cross_over rule (alignment >= 0.5 and volatility > 0.6, ~20% of entities), judgment correctness/favor-delta/essence-delta/ consequence resolution for all four verdicts, favor clamping, the favor-to-trait-roll bias applied at mint time, and tell-line generation (opaque behavioral flavor text, never a raw stat). - app/ws.py: wires ritual_start/ritual_step/judgment frames, emits ritual_complete/tell/judgment_result/item_drop per the spec's Contract; traits are added to serialize_entity for internal server-side use but stripped from the outbound `entity` frame via a new _public_entity helper so hidden ground truth never reaches the client outside ritual_complete; _summon excludes at-peace entities from signature re-contact and mints a fresh (salted-signature) entity instead; new entities' traits are nudged by the discovering user's favor before being persisted. - models/user.py, models/entity.py, main.py: User.favor and Entity.at_peace columns plus their idempotent ADD COLUMN IF NOT EXISTS migration lines in lifespan, alongside the existing ones. - tests/test_judgment.py, tests/test_ws_ritual_judgment.py: 56 new tests covering the ritual/judgment correctness matrix, favor clamping/bias, essence crediting, at_peace persistence + re-contact, and the entity-frame trait leak guard. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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backend/app/judgment.py
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backend/app/judgment.py
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"""Ritual + judgment: pure logic for Workstream B of the Character Depth /
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Ghost Log spec
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(docs/superpowers/specs/2026-07-23-character-depth-ghost-log-design.md).
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No I/O, no DB, no network — every function here takes plain values (and an
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optional injectable `random.Random`) and returns plain values, so the whole
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module is trivially unit-testable in isolation. `backend/app/ws.py`'s
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`ritual_start`/`ritual_step`/`judgment` WS handlers are the only place these
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outputs get persisted or sent over the wire.
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"""
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from __future__ import annotations
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import random
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from dataclasses import dataclass
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from app.inventory import CORRECT_JUDGMENT_ESSENCE, CROSS_OVER_ESSENCE
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# --- favor -------------------------------------------------------------
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FAVOR_MIN = -1.0
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FAVOR_MAX = 1.0
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def clamp_favor(value: float) -> float:
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"""Clamps a `User.favor` value to [-1.0, 1.0] — call this at every write
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site, per the spec's Contract section."""
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return max(FAVOR_MIN, min(FAVOR_MAX, value))
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# --- ritual --------------------------------------------------------------
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# Rituals should feel doable most of the time — this is a short rite in
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# front of judgment, not a grindy gate. A highly resistant entity (high
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# `power` *and* high `deceptiveness` — strong and cagey) drags the odds
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# down, floored so even the worst-case entity stays beatable on a retry
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# rather than a hard wall.
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RITUAL_BASE_SUCCESS_CHANCE = 0.65
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RITUAL_MIN_SUCCESS_CHANCE = 0.30
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RITUAL_DIFFICULTY_SWING = RITUAL_BASE_SUCCESS_CHANCE - RITUAL_MIN_SUCCESS_CHANCE
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def roll_ritual_success(traits: dict, rng: random.Random | None = None) -> bool:
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"""One ritual attempt's pass/fail roll.
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`traits` is the entity's hidden truth dict (`alignment`/`power`/
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`volatility`/`deceptiveness`). Only `power` and `deceptiveness` affect
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the odds — a strong, cagey spirit is the hardest to get an accurate
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read on. `volatility` is deliberately left out: it's about how *noisy*
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the entity's ambient tells are, a separate axis from whether a focused
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ritual can pin it down. `alignment` is also left out — letting it
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influence pass/fail would telegraph ground truth (easier ritual =
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probably benevolent) before `ritual_complete` is supposed to reveal
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anything, undermining the "judge blind or judge informed" choice the
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contract is built around.
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`rng` defaults to a fresh, unseeded `random.Random()` — deliberately
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*not* signature-seeded like `entities.roll_traits`: a seeker can retry
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the same entity's ritual repeatedly (`RitualPanel`'s "attempt again"),
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and each attempt needs genuine variance, not a fixed pass/fail baked
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into the entity's identity.
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"""
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rng = rng if rng is not None else random.Random()
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power = float(traits.get("power", 0.5))
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deceptiveness = float(traits.get("deceptiveness", 0.5))
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difficulty = (power + deceptiveness) / 2.0 # 0..1
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chance = RITUAL_BASE_SUCCESS_CHANCE - RITUAL_DIFFICULTY_SWING * difficulty
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chance = max(RITUAL_MIN_SUCCESS_CHANCE, min(RITUAL_BASE_SUCCESS_CHANCE, chance))
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return rng.random() < chance
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# --- "stuck spirit" rule for cross_over -----------------------------------
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# "Genuinely benevolent" mirrors the correct-trust threshold used below.
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# "Reads as stuck" is modeled as above-average volatility: the existing
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# fallback personas already lean on "died with something unfinished" themes
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# (see entities.py's _PERSONA_TEMPLATES), and an unresolved spirit is
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# exactly the kind whose behavioral tells would plausibly be noisy/
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# inconsistent rather than settled, rather than tying "stuck" to a whole
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# separate hidden dimension. 0.6 (vs. the 0.5 midpoint) keeps "stuck" a
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# meaningfully above-average band rather than a coinflip: with both
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# `alignment` and `volatility` rolled uniform(0, 1) independently,
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# P(alignment >= 0.5) * P(volatility > 0.6) = 0.5 * 0.4 = 20% of all
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# entities qualify — special enough to justify the single largest reward
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# in the game (see CROSS_OVER_ESSENCE / FAVOR_CORRECT_CROSS_OVER) without
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# being so rare it never comes up.
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BENEVOLENT_ALIGNMENT_THRESHOLD = 0.5
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STUCK_VOLATILITY_THRESHOLD = 0.6
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def is_stuck_spirit(traits: dict) -> bool:
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alignment = float(traits.get("alignment", 0.5))
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volatility = float(traits.get("volatility", 0.5))
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return (
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alignment >= BENEVOLENT_ALIGNMENT_THRESHOLD
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and volatility > STUCK_VOLATILITY_THRESHOLD
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)
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# --- judgment --------------------------------------------------------------
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# Favor deltas: small, single-digit-percent nudges of the [-1, 1] range (a
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# 2.0-wide band) — the caller always re-clamps via `clamp_favor`.
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#
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# Wrong-trust is punished harder than wrong-banish: trusting something that
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# turns out malevolent is the reckless failure mode with real in-fiction
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# consequences (the haunting escalates), while a wrong banish is merely
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# over-cautious — you turned away something harmless, nothing lashes back.
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# Correct cross_over pays the best favor *and* essence of any outcome,
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# matching the contract's "largest essence reward of any outcome" language
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# with an equivalently generous favor nudge: it's the hardest-to-spot,
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# most compassionate correct call a seeker can make.
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FAVOR_CORRECT_TRUST = 0.05
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FAVOR_CORRECT_BANISH = 0.05
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FAVOR_WRONG_TRUST = -0.10
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FAVOR_WRONG_BANISH = -0.05
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FAVOR_CORRECT_CROSS_OVER = 0.08
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FAVOR_CROSS_OVER_FAIL = 0.0 # a naive read, not a reckless one — no penalty
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FAVOR_TEST = 0.0 # a diagnostic pulse only — nothing risked, nothing gained
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VERDICTS = ("trust", "banish", "test", "cross_over")
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@dataclass(frozen=True)
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class JudgmentOutcome:
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correct: bool
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favor_delta: float
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essence_delta: int
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at_peace: bool
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consequence: str # "reward" | "escalation" | "withdrawal" | "crossed_over" | "resisted" | "neutral"
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def judge_verdict(
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verdict: str,
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traits: dict,
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*,
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ritual_completed: bool = False,
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ritual_success: bool = False,
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) -> JudgmentOutcome:
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"""Resolves one `judgment` frame against the entity's hidden truth.
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`correct` per the contract: trust called on real alignment >= 0.5, or
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banish called on alignment < 0.5, or cross_over called on a genuinely
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"stuck" spirit (see `is_stuck_spirit`). `cross_over` on anything else
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(a demon, or a benevolent-but-not-stuck spirit that simply isn't ready
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to move on) resists — "resisted" covers both: neither is a reckless
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misread the way a wrong trust/banish is, so neither costs favor.
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`test` never touches favor/essence; its `correct` reflects whether a
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completed-this-session ritual actually surfaced true information (no
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completed ritual, or a failed one, means the diagnostic has nothing
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real to go on).
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"""
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if verdict not in VERDICTS:
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raise ValueError(f"unknown verdict: {verdict!r}")
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alignment = float(traits.get("alignment", 0.5))
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benevolent = alignment >= BENEVOLENT_ALIGNMENT_THRESHOLD
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if verdict == "trust":
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if benevolent:
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return JudgmentOutcome(
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True, FAVOR_CORRECT_TRUST, CORRECT_JUDGMENT_ESSENCE, False, "reward"
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)
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return JudgmentOutcome(False, FAVOR_WRONG_TRUST, 0, False, "escalation")
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if verdict == "banish":
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if not benevolent:
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return JudgmentOutcome(
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True, FAVOR_CORRECT_BANISH, CORRECT_JUDGMENT_ESSENCE, False, "reward"
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)
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return JudgmentOutcome(False, FAVOR_WRONG_BANISH, 0, False, "withdrawal")
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if verdict == "cross_over":
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if is_stuck_spirit(traits):
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return JudgmentOutcome(
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True, FAVOR_CORRECT_CROSS_OVER, CROSS_OVER_ESSENCE, True, "crossed_over"
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)
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return JudgmentOutcome(False, FAVOR_CROSS_OVER_FAIL, 0, False, "resisted")
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# verdict == "test"
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correct = bool(ritual_completed and ritual_success)
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return JudgmentOutcome(correct, FAVOR_TEST, 0, False, "neutral")
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# --- favor read-back bias on trait rolls ------------------------------------
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# `entities.roll_traits` stays a pure, signature-seeded function with no
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# session/user awareness (Workstream A's design — see the "roll_traits
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# doesn't take a bias/rng parameter" check in ws.py's minting path). This is
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# applied instead as a post-processing nudge, called from `app.ws._summon`
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# right after a *new* entity's profile is minted, using the discovering
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# user's current favor.
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#
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# It's applied once, at mint time, not per-viewing-session: the nudged
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# traits become that entity's permanent, shared ground truth in the Codex
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# (the same spirit reads the same way to every future seeker who contacts
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# it). That matches the contract's "read back to mildly bias future summon
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# trait rolls" framing — favor shapes what a seeker tends to *conjure*,
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# not a private lens they view existing spirits through.
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#
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# Effect size is deliberately small and verifiable: at most a 0.12 shift at
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# |favor| == 1.0, linear in between, applied only to volatility/
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# deceptiveness (the two "how legible is this entity" axes) — alignment and
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# power are left untouched so favor nudges readability, not who a spirit
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# fundamentally is.
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FAVOR_TRAIT_BIAS_MAX = 0.12
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_BIASED_TRAIT_KEYS = ("volatility", "deceptiveness")
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def apply_favor_bias(traits: dict, favor: float) -> dict:
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"""Higher favor nudges volatility/deceptiveness down (more legible
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entities); lower favor nudges them up. Returns a new dict; clamps each
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nudged value back into [0.0, 1.0]."""
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favor = clamp_favor(favor)
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shift = -FAVOR_TRAIT_BIAS_MAX * favor
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biased = dict(traits)
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for key in _BIASED_TRAIT_KEYS:
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if key in biased:
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biased[key] = max(0.0, min(1.0, float(biased[key]) + shift))
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return biased
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# --- tells -----------------------------------------------------------------
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# Flavor text describing *behavior*, never a stat number (per the contract
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# and frontend/src/lib/evilMeter.ts's comments on how tells are consumed) —
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# each line hints at one trait dimension without naming it. Picking one
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# trait per call (rather than always the most extreme) keeps tells varied
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# session to session even for the same entity; the high/low/neutral banding
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# means a middling trait still produces a plausible, non-committal line
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# instead of always screaming its most extreme dimension.
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_TELL_LINES: dict[str, dict[str, tuple[str, ...]]] = {
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"alignment": {
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"high": (
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"a warmth threads through the static, unmistakably kind.",
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"it seems to want nothing more than to be heard.",
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"the presence feels gentle, almost grateful for the company.",
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),
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"low": (
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"something cold coils under the words.",
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"you feel watched, not accompanied.",
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"the air around the signal turns unfriendly.",
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),
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"neutral": (
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"hard to say if it means well.",
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"the intent behind it stays unreadable.",
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),
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},
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"power": {
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"high": (
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"the signal surges, straining the line.",
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"it pushes back against the questions, strong-willed.",
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),
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"low": (
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"the presence feels thin, easily startled.",
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"it flickers at the edge of hearing.",
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),
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"neutral": (
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"steady, unremarkable strength.",
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"neither weak nor overwhelming.",
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),
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},
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"volatility": {
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"high": (
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"the tone lurches without warning.",
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"it contradicts itself within the same breath.",
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"the signal keeps slipping out from under itself.",
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),
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"low": (
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"calm, consistent, almost rehearsed.",
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"every answer lands the same measured way.",
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),
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"neutral": (
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"mostly steady, with the odd hitch.",
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"a little uneven, nothing alarming.",
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),
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},
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"deceptiveness": {
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"high": (
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"the entity avoided a direct question.",
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"an answer arrives that doesn't quite fit what was asked.",
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"something about the reply feels rehearsed, not remembered.",
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),
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"low": (
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"it answers plainly, almost bluntly.",
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"nothing about the reply feels rehearsed.",
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),
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"neutral": (
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"the reply seems straightforward enough.",
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"no obvious dodge, no obvious tell.",
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),
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},
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}
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_TELL_TRAIT_KEYS = tuple(_TELL_LINES.keys())
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TELL_HIGH_THRESHOLD = 0.6
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TELL_LOW_THRESHOLD = 0.4
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def generate_tell(traits: dict, rng: random.Random) -> str:
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"""Picks one trait dimension at random and returns a short, opaque
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flavor line hinting at it (never the raw number). `rng` should be a
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per-session `random.Random` so a given session's tell sequence is
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varied but the choice of *which* call sites emit a tell stays the
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caller's (ws.py's) responsibility."""
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trait_key = rng.choice(_TELL_TRAIT_KEYS)
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value = float(traits.get(trait_key, 0.5))
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bank = _TELL_LINES[trait_key]
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if value >= TELL_HIGH_THRESHOLD:
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pool = bank["high"]
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elif value <= TELL_LOW_THRESHOLD:
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pool = bank["low"]
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else:
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pool = bank["neutral"]
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return rng.choice(pool)
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