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>
This commit is contained in:
@@ -8,6 +8,10 @@ Protocol (client → server):
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{"type": "anomaly", "source": SRC, ...} → {"type": "utterance", ...}
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{"type": "question", "text": "..."} → reply_start / reply_token* / reply_end
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{"type": "passive", "enabled": bool} → ambient wire loop on/off
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{"type": "ritual_start"} → (begins a ritual attempt)
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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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All server → client frames flow through a single sender task so concurrent
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producers (ambient loop, reply streaming, TTS callbacks) never interleave on
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@@ -26,11 +30,18 @@ from pathlib import Path
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from fastapi import APIRouter, WebSocket, WebSocketDisconnect
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from sqlalchemy import select
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from app import judgment
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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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from app.entities import fallback_signature, signature_from_anomalies
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from app.inventory import SUMMON_ESSENCE_TRICKLE, credit_essence, roll_item_drop, summon_drop_trigger
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from app.inventory import (
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RITUAL_SUCCESS_ESSENCE,
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SUMMON_ESSENCE_TRICKLE,
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credit_essence,
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roll_item_drop,
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summon_drop_trigger,
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)
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from app.llm.service import SpiritBusyError, spirit_service
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from app.models.auth_session import AuthSession, hash_token
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from app.models.contact_session import ContactSession
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@@ -89,6 +100,16 @@ class SeanceState:
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ambient_task: asyncio.Task | None = None
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wire_jitter_history: list[float] = field(default_factory=list)
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last_wire_anomaly_at: float = 0.0
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# Workstream B (character-depth-ghost-log spec): ritual progress for the
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# *current* entity — reset whenever a fresh presence is summoned (see
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# _handle_summon) or a new ritual_start arrives.
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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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# 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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tell_rng: random.Random = field(default_factory=random.Random)
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# Active-session registry (spec: ESP32 sensor node, Workstream K): maps a
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@@ -133,9 +154,24 @@ def serialize_entity(entity: Entity) -> dict:
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"quotes": entity.sample_quotes,
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"contact_count": entity.contact_count,
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"discovered_at": entity.discovered_at.isoformat(),
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# Workstream B: hidden ground truth, kept on the server-side
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# SeanceState.entity dict for the ritual/judgment/tell handlers to
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# read (state.entity["traits"]) — see `_public_entity` below for why
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# this never reaches the wire directly.
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"traits": entity.traits,
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}
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def _public_entity(entity: dict) -> dict:
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"""The entity payload actually sent to the client in the `entity`
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frame — everything `serialize_entity` produces *except* `traits`.
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Hidden traits must never leak outside `ritual_complete` on success (the
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contract's decoupling requirement, echoed in
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frontend/src/lib/evilMeter.ts's comments); `frontend/src/lib/types.ts`'s
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`SpiritEntity` type correspondingly has no `traits` field."""
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return {key: value for key, value in entity.items() if key != "traits"}
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def _client_ip(websocket: WebSocket) -> str:
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host = websocket.client.host if websocket.client else None
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return resolve_client_ip(websocket.headers, host)
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@@ -237,28 +273,50 @@ async def _unique_entity_name(db, base_name: str) -> str:
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async def _summon(state: SeanceState, channel: str) -> tuple[Entity, bool]:
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"""Match this session's signature against the Codex, or mint a new entity."""
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"""Match this session's signature against the Codex, or mint a new entity.
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An at-peace entity (Workstream B: a spirit correctly helped to cross
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over) is excluded from the match — it stays in the Codex forever but
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can't be re-contacted. If its signature is what this session's anomaly
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pattern hashes to, a *new* entity is minted instead. `Entity.signature`
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is unique, so the new entity can't reuse the exact same string while the
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retired row still holds it — it gets a salted variant of the same base
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signature instead.
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"""
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signature = signature_from_anomalies(state.anomalies) or fallback_signature(
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str(state.session_id)
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)
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async with session_maker() as db:
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entity = await db.scalar(select(Entity).where(Entity.signature == signature))
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entity = await db.scalar(
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select(Entity).where(Entity.signature == signature, Entity.at_peace.is_(False))
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)
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is_new = entity is None
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if is_new:
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mint_signature = signature
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retired = await db.scalar(select(Entity).where(Entity.signature == signature))
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if retired is not None:
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mint_signature = f"{signature}:{uuid.uuid4().hex[:8]}"
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profile = await spirit_service.mint_profile(
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signature, channel, state.anomalies, state.language
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mint_signature, channel, state.anomalies, state.language
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)
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discoverer = await db.get(User, state.user_id)
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favor = discoverer.favor if discoverer is not None else 0.0
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entity = Entity(
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name=await _unique_entity_name(db, profile["name"]),
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epithet=profile["epithet"],
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persona=profile["persona"],
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rarity_tier=profile["rarity"],
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signature=signature,
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signature=mint_signature,
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voice_profile=profile["voice"],
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visual_profile=profile["visual"],
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sample_quotes=profile["quotes"],
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# Workstream B: signature-seeded traits, nudged by the
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# discovering user's favor (app.judgment.apply_favor_bias) —
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# never derived from/fed into the persona above.
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traits=judgment.apply_favor_bias(profile["traits"], favor),
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discovered_by=state.user_id,
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contact_count=1,
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)
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@@ -286,11 +344,11 @@ async def _reward_summon(state: SeanceState) -> None:
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summon (any mode), and — only when the summoned entity is high-rarity —
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a roll for an item drop. The other two contract trigger points ("after a
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correct judgment, a successful ritual") belong to Workstream B's
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ritual/judgment WS handlers, which don't exist in this codebase yet;
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`app.inventory` exposes the same `roll_item_drop`/`credit_essence`
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helpers (plus the milestone essence constants) for those handlers to
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call once they land, so the drop table and essence economy stay in one
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place instead of being duplicated."""
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ritual/judgment WS handlers (`_reward_ritual_success` / `_handle_judgment`
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below), which call the same `app.inventory` `roll_item_drop`/
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`credit_essence` helpers and milestone essence constants so the drop
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table and essence economy stay in one place instead of being
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duplicated."""
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assert state.entity is not None
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rarity = state.entity.get("rarity", "common")
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@@ -338,14 +396,39 @@ async def _handle_summon(state: SeanceState) -> None:
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await state.send_queue.put({"type": "status", "state": "summoning"})
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entity, is_new = await _summon(state, state.mode if state.mode != "unknown" else "ouija")
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state.entity = serialize_entity(entity)
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# A fresh presence invalidates any in-progress/completed ritual from
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# whatever was previously in this slot (mirrors the frontend reducer's
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# 'entity' case in state/seance.tsx, which resets its own ritual/
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# judgment UI state the same way).
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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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await state.send_queue.put(
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{"type": "entity", "entity": state.entity, "is_new": is_new}
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{"type": "entity", "entity": _public_entity(state.entity), "is_new": is_new}
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)
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await _reward_summon(state)
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greeting = random.choice(state.entity["quotes"]) if state.entity["quotes"] else "I am here."
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await _speak(state, "greeting", greeting)
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# Workstream B: `tell` frames piggyback on the existing anomaly/reply
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# handling rather than running their own timer — a fragment (ambient,
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# frequent) rolls a lower chance than a direct reply (deliberate, a seeker
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# just asked something), so tells feel like they're punctuating engagement
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# rather than firing on a fixed clock.
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TELL_CHANCE_ON_FRAGMENT = 0.2
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TELL_CHANCE_ON_REPLY = 0.35
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async def _maybe_tell(state: SeanceState, chance: float) -> None:
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if state.entity is None:
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return
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if state.tell_rng.random() >= chance:
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return
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text = judgment.generate_tell(state.entity.get("traits", {}), state.tell_rng)
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await state.send_queue.put({"type": "tell", "text": text})
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async def _handle_anomaly(state: SeanceState, message: dict) -> None:
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anomaly = {
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"source": str(message.get("source", "unknown"))[:16],
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@@ -378,6 +461,7 @@ async def _handle_anomaly(state: SeanceState, message: dict) -> None:
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except SpiritBusyError:
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return
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await _speak(state, "fragment", fragment)
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await _maybe_tell(state, TELL_CHANCE_ON_FRAGMENT)
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async def _handle_question(state: SeanceState, text: str) -> None:
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@@ -434,6 +518,7 @@ async def _handle_question(state: SeanceState, text: str) -> None:
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await state.send_queue.put({"type": "reply_end", "id": str(reply_id), "text": reply})
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if reply:
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await _speak(state, "reply", reply, instability=1 - stability)
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await _maybe_tell(state, TELL_CHANCE_ON_REPLY)
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async def _ambient_loop(state: SeanceState) -> None:
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@@ -485,6 +570,133 @@ async def _handle_passive(state: SeanceState, enabled: bool) -> None:
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await state.send_queue.put({"type": "passive", "enabled": False})
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# --- Workstream B: ritual + judgment (character-depth-ghost-log spec) ------
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# How many `ritual_step` frames complete one attempt — matches
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# frontend/src/lib/ritual.ts's RITUAL_TOTAL_STEPS (the 4-rune "align /
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# breathe / trace / lock" sequence). The frontend owns the exact step count
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# per the spec ("implementer's call"); this just has to agree with it.
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RITUAL_STEPS_REQUIRED = 4
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async def _handle_ritual_start(state: SeanceState) -> None:
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if state.entity is None:
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return # no presence to focus on — frontend already gates the button
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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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async def _reward_ritual_success(state: SeanceState) -> None:
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"""Mirrors `_reward_summon`'s essence-credit + item-drop pattern for the
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ritual milestone trigger point."""
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item = None
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async with session_maker() as db:
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user = await db.get(User, state.user_id)
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if user is None:
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return
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credit_essence(user, RITUAL_SUCCESS_ESSENCE)
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item = roll_item_drop("ritual")
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if item is not None:
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db.add(
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InventoryItem(
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user_id=state.user_id,
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item_type=item["item_type"],
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item_key=item["item_key"],
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payload=item["payload"],
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)
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)
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await db.commit()
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if item is not None:
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await state.send_queue.put({"type": "item_drop", "item": item})
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async def _handle_ritual_step(state: SeanceState, message: dict) -> None:
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if state.entity is None or state.ritual_completed:
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return
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if not isinstance(message.get("step"), int):
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return
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state.ritual_steps += 1
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if state.ritual_steps < RITUAL_STEPS_REQUIRED:
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return
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traits = state.entity.get("traits", {})
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success = judgment.roll_ritual_success(traits)
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state.ritual_completed = True
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state.ritual_success = success
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revealed = dict(traits) if success else None
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await state.send_queue.put(
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{"type": "ritual_complete", "success": success, "revealed": revealed}
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)
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if success:
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await _reward_ritual_success(state)
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async def _handle_judgment(state: SeanceState, message: dict) -> None:
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if state.entity is None:
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return
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verdict = message.get("verdict")
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if verdict not in judgment.VERDICTS:
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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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traits,
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ritual_completed=state.ritual_completed,
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ritual_success=state.ritual_success,
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)
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item = None
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# Skip the DB round-trip entirely when there's nothing to persist (e.g.
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# `test` without a completed ritual, or a resisted cross_over) — the
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# contract's "no crash, just no effect" for those cases.
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if outcome.favor_delta or outcome.essence_delta or outcome.consequence in (
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"reward",
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"crossed_over",
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):
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async with session_maker() as db:
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user = await db.get(User, state.user_id)
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if user is not None:
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if outcome.favor_delta:
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user.favor = judgment.clamp_favor(user.favor + outcome.favor_delta)
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if outcome.essence_delta:
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credit_essence(user, outcome.essence_delta)
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if outcome.consequence == "crossed_over":
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entity_row = await db.get(Entity, uuid.UUID(state.entity["id"]))
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if entity_row is not None:
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entity_row.at_peace = True
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if outcome.consequence in ("reward", "crossed_over"):
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item = roll_item_drop("judgment")
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if item is not None:
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db.add(
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InventoryItem(
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user_id=state.user_id,
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item_type=item["item_type"],
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item_key=item["item_key"],
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payload=item["payload"],
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)
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)
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await db.commit()
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await state.send_queue.put(
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{
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"type": "judgment_result",
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"correct": outcome.correct,
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"favor_delta": outcome.favor_delta,
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"essence_delta": outcome.essence_delta,
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"at_peace": outcome.at_peace,
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"consequence": outcome.consequence,
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}
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)
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if item is not None:
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await state.send_queue.put({"type": "item_drop", "item": item})
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@router.websocket("/ws/session")
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async def session_socket(websocket: WebSocket) -> None:
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user_id = await _authenticate(websocket)
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@@ -539,6 +751,12 @@ async def session_socket(websocket: WebSocket) -> None:
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await _handle_question(state, message["text"])
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elif msg_type == "passive":
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await _handle_passive(state, bool(message.get("enabled")))
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elif msg_type == "ritual_start":
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await _handle_ritual_start(state)
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elif msg_type == "ritual_step":
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await _handle_ritual_step(state, message)
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elif msg_type == "judgment":
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await _handle_judgment(state, message)
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except WebSocketDisconnect:
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pass
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finally:
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Reference in New Issue
Block a user