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>
280 lines
10 KiB
Python
280 lines
10 KiB
Python
"""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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