Files
turnstone/examples/door-game/understone/watch.py
T
Patrick Buckley 08d46f086f feat(examples): Understone v0.5 — ambushes, the inn mailbox, and dice
The social slice: the shared world gets teeth, letters, and a house game.

- Ambush (async PvP, classic door-game player-kill spirit): waylay an adventurer who has
  not yet begun their day. Ordered gates — known target, not yourself, the
  gatekeeper shields the young (both >= min level), level band +-2, the
  SLEEP RULE (acting today makes you watchful — an active-play defense),
  mercy for the downed (hp<=1 cannot be piled on: even bandits have
  standards), once per pair per UTC day. Win: capped gold cut transfers,
  victim wakes at the spawn-stone with a private note; lose: the sleeper
  wakes blade-in-hand and the Herald crows your shame. The attacker wears
  the counter-blows the combat log narrates (state matches story). Both
  players persist in one transaction.
- The inn mailbox: events carry a target ('' = public). door_log delivers
  private notes to the addressee only; the Watch and other players never
  see them. Mail is DURABLE past the in-memory tail (SQLite backfill for
  cursors older than the resident window) — the broadsheet is ephemeral,
  letters are not. Sanitized, daily-capped.
- Inn dice: 2d6 against the house, bet- and count-capped per day, big wins
  make the news.
- Six new banded settings; four day-counter columns join the shared lazy
  UTC reset; schema stamp stays 1 (pre-1.0 mutates in place by design).

Tests 184 -> 231; sleep rule, mercy gate, band boundary (exact/over),
refusal precedence, attacker wear, zero-gold robbery, mail eviction
survival, and Watch privacy all pinned; guards revert-verified.
2026-06-13 04:40:40 -07:00

549 lines
17 KiB
Python

"""The Watch page — a read-only CRT spectator view of the shared world.
This module is PURE: it imports nothing from ``mcp`` or ``starlette``. It owns
two payload builders and one self-contained HTML page; the server wires them to
HTTP routes. Input never flows through here — the Watch is the lobby TV, not a
controller.
* :func:`build_world_payload` — the STATIC map: dimensions, the legend-coloured
terrain rows, and the placed locations. Fetched once by the page.
* :func:`build_state_payload` — the DYNAMIC snapshot: every player's position
and vitals, the recent Herald feed, and the Hall of Legends. Polled.
* :data:`WATCH_HTML` — one inline-everything page (vanilla JS, phosphor CRT
styling) that paints the base map once and overlays the players each poll.
A correspondence game leaves every adventurer on the board between their turns,
so the state payload reports *all* players, not just the active ones.
"""
from __future__ import annotations
from typing import TYPE_CHECKING
from understone.engine.models import Mode
if TYPE_CHECKING:
from understone.engine.log import Event
from understone.engine.world import World
from understone.game import Game
# How many of the newest Herald events the Watch shows, oldest-first.
_HERALD_LIMIT = 15
# How many Hall-of-Legends runs the Watch shows.
_HALL_LIMIT = 5
def build_world_payload(world: World) -> dict[str, object]:
"""Return the STATIC map payload the Watch page fetches once.
``glyph_rows`` is the base terrain rendered glyph-for-glyph (locations are
NOT burned in here — they ride in ``locations`` so the client can colour
them as an overlay). ``legend`` maps every terrain glyph that appears to a
palette colour *name*; the client owns the name→hex mapping. Completeness is
a contract: every glyph in ``glyph_rows`` has a ``legend`` entry.
"""
glyph_rows: list[str] = []
legend: dict[str, str] = {}
for y in range(world.height):
chars: list[str] = []
for x in range(world.width):
terrain = world.terrain_at(x, y)
chars.append(terrain.glyph)
legend.setdefault(terrain.glyph, terrain.color)
glyph_rows.append("".join(chars))
locations = [
{
"x": loc.x,
"y": loc.y,
"glyph": loc.glyph,
"name": loc.name,
"color": loc.color,
}
for loc in world.locations
]
return {
"name": world.name,
"width": world.width,
"height": world.height,
"glyph_rows": glyph_rows,
"legend": legend,
"locations": locations,
}
def build_state_payload(game: Game) -> dict[str, object]:
"""Return the DYNAMIC snapshot payload the Watch page polls.
Reports every player (a correspondence game keeps idle pieces on the
board), the last :data:`_HERALD_LIMIT` events oldest-first, and the top
:data:`_HALL_LIMIT` completed runs. ``ts`` is the game clock, so a seeded
test clock drives a deterministic payload.
"""
players = [
{
"name": p.name,
"x": p.x,
"y": p.y,
"level": p.level,
"wins": p.wins,
"hp": p.hp,
"max_hp": p.max_hp,
"mode": p.mode.value if isinstance(p.mode, Mode) else str(p.mode),
}
for p in game.players.values()
]
herald = [
{"ts": event.ts, "kind": event.kind, "text": event.text} for event in _recent_events(game)
]
hall = [
{
"name": entry.name,
"level_at_win": entry.level_at_win,
"run_days": entry.run_days,
"win_ts": entry.win_ts,
}
for entry in game.store.top_hall(_HALL_LIMIT)
]
return {
"ts": game.clock().isoformat(),
"players": players,
"herald": herald,
"hall": hall,
}
def _recent_events(game: Game) -> list[Event]:
"""Return the last :data:`_HERALD_LIMIT` resident PUBLIC events, oldest-first.
PRIVATE notes (a non-empty ``target`` — ambush victim alerts, inn mail)
are filtered out first: the lobby TV is a public broadsheet and must never
show a message addressed to one player. The façade keeps events in
ascending id order, so the tail of the public slice IS the newest public
window — correct even when AUTOINCREMENT ids are sparse.
"""
public = [event for event in game.events if not event.target]
return public[-_HERALD_LIMIT:]
# The Watch page. One self-contained document: inline CSS + vanilla JS, no
# external assets, no innerHTML-with-data (every dynamic node is built with
# createElement / textContent). The base map is painted once from world.json;
# players are an absolutely-positioned overlay repainted from state.json every
# two seconds. On a fetch failure the page dims and shows "SIGNAL LOST".
WATCH_HTML = """\
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>Understone — Live Watch</title>
<style>
:root {
--phosphor: #7dffa0;
--phosphor-dim: #2f7a46;
--amber: #ffb44d;
--bg: #050a06;
--panel: #0a140d;
--edge: #163a22;
}
* { box-sizing: border-box; }
html, body {
margin: 0;
background: var(--bg);
color: var(--phosphor);
font-family: "DejaVu Sans Mono", "Liberation Mono", "Courier New", monospace;
font-size: 14px;
line-height: 1.2;
}
body::after {
/* Scanline overlay — faint, non-interactive. */
content: "";
position: fixed;
inset: 0;
pointer-events: none;
background: repeating-linear-gradient(
to bottom,
rgba(0, 0, 0, 0) 0px,
rgba(0, 0, 0, 0) 2px,
rgba(0, 0, 0, 0.22) 3px,
rgba(0, 0, 0, 0) 4px
);
z-index: 50;
}
body.lost { filter: grayscale(0.7) brightness(0.55); }
header {
padding: 10px 16px;
border-bottom: 1px solid var(--edge);
display: flex;
align-items: baseline;
justify-content: space-between;
flex-wrap: wrap;
gap: 8px;
text-shadow: 0 0 6px rgba(125, 255, 160, 0.5);
}
header h1 {
margin: 0;
font-size: 18px;
letter-spacing: 2px;
text-transform: uppercase;
}
.live {
color: var(--amber);
font-size: 13px;
letter-spacing: 1px;
text-shadow: 0 0 6px rgba(255, 180, 77, 0.5);
}
.live .dot {
display: inline-block;
width: 8px;
height: 8px;
margin-right: 6px;
border-radius: 50%;
background: var(--amber);
box-shadow: 0 0 8px var(--amber);
animation: pulse 2s ease-in-out infinite;
}
body.lost .live .dot { animation: none; background: var(--phosphor-dim); box-shadow: none; }
@keyframes pulse { 0%, 100% { opacity: 1; } 50% { opacity: 0.35; } }
main {
display: flex;
gap: 16px;
padding: 16px;
align-items: flex-start;
flex-wrap: wrap;
}
.map-frame {
position: relative;
border: 1px solid var(--edge);
background: var(--panel);
padding: 8px;
overflow: auto;
max-width: 100%;
box-shadow: inset 0 0 24px rgba(0, 0, 0, 0.6);
}
#map {
position: relative;
white-space: pre;
text-shadow: 0 0 4px rgba(125, 255, 160, 0.35);
}
#map .row { display: block; }
#overlay {
position: absolute;
top: 0;
left: 0;
pointer-events: none;
}
#overlay .pc {
position: absolute;
color: var(--amber);
text-shadow: 0 0 6px rgba(255, 180, 77, 0.8);
}
aside {
flex: 1 1 280px;
min-width: 260px;
display: flex;
flex-direction: column;
gap: 16px;
}
.card {
border: 1px solid var(--edge);
background: var(--panel);
padding: 10px 12px;
}
.card h2 {
margin: 0 0 8px;
font-size: 13px;
letter-spacing: 1.5px;
text-transform: uppercase;
color: var(--phosphor);
border-bottom: 1px solid var(--edge);
padding-bottom: 4px;
}
ul { margin: 0; padding: 0; list-style: none; }
li { padding: 2px 0; }
.muted { color: var(--phosphor-dim); }
.adv-name { color: var(--amber); }
.stars { color: var(--amber); letter-spacing: 1px; }
.feed li { border-bottom: 1px dotted var(--edge); padding: 4px 0; }
.feed li:last-child { border-bottom: none; }
.feed .ts { color: var(--phosphor-dim); margin-right: 6px; }
</style>
</head>
<body>
<header>
<h1 id="world-name">The Understone Watch</h1>
<div class="live"><span class="dot"></span><span id="live-label">CONNECTING…</span></div>
</header>
<main>
<div class="map-frame">
<div id="map"><div id="overlay"></div></div>
</div>
<aside>
<section class="card">
<h2>Adventurers</h2>
<ul id="adventurers"><li class="muted">…</li></ul>
</section>
<section class="card">
<h2>Hall of Legends</h2>
<ul id="hall"><li class="muted">No legends yet.</li></ul>
</section>
<section class="card">
<h2>The Understone Herald</h2>
<ul id="herald" class="feed"><li class="muted">…</li></ul>
</section>
</aside>
</main>
<script>
(function () {
"use strict";
// Palette colour-name -> phosphor-tinted hex. Mirrors understone.screen.palette
// Color values; the base map is coloured from this, never from the server.
var PALETTE = {
default: "#7dffa0",
wall: "#5a6b60",
floor: "#3f7a52",
player: "#ffb44d",
other_player: "#ffd089",
monster: "#ff6b6b",
item: "#ffe07d",
water: "#4aa6c8",
tree: "#3fae6a",
town: "#ffd089",
dungeon: "#c98bff"
};
function colorFor(name) {
return PALETTE[name] || PALETTE.default;
}
var overlay = document.getElementById("overlay");
var mapEl = document.getElementById("map");
var liveLabel = document.getElementById("live-label");
var dims = null; // {width, height} once the map is painted.
function pad2(n) { return (n < 10 ? "0" : "") + n; }
function clockLabel(iso) {
var d = new Date(iso);
if (isNaN(d.getTime())) { return "--:--:--"; }
return pad2(d.getHours()) + ":" + pad2(d.getMinutes()) + ":" + pad2(d.getSeconds());
}
function stars(wins) {
if (wins <= 0) { return ""; }
if (wins <= 5) { return "\\u2605".repeat(wins); }
return "\\u2605x" + wins;
}
// Paint the base map ONCE. Each row is a sequence of <span> runs, a new run
// only where the legend colour changes, so a row is a handful of spans.
function paintMap(world) {
document.getElementById("world-name").textContent = world.name + " — Live Watch";
var legend = world.legend || {};
var rows = world.glyph_rows || [];
for (var y = 0; y < rows.length; y++) {
var row = rows[y];
var rowEl = document.createElement("div");
rowEl.className = "row";
var runText = "";
var runColor = null;
for (var x = 0; x < row.length; x++) {
var ch = row.charAt(x);
var col = colorFor(legend[ch]);
if (runColor === null) { runColor = col; }
if (col !== runColor) {
rowEl.appendChild(makeSpan(runText, runColor));
runText = "";
runColor = col;
}
runText += ch;
}
if (runText.length) { rowEl.appendChild(makeSpan(runText, runColor)); }
mapEl.insertBefore(rowEl, overlay);
}
dims = { width: world.width, height: world.height };
paintLocations(world.locations || []);
}
function makeSpan(text, color) {
var span = document.createElement("span");
span.style.color = color;
span.textContent = text;
return span;
}
// Locations are painted into the overlay layer (above the base terrain) so
// their glyph and colour win over the terrain beneath the door.
function paintLocations(locations) {
for (var i = 0; i < locations.length; i++) {
var loc = locations[i];
var el = document.createElement("span");
el.className = "pc";
el.style.left = "calc(" + loc.x + " * 1ch)";
el.style.top = "calc(" + loc.y + " * 1lh)";
el.style.color = colorFor(loc.color);
el.style.textShadow = "0 0 6px " + colorFor(loc.color);
el.textContent = loc.glyph;
el.title = loc.name;
overlay.appendChild(el);
}
}
// Player markers live in their own layer, cleared and repainted each poll.
var pcLayer = document.createElement("div");
pcLayer.id = "pc-layer";
overlay.appendChild(pcLayer);
function paintPlayers(players) {
while (pcLayer.firstChild) { pcLayer.removeChild(pcLayer.firstChild); }
for (var i = 0; i < players.length; i++) {
var p = players[i];
var el = document.createElement("span");
el.className = "pc";
el.style.left = "calc(" + p.x + " * 1ch)";
el.style.top = "calc(" + p.y + " * 1lh)";
el.textContent = "@";
el.title = p.name;
pcLayer.appendChild(el);
}
}
function renderAdventurers(players) {
var list = document.getElementById("adventurers");
while (list.firstChild) { list.removeChild(list.firstChild); }
if (!players.length) {
list.appendChild(muted("The Vale is empty."));
return;
}
var sorted = players.slice().sort(function (a, b) {
return b.level - a.level || a.name.localeCompare(b.name);
});
for (var i = 0; i < sorted.length; i++) {
var p = sorted[i];
var li = document.createElement("li");
var name = document.createElement("span");
name.className = "adv-name";
name.textContent = p.name;
li.appendChild(name);
var star = stars(p.wins);
if (star) {
var s = document.createElement("span");
s.className = "stars";
s.textContent = " " + star;
li.appendChild(s);
}
var rest = document.createElement("span");
rest.className = "muted";
rest.textContent = " Lv" + p.level + " HP " + p.hp + "/" + p.max_hp;
li.appendChild(rest);
list.appendChild(li);
}
}
function renderHall(hall) {
var list = document.getElementById("hall");
while (list.firstChild) { list.removeChild(list.firstChild); }
if (!hall.length) {
list.appendChild(muted("No legends yet."));
return;
}
for (var i = 0; i < hall.length; i++) {
var h = hall[i];
var li = document.createElement("li");
var star = document.createElement("span");
star.className = "stars";
star.textContent = "\\u2605 ";
li.appendChild(star);
var name = document.createElement("span");
name.className = "adv-name";
name.textContent = h.name;
li.appendChild(name);
var rest = document.createElement("span");
rest.className = "muted";
rest.textContent = " Lv" + h.level_at_win + " " + h.run_days + "d " + (h.win_ts || "").slice(0, 10);
li.appendChild(rest);
list.appendChild(li);
}
}
function renderHerald(herald) {
var list = document.getElementById("herald");
while (list.firstChild) { list.removeChild(list.firstChild); }
if (!herald.length) {
list.appendChild(muted("The Vale is still."));
return;
}
for (var i = 0; i < herald.length; i++) {
var e = herald[i];
var li = document.createElement("li");
var ts = document.createElement("span");
ts.className = "ts";
ts.textContent = clockLabel(e.ts);
li.appendChild(ts);
var text = document.createElement("span");
text.textContent = e.text;
li.appendChild(text);
list.appendChild(li);
}
}
function muted(text) {
var li = document.createElement("li");
li.className = "muted";
li.textContent = text;
return li;
}
function setLive(connected, iso) {
if (connected) {
document.body.classList.remove("lost");
liveLabel.textContent = "LIVE \\u2022 updated " + clockLabel(iso);
} else {
document.body.classList.add("lost");
liveLabel.textContent = "SIGNAL LOST";
}
}
function getJSON(url) {
return fetch(url, { cache: "no-store" }).then(function (r) {
if (!r.ok) { throw new Error("HTTP " + r.status); }
return r.json();
});
}
function poll() {
getJSON("./watch/state.json").then(function (state) {
paintPlayers(state.players || []);
renderAdventurers(state.players || []);
renderHall(state.hall || []);
renderHerald(state.herald || []);
setLive(true, state.ts);
}).catch(function () {
setLive(false, null);
});
}
var POLL_MS = 2000;
// Bootstrap retries until the base map loads, so a spectator who opens the
// page during a server blip recovers without a manual reload. The poll
// interval starts exactly once, on the first successful boot.
function boot() {
getJSON("./watch/world.json").then(function (world) {
paintMap(world);
poll();
setInterval(poll, POLL_MS);
}).catch(function () {
setLive(false, null);
setTimeout(boot, POLL_MS);
});
}
boot();
})();
</script>
</body>
</html>
"""