Idle bot turns confess; the chronicle fills its gaps

A clockwork whose chosen command the engine refuses now stumbles
visibly: the refusal is logged server-side with the offending command
(the RNRX coma took three silent turns to notice), and the bot says
so in character at the table — "RECALCULATING." — instead of an
unexplained idle turn. And six event types that never spoke in the
chronicle find their lines: the wave's wash-back, thornbush entry,
dragged objects, the opening deal, stolen-card and revealed-hand
privates. Replay captions inherit them all through humanize.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
This commit is contained in:
Eric Wagoner
2026-08-26 12:10:55 -04:00
co-authored by Claude Fable 5
parent 75f1217c77
commit 365cb3821e
3 changed files with 40 additions and 3 deletions
+18
View File
@@ -396,6 +396,16 @@ function botRemark(room: Room, actor: string, events: { type: string; [k: string
} }
} }
} }
/** Spoken when a clockwork's chosen command was refused by the engine —
* the table sees a stumble instead of an unexplained idle turn. */
const HESITATION_LINES = [
"RECALCULATING.",
"TACTICAL PAUSE. INTENTIONAL. PROBABLY.",
"THE MAZE REFUSES MY GENIUS.",
"ERROR LOGGED. DIGNITY INTACT.",
"I MEANT TO DO THAT.",
];
const pumping = new Set<string>(); const pumping = new Set<string>();
function runBots(room: Room): void { function runBots(room: Room): void {
if (pumping.has(room.id)) return; if (pumping.has(room.id)) return;
@@ -410,6 +420,14 @@ function runBots(room: Room): void {
broadcast(room, (playerId) => ({ type: "state", view: viewForPlayer(room, playerId), seq: room.log.length })); broadcast(room, (playerId) => ({ type: "state", view: viewForPlayer(room, playerId), seq: room.log.length }));
// The game's end unmasks the mystery machines in the roster. // The game's end unmasks the mystery machines in the roster.
if (room.state?.phase === "finished") broadcast(room, () => roomInfo(room)); if (room.state?.phase === "finished") broadcast(room, () => roomInfo(room));
// A refused brain-choice becomes a visible stumble, in character —
// an idle bot turn should read as hesitation, never as nothing.
if (step.hesitated) {
const said = addChat(room, step.seat, HESITATION_LINES[Math.floor(Math.random() * HESITATION_LINES.length)]!);
if (!("error" in said)) {
broadcast(room, () => ({ type: "chat", player: step.seat, text: said.text, at: said.at }));
}
}
botRemark(room, step.seat, step.events as { type: string }[]); botRemark(room, step.seat, step.events as { type: string }[]);
setTimeout(tick, BOT_STEP_MS); setTimeout(tick, BOT_STEP_MS);
}; };
+14 -3
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@@ -318,17 +318,28 @@ function actingSeat(room: Room): PlayerId | null {
* One automaton command, if the maze is waiting on clockwork. Null when a * One automaton command, if the maze is waiting on clockwork. Null when a
* human holds the floor (or the game is over, or the clockwork is wedged). * human holds the floor (or the game is over, or the clockwork is wedged).
*/ */
export function driveOneAutomaton(room: Room): { seat: PlayerId; events: GameEvent[] } | null { export function driveOneAutomaton(
room: Room,
): { seat: PlayerId; events: GameEvent[]; hesitated?: { refused: Command; error: string } } | null {
const seat = actingSeat(room); const seat = actingSeat(room);
if (!seat || !room.bots.has(seat)) return null; if (!seat || !room.bots.has(seat)) return null;
const view = viewFor(room.state!, seat); const view = viewFor(room.state!, seat);
const bot = room.bots.get(seat); const bot = room.bots.get(seat);
const chosen = automatonCommand(view, bot?.style, bot?.tier); const chosen = automatonCommand(view, bot?.style, bot?.tier);
let hesitated: { refused: Command; error: string } | undefined;
let r = runCommand(room, seat, chosen ?? automatonFallback(view, bot?.tier)); let r = runCommand(room, seat, chosen ?? automatonFallback(view, bot?.tier));
if ("error" in r) { if ("error" in r) {
// A refused choice retries with the fallback — unless the fallback IS // A refused choice retries with the fallback — unless the fallback IS
// what just failed — then burns down the ladder to endTurn and pass. // what just failed — then burns down the ladder to endTurn and pass.
if (chosen) r = runCommand(room, seat, automatonFallback(view, bot?.tier)); // The refusal is remembered: a brain whose choice the engine rejects
// is a bug in the brain, and the table deserves to see the stumble
// rather than an unexplained idle turn (the RNRX coma lesson).
if (chosen) {
hesitated = { refused: chosen, error: r.error };
console.warn(
`automaton ${seat} hesitated in ${room.id}: ${JSON.stringify(chosen)} refused (${r.error})`);
r = runCommand(room, seat, automatonFallback(view, bot?.tier));
}
if ("error" in r) r = runCommand(room, seat, { type: "endTurn", draw: 0 }); if ("error" in r) r = runCommand(room, seat, { type: "endTurn", draw: 0 });
if ("error" in r) r = runCommand(room, seat, { type: "pass" }); if ("error" in r) r = runCommand(room, seat, { type: "pass" });
if ("error" in r) { if ("error" in r) {
@@ -336,7 +347,7 @@ export function driveOneAutomaton(room: Room): { seat: PlayerId; events: GameEve
return null; return null;
} }
} }
return { seat, events: r.events }; return { seat, events: r.events, ...(hesitated ? { hesitated } : {}) };
} }
export interface GameSummary { export interface GameSummary {
+8
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@@ -103,6 +103,14 @@ export function humanize(e: GameEvent): string | null {
case "doorHeld": return `${e.player} holds the door open.`; case "doorHeld": return `${e.player} holds the door open.`;
case "doorReleased": return `The held door swings shut.`; case "doorReleased": return `The held door swings shut.`;
case "doorsRelocked": return `The door swings shut and relocks.`; case "doorsRelocked": return `The door swings shut and relocks.`;
case "washedBack": return `${e.player} is washed back ${e.blockedSpaces > 0 ? "and crushed against the stone" : "by the wave"}!`;
case "enteredThornbush": return `${e.player} pushes into the thorns — and bleeds for it.`;
case "objectDragged": return `The ${e.what.replace(/-/g, " ")} is dragged across the maze.`;
case "cardsDealt": return `${e.player} is dealt ${e.count} card${e.count === 1 ? "" : "s"}.`;
case "cardsStolenPrivate": return e.cards.length > 0
? `Stolen into your hand: ${e.cards.map((c) => cardDef(c.cardId).name).join(", ")}.`
: null;
case "handRevealedPrivate": return `${e.player}'s hand lies open to you: ${e.cards.map((c) => cardDef(c.cardId).name).join(", ")}.`;
case "creatureWarpStepped": return `The creature slips through the dimensional warp!`; case "creatureWarpStepped": return `The creature slips through the dimensional warp!`;
case "mentalForceFizzled": return `${e.attacker}'s mental force strains at ${e.defender} — and fails to find a path.`; case "mentalForceFizzled": return `${e.attacker}'s mental force strains at ${e.defender} — and fails to find a path.`;
case "doorJammed": return `${e.player} jams a door's lock solid.`; case "doorJammed": return `${e.player} jams a door's lock solid.`;