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