122 lines
5.0 KiB
Python
122 lines
5.0 KiB
Python
"""Escalation engine — intensity curve, phase params, stochastic timing."""
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import math
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import random
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import time
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from server.config import config
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class EscalationEngine:
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"""Computes intensity and rendering parameters from elapsed time.
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Intensity follows a logarithmic curve: intensity = log(1 + elapsed * rate).
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Rendering parameters are derived from intensity and clamped to [0, 1].
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Timing intervals are randomized within ranges that shrink with intensity.
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"""
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PALETTES = [
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"void_black", "crimson_void", "deep_rot", "sickly_green",
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"bruise_purple", "ash_grey", "bile_yellow", "blood_orange",
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]
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def __init__(self, rate: float | None = None):
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self.rate = rate if rate is not None else config.escalation.rate
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self.session_start: float | None = None
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def start_session(self) -> None:
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"""Begin a new escalation session."""
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self.session_start = time.monotonic()
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def reset(self) -> None:
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"""Restart the session from zero."""
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self.session_start = time.monotonic()
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def get_elapsed(self) -> float:
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"""Seconds since session start."""
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if self.session_start is None:
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return 0.0
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return time.monotonic() - self.session_start
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def get_intensity(self, elapsed: float | None = None) -> float:
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"""Compute intensity from elapsed seconds. Logarithmic, never peaks."""
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if elapsed is None:
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elapsed = self.get_elapsed()
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return math.log(1 + elapsed * self.rate)
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def get_phase_params(self, intensity: float | None = None) -> dict:
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"""Derive rendering parameters from current intensity.
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All values clamped to [0, 1]. Higher intensity = more severe effects.
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"""
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if intensity is None:
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intensity = self.get_intensity()
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def _sigmoid(x: float, midpoint: float = 2.0, steepness: float = 1.5) -> float:
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"""Smooth 0→1 mapping centered at midpoint."""
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return 1.0 / (1.0 + math.exp(-steepness * (x - midpoint)))
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morph_speed = _sigmoid(intensity, midpoint=1.5, steepness=1.2)
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shader_severity = _sigmoid(intensity, midpoint=2.0, steepness=1.0)
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voice_frequency = _sigmoid(intensity, midpoint=2.5, steepness=0.8)
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noise_level = _sigmoid(intensity, midpoint=3.0, steepness=1.0)
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surprise_chance = min(1.0, _sigmoid(intensity, midpoint=3.5, steepness=0.6))
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# Palette shifts to more aggressive colors at higher intensity
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palette_index = min(int(intensity), len(self.PALETTES) - 1)
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return {
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"morph_speed": round(morph_speed, 3),
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"shader_severity": round(shader_severity, 3),
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"voice_frequency": round(voice_frequency, 3),
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"noise_level": round(noise_level, 3),
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"surprise_chance": round(surprise_chance, 3),
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"palette": self.PALETTES[palette_index],
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}
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def get_asset_swap_interval(self, intensity: float | None = None) -> float:
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"""Random interval until next asset swap. Shrinks with intensity."""
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if intensity is None:
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intensity = self.get_intensity()
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cfg = config.escalation
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# Lerp from max to min as intensity increases, with noise
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t = min(1.0, intensity / 5.0)
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base = cfg.asset_swap_max - t * (cfg.asset_swap_max - cfg.asset_swap_min)
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jitter = random.uniform(-base * 0.3, base * 0.3)
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return max(cfg.asset_swap_min, base + jitter)
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def get_voice_interval(self, intensity: float | None = None) -> float:
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"""Poisson-distributed interval until next voice clip. Mean decreases with intensity."""
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if intensity is None:
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intensity = self.get_intensity()
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cfg = config.escalation
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# Mean interval decreases from voice_mean_interval toward 3s
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mean = max(3.0, cfg.voice_mean_interval / (1 + intensity))
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return random.expovariate(1.0 / mean)
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def should_fake_calm(self) -> bool:
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"""Roll for a fake calm period."""
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return random.random() < config.escalation.fake_calm_chance
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def get_fake_calm_duration(self) -> float:
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"""Duration of a fake calm period."""
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cfg = config.escalation
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return random.uniform(cfg.fake_calm_duration_min, cfg.fake_calm_duration_max)
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def should_cluster_burst(self) -> bool:
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"""Roll for a cluster burst (rapid-fire events)."""
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return random.random() < config.escalation.cluster_burst_chance
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def get_cluster_burst_count(self) -> int:
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"""Number of events in a cluster burst."""
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cfg = config.escalation
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return random.randint(cfg.cluster_burst_count_min, cfg.cluster_burst_count_max)
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def select_severity(self, intensity: float | None = None) -> float:
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"""Pick a target severity for the next asset. Biased toward current intensity."""
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if intensity is None:
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intensity = self.get_intensity()
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# Normal distribution centered on intensity, clipped to [0, intensity+1]
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severity = random.gauss(intensity, 0.5)
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return max(0.0, min(severity, intensity + 1.0))
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