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5bee808492
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5bee808492 | ||
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b0a661f425 |
@@ -196,7 +196,6 @@ function AzerothAIEmitSnapshots()
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local guids={}
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for _,player in pairs(players) do
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if is_playerbot(player) then
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emit("player.snapshot",player_payload(player))
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guids[#guids+1]=player:GetGUIDLow()
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emitted=emitted+1
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end
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@@ -207,9 +206,9 @@ function AzerothAIEmitSnapshots()
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for _,p in pairs(players) do if is_playerbot(p) then ordered[#ordered+1]=p end end
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table.sort(ordered,function(a,b) return (socialLast[a:GetGUIDLow()] or 0)<(socialLast[b:GetGUIDLow()] or 0) end)
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for _,p in ipairs(ordered) do
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if not p:IsDead() and not p:IsInCombat() and os.time()-(socialLast[p:GetGUIDLow()] or 0)>600 then
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if not p:IsDead() and not p:IsInCombat() and not p:IsMoving() and os.time()-(socialLast[p:GetGUIDLow()] or 0)>600 then
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for _,q in pairs(p:GetPlayersInRange(25) or {}) do
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if q:GetGUIDLow()~=p:GetGUIDLow() and is_playerbot(q) and not q:IsDead() and not q:IsInCombat() and p:GetTeam()==q:GetTeam() and p:GetPhaseMask()==q:GetPhaseMask() and os.time()-(socialLast[q:GetGUIDLow()] or 0)>600 then
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if q:GetGUIDLow()~=p:GetGUIDLow() and is_playerbot(q) and not q:IsDead() and not q:IsInCombat() and not q:IsMoving() and p:GetDistance(q)<=15 and p:GetTeam()==q:GetTeam() and p:GetPhaseMask()==q:GetPhaseMask() and os.time()-(socialLast[q:GetGUIDLow()] or 0)>600 then
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roster.socialA=p:GetName();roster.socialB=q:GetName();roster.zoneName=area_name(p:GetZoneId())
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socialLast[p:GetGUIDLow()]=os.time();socialLast[q:GetGUIDLow()]=os.time()
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break
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@@ -219,6 +218,9 @@ function AzerothAIEmitSnapshots()
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if roster.socialA then break end
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end
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emit("player.snapshot",roster)
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for _,player in pairs(players) do
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if is_playerbot(player) then emit("player.snapshot",player_payload(player)) end
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end
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return emitted
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end
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@@ -0,0 +1,24 @@
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# Autonomous conversations
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The live bridge proposes nearby, same-faction stationary bot pairs within 15 yards. Delivery allows up to 25 yards. Both
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must be alive, out of combat and in the same phase. Opportunities ride the fresh
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roster snapshot transport. The database admits at most one exchange per two-minute
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clock bucket and enforces ten minutes between social requests involving a bot.
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Human requests take queue priority. Ordinary bot chatter does not trigger replies.
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An exchange consists of a model-generated opening and one model-generated reply.
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Each delivery rechecks distance, faction, phase, life and combat state in the game.
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Expired requests and pairs that have moved apart are cancelled. No characters are
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teleported or held in place for conversations.
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Only a confirmed reply creates reciprocal observation memories and neutral
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acquaintance records. This does not invent friendship or change affinity based
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solely on speaking. Replay IDs prevent duplicate memories. Each resident retains
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at most 100 memories and 100 relationship records on this path. Completed and
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failed conversation requests are pruned after 24 hours; character memorials and
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other game/event history have separate retention policies.
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Memories and relationships are stored in `realm_state.payload` in the application's
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D1 SQLite database under `.wrangler/state/v3/d1` in the Ubuntu deployment. This
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uses the VM's disk, backed by the host PC's storage. The per-resident memory limit
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is not a total disk quota: additional identities and other logs can still grow.
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