@umang-boss/claudemon 1.3.0 → 1.4.1

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Files changed (43) hide show
  1. package/cli/doctor.ts +18 -2
  2. package/cli/index.ts +26 -8
  3. package/dist/cli/doctor.js +19 -2
  4. package/dist/cli/index.js +26 -9
  5. package/dist/src/engine/constants.js +9 -3
  6. package/dist/src/engine/encounters.js +50 -10
  7. package/dist/src/engine/mood.js +187 -0
  8. package/dist/src/engine/types.js +2 -0
  9. package/dist/src/gamification/achievements.js +3 -3
  10. package/dist/src/gamification/legendary-quests.js +4 -4
  11. package/dist/src/hooks/award-xp.js +75 -5
  12. package/dist/src/server/index.js +8 -0
  13. package/dist/src/server/instructions.js +23 -0
  14. package/dist/src/server/tools/catch.js +3 -0
  15. package/dist/src/server/tools/evolve.js +3 -0
  16. package/dist/src/server/tools/feed.js +120 -0
  17. package/dist/src/server/tools/play.js +310 -0
  18. package/dist/src/server/tools/settings.js +116 -0
  19. package/dist/src/server/tools/show.js +5 -0
  20. package/dist/src/server/tools/train.js +144 -0
  21. package/dist/src/state/schemas.js +18 -1
  22. package/dist/src/state/state-manager.js +23 -6
  23. package/package.json +1 -1
  24. package/skills/buddy/SKILL.md +16 -0
  25. package/src/engine/constants.ts +12 -3
  26. package/src/engine/encounters.ts +65 -9
  27. package/src/engine/mood.ts +220 -0
  28. package/src/engine/types.ts +24 -0
  29. package/src/gamification/achievements.ts +3 -3
  30. package/src/gamification/legendary-quests.ts +4 -4
  31. package/src/hooks/award-xp.ts +97 -5
  32. package/src/server/index.ts +8 -0
  33. package/src/server/instructions.ts +25 -0
  34. package/src/server/tools/catch.ts +4 -0
  35. package/src/server/tools/evolve.ts +4 -0
  36. package/src/server/tools/feed.ts +145 -0
  37. package/src/server/tools/play.ts +378 -0
  38. package/src/server/tools/settings.ts +142 -0
  39. package/src/server/tools/show.ts +7 -0
  40. package/src/server/tools/train.ts +180 -0
  41. package/src/state/schemas.ts +20 -0
  42. package/src/state/state-manager.ts +26 -6
  43. package/statusline/buddy-status.sh +77 -62
@@ -0,0 +1,220 @@
1
+ /**
2
+ * Mood engine for Claudemon.
3
+ * Pure functions that calculate mood based on recent events, time of day,
4
+ * and special triggers (evolution, achievements, catches).
5
+ */
6
+
7
+ import type { MoodType, EventCounters } from "./types.js";
8
+
9
+ // ── Mood Decay Durations (milliseconds) ───────────────────
10
+
11
+ /** How long each mood lasts before decaying back to neutral */
12
+ const MOOD_DECAY_MS: Record<MoodType, number> = {
13
+ happy: 600_000, // 10 minutes
14
+ worried: 300_000, // 5 minutes
15
+ sleepy: Infinity, // Resets based on time-of-day, not duration
16
+ energetic: 900_000, // 15 minutes
17
+ proud: 600_000, // 10 minutes
18
+ neutral: Infinity, // Never decays (it IS the default)
19
+ };
20
+
21
+ // ── XP Event Types That Trigger Moods ─────────────────────
22
+
23
+ const POSITIVE_EVENTS = new Set(["test_pass", "build_success", "commit"]);
24
+
25
+ const NEGATIVE_EVENTS = new Set(["test_fail", "build_fail", "error"]);
26
+
27
+ // ── Mood Calculation ──────────────────────────────────────
28
+
29
+ /**
30
+ * Calculate the current mood based on recent events, time, and special triggers.
31
+ *
32
+ * Priority order:
33
+ * 1. Sleepy (midnight to 5 AM)
34
+ * 2. Proud (just evolved/achieved/caught)
35
+ * 3. Worried (recent negative event)
36
+ * 4. Happy (recent positive event)
37
+ * 5. Energetic (morning + active streak)
38
+ * 6. Keep current mood if it hasn't decayed
39
+ * 7. Neutral (default fallback)
40
+ *
41
+ * @param recentEvent - The last XP event type, or null
42
+ * @param counters - Current event counters (for context)
43
+ * @param currentHour - Hour of day (0-23)
44
+ * @param lastMood - The previous mood
45
+ * @param moodSetAt - Timestamp when last mood was set
46
+ * @param hadEvolution - Whether the Pokemon just evolved
47
+ * @param hadAchievement - Whether the player just unlocked an achievement
48
+ * @param hadCatch - Whether the player just caught a Pokemon
49
+ * @returns The calculated mood
50
+ */
51
+ export function calculateMood(
52
+ recentEvent: string | null,
53
+ counters: EventCounters,
54
+ currentHour: number,
55
+ lastMood: MoodType,
56
+ moodSetAt: number,
57
+ hadEvolution: boolean,
58
+ hadAchievement: boolean,
59
+ hadCatch: boolean,
60
+ ): MoodType {
61
+ // 1. Sleepy: midnight to 5 AM (hours 0-4)
62
+ if (currentHour >= 0 && currentHour < 5) {
63
+ return "sleepy";
64
+ }
65
+
66
+ // 2. Proud: just evolved, achieved, or caught a Pokemon
67
+ if (hadEvolution || hadAchievement || hadCatch) {
68
+ return "proud";
69
+ }
70
+
71
+ // 3. Worried: recent negative event
72
+ if (recentEvent !== null && NEGATIVE_EVENTS.has(recentEvent)) {
73
+ return "worried";
74
+ }
75
+
76
+ // 4. Happy: recent positive event
77
+ if (recentEvent !== null && POSITIVE_EVENTS.has(recentEvent)) {
78
+ return "happy";
79
+ }
80
+
81
+ // 5. Energetic: morning coding (5 AM - 10 AM) with an active streak
82
+ if (currentHour >= 5 && currentHour < 10) {
83
+ // Use a simple heuristic: if there have been any sessions, consider it an active streak
84
+ const hasStreak = counters.sessions > 0;
85
+ if (hasStreak) {
86
+ return "energetic";
87
+ }
88
+ }
89
+
90
+ // 6. Keep current mood if it hasn't decayed
91
+ if (!hasMoodDecayed(lastMood, moodSetAt, Date.now())) {
92
+ return lastMood;
93
+ }
94
+
95
+ // 7. Default fallback
96
+ return "neutral";
97
+ }
98
+
99
+ /**
100
+ * Check whether a mood has expired based on its decay duration.
101
+ *
102
+ * @param mood - The mood to check
103
+ * @param setAt - Timestamp when the mood was set
104
+ * @param now - Current timestamp
105
+ * @returns true if the mood has decayed (expired)
106
+ */
107
+ export function hasMoodDecayed(mood: MoodType, setAt: number, now: number): boolean {
108
+ const duration = MOOD_DECAY_MS[mood];
109
+ if (duration === Infinity) {
110
+ // Sleepy decays when it's no longer midnight-5 AM (handled in calculateMood)
111
+ // Neutral never decays
112
+ return false;
113
+ }
114
+ return now - setAt >= duration;
115
+ }
116
+
117
+ // ── Mood Speeches ─────────────────────────────────────────
118
+
119
+ /** Mood-specific speech lines for the status line. Name placeholder {name} is replaced at call time. */
120
+ const MOOD_SPEECHES: Record<MoodType, readonly string[]> = {
121
+ happy: [
122
+ "*{name} is beaming with pride!*",
123
+ "*{name} does a little victory dance*",
124
+ "*{name} radiates positive energy*",
125
+ "*{name} bounces happily*",
126
+ "*{name} gives you a thumbs up*",
127
+ ],
128
+ worried: [
129
+ "*{name} looks concerned...*",
130
+ "*{name} nervously watches the errors*",
131
+ "*{name} hides behind the terminal*",
132
+ "*{name} paces back and forth*",
133
+ "*{name} offers you a virtual hug*",
134
+ ],
135
+ sleepy: [
136
+ "*{name} yawns widely*",
137
+ "*{name} dozes off... zzz*",
138
+ "*{name} rubs its eyes*",
139
+ "*{name} curls up near the keyboard*",
140
+ "*{name} mumbles in its sleep*",
141
+ ],
142
+ energetic: [
143
+ "*{name} is fired up! Let's go!*",
144
+ "*{name} bounces off the walls*",
145
+ "*{name} can't sit still!*",
146
+ "*{name} is ready to code all day!*",
147
+ "*{name} stretches and flexes*",
148
+ ],
149
+ proud: [
150
+ "*{name} puffs up with pride*",
151
+ "*{name} strikes a victory pose*",
152
+ "*{name} shows off to everyone*",
153
+ "*{name} earned bragging rights!*",
154
+ "*{name} stands tall and proud*",
155
+ ],
156
+ neutral: [
157
+ "*{name} looks at your code curiously*",
158
+ "*{name} nods along as you type*",
159
+ "*{name} is watching closely*",
160
+ "*{name} hums softly*",
161
+ "*{name} waits patiently*",
162
+ "*{name} tilts head at the screen*",
163
+ "*{name} chirps encouragingly*",
164
+ "*{name} peers at a variable name*",
165
+ ],
166
+ };
167
+
168
+ /**
169
+ * Get mood-specific speech messages with the Pokemon's name filled in.
170
+ *
171
+ * @param name - The Pokemon's display name
172
+ * @param mood - The current mood
173
+ * @returns Array of speech strings with the name interpolated
174
+ */
175
+ export function getMoodSpeeches(name: string, mood: MoodType): string[] {
176
+ const templates = MOOD_SPEECHES[mood];
177
+ return templates.map((t) => t.replace("{name}", name));
178
+ }
179
+
180
+ // ── Mood Display Helpers ──────────────────────────────────
181
+
182
+ /** Emoji representation for each mood */
183
+ const MOOD_EMOJIS: Record<MoodType, string> = {
184
+ happy: "\u{1F60A}", // 😊
185
+ worried: "\u{1F61F}", // 😟
186
+ sleepy: "\u{1F634}", // 😴
187
+ energetic: "\u{26A1}", // ⚡
188
+ proud: "\u{1F451}", // 👑
189
+ neutral: "\u{1F610}", // 😐
190
+ };
191
+
192
+ /** Human-readable mood descriptions */
193
+ const MOOD_DESCRIPTIONS: Record<MoodType, string> = {
194
+ happy: "Happy",
195
+ worried: "Worried",
196
+ sleepy: "Sleepy",
197
+ energetic: "Energetic",
198
+ proud: "Proud",
199
+ neutral: "Neutral",
200
+ };
201
+
202
+ /**
203
+ * Get the emoji for a mood.
204
+ *
205
+ * @param mood - The mood type
206
+ * @returns The emoji string
207
+ */
208
+ export function getMoodEmoji(mood: MoodType): string {
209
+ return MOOD_EMOJIS[mood];
210
+ }
211
+
212
+ /**
213
+ * Get a human-readable description for a mood.
214
+ *
215
+ * @param mood - The mood type
216
+ * @returns The description string (e.g. "Happy")
217
+ */
218
+ export function getMoodDescription(mood: MoodType): string {
219
+ return MOOD_DESCRIPTIONS[mood];
220
+ }
@@ -3,6 +3,11 @@
3
3
  * Single source of truth for all shared interfaces and types.
4
4
  */
5
5
 
6
+ // ── Mood Types ────────────────────────────────────────────
7
+
8
+ export const MOOD_TYPES = ["happy", "worried", "sleepy", "energetic", "proud", "neutral"] as const;
9
+ export type MoodType = (typeof MOOD_TYPES)[number];
10
+
6
11
  // ── Pokemon Types ──────────────────────────────────────────
7
12
 
8
13
  export const POKEMON_TYPES = [
@@ -159,6 +164,14 @@ export interface PlayerState {
159
164
  totalSessions: number;
160
165
  pendingEncounter: WildEncounter | null;
161
166
  xpSinceLastEncounter: number;
167
+ recentToolTypes: string[]; // Track tool diversity for bonus encounters
168
+ lastEncounterTime: number; // Timestamp of last encounter (for cooldown)
169
+ mood: MoodType; // Current mood of the active Pokemon
170
+ moodSetAt: number; // Timestamp when mood was last set
171
+ lastFedAt: number; // Timestamp of last feed action
172
+ lastTrainedAt: number; // Timestamp of last train action
173
+ lastPlayedAt: number; // Timestamp of last play (quiz completed) action
174
+ pendingQuiz: PendingQuiz | null; // Active quiz awaiting answer
162
175
  }
163
176
 
164
177
  // ── Pokedex ────────────────────────────────────────────────
@@ -240,6 +253,8 @@ export interface BuddyConfig {
240
253
  reactionCooldownMs: number; // Default 30000
241
254
  statusLineEnabled: boolean;
242
255
  bellEnabled: boolean; // Terminal bell on level-up/encounters
256
+ encounterSpeed: "fast" | "normal" | "slow"; // Configurable encounter frequency
257
+ xpSharePercent: number; // 0-100, default 25. Percentage of XP shared to inactive party
243
258
  }
244
259
 
245
260
  // ── XP Events (what triggers XP awards) ────────────────────
@@ -269,6 +284,15 @@ export interface XpEvent {
269
284
  readonly boostAmount: number;
270
285
  }
271
286
 
287
+ // ── Pending Quiz (for /buddy play) ────────────────────────
288
+
289
+ export interface PendingQuiz {
290
+ readonly type: "type_matchup" | "stat_compare" | "evolution" | "pokedex_trivia";
291
+ readonly question: string;
292
+ readonly options: readonly string[];
293
+ readonly correctAnswer: number; // 1-4
294
+ }
295
+
272
296
  // ── Encounters ─────────────────────────────────────────────
273
297
 
274
298
  export interface WildEncounter {
@@ -103,21 +103,21 @@ export const ACHIEVEMENTS: readonly Achievement[] = [
103
103
  {
104
104
  id: "iron_coder",
105
105
  name: "Iron Coder",
106
- description: "Maintain a 7-day coding streak",
106
+ description: "Code for 7 days (weekends off OK)",
107
107
  category: "coding",
108
108
  condition: { type: "streak", minDays: 7 },
109
109
  },
110
110
  {
111
111
  id: "marathon",
112
112
  name: "Marathon",
113
- description: "Maintain a 30-day coding streak",
113
+ description: "Code for 30 days (weekends off OK)",
114
114
  category: "coding",
115
115
  condition: { type: "streak", minDays: 30 },
116
116
  },
117
117
  {
118
118
  id: "centurion",
119
119
  name: "Centurion",
120
- description: "Maintain a 100-day coding streak",
120
+ description: "Code for 100 days (weekends off OK)",
121
121
  category: "coding",
122
122
  condition: { type: "streak", minDays: 100 },
123
123
  },
@@ -16,7 +16,7 @@ export const LEGENDARY_QUESTS: readonly LegendaryQuest[] = [
16
16
  name: "The Ice Bird of Endurance",
17
17
  steps: [
18
18
  {
19
- description: "Maintain a 30-day coding streak",
19
+ description: "Code for 30 days (weekends off OK)",
20
20
  condition: { type: "streak", minDays: 30 },
21
21
  },
22
22
  {
@@ -25,7 +25,7 @@ export const LEGENDARY_QUESTS: readonly LegendaryQuest[] = [
25
25
  condition: { type: "pokedex", minCaught: 3 },
26
26
  },
27
27
  {
28
- description: "Maintain a 100-day coding streak",
28
+ description: "Code for 100 days (weekends off OK)",
29
29
  condition: { type: "streak", minDays: 100 },
30
30
  },
31
31
  {
@@ -113,7 +113,7 @@ export const LEGENDARY_QUESTS: readonly LegendaryQuest[] = [
113
113
  name: "The Myth",
114
114
  steps: [
115
115
  {
116
- description: "Maintain a 100-day coding streak",
116
+ description: "Code for 100 days (weekends off OK)",
117
117
  condition: { type: "streak", minDays: 100 },
118
118
  },
119
119
  {
@@ -129,7 +129,7 @@ export const LEGENDARY_QUESTS: readonly LegendaryQuest[] = [
129
129
  condition: { type: "pokedex", minCaught: 149 },
130
130
  },
131
131
  {
132
- description: "Maintain a 365-day coding streak",
132
+ description: "Code for 365 days (weekends off OK)",
133
133
  condition: { type: "streak", minDays: 365 },
134
134
  },
135
135
  ],
@@ -4,6 +4,8 @@
4
4
  *
5
5
  * Loads state, awards XP to the active Pokemon, applies stat boosts,
6
6
  * increments the event counter, updates the streak, and saves.
7
+ * Supports enhanced encounter triggers: streak bonuses, time-of-day bias,
8
+ * bonus encounters (10%), and tool diversity encounters.
7
9
  * Emits a terminal bell on level-up.
8
10
  */
9
11
 
@@ -14,7 +16,17 @@ import { addXp, createXpEvent } from "../engine/xp.js";
14
16
  import { applyStatBoost } from "../engine/stats.js";
15
17
  import { POKEMON_BY_ID } from "../engine/pokemon-data.js";
16
18
  import { checkEvolution, getNewlyEarnedBadges } from "../engine/evolution.js";
17
- import { shouldTriggerEncounter, generateEncounter } from "../engine/encounters.js";
19
+ import {
20
+ shouldTriggerEncounter,
21
+ generateEncounter,
22
+ shouldBonusEncounter,
23
+ shouldDiversityBonus,
24
+ getTimeOfDayBias,
25
+ } from "../engine/encounters.js";
26
+ import type { EncounterContext } from "../engine/encounters.js";
27
+ import { calculateMood } from "../engine/mood.js";
28
+
29
+ const MAX_RECENT_TOOL_TYPES = 20;
18
30
 
19
31
  const eventType = process.argv[2] as XpEventType;
20
32
  const counterKey = process.argv[3] as EventCounterKey | undefined;
@@ -52,6 +64,21 @@ if (xpEvent.statBoost && xpEvent.boostAmount > 0) {
52
64
  applyStatBoost(pokemon, xpEvent.statBoost, xpEvent.boostAmount);
53
65
  }
54
66
 
67
+ // XP sharing: give inactive party members a percentage
68
+ const sharePercent = state.config.xpSharePercent ?? 0;
69
+ if (sharePercent > 0 && state.party.length > 1) {
70
+ const sharedXp = Math.floor((xpEvent.xp * sharePercent) / 100);
71
+ if (sharedXp > 0) {
72
+ for (const member of state.party) {
73
+ if (member.isActive) continue;
74
+ const memberSpecies = POKEMON_BY_ID.get(member.pokemonId);
75
+ if (memberSpecies) {
76
+ addXp(member, sharedXp, memberSpecies);
77
+ }
78
+ }
79
+ }
80
+ }
81
+
55
82
  // Track total XP earned by the trainer
56
83
  state.totalXpEarned += xpEvent.xp;
57
84
 
@@ -60,6 +87,14 @@ if (counterKey) {
60
87
  state.counters[counterKey] += 1;
61
88
  }
62
89
 
90
+ // Track tool type for diversity bonus (keep last MAX_RECENT_TOOL_TYPES entries)
91
+ const recentToolTypes = state.recentToolTypes ?? [];
92
+ recentToolTypes.push(eventType);
93
+ if (recentToolTypes.length > MAX_RECENT_TOOL_TYPES) {
94
+ recentToolTypes.splice(0, recentToolTypes.length - MAX_RECENT_TOOL_TYPES);
95
+ }
96
+ state.recentToolTypes = recentToolTypes;
97
+
63
98
  // Update the daily coding streak
64
99
  // Inline the streak logic to avoid the extra save from updateStreak()
65
100
  const today = new Date();
@@ -100,19 +135,76 @@ for (const badge of newBadges) {
100
135
  // Check if evolution is available (sets flag in status for status line indicator)
101
136
  const evolutionReady = checkEvolution(pokemon, state) !== null;
102
137
 
103
- // Track XP toward next encounter and trigger if threshold met
104
- state.xpSinceLastEncounter = (state.xpSinceLastEncounter ?? 0) + xpEvent.xp;
138
+ // Build encounter context for the enhanced trigger system
139
+ const encounterSpeed = state.config.encounterSpeed ?? "normal";
140
+ const currentHour = new Date().getHours();
141
+ const timeOfDayTypes = getTimeOfDayBias(currentHour);
142
+
143
+ const encounterCtx: EncounterContext = {
144
+ xpSinceLastEncounter: (state.xpSinceLastEncounter ?? 0) + xpEvent.xp,
145
+ encounterSpeed,
146
+ currentStreak: streak.currentStreak,
147
+ recentToolTypes: state.recentToolTypes,
148
+ currentHour,
149
+ };
150
+
151
+ // Track XP toward next encounter
152
+ state.xpSinceLastEncounter = encounterCtx.xpSinceLastEncounter;
105
153
  let encounterTriggered = false;
106
154
 
107
- if (shouldTriggerEncounter(state.xpSinceLastEncounter) && !state.pendingEncounter) {
108
- const encounter = generateEncounter(eventType, state);
155
+ if (shouldTriggerEncounter(encounterCtx) && !state.pendingEncounter) {
156
+ const encounter = generateEncounter(eventType, state, timeOfDayTypes);
109
157
  if (encounter) {
110
158
  state.pendingEncounter = encounter;
111
159
  state.xpSinceLastEncounter = 0;
160
+ state.lastEncounterTime = Date.now();
112
161
  encounterTriggered = true;
162
+
163
+ // 10% chance for a bonus encounter after a regular one
164
+ // (bonus replaces the pending encounter with a second roll)
165
+ if (shouldBonusEncounter()) {
166
+ const bonusEncounter = generateEncounter(eventType, state, timeOfDayTypes);
167
+ if (bonusEncounter) {
168
+ // The bonus encounter replaces the first; first is already set as pending
169
+ // In practice the player still sees one encounter per trigger,
170
+ // but the bonus gives them a fresh roll (potentially rarer Pokemon)
171
+ state.pendingEncounter = bonusEncounter;
172
+ }
173
+ }
113
174
  }
114
175
  }
115
176
 
177
+ // Tool diversity bonus: if 3+ unique tool types used recently and no pending encounter,
178
+ // grant an extra encounter opportunity
179
+ if (!encounterTriggered && !state.pendingEncounter && shouldDiversityBonus(state.recentToolTypes)) {
180
+ const diversityEncounter = generateEncounter(eventType, state, timeOfDayTypes);
181
+ if (diversityEncounter) {
182
+ state.pendingEncounter = diversityEncounter;
183
+ state.xpSinceLastEncounter = 0;
184
+ state.lastEncounterTime = Date.now();
185
+ // Clear recent tool types after diversity bonus triggers
186
+ state.recentToolTypes = [];
187
+ encounterTriggered = true;
188
+ }
189
+ }
190
+
191
+ // Calculate mood based on the event that just happened
192
+ const newMood = calculateMood(
193
+ eventType,
194
+ state.counters,
195
+ currentHour,
196
+ state.mood ?? "neutral",
197
+ state.moodSetAt ?? 0,
198
+ evolutionReady, // evolution ready counts as a proud trigger
199
+ false, // achievements are checked in catch/evolve tools
200
+ false, // catches are handled in the catch tool
201
+ );
202
+
203
+ if (newMood !== (state.mood ?? "neutral")) {
204
+ state.mood = newMood;
205
+ state.moodSetAt = Date.now();
206
+ }
207
+
116
208
  // Single atomic save for all mutations
117
209
  await stateManager.save();
118
210
 
@@ -19,6 +19,10 @@ import { registerAchievementsTool } from "./tools/achievements.js";
19
19
  import { registerLegendaryTool } from "./tools/legendary.js";
20
20
  import { registerHideTool, registerUnhideTool } from "./tools/visibility.js";
21
21
  import { registerRenameTool } from "./tools/rename.js";
22
+ import { registerSettingsTool } from "./tools/settings.js";
23
+ import { registerFeedTool } from "./tools/feed.js";
24
+ import { registerTrainTool } from "./tools/train.js";
25
+ import { registerPlayTool } from "./tools/play.js";
22
26
  import { buildInstructions } from "./instructions.js";
23
27
 
24
28
  /** Safely register a tool, logging to stderr on failure instead of crashing. */
@@ -65,6 +69,10 @@ async function main(): Promise<void> {
65
69
  safeRegister("buddy_hide", registerHideTool, server);
66
70
  safeRegister("buddy_unhide", registerUnhideTool, server);
67
71
  safeRegister("buddy_rename", registerRenameTool, server);
72
+ safeRegister("buddy_settings", registerSettingsTool, server);
73
+ safeRegister("buddy_feed", registerFeedTool, server);
74
+ safeRegister("buddy_train", registerTrainTool, server);
75
+ safeRegister("buddy_play", registerPlayTool, server);
68
76
 
69
77
  // Connect via stdio transport
70
78
  const transport = new StdioServerTransport();
@@ -9,6 +9,7 @@ import { POKEMON_BY_ID } from "../engine/pokemon-data.js";
9
9
  import { cumulativeXpForLevel } from "../engine/xp.js";
10
10
  import { getEvolutionLinks } from "../engine/evolution.js";
11
11
  import { getTypePersonality } from "../engine/reactions.js";
12
+ import { getMoodDescription } from "../engine/mood.js";
12
13
 
13
14
  // ── Public API ──────────────────────────────────────────────
14
15
 
@@ -60,11 +61,17 @@ function buildActiveInstructions(
60
61
  const evolutionNote = buildEvolutionNote(active, species);
61
62
  const encounterNote = buildEncounterNote(state);
62
63
 
64
+ const currentMood = state.mood ?? "neutral";
65
+ const moodDesc = getMoodDescription(currentMood);
66
+ const moodHint = buildMoodHint(currentMood);
67
+
63
68
  const lines: string[] = [
64
69
  "You have a Claudemon Pokemon companion.",
65
70
  "",
66
71
  `Active Pokemon: ${displayName}, Level ${active.level}, ${typeStr} type.`,
67
72
  `Personality: ${personality}`,
73
+ `Current mood: ${moodDesc.toLowerCase()}${moodHint}`,
74
+ "Adjust your buddy references to match the mood.",
68
75
  "",
69
76
  `Occasionally (not every message), naturally reference ${displayName}:`,
70
77
  `- When an error occurs: ${displayName} reacts (use ${primaryType} type personality)`,
@@ -95,6 +102,24 @@ function buildActiveInstructions(
95
102
 
96
103
  // ── Helper Functions ────────────────────────────────────────
97
104
 
105
+ /** Build a short contextual hint for the current mood. */
106
+ function buildMoodHint(mood: string): string {
107
+ switch (mood) {
108
+ case "happy":
109
+ return " (tests passing, feeling good)";
110
+ case "worried":
111
+ return " (errors detected, feeling anxious)";
112
+ case "sleepy":
113
+ return " (late night coding, very drowsy)";
114
+ case "energetic":
115
+ return " (morning energy, fired up!)";
116
+ case "proud":
117
+ return " (just accomplished something big!)";
118
+ default:
119
+ return " (calm, waiting for action)";
120
+ }
121
+ }
122
+
98
123
  /** Find the active Pokemon in the player's party. */
99
124
  function findActivePokemon(state: PlayerState): OwnedPokemon | null {
100
125
  return state.party.find((p) => p.isActive) ?? null;
@@ -248,6 +248,10 @@ export function registerCatchTool(server: McpServer): void {
248
248
  state.achievements.push(unlockAchievement(achievement.id));
249
249
  }
250
250
 
251
+ // Set mood to proud after a successful catch
252
+ state.mood = "proud";
253
+ state.moodSetAt = Date.now();
254
+
251
255
  // Save state
252
256
  await stateManager.save();
253
257
  await stateManager.writeStatus();
@@ -197,6 +197,10 @@ export function registerEvolveTool(server: McpServer): void {
197
197
  // Confirm mode: apply evolution
198
198
  const { newName, newTypes } = applyEvolution(active, eligibleLink.to);
199
199
 
200
+ // Set mood to proud after evolution
201
+ state.mood = "proud";
202
+ state.moodSetAt = Date.now();
203
+
200
204
  // Save state
201
205
  await stateManager.save();
202
206
  await stateManager.writeStatus();