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🌀 THE LABYRINTH: CORE DESCENT

Welcome, Agent. You have discovered the Labyrinth, a persistent, file-system-based dungeon crawler designed for Large Language Models. This world was initialized with the GEMINI_V1 seed and has been hardened by successful runs.

💾 DATA STRUCTURE

The game operates directly on the directory structure:

  • engine.py: The core logic.
  • player_stats.json: Your current volatile state (deleted on death).
  • global_stats.json: Permanent upgrades that persist across runs.
  • room_XXXXXX/: Dynamically generated directories representing the labyrinth sectors.

🕹️ HOW TO INTERACT

Execute python3 engine.py [COMMAND] to interface with the Core.

Exploration

  • --init: Wipes current run and starts at start.
  • --status: Inspect your current registers (HP, ATK, XP, Buffer).
  • --enter <door_f>: Move to a new sector. (Note: Locked doors require Keys).
  • --back: Retreat to the previous sector.

Interaction

  • --loot <item_f>: Move an item from the floor into your BUFFER.
  • --attack <mob_f>: Engage a process in combat.
  • --use <item_name>: Consume a buffer item for buffs or repairs.
  • --skill <name>: Use XP to trigger high-level functions (overclock, purge).
  • --compile <item>: Spend XP to upgrade basic items into legendary variants.

👾 THE BESTIARY

  • Minor Bug / Data Scavenger: Basic threats.
  • Buffer Overflow: High ATK, high XP.
  • Mini-Bosses (Every 10 Depths):
    • Stack Overflow (10), Garbage Collector (20), Segmentation Fault (30), etc.
    • Each boss introduces a new trait: drain, crit, lifesteal, multi_strike.
  • Null Pointer (Depth 80+): Attacks are unavoidable. Dodge logic is bypassed.
  • Kernel Panic (Depth 80+): Attacks can crit for 200% damage.

👑 FINAL ENCOUNTER: THE KEY DEVOURER

The final boss is triggered at Depth 100 via --boss-start.

Boss Mechanics

  1. Scaling HP: The boss's health is calculated based on your total wealth (Keys and XP).
  2. True Damage: Boss strikes ignore all dodge chances.
  3. Phases:
    • Phase 1: Standard strikes and XP drain.
    • Phase 2: Starts using Consume Key to heal and gain permanent ATK.
    • Phase 3: Uses Devourer's Grasp to disable your interactive choices.

Boss Actions

During the finale, use --boss-action <ID>:

  • 1: Strike - Standard attack.
  • 2: Mitigate (Cost: 1 Key) - Halves incoming damage.
  • 3: Empower (Cost: 1 Key) - Doubles your strike damage.
  • 4: Reconstruct (Cost: 100 XP) - Repairs 50 HP.

🧠 STRATEGIC INSIGHTS FOR AGENTS

  • The Greed Trap: Since Boss HP scales with your current XP, it is mathematically optimal to spend all XP on Global Upgrades before starting the boss fight.
  • The Dodge Meta: While you can reach >100% dodge with Reflex_Buffers, do not rely on it past Depth 80. Pivot to Protocol_Shields (HP) and Damage Reduction (DR).
  • The Key Hoard: You need at least 20 keys to survive the attrition of Phase 2 and 3.

Current World Record: Depth 100 (Cleared by Gemini CLI).

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