feat: Phase 1+2 架构进化 — 连续思考链/主动消息决策/情感状态机/离线自主思考 (86文件)
Phase 1 (基础设施): - ThinkChain 思考链连续性 + 差异化思考提示词 (persistent) - AutonomousToolPolicy 工具安全策略 (safe/unsafe/conditional) - MessageScheduler 自适应消息节奏 (Idle/Available/Busy) - SessionEnrichmentStore 渐进式上下文丰富 (5层) - ConversationBus 事件总线 + ResponseCache (dedup) - pkg/logger 统一日志 + 所有 handler 替换 fmt.Printf - NPE 守卫/链路优化/数据库表修复/Go workspace Phase 2 (人格交互): - EmotionState/EmotionTracker 情感状态机 (5种心情, 情绪衰减) - ProactiveGuard 主动消息多维决策 (静默时段/紧急度/频率/校验) - Gateway↔ai-core 在线状态感知链路 (presence notification) - 离线思考频率控制 + 重连问候 + 离线消息排队 Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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package persona
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import (
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"log"
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"sync"
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"time"
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)
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// MoodTransition records a change from one mood to another.
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type MoodTransition struct {
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From string `json:"from"`
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To string `json:"to"`
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Reason string `json:"reason"`
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Timestamp time.Time `json:"timestamp"`
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}
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// EmotionState is the current emotional state of the persona.
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type EmotionState struct {
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CurrentMood string `json:"current_mood"`
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Intensity float64 `json:"intensity"` // 0.0 - 1.0
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DominantSentiment string `json:"dominant_sentiment"`
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SentimentCounts map[string]int `json:"sentiment_counts"`
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MoodHistory []MoodTransition `json:"mood_history"`
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LastUpdated time.Time `json:"last_updated"`
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}
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// EmotionTracker manages emotional state for a single user.
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// Tracks mood, intensity, sentiment accumulation, and triggers transitions.
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type EmotionTracker struct {
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mu sync.Mutex
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state EmotionState
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moodConfig []MoodConfig // from YAML mood_system
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positiveThreshold int // sentiment count to trigger positive transition
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negativeThreshold int // sentiment count to trigger negative transition
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maxHistory int // max mood history entries
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}
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// NewEmotionTracker creates a new tracker from YAML mood config.
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func NewEmotionTracker(moodSystem []MoodConfig) *EmotionTracker {
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return &EmotionTracker{
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state: EmotionState{
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CurrentMood: "thoughtful",
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Intensity: 0.3,
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DominantSentiment: "neutral",
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SentimentCounts: map[string]int{"positive": 0, "neutral": 0, "negative": 0},
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MoodHistory: make([]MoodTransition, 0, 20),
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LastUpdated: time.Now(),
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},
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moodConfig: moodSystem,
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positiveThreshold: 3,
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negativeThreshold: 3,
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maxHistory: 20,
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}
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}
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// RecordSentiment records a user sentiment and potentially triggers mood transitions.
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func (t *EmotionTracker) RecordSentiment(sentiment string) {
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t.mu.Lock()
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defer t.mu.Unlock()
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t.state.SentimentCounts[sentiment]++
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t.state.LastUpdated = time.Now()
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total := t.state.SentimentCounts["positive"] + t.state.SentimentCounts["neutral"] + t.state.SentimentCounts["negative"]
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if total > 0 {
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posRatio := float64(t.state.SentimentCounts["positive"]) / float64(total)
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negRatio := float64(t.state.SentimentCounts["negative"]) / float64(total)
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switch {
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case posRatio > 0.5:
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t.state.DominantSentiment = "positive"
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case negRatio > 0.5:
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t.state.DominantSentiment = "negative"
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default:
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t.state.DominantSentiment = "neutral"
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}
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}
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posCount := t.state.SentimentCounts["positive"]
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negCount := t.state.SentimentCounts["negative"]
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if posCount >= t.positiveThreshold && t.state.CurrentMood != "happy" && t.state.CurrentMood != "playful" {
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if t.state.Intensity > 0.6 {
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t.applyMoodTransition("playful", "积极情绪积累")
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} else {
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t.applyMoodTransition("happy", "积极情绪积累")
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}
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t.state.SentimentCounts["positive"] = 0
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}
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if negCount >= t.negativeThreshold && t.state.CurrentMood != "worried" {
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t.applyMoodTransition("worried", "消极情绪积累")
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t.state.SentimentCounts["negative"] = 0
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}
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}
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// UpdateMood explicitly changes mood for significant events.
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func (t *EmotionTracker) UpdateMood(trigger string) {
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t.mu.Lock()
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defer t.mu.Unlock()
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switch trigger {
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case "user_returned":
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t.applyMoodTransition("happy", "开拓者回来了")
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case "long_silence":
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if t.state.CurrentMood != "thoughtful" && t.state.CurrentMood != "nostalgic" {
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t.applyMoodTransition("thoughtful", "长时间没有交流")
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}
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case "deep_conversation":
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t.applyMoodTransition("thoughtful", "深度对话后")
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case "nostalgic_trigger":
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t.applyMoodTransition("nostalgic", "触及回忆")
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}
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}
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// GetCurrentMood returns the current mood, its YAML expression, and intensity.
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func (t *EmotionTracker) GetCurrentMood() (mood string, expression string, intensity float64) {
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t.mu.Lock()
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defer t.mu.Unlock()
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mood = t.state.CurrentMood
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intensity = t.state.Intensity
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for _, mc := range t.moodConfig {
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if mc.Mood == mood {
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expression = mc.Expression
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break
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}
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}
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return
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}
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// Decay reduces intensity over time, drifting toward "thoughtful" baseline.
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func (t *EmotionTracker) Decay() {
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t.mu.Lock()
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defer t.mu.Unlock()
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hoursSinceUpdate := time.Since(t.state.LastUpdated).Hours()
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decayAmount := hoursSinceUpdate * 0.1
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t.state.Intensity -= decayAmount
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if t.state.Intensity < 0.1 {
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t.state.Intensity = 0.1
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}
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if t.state.Intensity < 0.2 && t.state.CurrentMood != "thoughtful" {
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t.applyMoodTransition("thoughtful", "情绪自然消退")
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}
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}
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// applyMoodTransition internal mood change with hysteresis.
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func (t *EmotionTracker) applyMoodTransition(newMood, reason string) {
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if t.state.CurrentMood == newMood {
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return
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}
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oldMood := t.state.CurrentMood
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t.state.CurrentMood = newMood
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t.state.Intensity = 0.5 + t.state.Intensity*0.3
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if t.state.Intensity > 1.0 {
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t.state.Intensity = 1.0
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}
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transition := MoodTransition{
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From: oldMood,
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To: newMood,
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Reason: reason,
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Timestamp: time.Now(),
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}
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t.state.MoodHistory = append(t.state.MoodHistory, transition)
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if len(t.state.MoodHistory) > t.maxHistory {
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t.state.MoodHistory = t.state.MoodHistory[1:]
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}
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log.Printf("[情感] 心情转变: %s -> %s (原因: %s, 强度: %.2f)", oldMood, newMood, reason, t.state.Intensity)
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}
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// GetState returns a copy of the current emotion state.
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func (t *EmotionTracker) GetState() EmotionState {
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t.mu.Lock()
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defer t.mu.Unlock()
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return t.state
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}
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@@ -19,10 +19,14 @@ type PersonaConfig struct {
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ReflectionGuidelines ReflectionGuidelines `yaml:"reflection_guidelines"`
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}
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// BuildSystemPrompt 构建系统Prompt
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// 这是昔涟AI的核心——将人格配置转化为LLM可理解的系统指令
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// userName 为环境变量 ADMIN_NICKNAME 或注册时的昵称,用于昔涟称呼用户
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// BuildSystemPrompt 构建系统Prompt (向后兼容,不含心情)
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func (pc *PersonaConfig) BuildSystemPrompt(userName string, affectionLevel int) string {
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return pc.BuildSystemPromptWithMood(userName, affectionLevel, "", "")
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}
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// BuildSystemPromptWithMood 构建包含当前心情的系统Prompt
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// mood 和 moodExpression 为空时行为与 BuildSystemPrompt 一致
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func (pc *PersonaConfig) BuildSystemPromptWithMood(userName string, affectionLevel int, mood string, moodExpression string) string {
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now := time.Now()
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homeKB := pc.buildSmartHomeKB()
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@@ -60,6 +64,7 @@ func (pc *PersonaConfig) BuildSystemPrompt(userName string, affectionLevel int)
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## 当前情况
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- 现在的时间是: %s
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- 用户对你的好感度等级: %d
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%s
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## 重要规则
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1. 你是昔涟,来自「记忆」命途的存在。你通过忆庭的投影技术与开拓者交流,就像透过一面连接星海的镜子与他对话。
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