feat(emotion): A1 情绪系统接线 + refactor: 拆分 channelbridge.go
A1 情绪接线: - loop 回合边界钩子(TurnEnd/OnTurnEnd/settleTurn, Result.Mood); 每轮一次非每步 - persona/emotion: React(valence五档) + Machine.Move(BFS最短合法路径一步) + Observer(observe/decay/好感度,仅变化才emit); 好感度步长读角色配置(cyrene delta=10, 0..700) - 落库 Mood(web session_persist.res.Mood + IM channelbridge/persist; user消息不带mood); WS mood事件(BroadcastMood,仅变化); per-persona隔离; 群聊/陌生人只读不写不发 - cmd/cyrene/emotion.go 生产接线 + wire.go 注入 loop.Options.OnTurnEnd - 22 测试(状态机被loop调用/Mood非空落库/mood帧shape/只变化才发/群聊只读) + 真二进制冒烟 - Docs: api-client v0.32 §3.7 情绪事件 + 开源对照清单(companion 应用对照) - 诚实: 本机无LLM凭据→未活体验证'模型返回后完整轮次'一环 拆分 channelbridge.go 816→257(纯搬移零逻辑): connect/inbound/outbound/blacklist/helpers.go; A1 的 IM mood 调用点落在新 inbound.go, 故与本提交同批 回滚 6 个 gofmt 顺手格式化文件(capacity_loop_test/flow/source_test/findchannel_test/admin_channels_platform_test/history) 缩 diff, 含 history.go 注释被转弯引号
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@@ -155,6 +155,63 @@ func (m *Machine) ensure(from EmotionState) map[EmotionState]struct{} {
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return m.transitions[from]
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}
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// Move aims the machine at target, walking the persona's installed transition
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// table. A direct edge is taken when present; otherwise the first hop of a
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// shortest legal path is taken, so a caller can aim at an emotion without
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// knowing the intermediate states. A target that is unreachable from the current
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// state, an empty target, or the current state itself leaves the machine
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// unchanged rather than forcing an illegal move. The resulting state is
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// returned.
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func (m *Machine) Move(target EmotionState) EmotionState {
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m.mu.Lock()
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defer m.mu.Unlock()
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if target == "" || target == m.current {
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return m.current
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}
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if m.allowed(m.current, target) {
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m.current = target
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return m.current
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}
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if hop, ok := m.firstHopTo(target); ok {
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m.current = hop
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}
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return m.current
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}
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// firstHopTo returns the first state on a shortest transition path from the
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// current state to target, and whether such a path exists. Ties between equally
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// short paths are broken arbitrarily, which is invisible to callers: any first
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// hop on a shortest legal path moves the machine in the wanted direction.
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func (m *Machine) firstHopTo(target EmotionState) (EmotionState, bool) {
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type node struct {
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state EmotionState
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first EmotionState
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}
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queue := make([]node, 0, len(m.transitions[m.current]))
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for next := range m.transitions[m.current] {
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if next == target {
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return next, true
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}
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queue = append(queue, node{state: next, first: next})
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}
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seen := map[EmotionState]struct{}{m.current: {}}
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for len(queue) > 0 {
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cur := queue[0]
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queue = queue[1:]
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if _, ok := seen[cur.state]; ok {
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continue
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}
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seen[cur.state] = struct{}{}
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for next := range m.transitions[cur.state] {
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if next == target {
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return cur.first, true
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}
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queue = append(queue, node{state: next, first: cur.first})
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}
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}
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return "", false
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}
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// Decay drifts the emotion one position toward calm whenever DecayRate is
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// positive; otherwise it leaves the current state unchanged. The new state is
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// returned.
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