feat(persona,model,loop): 人格 thinking 配置 + 5 个死字段接线 + 推理旋钮(按 provider 映射)
按 DevDocs/design/01 §2.1/§2.2 与 design/04 §3.2 实现(规格含联网核过的官方依据:思考内容刻意不角色化、不写分步思考指令、思考控制只走参数级)。
- 人格 schema 新增 thinking:budgetTokens / effort / showToUser(*bool,省略=nil=保持现行为,显式 false=只落库) / mode(default|on|off→Enable 三态);非法 mode/负预算 → ErrInvalidThinking(不静默)
- 5 个死字段接上注入:personality→values→speechStyle→catchphrase→background 拼为独立段落(带【】小标题,空值不拼);**全空时输出与旧实现逐字节一致**(有专门测试)
- model.Request 新增 Thinking{ BudgetTokens, Enable } 与 ReasoningEffort;新增 model/reasoning.go:厂商识别(模型名→baseURL 兜底)、取值白名单(OpenAI 系 none…max / DeepSeek low|high|max)、非法值降级+WARN、**不支持一律 WARN 而非静默**;Anthropic 映射 thinking{budget_tokens} 并**保证 budget<max_tokens**(不足时抬高 max_tokens+WARN,正是历史上思考吃光预算→空回复那个坑)
- loop:新增 Options.ThinkingShowToUser(*bool) 仅门控 thinking_* 帧(正文/工具帧不受影响);场景级 mute 语义不变
- 补一处任务清单外但必需的接线:persona→model.Request 的 thinking 映射(否则 budget/effort/mode 会变成新的死字段);showToUser 刻意不产生 Thinking(纯呈现开关)
- 管理端:personaUpsertRequest 补 thinking DTO + 校验(400);PUT 省略时**保留已存块**(防旧客户端抹配置);写侧 yaml round-trip 已验证
- Docs/api-client v0.40→v0.41(可选请求字段)
- 测试:26 个新用例(loader 解析/拼接逐字节/映射、anthropic 非流式+流式预算约束、openai 透传/降级/丢弃、Qwen 诚实 WARN、loop 门控、DTO round-trip);3 次变异验证(省略与 false 混同 / 去掉预算约束 / 短路门控 各自 FAIL)
- 验收:go build/vet/test 全绿(含 57 包)+ linux/darwin 交叉编译 + 前端 build;唯一 FAIL 是既有 flake TestInterruptCancelsTurnAndClearsPending(3/20 新代码 vs 3/20 纯 HEAD,已归因非本次引入)
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@@ -410,28 +410,33 @@ func (a *app) wireRuntime() error {
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// emotion machine and affection move, and the returned mood label is written
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// onto Result.Mood and the assistant message (design/16 §3.3).
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a.emotion = a.buildEmotionObserver()
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// Reasoning knobs from the default persona (budget / effort / thinking broadcast).
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thinking, reasoningEffort, thinkingShow := a.defaultThinkingOptions()
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a.loop = loop.New(loop.Options{
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Agent: ag,
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Tools: a.dispatcher,
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Capacity: capDecider,
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OnCapacity: a.onCapacity,
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OnAudit: a.onToolAudit,
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OnTurnEnd: a.onTurnEnd,
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Memory: store,
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Retriever: a.retriever,
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Extractor: a.buildMemoryExtractor(personaID),
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Checkpoint: checkpoint,
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Tracer: tracer,
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Flow: flowPub,
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Guards: guards,
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PersonaID: personaID,
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Timezone: a.cfg.Timezone,
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MaxRounds: defaultMaxRounds,
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WorkingMemory: memory.NewWorkingMemory(0),
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OnStream: a.streamChunk,
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Vision: visionResolver,
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Log: logger.WithSource(a.log, "runtime/loop"),
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Agent: ag,
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Tools: a.dispatcher,
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Capacity: capDecider,
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OnCapacity: a.onCapacity,
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OnAudit: a.onToolAudit,
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OnTurnEnd: a.onTurnEnd,
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Memory: store,
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Retriever: a.retriever,
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Extractor: a.buildMemoryExtractor(personaID),
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Checkpoint: checkpoint,
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Tracer: tracer,
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Flow: flowPub,
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Guards: guards,
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PersonaID: personaID,
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Timezone: a.cfg.Timezone,
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MaxRounds: defaultMaxRounds,
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WorkingMemory: memory.NewWorkingMemory(0),
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OnStream: a.streamChunk,
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Vision: visionResolver,
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Thinking: thinking,
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ReasoningEffort: reasoningEffort,
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ThinkingShowToUser: thinkingShow,
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Log: logger.WithSource(a.log, "runtime/loop"),
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})
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a.scheduler = orchestration.New(orchestration.Options{
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@@ -801,18 +806,13 @@ func (a *app) defaultPersonaID() string {
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return "cyrene"
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}
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// defaultInstructions returns the default persona's system prompt, falling back
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// to its role text or a minimal instruction when neither is set.
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// defaultInstructions returns the default persona's system prompt followed by the
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// personality/values/speechStyle/catchphrase/background sections (design/01
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// §2.2), falling back to its role text or a minimal instruction when neither is
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// set.
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func (a *app) defaultInstructions() string {
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if c, ok := a.personas.DefaultCharacter(); ok {
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if p, ok := a.personas.Persona(c.PersonaID); ok {
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if p.Identity.SystemPrompt != "" {
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return p.Identity.SystemPrompt
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}
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if p.Identity.Role != "" {
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return p.Identity.Role
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}
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}
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if p, ok := a.defaultPersona(); ok {
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return instructionsFromPersona(p)
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}
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return fallbackInstruction
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}
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