- loader 新增可选 awakening 块(default_state/overrides{min_confidence,force_state}),载入期校验 + 归一化,
非法值显式报错(拒绝「写了却静默无效」);缺失 = nil = 无该档位,不补默认
- 组合根把当前主角色档案的档位填进 capacity.Config.Awakening(未知档位名告警后按无档位处理),
真的参与 Decide → applyAwakening(MinConfidence 优先于全局 0.6;force_state 钉死态)
- 当前主角色 cyrene.yaml 填 default_state=静息 + min_confidence=0.7(设计 §3 陪伴型取静息;
0.7 压掉 L2 趋势(0.66)误唤醒、仍低于 L1 强信号(0.9),温柔陪伴不误打扰)
- 复核:build/vet 绿 + persona/capacity/cmd 包测试绿;端到端 4 例锁定「同回合有无档位判定相反」;
变异两轮(yaml tag 改错 → 8 处红;解析但不接线 → 端到端红)均已还原
- 已知盲区(另派):per-role 注入未接线(loop/request.go 的 Input.Awakening);
面板整块替换 persona 会抹掉 awakening 块(需 applyAwakeningEdit)
226 lines
9.6 KiB
Go
226 lines
9.6 KiB
Go
// Package loader loads persona definitions from YAML files using gopkg.in/yaml.v3.
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// A persona is the self-awareness/identity bound to a character and, per
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// DevDocs/design/01, it also carries the emotion state-machine parameters, the
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// affection curve, and a per-persona memory namespace (memory isolation).
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package loader
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import (
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"errors"
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"fmt"
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"git.yeij.top/AskaEth/Cyrene_v2/internal/persona/emotion"
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)
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// Default affection bounds and step, applied when a persona defines no
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// affection curve.
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const (
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defaultAffectionMin = 0
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defaultAffectionMax = 100
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defaultAffectionInit = 50
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defaultAffectionDelta = 5
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)
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// Thinking-move values accepted by ThinkingParams.Mode (design/01 §2.1). The
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// empty string is equivalent to ThinkingModeDefault.
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const (
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// ThinkingModeDefault leaves the provider's own reasoning behavior alone.
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ThinkingModeDefault = "default"
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// ThinkingModeOn explicitly enables reasoning where the provider has a switch.
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ThinkingModeOn = "on"
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// ThinkingModeOff explicitly disables reasoning where the provider has a switch.
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ThinkingModeOff = "off"
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)
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// ErrInvalidThinking is wrapped by the thinking-config validation error so a
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// caller can detect a bad `thinking` block (unknown mode, negative budget)
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// instead of seeing it silently ignored.
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var ErrInvalidThinking = errors.New("persona: invalid thinking config")
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// defaultMemoryNS is the namespace prefix used when a persona omits a concrete
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// memory namespace; the full namespace becomes prefix + "." + persona id.
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const defaultMemoryNS = "persona"
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// Identity is the persona's self-awareness: the 人设 (who she is, e.g. a
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// character role) plus the system prompt that carries that identity at runtime.
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type Identity struct {
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// Role is the 人设 — the characterization the persona assumes.
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Role string `yaml:"role"`
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// SystemPrompt is the identity block injected as the system prompt.
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SystemPrompt string `yaml:"systemPrompt"`
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}
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// EmotionParams configures the persona's emotion state machine and its per-
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// persona memory isolation namespace. Transitions may be empty, in which case
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// the emotion package installs its default transition table.
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type EmotionParams struct {
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InitialState emotion.EmotionState `yaml:"initialState"`
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DecayRate float64 `yaml:"decayRate"`
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Transitions map[emotion.EmotionState][]emotion.EmotionState `yaml:"transitions"`
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// MemoryNamespace is the memory isolation namespace for this persona.
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MemoryNamespace string `yaml:"memoryNamespace"`
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}
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// AffectionParams defines this persona's affection curve bounds and the default
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// step applied to an Adjust call that carries no delta.
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type AffectionParams struct {
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Initial int `yaml:"initial"`
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Min int `yaml:"min"`
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Max int `yaml:"max"`
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Delta int `yaml:"delta"`
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}
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// ThinkingParams is the persona's optional `thinking` section (design/01 §2.1).
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// It describes presentation/resource knobs only — never an ability bound — and
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// defaults are chosen so an absent section changes nothing. It is marshaled by
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// the admin persona write path, so every field is omitempty: a persona that
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// configures no thinking gets no `thinking:` key in its YAML.
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type ThinkingParams struct {
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// BudgetTokens is the reasoning budget (Anthropic thinking.budget_tokens; the
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// official semantic is a target, not a hard cap). Zero = unset.
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BudgetTokens int `yaml:"budgetTokens,omitempty"`
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// Effort is the OpenAI-compatible reasoning strength (reasoning_effort). The
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// accepted values depend on the provider; the model layer validates them
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// against its per-provider whitelist (design/04 §3.2).
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Effort string `yaml:"effort,omitempty"`
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// ShowToUser says whether streamed thinking frames are pushed to the client.
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// It is a POINTER on purpose: a missing key means "keep the current behavior"
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// (thinking frames are shown), while an explicit false means "store it, but
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// do not push it". A plain bool would conflate "unset" with "off".
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ShowToUser *bool `yaml:"showToUser,omitempty"`
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// Mode is the explicit hard switch: default | on | off. Empty = default.
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Mode string `yaml:"mode,omitempty"`
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}
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// Enable maps Mode onto the model layer's tri-state switch: "on" → true, "off" →
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// false, ""/"default" → nil (no explicit switch, leave it to the provider). The
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// reasoning knobs the model layer consumes never include a null switch, so
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// "default" cannot accidentally turn provider thinking on.
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func (t ThinkingParams) Enable() *bool {
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switch t.Mode {
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case ThinkingModeOn:
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v := true
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return &v
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case ThinkingModeOff:
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v := false
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return &v
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default:
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return nil
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}
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}
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// Persona is a loaded persona definition. It describes who a character is (the
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// identity, personality, speech style, catchphrase, background, values) and
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// never restricts what that character can do.
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// PersonaVisual carries the persona-owned visual assets (per-role icon/avatar
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// and optional chat background). Each persona configures its OWN visuals; the UI
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// renders the current persona's resources, so one role never inherits another's.
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type PersonaVisual struct {
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// Avatar is the persona's avatar image path (e.g. /images/Cyrene_Avatar/...).
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Avatar string `yaml:"avatar,omitempty"`
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// ChatBackground optionally sets the persona's chat backdrop, per orientation.
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ChatBackground ChatBackground `yaml:"chatBackground,omitempty"`
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}
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// ChatBackground holds per-orientation chat wallpaper paths (landscape/portrait).
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type ChatBackground struct {
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Landscape string `yaml:"landscape,omitempty"`
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Portrait string `yaml:"portrait,omitempty"`
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}
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// DefaultAvatar is the neutral fallback avatar shown when a persona has no
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// avatar configured (so a role never silently borrows another persona's view).
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const DefaultAvatar = "/images/User_Avatar/Default_Avatar.png"
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type Persona struct {
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ID string `yaml:"id"`
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Name string `yaml:"name"`
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CharacterRef string `yaml:"characterRef"`
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Identity Identity `yaml:"identity"`
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Personality string `yaml:"personality"`
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SpeechStyle string `yaml:"speechStyle"`
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Catchphrase string `yaml:"catchphrase"`
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Background string `yaml:"background"`
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Values []string `yaml:"values"`
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Emotion EmotionParams `yaml:"emotion"`
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Affection AffectionParams `yaml:"affection"`
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// Thinking is the optional reasoning/presentation config (design/01 §2.1);
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// omitted when the persona configures none, so no existing YAML gains noise.
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Thinking ThinkingParams `yaml:"thinking,omitempty"`
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// Awakening 是该人格可选的唤醒档位覆盖(design/14 §3,裁决 14.4.3)。
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// nil = 角色档案里没写该块 = 没有该档位:不补默认值,由决策层走全局默认。
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Awakening *AwakeningParams `yaml:"awakening,omitempty"`
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Visual PersonaVisual `yaml:"visual,omitempty"`
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// TriggerWords are the role-name words that, when a public-platform group
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// message mentions one, route the message into the participation PROBING
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// stage even without a direct @ (design/18 §2 触发②). Each persona defines its
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// own reminder words; they never imply identity (that stays structural).
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TriggerWords []string `yaml:"triggerWords,omitempty"`
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}
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// EmotionConfig converts this persona's own fields into the params consumed by
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// the emotion machine constructor.
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func (p *Persona) EmotionConfig() emotion.Params {
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return emotion.Params{
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InitialState: p.Emotion.InitialState,
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DecayRate: p.Emotion.DecayRate,
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Transitions: p.Emotion.Transitions,
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}
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}
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// MemoryNamespace returns the effective memory isolation namespace for this
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// persona — the configured one, or a derived default of "persona.<id>" when none
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// is set. The derived default guarantees per-persona isolation.
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func (p *Persona) MemoryNamespace() string {
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if p.Emotion.MemoryNamespace != "" {
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return p.Emotion.MemoryNamespace
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}
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return defaultMemoryNS + "." + p.ID
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}
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// NewMachine builds the persona's emotion state machine from its config.
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func (p *Persona) NewMachine() (*emotion.Machine, error) {
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return emotion.NewMachine(p.EmotionConfig())
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}
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// NewAffection builds the persona's affection tracker from its curve config,
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// applying default bounds when no curve was defined.
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func (p *Persona) NewAffection() (*emotion.Affection, error) {
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params := p.Affection
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if params.Min == 0 && params.Max == 0 && params.Initial == 0 && params.Delta == 0 {
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params = AffectionParams{
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Initial: defaultAffectionInit,
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Min: defaultAffectionMin,
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Max: defaultAffectionMax,
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Delta: defaultAffectionDelta,
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}
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}
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return emotion.NewAffection(params.Initial, params.Min, params.Max)
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}
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// AffectionStep returns the per-turn affection magnitude of this persona's
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// 好感度曲线 (design/01 §2) — the configured `affection.delta`, or the loader
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// default when the persona declares no curve. It is the magnitude applied once
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// per emotional turn; the sign comes from the turn's signal.
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func (p *Persona) AffectionStep() int {
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if p.Affection.Delta != 0 {
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return p.Affection.Delta
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}
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return defaultAffectionDelta
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}
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// ValidateThinking checks the optional `thinking` section and returns a
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// %w-wrapped ErrInvalidThinking error for an unrecognized mode or a negative
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// budget, so a bad value is reported instead of silently ignored.
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func (p *Persona) ValidateThinking() error {
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switch p.Thinking.Mode {
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case "", ThinkingModeDefault, ThinkingModeOn, ThinkingModeOff:
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default:
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return fmt.Errorf("%w: mode %q (want %s|%s|%s)",
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ErrInvalidThinking, p.Thinking.Mode, ThinkingModeDefault, ThinkingModeOn, ThinkingModeOff)
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}
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if p.Thinking.BudgetTokens < 0 {
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return fmt.Errorf("%w: budgetTokens %d must not be negative", ErrInvalidThinking, p.Thinking.BudgetTokens)
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}
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return nil
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}
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