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Cyrene_v2/internal/persona/emotion/observer.go
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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
2026-09-30 08:51:38 +08:00

99 lines
3.7 KiB
Go

package emotion
import "sync"
// Update reports the effect of one observed turn on a persona's emotion and
// affection. It is handed to the Observer's emit sink so a caller can surface
// the change (the `mood` WS event) and log it.
type Update struct {
// PersonaID is the persona the turn was applied to.
PersonaID string
// Before is the emotion state before the turn.
Before EmotionState
// After is the emotion state after the turn.
After EmotionState
// Affection is the affection value after the turn.
Affection int
// Signal reports whether the turn carried an emotional cue.
Signal bool
}
// Moved reports whether the emotion state actually changed this turn. It is the
// gate for broadcasting: a turn that leaves the mood where it was is not news.
func (u Update) Moved() bool { return u.Before != u.After }
// StepFunc returns the affection magnitude configured for a persona (its 好感度
// 曲线 delta, design/01 §2). Returning 0 leaves affection untouched.
type StepFunc func(personaID string) int
// Observer applies settled conversation turns to the per-persona emotion machine
// and affection. It owns no state of its own beyond the write lock: the machines
// and affection trackers live in the Manager, which is what keeps emotion keyed
// by persona (design/01 §2: emotion/affection follow the persona/character, never
// a behavior mode). All methods are safe for concurrent use.
type Observer struct {
mu sync.Mutex
mgr *Manager
step StepFunc
emit func(Update)
}
// NewObserver builds an Observer over mgr. step resolves the per-persona
// affection magnitude (a nil step means affection never moves); emit, when
// non-nil, is called once per mood change so a caller can broadcast it.
func NewObserver(mgr *Manager, step StepFunc, emit func(Update)) *Observer {
if step == nil {
step = func(string) int { return 0 }
}
return &Observer{mgr: mgr, step: step, emit: emit}
}
// Observe applies one settled turn's user text to personaID's emotion machine
// and affection, then returns the persona's mood after the turn ("" when the
// persona is unknown or the conversation is not writable).
//
// writable is the conversation's write gate: a restricted (group/stranger)
// conversation is read-only for emotion exactly as it is for memory, so a third
// party can never move the persona's mood or affection (design/02 §3, design/11
// §2 — memory/emotion isolation; identity stays structural, never prompt-based).
//
// A turn with an emotional cue moves the machine one legal edge toward the state
// the cue aims at (Machine.Move walks the persona's own transition table, and the
// step size is one edge per turn — the ladder is the machine's, not a new
// intensity scale) and steps the affection curve; a turn with no cue instead lets
// the emotion decay one step toward calm (Machine.Decay, gated by the persona's
// decayRate). One Run = one turn = one application, so nothing is applied twice.
func (o *Observer) Observe(personaID, userText string, writable bool) EmotionState {
if !writable || personaID == "" {
return ""
}
machine, affection, ok := o.mgr.Get(personaID)
if !ok {
return ""
}
o.mu.Lock()
defer o.mu.Unlock()
before := machine.Current()
reaction := React(userText)
if reaction.Signal {
machine.Move(reaction.State)
if affection != nil && reaction.AffectionDelta != 0 {
affection.Adjust(reaction.AffectionDelta * o.step(personaID))
}
} else {
machine.Decay()
}
after := machine.Current()
value := 0
if affection != nil {
value = affection.Value()
}
update := Update{PersonaID: personaID, Before: before, After: after, Affection: value, Signal: reaction.Signal}
if o.emit != nil && update.Moved() {
o.emit(update)
}
return after
}