Files
Cyrene_v2/internal/persona/emotion/state.go
T
AskaEth 1a85de555d
CI / Backend (build / vet / test / cross-compile) (push) Has been cancelled
CI / Frontend (tsc + vite build) (push) Has been cancelled
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

240 lines
7.4 KiB
Go

// Package emotion implements the persona emotion state machine and affection
// tracking. Emotion and affection are always keyed by persona id so that each
// persona's internal state stays isolated — they follow the persona/character,
// never a behavior mode (see DevDocs/design/01).
package emotion
import (
"fmt"
"sync"
)
// EmotionState is one state in the emotion state machine.
type EmotionState string
// Standard emotion states. More states can be added at any time by registering
// transitions via AddTransition, so the machine is extensible rather than a
// closed enum.
const (
Calm EmotionState = "calm"
Happy EmotionState = "happy"
Excited EmotionState = "excited"
Sad EmotionState = "sad"
Angry EmotionState = "angry"
)
// Params configures the state machine for one persona (情绪状态机参数). It is the
// static, loadable description of how that persona's emotion may move.
type Params struct {
// InitialState is the emotion a freshly created machine starts in. When it
// is empty the machine keeps it empty until Set is called explicitly.
InitialState EmotionState `yaml:"initialState"`
// DecayRate is the per-Decay step magnitude. A value greater than zero
// enables the drift toward calm; zero or negative disables it. The actual
// step is one position on the toward-calm ladder (see closerToCalm).
DecayRate float64 `yaml:"decayRate"`
// Transitions maps a source state to the set of states it may transition
// to. When empty, DefaultTransitions is used.
Transitions map[EmotionState][]EmotionState `yaml:"transitions"`
}
// Machine is a persona's live emotion state machine. All methods are safe for
// concurrent use.
type Machine struct {
mu sync.RWMutex
params Params
current EmotionState
transitions map[EmotionState]map[EmotionState]struct{}
}
// DefaultTransitions returns the built-in transition table used when a Params
// instance carries no explicit transitions.
func DefaultTransitions() map[EmotionState][]EmotionState {
return map[EmotionState][]EmotionState{
Calm: {Happy, Sad},
Happy: {Excited, Calm, Sad},
Excited: {Happy, Calm, Angry},
Sad: {Calm, Happy, Angry},
Angry: {Calm, Excited},
}
}
// NewMachine builds a Machine from params. When params.Transitions is empty the
// default transition table is installed. An empty InitialState is allowed, but
// callers should normally Set it before use.
func NewMachine(params Params) (*Machine, error) {
if params.DecayRate < 0 {
return nil, fmt.Errorf("emotion: negative decay rate %v", params.DecayRate)
}
base := params.Transitions
if len(base) == 0 {
base = DefaultTransitions()
}
return &Machine{
params: params,
current: params.InitialState,
transitions: normalizeTransitions(base),
}, nil
}
// normalizeTransitions flattens the slice-based table into a membership set so
// lookups are O(1) and symmetric.
func normalizeTransitions(src map[EmotionState][]EmotionState) map[EmotionState]map[EmotionState]struct{} {
out := make(map[EmotionState]map[EmotionState]struct{}, len(src))
for from, tos := range src {
set := make(map[EmotionState]struct{}, len(tos))
for _, to := range tos {
set[to] = struct{}{}
}
out[from] = set
}
return out
}
// Current returns the machine's present emotion state.
func (m *Machine) Current() EmotionState {
m.mu.RLock()
defer m.mu.RUnlock()
return m.current
}
// Params returns a copy of the machine's configuration.
func (m *Machine) Params() Params {
m.mu.RLock()
defer m.mu.RUnlock()
return m.params
}
// CanTransition reports whether the machine may move to to from its current
// state.
func (m *Machine) CanTransition(to EmotionState) bool {
m.mu.RLock()
defer m.mu.RUnlock()
return m.allowed(m.current, to)
}
// allowed reports whether from may transition to to under the installed table.
func (m *Machine) allowed(from, to EmotionState) bool {
_, ok := m.transitions[from][to]
return ok
}
// Transition moves the machine to to when the installed table permits it. It
// returns an error when the move is not allowed.
func (m *Machine) Transition(to EmotionState) error {
m.mu.Lock()
defer m.mu.Unlock()
if !m.allowed(m.current, to) {
return fmt.Errorf("emotion: cannot transition from %q to %q", m.current, to)
}
m.current = to
return nil
}
// Set forces the machine to state regardless of the transition table. It is
// used for initialization, restore, and resetting a persona's emotion.
func (m *Machine) Set(state EmotionState) {
m.mu.Lock()
defer m.mu.Unlock()
m.current = state
}
// AddTransition registers a new allowed edge, extending the table.
func (m *Machine) AddTransition(from, to EmotionState) {
m.mu.Lock()
defer m.mu.Unlock()
m.ensure(from)
m.transitions[from][to] = struct{}{}
}
// ensure returns the membership set for from, creating it when absent.
func (m *Machine) ensure(from EmotionState) map[EmotionState]struct{} {
if m.transitions[from] == nil {
m.transitions[from] = make(map[EmotionState]struct{})
}
return m.transitions[from]
}
// Move aims the machine at target, walking the persona's installed transition
// table. A direct edge is taken when present; otherwise the first hop of a
// shortest legal path is taken, so a caller can aim at an emotion without
// knowing the intermediate states. A target that is unreachable from the current
// state, an empty target, or the current state itself leaves the machine
// unchanged rather than forcing an illegal move. The resulting state is
// returned.
func (m *Machine) Move(target EmotionState) EmotionState {
m.mu.Lock()
defer m.mu.Unlock()
if target == "" || target == m.current {
return m.current
}
if m.allowed(m.current, target) {
m.current = target
return m.current
}
if hop, ok := m.firstHopTo(target); ok {
m.current = hop
}
return m.current
}
// firstHopTo returns the first state on a shortest transition path from the
// current state to target, and whether such a path exists. Ties between equally
// short paths are broken arbitrarily, which is invisible to callers: any first
// hop on a shortest legal path moves the machine in the wanted direction.
func (m *Machine) firstHopTo(target EmotionState) (EmotionState, bool) {
type node struct {
state EmotionState
first EmotionState
}
queue := make([]node, 0, len(m.transitions[m.current]))
for next := range m.transitions[m.current] {
if next == target {
return next, true
}
queue = append(queue, node{state: next, first: next})
}
seen := map[EmotionState]struct{}{m.current: {}}
for len(queue) > 0 {
cur := queue[0]
queue = queue[1:]
if _, ok := seen[cur.state]; ok {
continue
}
seen[cur.state] = struct{}{}
for next := range m.transitions[cur.state] {
if next == target {
return cur.first, true
}
queue = append(queue, node{state: next, first: cur.first})
}
}
return "", false
}
// Decay drifts the emotion one position toward calm whenever DecayRate is
// positive; otherwise it leaves the current state unchanged. The new state is
// returned.
func (m *Machine) Decay() EmotionState {
m.mu.Lock()
defer m.mu.Unlock()
if m.params.DecayRate <= 0 {
return m.current
}
m.current = closerToCalm(m.current)
return m.current
}
// closerToCalm returns the single relaxed step toward calm for a state. States
// at or below calm are returned unchanged.
func closerToCalm(s EmotionState) EmotionState {
switch s {
case Excited:
return Happy
case Happy, Sad, Angry:
return Calm
default:
return s
}
}