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