【角色视觉体系(红线:每个角色自己的头像/背景,绝不串用昔涟)】
- persona.go:Persona 加 Visual{avatar, chatBackground{landscape,portrait}} + DefaultAvatar;每个角色各自配。
- cyrene.yaml:昔涟配 avatar(3F-Q-Happy-1) + chatBackground(横/竖屏)。
- PersonaStore 加 Persona(id);PersonaSummary 加 avatar/chatBackground;collectPersonas 按角色取
Persona(id) 视觉(无视觉→空,前端回退默认占位,绝不串角色)。
- 前端:types PersonaRecord 加 avatar/chatBackground;persona.ts personaAvatar(p)=p?.avatar||默认占位
(殊无昔涟 fallback);store 加 currentPersona;App 挂载 fetchPersonas 取默认角色;
TopBar/chat 头像改 personaAvatar(currentPersona)(写死昔涟头像已清除)。
【时间注入(她自然知道现在几点,深夜催睡交给人格/capacity)】
- options.go Options 加 Timezone;loop.go Loop 加 timeLocation/timeZoneName + New 解析 + loadTimezone;
time.go currentTimeBlock()(当前时间+周几+时区,每轮刷新);memory.go assembleContext 在「工作记忆」
前注入时间 system(keyed 在 timeLocation!=nil,无时区不注入不破坏测试);wire.go Timezone=a.cfg.Timezone。
go build/vet/test 全绿(gateway/loop/persona);前端 tsc/vite build 75模块绿。红线无写死昔涟头像。
130 lines
5.2 KiB
Go
130 lines
5.2 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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"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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// 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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// 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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Visual PersonaVisual `yaml:"visual,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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