Files
Cyrene_v2/internal/persona/loader/persona.go
T
Aska 7455d09d05
CI / Backend (build / vet / test / cross-compile) (push) Has been cancelled
CI / Frontend (tsc + vite build) (push) Has been cancelled
feat: 角色视觉体系(头像按角色取)+ 时间注入(loop 每轮当前时间)
【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。
2026-09-07 02:46:40 +08:00

130 lines
5.2 KiB
Go

// Package loader loads persona definitions from YAML files using gopkg.in/yaml.v3.
// A persona is the self-awareness/identity bound to a character and, per
// DevDocs/design/01, it also carries the emotion state-machine parameters, the
// affection curve, and a per-persona memory namespace (memory isolation).
package loader
import (
"git.yeij.top/AskaEth/Cyrene_v2/internal/persona/emotion"
)
// Default affection bounds and step, applied when a persona defines no
// affection curve.
const (
defaultAffectionMin = 0
defaultAffectionMax = 100
defaultAffectionInit = 50
defaultAffectionDelta = 5
)
// defaultMemoryNS is the namespace prefix used when a persona omits a concrete
// memory namespace; the full namespace becomes prefix + "." + persona id.
const defaultMemoryNS = "persona"
// Identity is the persona's self-awareness: the 人设 (who she is, e.g. a
// character role) plus the system prompt that carries that identity at runtime.
type Identity struct {
// Role is the 人设 — the characterization the persona assumes.
Role string `yaml:"role"`
// SystemPrompt is the identity block injected as the system prompt.
SystemPrompt string `yaml:"systemPrompt"`
}
// EmotionParams configures the persona's emotion state machine and its per-
// persona memory isolation namespace. Transitions may be empty, in which case
// the emotion package installs its default transition table.
type EmotionParams struct {
InitialState emotion.EmotionState `yaml:"initialState"`
DecayRate float64 `yaml:"decayRate"`
Transitions map[emotion.EmotionState][]emotion.EmotionState `yaml:"transitions"`
// MemoryNamespace is the memory isolation namespace for this persona.
MemoryNamespace string `yaml:"memoryNamespace"`
}
// AffectionParams defines this persona's affection curve bounds and the default
// step applied to an Adjust call that carries no delta.
type AffectionParams struct {
Initial int `yaml:"initial"`
Min int `yaml:"min"`
Max int `yaml:"max"`
Delta int `yaml:"delta"`
}
// Persona is a loaded persona definition. It describes who a character is (the
// identity, personality, speech style, catchphrase, background, values) and
// never restricts what that character can do.
// PersonaVisual carries the persona-owned visual assets (per-role icon/avatar
// and optional chat background). Each persona configures its OWN visuals; the UI
// renders the current persona's resources, so one role never inherits another's.
type PersonaVisual struct {
// Avatar is the persona's avatar image path (e.g. /images/Cyrene_Avatar/...).
Avatar string `yaml:"avatar,omitempty"`
// ChatBackground optionally sets the persona's chat backdrop, per orientation.
ChatBackground ChatBackground `yaml:"chatBackground,omitempty"`
}
// ChatBackground holds per-orientation chat wallpaper paths (landscape/portrait).
type ChatBackground struct {
Landscape string `yaml:"landscape,omitempty"`
Portrait string `yaml:"portrait,omitempty"`
}
// DefaultAvatar is the neutral fallback avatar shown when a persona has no
// avatar configured (so a role never silently borrows another persona's view).
const DefaultAvatar = "/images/User_Avatar/Default_Avatar.png"
type Persona struct {
ID string `yaml:"id"`
Name string `yaml:"name"`
CharacterRef string `yaml:"characterRef"`
Identity Identity `yaml:"identity"`
Personality string `yaml:"personality"`
SpeechStyle string `yaml:"speechStyle"`
Catchphrase string `yaml:"catchphrase"`
Background string `yaml:"background"`
Values []string `yaml:"values"`
Emotion EmotionParams `yaml:"emotion"`
Affection AffectionParams `yaml:"affection"`
Visual PersonaVisual `yaml:"visual,omitempty"`
}
// EmotionConfig converts this persona's own fields into the params consumed by
// the emotion machine constructor.
func (p *Persona) EmotionConfig() emotion.Params {
return emotion.Params{
InitialState: p.Emotion.InitialState,
DecayRate: p.Emotion.DecayRate,
Transitions: p.Emotion.Transitions,
}
}
// MemoryNamespace returns the effective memory isolation namespace for this
// persona — the configured one, or a derived default of "persona.<id>" when none
// is set. The derived default guarantees per-persona isolation.
func (p *Persona) MemoryNamespace() string {
if p.Emotion.MemoryNamespace != "" {
return p.Emotion.MemoryNamespace
}
return defaultMemoryNS + "." + p.ID
}
// NewMachine builds the persona's emotion state machine from its config.
func (p *Persona) NewMachine() (*emotion.Machine, error) {
return emotion.NewMachine(p.EmotionConfig())
}
// NewAffection builds the persona's affection tracker from its curve config,
// applying default bounds when no curve was defined.
func (p *Persona) NewAffection() (*emotion.Affection, error) {
params := p.Affection
if params.Min == 0 && params.Max == 0 && params.Initial == 0 && params.Delta == 0 {
params = AffectionParams{
Initial: defaultAffectionInit,
Min: defaultAffectionMin,
Max: defaultAffectionMax,
Delta: defaultAffectionDelta,
}
}
return emotion.NewAffection(params.Initial, params.Min, params.Max)
}