183 lines
5.6 KiB
Go
183 lines
5.6 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]
|
|
}
|
|
|
|
// 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
|
|
}
|
|
}
|