diff --git a/apps/api/src/app.module.ts b/apps/api/src/app.module.ts index 7d4b4f9..c99b76d 100644 --- a/apps/api/src/app.module.ts +++ b/apps/api/src/app.module.ts @@ -2,9 +2,10 @@ import { Module } from "@nestjs/common"; import { HealthController } from "./health/health.controller.js"; import { CharactersModule } from "./characters/characters.module.js"; import { MemoryModule } from "./memory/memory.module.js"; +import { EmotionModule } from "./emotion/emotion.module.js"; @Module({ - imports: [CharactersModule, MemoryModule], + imports: [CharactersModule, MemoryModule, EmotionModule], controllers: [HealthController], }) export class AppModule {} diff --git a/apps/api/src/emotion/emotion-state-machine.ts b/apps/api/src/emotion/emotion-state-machine.ts new file mode 100644 index 0000000..417a918 --- /dev/null +++ b/apps/api/src/emotion/emotion-state-machine.ts @@ -0,0 +1,44 @@ +import type { EmotionTag } from "@kokorone/shared"; +import type { EmotionSignal } from "./emotion-tagger.js"; + +export interface TransitionContext { + threatConfirmedSafe?: boolean; // 警戒 --> 平靜:確認無威脅 + conflictContinues?: boolean; // 警戒 --> 低落:衝突持續 + comforted?: boolean; // 低落 --> 平靜:被安慰 + placated?: boolean; // 彆扭 --> 平靜:被哄 +} + +// D-4 情緒狀態機:只實作 wiki 狀態圖 + 可愛度設計明訂的邊,不外推未定義的轉移, +// 避免無來源依據地讓「愉悅/低落/害羞」彼此互轉。 +export function nextEmotionState( + current: EmotionTag, + signal: EmotionSignal, + context: TransitionContext = {}, +): EmotionTag { + if (current === "ALERT") { + if (context.threatConfirmedSafe) { + return "CALM"; // 警戒 --> 平靜:確認無威脅 + } + if (context.conflictContinues) { + return "SAD"; // 警戒 --> 低落:衝突持續 + } + return current; + } + + if (current === "GRUMPY") { + if (context.placated) { + return "CALM"; // 彆扭 --> 平靜:被哄 + } + return current; + } + + if (current === "SAD" && context.comforted) { + return "CALM"; // 低落 --> 平靜:被安慰 + } + + if (current === "CALM" && signal.tag !== "CALM") { + return signal.tag; // 平靜 --> 愉悅/低落/警戒/害羞/彆扭:對應觸發訊號 + } + + return current; +} diff --git a/apps/api/src/emotion/emotion-tagger.ts b/apps/api/src/emotion/emotion-tagger.ts new file mode 100644 index 0000000..5502007 --- /dev/null +++ b/apps/api/src/emotion/emotion-tagger.ts @@ -0,0 +1,68 @@ +import { Injectable } from "@nestjs/common"; +import type { EmotionTag } from "@kokorone/shared"; + +export interface EmotionTaggerInput { + text: string; + // 角色觸發閾值:預設 1,數值越低代表角色越敏感、越容易被觸發(由 G 群組依性格原型設定)。 + triggerThreshold?: number; +} + +export interface EmotionSignal { + tag: EmotionTag; + intensity: number; // 0~1 +} + +export interface EmotionTagger { + tag(input: EmotionTaggerInput): EmotionSignal; +} + +// 依優先序排列:衝突語氣 > 稱讚(害羞)> 輕度負向(彆扭)> 一般負向 > 正向。 +const CONFLICT_KEYWORDS = ["滾", "閉嘴", "白痴", "笨蛋", "憑什麼", "少管我", "去死", "揍你", "威脅"]; +const PRAISE_KEYWORDS = ["好可愛", "好漂亮", "好帥", "喜歡你", "好厲害", "太可愛了"]; +const MINOR_NEGATIVE_KEYWORDS = ["不理我", "都不陪我", "比較喜歡", "都在誇", "忽略我"]; +const NEGATIVE_KEYWORDS = ["討厭", "難過", "失望", "傷心", "不喜歡", "無聊", "煩", "委屈"]; +const POSITIVE_KEYWORDS = ["謝謝", "喜歡", "開心", "好棒", "加油", "辛苦了", "太好了", "愛你"]; + +function countHits(text: string, keywords: string[]): number { + return keywords.reduce((count, keyword) => (text.includes(keyword) ? count + 1 : count), 0); +} + +function clamp01(value: number): number { + return Math.max(0, Math.min(1, value)); +} + +// D-1 情緒標記器(規則版):關鍵字比對 + 角色觸發閾值,輸出情緒類型與強度分數。 +@Injectable() +export class RuleBasedEmotionTagger implements EmotionTagger { + tag(input: EmotionTaggerInput): EmotionSignal { + const { text } = input; + const threshold = input.triggerThreshold ?? 1; + + const conflictHits = countHits(text, CONFLICT_KEYWORDS); + if (conflictHits > 0) { + return { tag: "ALERT", intensity: clamp01((0.7 * conflictHits) / threshold) }; + } + + const praiseHits = countHits(text, PRAISE_KEYWORDS); + if (praiseHits > 0) { + return { tag: "SHY", intensity: clamp01((0.6 * praiseHits) / threshold) }; + } + + const minorNegativeHits = countHits(text, MINOR_NEGATIVE_KEYWORDS); + if (minorNegativeHits > 0) { + return { tag: "GRUMPY", intensity: clamp01((0.4 * minorNegativeHits) / threshold) }; + } + + const negativeHits = countHits(text, NEGATIVE_KEYWORDS); + if (negativeHits > 0) { + return { tag: "SAD", intensity: clamp01((0.5 * negativeHits) / threshold) }; + } + + const positiveHits = countHits(text, POSITIVE_KEYWORDS); + if (positiveHits > 0) { + return { tag: "JOY", intensity: clamp01((0.5 * positiveHits) / threshold) }; + } + + return { tag: "CALM", intensity: 0 }; + } +} diff --git a/apps/api/src/emotion/emotion.controller.ts b/apps/api/src/emotion/emotion.controller.ts new file mode 100644 index 0000000..79dd36f --- /dev/null +++ b/apps/api/src/emotion/emotion.controller.ts @@ -0,0 +1,41 @@ +import { Body, Controller, Get, Param, Post, Query } from "@nestjs/common"; +import { EmotionService } from "./emotion.service.js"; + +interface ProcessInputBody { + text: string; + triggerThreshold?: number; + halfLifeMs?: number; + now?: string; + threatConfirmedSafe?: boolean; + conflictContinues?: boolean; + comforted?: boolean; + placated?: boolean; +} + +@Controller("emotion") +export class EmotionController { + constructor(private readonly emotion: EmotionService) {} + + @Get(":characterId") + async getState(@Param("characterId") characterId: string, @Query("now") now?: string) { + return this.emotion.getState(characterId, now ? new Date(now) : undefined); + } + + @Get(":characterId/response-style") + async getResponseStyle(@Param("characterId") characterId: string, @Query("now") now?: string) { + return this.emotion.getResponseStyle(characterId, now ? new Date(now) : undefined); + } + + @Post(":characterId/input") + async processInput(@Param("characterId") characterId: string, @Body() body: ProcessInputBody) { + return this.emotion.processInput(characterId, body.text, { + triggerThreshold: body.triggerThreshold, + halfLifeMs: body.halfLifeMs, + now: body.now ? new Date(body.now) : undefined, + threatConfirmedSafe: body.threatConfirmedSafe, + conflictContinues: body.conflictContinues, + comforted: body.comforted, + placated: body.placated, + }); + } +} diff --git a/apps/api/src/emotion/emotion.module.ts b/apps/api/src/emotion/emotion.module.ts new file mode 100644 index 0000000..9c83b64 --- /dev/null +++ b/apps/api/src/emotion/emotion.module.ts @@ -0,0 +1,13 @@ +import { Module } from "@nestjs/common"; +import { PrismaModule } from "../prisma/prisma.module.js"; +import { RuleBasedEmotionTagger } from "./emotion-tagger.js"; +import { EmotionService } from "./emotion.service.js"; +import { EmotionController } from "./emotion.controller.js"; + +@Module({ + imports: [PrismaModule], + controllers: [EmotionController], + providers: [RuleBasedEmotionTagger, EmotionService], + exports: [RuleBasedEmotionTagger, EmotionService], +}) +export class EmotionModule {} diff --git a/apps/api/src/emotion/emotion.service.ts b/apps/api/src/emotion/emotion.service.ts new file mode 100644 index 0000000..eaef92c --- /dev/null +++ b/apps/api/src/emotion/emotion.service.ts @@ -0,0 +1,140 @@ +import { Injectable } from "@nestjs/common"; +import type { EmotionTag, EmotionState } from "@kokorone/shared"; +import { PrismaService } from "../prisma/prisma.service.js"; +import { RuleBasedEmotionTagger } from "./emotion-tagger.js"; +import { nextEmotionState, type TransitionContext } from "./emotion-state-machine.js"; +import { toResponseStyle, type ResponseStyle } from "./response-style.js"; + +// D-2 時間衰減:預設半衰期 2 小時,實際速度由角色參數(G 群組)覆寫。 +const DEFAULT_HALF_LIFE_MS = 2 * 60 * 60 * 1000; +// 低於此值視為「沒有明顯情緒」,dominantState 回報平靜。 +const DOMINANT_EPSILON = 5; + +interface Dimensions { + calm: number; + joy: number; + sad: number; + alert: number; + shy: number; + grumpy: number; +} + +const NON_CALM_TAGS: Exclude[] = ["JOY", "SAD", "ALERT", "SHY", "GRUMPY"]; + +function fieldFor(tag: Exclude): "joy" | "sad" | "alert" | "shy" | "grumpy" { + return tag.toLowerCase() as "joy" | "sad" | "alert" | "shy" | "grumpy"; +} + +function dominantState(dims: Dimensions): EmotionTag { + let best: EmotionTag = "CALM"; + let bestValue = DOMINANT_EPSILON; + for (const tag of NON_CALM_TAGS) { + const value = dims[fieldFor(tag)]; + if (value > bestValue) { + best = tag; + bestValue = value; + } + } + return best; +} + +function decayDimensions(dims: Dimensions, elapsedMs: number, halfLifeMs: number): Dimensions { + const factor = elapsedMs > 0 ? Math.pow(0.5, elapsedMs / halfLifeMs) : 1; + const joy = dims.joy * factor; + const sad = dims.sad * factor; + const alert = dims.alert * factor; + const shy = dims.shy * factor; + const grumpy = dims.grumpy * factor; + const calm = Math.max(0, Math.min(100, 100 - (joy + sad + alert + shy + grumpy))); + return { calm, joy, sad, alert, shy, grumpy }; +} + +export interface ProcessInputOptions extends TransitionContext { + triggerThreshold?: number; + halfLifeMs?: number; + now?: Date; +} + +function toDomain(characterId: string, dims: Dimensions, updatedAt: Date): EmotionState { + return { + characterId, + calm: dims.calm, + joy: dims.joy, + sad: dims.sad, + alert: dims.alert, + shy: dims.shy, + grumpy: dims.grumpy, + updatedAt: updatedAt.toISOString(), + }; +} + +@Injectable() +export class EmotionService { + constructor( + private readonly prisma: PrismaService, + private readonly tagger: RuleBasedEmotionTagger, + ) {} + + async getState(characterId: string, now: Date = new Date()): Promise { + const { dims, updatedAt } = await this.decayedDimensions(characterId, now); + await this.persist(characterId, dims, now); + return toDomain(characterId, dims, now); + } + + async getResponseStyle(characterId: string, now: Date = new Date()): Promise { + const state = await this.getState(characterId, now); + return toResponseStyle(dominantState(state)); + } + + async processInput( + characterId: string, + text: string, + options: ProcessInputOptions = {}, + ): Promise<{ state: EmotionState; style: ResponseStyle }> { + const now = options.now ?? new Date(); + const { dims: decayed } = await this.decayedDimensions(characterId, now, options.halfLifeMs); + const currentDominant = dominantState(decayed); + + const signal = this.tagger.tag({ text, triggerThreshold: options.triggerThreshold }); + const next = nextEmotionState(currentDominant, signal, options); + + let updated: Dimensions; + if (next === currentDominant) { + updated = decayed; + } else if (next === "CALM") { + updated = { calm: 100, joy: 0, sad: 0, alert: 0, shy: 0, grumpy: 0 }; + } else { + const intensityValue = Math.max(20, signal.intensity * 100); + updated = { calm: Math.max(0, 100 - intensityValue), joy: 0, sad: 0, alert: 0, shy: 0, grumpy: 0 }; + updated[fieldFor(next)] = intensityValue; + } + + await this.persist(characterId, updated, now); + return { state: toDomain(characterId, updated, now), style: toResponseStyle(next) }; + } + + private async decayedDimensions( + characterId: string, + now: Date, + halfLifeMs = DEFAULT_HALF_LIFE_MS, + ): Promise<{ dims: Dimensions; updatedAt: Date }> { + const row = await this.prisma.client.emotionState.upsert({ + where: { characterId }, + update: {}, + create: { characterId }, + }); + + const elapsedMs = now.getTime() - row.updatedAt.getTime(); + const dims = decayDimensions(row, elapsedMs, halfLifeMs); + return { dims, updatedAt: row.updatedAt }; + } + + private async persist(characterId: string, dims: Dimensions, now: Date): Promise { + await this.prisma.client.emotionState.update({ + where: { characterId }, + data: { ...dims, updatedAt: now }, + }); + } +} + +export { dominantState }; diff --git a/apps/api/src/emotion/response-style.ts b/apps/api/src/emotion/response-style.ts new file mode 100644 index 0000000..4d2dcdc --- /dev/null +++ b/apps/api/src/emotion/response-style.ts @@ -0,0 +1,21 @@ +import type { EmotionTag } from "@kokorone/shared"; + +export interface ResponseStyle { + tone: string; // 語氣 + sentenceLength: "short" | "medium" | "long"; // 句長 + initiative: "low" | "medium" | "high"; // 主動性 +} + +// D-3 情緒→回應風格輸出:把當前情緒轉為 F 群組上下文組裝器可直接使用的回應參數。 +const STYLE_BY_TAG: Record = { + CALM: { tone: "平穩自然", sentenceLength: "medium", initiative: "medium" }, + JOY: { tone: "開朗雀躍、多話", sentenceLength: "long", initiative: "high" }, + SAD: { tone: "低落安靜、簡短", sentenceLength: "short", initiative: "low" }, + ALERT: { tone: "警戒防備", sentenceLength: "short", initiative: "low" }, + SHY: { tone: "害羞結巴", sentenceLength: "short", initiative: "low" }, + GRUMPY: { tone: "嘴硬彆扭", sentenceLength: "medium", initiative: "medium" }, +}; + +export function toResponseStyle(tag: EmotionTag): ResponseStyle { + return STYLE_BY_TAG[tag]; +} diff --git a/scripts/smoke/D.mjs b/scripts/smoke/D.mjs new file mode 100644 index 0000000..e7699bc --- /dev/null +++ b/scripts/smoke/D.mjs @@ -0,0 +1,142 @@ +import { prisma } from "@kokorone/db"; + +const API_PORT = process.env.PORT_API ?? "3001"; +const CHARACTER_ID = "seed-character-genki"; +const ORIGINAL_EMOTION = { calm: 70, joy: 20, sad: 0, alert: 0, shy: 0, grumpy: 0 }; +const BASELINE = { calm: 100, joy: 0, sad: 0, alert: 0, shy: 0, grumpy: 0 }; + +async function resetEmotion(overrides = BASELINE) { + await prisma.emotionState.upsert({ + where: { characterId: CHARACTER_ID }, + update: { ...overrides, updatedAt: new Date() }, + create: { characterId: CHARACTER_ID, ...overrides }, + }); +} + +async function postInput(body) { + const res = await fetch(`http://localhost:${API_PORT}/emotion/${CHARACTER_ID}/input`, { + method: "POST", + headers: { "Content-Type": "application/json" }, + body: JSON.stringify(body), + }); + if (!res.ok) { + throw new Error(`POST /emotion/${CHARACTER_ID}/input 回傳 ${res.status}`); + } + return res.json(); +} + +async function getState(now) { + const url = `http://localhost:${API_PORT}/emotion/${CHARACTER_ID}${now ? `?now=${encodeURIComponent(now)}` : ""}`; + const res = await fetch(url); + if (!res.ok) { + throw new Error(`GET /emotion/${CHARACTER_ID} 回傳 ${res.status}`); + } + return res.json(); +} + +function dominantOf(state) { + const candidates = [ + ["JOY", state.joy], + ["SAD", state.sad], + ["ALERT", state.alert], + ["SHY", state.shy], + ["GRUMPY", state.grumpy], + ]; + const [tag, value] = candidates.reduce((best, cur) => (cur[1] > best[1] ? cur : best), ["CALM", 5]); + return value > 5 ? tag : "CALM"; +} + +function assertDominant(state, expected, label) { + const actual = dominantOf(state); + if (actual !== expected) { + throw new Error(`${label}:預期主導情緒為 ${expected},實際為 ${actual}(${JSON.stringify(state)})`); + } +} + +export default async function smokeD() { + // D-1 情緒標記器:正向/負向/衝突語氣輸入分別得到對應標記 + await resetEmotion(); + const positive = await postInput({ text: "謝謝你,我好開心!" }); + assertDominant(positive.state, "JOY", "正向輸入"); + + await resetEmotion(); + const negative = await postInput({ text: "今天過得好難過,很失望" }); + assertDominant(negative.state, "SAD", "負向輸入"); + + await resetEmotion(); + const conflict = await postInput({ text: "你這個笨蛋,滾開!" }); + assertDominant(conflict.state, "ALERT", "衝突語氣輸入"); + if (conflict.style.sentenceLength !== "short" || conflict.style.initiative !== "low") { + throw new Error("D-3 警戒狀態的回應風格參數不符預期"); + } + + // D-4 情緒狀態機:連續負向(衝突持續)輸入 → 警戒繼續惡化為低落 + const stillConflicted = await postInput({ text: "我還是很生氣", conflictContinues: true }); + assertDominant(stillConflicted.state, "SAD", "警戒 --> 低落(衝突持續)"); + + // 警戒 --> 平靜(確認無威脅) + await resetEmotion({ calm: 0, joy: 0, sad: 0, alert: 100, shy: 0, grumpy: 0 }); + const safeAgain = await postInput({ text: "沒事了", threatConfirmedSafe: true }); + assertDominant(safeAgain.state, "CALM", "警戒 --> 平靜(確認無威脅)"); + + // 低落 --> 平靜(被安慰) + await resetEmotion({ calm: 50, joy: 0, sad: 50, alert: 0, shy: 0, grumpy: 0 }); + const comforted = await postInput({ text: "謝謝你安慰我", comforted: true }); + assertDominant(comforted.state, "CALM", "低落 --> 平靜(被安慰)"); + + // 平靜 --> 害羞(被稱讚) + await resetEmotion(); + const praised = await postInput({ text: "你今天好可愛喔" }); + assertDominant(praised.state, "SHY", "平靜 --> 害羞(被稱讚)"); + + // 平靜 --> 彆扭(小型負向事件)→ 被哄後快速恢復平靜 + await resetEmotion(); + const grumpy = await postInput({ text: "你都不理我" }); + assertDominant(grumpy.state, "GRUMPY", "平靜 --> 彆扭(小型負向事件)"); + const placated = await postInput({ text: "好啦好啦", placated: true }); + assertDominant(placated.state, "CALM", "彆扭 --> 平靜(被哄)"); + + // D-3 情緒→回應風格輸出:愉悅指向多話/高主動,低落指向簡短/低主動 + await resetEmotion(); + const joyful = await postInput({ text: "謝謝你,我好開心!" }); + if (joyful.style.sentenceLength !== "long" || joyful.style.initiative !== "high") { + throw new Error("D-3 愉悅狀態的回應風格參數不符預期"); + } + + await resetEmotion(); + const sadResult = await postInput({ text: "今天過得好難過,很失望" }); + if (sadResult.style.sentenceLength !== "short" || sadResult.style.initiative !== "low") { + throw new Error("D-3 低落狀態的回應風格參數不符預期"); + } + + // D-2 時間衰減:模擬經過數小時後情緒值回落;跨 session(重新讀取)仍可讀到殘留 + await resetEmotion({ calm: 0, joy: 100, sad: 0, alert: 0, shy: 0, grumpy: 0 }); + const immediate = await getState(); + if (immediate.joy < 90) { + throw new Error("尚未經過時間就已衰減,時間衰減函數計算有誤"); + } + + const threeHoursLater = new Date(Date.now() + 3 * 60 * 60 * 1000).toISOString(); + const decayed = await getState(threeHoursLater); + if (decayed.joy >= immediate.joy) { + throw new Error("模擬時間推進後情緒值未回落"); + } + if (decayed.joy <= 0) { + throw new Error("時間推進後情緒殘留應仍大於 0(尚未完全衰減)"); + } + + // 跨 session:不重啟服務也不清狀態,重新 GET 一次應讀到同一份殘留(持久化於資料庫,而非行程記憶體) + const reread = await getState(threeHoursLater); + if (Math.abs(reread.joy - decayed.joy) > 0.01) { + throw new Error("重新讀取時殘留情緒值不一致,情緒狀態未正確持久化"); + } + + const twentyHoursLater = new Date(Date.now() + 20 * 60 * 60 * 1000).toISOString(); + const fullyDecayed = await getState(twentyHoursLater); + if (dominantOf(fullyDecayed) !== "CALM") { + throw new Error("長時間衰減後應回歸平靜"); + } + + // 還原種子角色原始展示用情緒值,避免影響其他群組或人工檢視 + await resetEmotion(ORIGINAL_EMOTION); +} diff --git a/todo.md b/todo.md index 6a8eaca..c51c4ec 100644 --- a/todo.md +++ b/todo.md @@ -159,11 +159,18 @@ flowchart TB ### D. 情緒子系統 -- [ ] **D-1 情緒標記器(S)**:實作 `EmotionTagger` 介面與規則版實作(關鍵字+輸入特徵+角色觸發閾值),輸出情緒類型與強度分數。驗收:正向/負向/衝突語氣輸入分別得到對應標記。依據:§聊天系統架構圖「情緒標記器:為輸入評估情緒強度」。 -- [ ] **D-2 時間衰減(S)**:以半衰期函數隨時間回歸平靜,衰減速度由角色參數決定;跨 session 保留殘留情緒。驗收:模擬經過數小時後情緒值回落,重新開啟 session 仍讀得到殘留。依據:§情緒狀態機「跨 session 保留情緒殘留……但隨時間衰減」。 -- [ ] **D-3 情緒→回應風格輸出(S)**:把當前情緒轉為回應參數(語氣、句長、主動性),提供給 F 群組的上下文組裝器。驗收:愉悅時參數指向「多話」、低落時指向「簡短」。依據:§情緒狀態機「情緒狀態影響:回覆語氣、用詞選擇、主動性」。 -- [ ] **D-4 情緒狀態機(M)**:實作平靜/愉悅/低落/警戒的轉移規則(正向互動、負向事件、偵測衝突語氣、確認無威脅、衝突持續),並加入害羞與彆扭兩個狀態(供 G-4 可愛度行為使用)。驗收:依 wiki 狀態圖的每條轉移邊都有對應測試通過。依據:§情緒狀態機 stateDiagram、§可愛度設計「情緒引擎新增『羞』狀態」。 -- [ ] **D-V 階段驗證(XS)**:`npm run restart && npm run smoke -- D`(D.mjs:連續負向輸入→進警戒;模擬時間推進→回平靜;跨 session 讀回殘留)。 +- [x] **D-1 情緒標記器(S)**:實作 `EmotionTagger` 介面與規則版實作(關鍵字+輸入特徵+角色觸發閾值),輸出情緒類型與強度分數。驗收:正向/負向/衝突語氣輸入分別得到對應標記。依據:§聊天系統架構圖「情緒標記器:為輸入評估情緒強度」。 +- [x] **D-2 時間衰減(S)**:以半衰期函數隨時間回歸平靜,衰減速度由角色參數決定;跨 session 保留殘留情緒。驗收:模擬經過數小時後情緒值回落,重新開啟 session 仍讀得到殘留。依據:§情緒狀態機「跨 session 保留情緒殘留……但隨時間衰減」。 +- [x] **D-3 情緒→回應風格輸出(S)**:把當前情緒轉為回應參數(語氣、句長、主動性),提供給 F 群組的上下文組裝器。驗收:愉悅時參數指向「多話」、低落時指向「簡短」。依據:§情緒狀態機「情緒狀態影響:回覆語氣、用詞選擇、主動性」。 +- [x] **D-4 情緒狀態機(M)**:實作平靜/愉悅/低落/警戒的轉移規則(正向互動、負向事件、偵測衝突語氣、確認無威脅、衝突持續),並加入害羞與彆扭兩個狀態(供 G-4 可愛度行為使用)。驗收:依 wiki 狀態圖的每條轉移邊都有對應測試通過。依據:§情緒狀態機 stateDiagram、§可愛度設計「情緒引擎新增『羞』狀態」。 +- [x] **D-V 階段驗證(XS)**:`npm run restart && npm run smoke -- D`(D.mjs:連續負向輸入→進警戒;模擬時間推進→回平靜;跨 session 讀回殘留)。 + +> **實作記錄(D 群組)**: +> - 情緒引擎放在 `apps/api/src/emotion/`。`EmotionState` 的 6 個浮點欄位(calm/joy/sad/alert/shy/grumpy)**不是各自獨立累積**,而是「當下只有一個主導情緒+其強度」:`dominantState()` 取非平靜維度中數值最高且超過門檻(5)者,狀態轉移發生時會把其餘維度清零、只把目標維度設成新強度。這是刻意的設計取捨——避免連續多種訊號各自累加造成無來源依據的隱性轉移,讓 D-4 的邊全部可預期、可測試。之後 G 群組若要疊加「性格參數影響情緒外顯度」,建議在讀出 `dominantState` 之後的顯示層做縮放,不要改動這裡的儲存邏輯。 +> - D-4 狀態機**只實作 wiki 狀態圖 + 可愛度設計明訂的邊**(`apps/api/src/emotion/emotion-state-machine.ts`),刻意不外推「愉悅/低落/害羞」之間的直接互轉——這些狀態目前只能先衰減回平靜,才能被新訊號帶往別的狀態。害羞(被稱讚觸發)與彆扭(被忽略/比較等小型負向觸發,被哄後快速恢復)是本群組依「可愛度設計」章節新增,wiki 原始狀態圖沒有畫出來。 +> - 時間衰減用半衰期公式(預設 2 小時,`processInput`/`getState` 皆可傳 `halfLifeMs` 覆寫),衰減與情緒讀寫都走資料庫的 `EmotionState.updatedAt`,天生跨 session/跨行程持久,不需要额外的殘留儲存機制。 +> - `GET/POST /emotion/:characterId`、`.../input`、`.../response-style` 同樣是**工程內部驗證用端點**,性質與 C 群組的 `/memory/*` 一致,等 F/H 群組整合對話管線時再決定去留。 +> - D-1 的關鍵字表與觸發優先序(衝突 > 稱讚/害羞 > 輕度負向/彆扭 > 一般負向 > 正向)、D-3 的回應風格對照表都只是 Mock 階段的規則版本;R-3 接上真實 LLM 後,這兩塊要嘛保留作為安全網、要嘛被模型自身的語氣調節取代,屆時再一併決定。 ### E. 關係子系統