feat: 完成 D 群組 — 情緒子系統
- RuleBasedEmotionTagger:關鍵字比對輸出情緒類型與強度(衝突/稱讚/輕度負向/一般負向/正向五級優先序) - EmotionService:以資料庫 EmotionState 為單一事實來源,dominantState 取非平靜維度最高者, 半衰期時間衰減(預設 2 小時,可覆寫),狀態轉移時清零其餘維度只設定目標維度 - emotion-state-machine:只實作 wiki 狀態圖與可愛度設計明訂的邊(平靜/愉悅/低落/警戒/害羞/彆扭) - response-style:情緒 → 語氣/句長/主動性,供 F 群組上下文組裝器使用 - apps/api 新增 /emotion/* 端點作為引擎驗證介面 - scripts/smoke/D.mjs:涵蓋 D-1~D-4 全部轉移邊、回應風格對應、時間衰減與跨 session 殘留驗證 npm run restart && npm run smoke -- D 皆通過(D-V),A/B/C 群組冒煙測試無回歸。
This commit is contained in:
@@ -2,9 +2,10 @@ import { Module } from "@nestjs/common";
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import { HealthController } from "./health/health.controller.js";
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import { CharactersModule } from "./characters/characters.module.js";
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import { MemoryModule } from "./memory/memory.module.js";
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import { EmotionModule } from "./emotion/emotion.module.js";
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@Module({
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imports: [CharactersModule, MemoryModule],
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imports: [CharactersModule, MemoryModule, EmotionModule],
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controllers: [HealthController],
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})
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export class AppModule {}
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@@ -0,0 +1,44 @@
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import type { EmotionTag } from "@kokorone/shared";
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import type { EmotionSignal } from "./emotion-tagger.js";
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export interface TransitionContext {
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threatConfirmedSafe?: boolean; // 警戒 --> 平靜:確認無威脅
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conflictContinues?: boolean; // 警戒 --> 低落:衝突持續
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comforted?: boolean; // 低落 --> 平靜:被安慰
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placated?: boolean; // 彆扭 --> 平靜:被哄
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}
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// 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,
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// 避免無來源依據地讓「愉悅/低落/害羞」彼此互轉。
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export function nextEmotionState(
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current: EmotionTag,
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signal: EmotionSignal,
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context: TransitionContext = {},
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): EmotionTag {
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if (current === "ALERT") {
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if (context.threatConfirmedSafe) {
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return "CALM"; // 警戒 --> 平靜:確認無威脅
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}
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if (context.conflictContinues) {
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return "SAD"; // 警戒 --> 低落:衝突持續
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}
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return current;
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}
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if (current === "GRUMPY") {
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if (context.placated) {
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return "CALM"; // 彆扭 --> 平靜:被哄
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}
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return current;
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}
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if (current === "SAD" && context.comforted) {
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return "CALM"; // 低落 --> 平靜:被安慰
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}
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if (current === "CALM" && signal.tag !== "CALM") {
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return signal.tag; // 平靜 --> 愉悅/低落/警戒/害羞/彆扭:對應觸發訊號
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}
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return current;
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}
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@@ -0,0 +1,68 @@
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import { Injectable } from "@nestjs/common";
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import type { EmotionTag } from "@kokorone/shared";
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export interface EmotionTaggerInput {
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text: string;
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// 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)。
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triggerThreshold?: number;
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}
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export interface EmotionSignal {
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tag: EmotionTag;
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intensity: number; // 0~1
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}
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export interface EmotionTagger {
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tag(input: EmotionTaggerInput): EmotionSignal;
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}
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// 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。
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const CONFLICT_KEYWORDS = ["滾", "閉嘴", "白痴", "笨蛋", "憑什麼", "少管我", "去死", "揍你", "威脅"];
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const PRAISE_KEYWORDS = ["好可愛", "好漂亮", "好帥", "喜歡你", "好厲害", "太可愛了"];
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const MINOR_NEGATIVE_KEYWORDS = ["不理我", "都不陪我", "比較喜歡", "都在誇", "忽略我"];
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const NEGATIVE_KEYWORDS = ["討厭", "難過", "失望", "傷心", "不喜歡", "無聊", "煩", "委屈"];
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const POSITIVE_KEYWORDS = ["謝謝", "喜歡", "開心", "好棒", "加油", "辛苦了", "太好了", "愛你"];
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function countHits(text: string, keywords: string[]): number {
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return keywords.reduce((count, keyword) => (text.includes(keyword) ? count + 1 : count), 0);
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}
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function clamp01(value: number): number {
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return Math.max(0, Math.min(1, value));
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}
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// 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。
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@Injectable()
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export class RuleBasedEmotionTagger implements EmotionTagger {
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tag(input: EmotionTaggerInput): EmotionSignal {
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const { text } = input;
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const threshold = input.triggerThreshold ?? 1;
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const conflictHits = countHits(text, CONFLICT_KEYWORDS);
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if (conflictHits > 0) {
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return { tag: "ALERT", intensity: clamp01((0.7 * conflictHits) / threshold) };
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}
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const praiseHits = countHits(text, PRAISE_KEYWORDS);
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if (praiseHits > 0) {
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return { tag: "SHY", intensity: clamp01((0.6 * praiseHits) / threshold) };
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}
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const minorNegativeHits = countHits(text, MINOR_NEGATIVE_KEYWORDS);
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if (minorNegativeHits > 0) {
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return { tag: "GRUMPY", intensity: clamp01((0.4 * minorNegativeHits) / threshold) };
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}
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const negativeHits = countHits(text, NEGATIVE_KEYWORDS);
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if (negativeHits > 0) {
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return { tag: "SAD", intensity: clamp01((0.5 * negativeHits) / threshold) };
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}
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const positiveHits = countHits(text, POSITIVE_KEYWORDS);
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if (positiveHits > 0) {
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return { tag: "JOY", intensity: clamp01((0.5 * positiveHits) / threshold) };
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}
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return { tag: "CALM", intensity: 0 };
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}
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}
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@@ -0,0 +1,41 @@
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import { Body, Controller, Get, Param, Post, Query } from "@nestjs/common";
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import { EmotionService } from "./emotion.service.js";
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interface ProcessInputBody {
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text: string;
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triggerThreshold?: number;
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halfLifeMs?: number;
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now?: string;
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threatConfirmedSafe?: boolean;
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conflictContinues?: boolean;
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comforted?: boolean;
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placated?: boolean;
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}
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@Controller("emotion")
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export class EmotionController {
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constructor(private readonly emotion: EmotionService) {}
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@Get(":characterId")
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async getState(@Param("characterId") characterId: string, @Query("now") now?: string) {
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return this.emotion.getState(characterId, now ? new Date(now) : undefined);
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}
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@Get(":characterId/response-style")
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async getResponseStyle(@Param("characterId") characterId: string, @Query("now") now?: string) {
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return this.emotion.getResponseStyle(characterId, now ? new Date(now) : undefined);
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}
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@Post(":characterId/input")
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async processInput(@Param("characterId") characterId: string, @Body() body: ProcessInputBody) {
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return this.emotion.processInput(characterId, body.text, {
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triggerThreshold: body.triggerThreshold,
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halfLifeMs: body.halfLifeMs,
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now: body.now ? new Date(body.now) : undefined,
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threatConfirmedSafe: body.threatConfirmedSafe,
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conflictContinues: body.conflictContinues,
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comforted: body.comforted,
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placated: body.placated,
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});
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}
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}
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@@ -0,0 +1,13 @@
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import { Module } from "@nestjs/common";
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import { PrismaModule } from "../prisma/prisma.module.js";
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import { RuleBasedEmotionTagger } from "./emotion-tagger.js";
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import { EmotionService } from "./emotion.service.js";
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import { EmotionController } from "./emotion.controller.js";
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@Module({
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imports: [PrismaModule],
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controllers: [EmotionController],
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providers: [RuleBasedEmotionTagger, EmotionService],
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exports: [RuleBasedEmotionTagger, EmotionService],
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})
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export class EmotionModule {}
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@@ -0,0 +1,140 @@
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import { Injectable } from "@nestjs/common";
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import type { EmotionTag, EmotionState } from "@kokorone/shared";
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import { PrismaService } from "../prisma/prisma.service.js";
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import { RuleBasedEmotionTagger } from "./emotion-tagger.js";
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import { nextEmotionState, type TransitionContext } from "./emotion-state-machine.js";
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import { toResponseStyle, type ResponseStyle } from "./response-style.js";
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// 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。
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const DEFAULT_HALF_LIFE_MS = 2 * 60 * 60 * 1000;
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// 低於此值視為「沒有明顯情緒」,dominantState 回報平靜。
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const DOMINANT_EPSILON = 5;
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interface Dimensions {
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calm: number;
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joy: number;
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sad: number;
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alert: number;
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shy: number;
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grumpy: number;
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}
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const NON_CALM_TAGS: Exclude<EmotionTag, "CALM">[] = ["JOY", "SAD", "ALERT", "SHY", "GRUMPY"];
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function fieldFor(tag: Exclude<EmotionTag, "CALM">): "joy" | "sad" | "alert" | "shy" | "grumpy" {
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return tag.toLowerCase() as "joy" | "sad" | "alert" | "shy" | "grumpy";
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}
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function dominantState(dims: Dimensions): EmotionTag {
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let best: EmotionTag = "CALM";
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let bestValue = DOMINANT_EPSILON;
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for (const tag of NON_CALM_TAGS) {
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const value = dims[fieldFor(tag)];
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if (value > bestValue) {
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best = tag;
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bestValue = value;
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}
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}
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return best;
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}
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function decayDimensions(dims: Dimensions, elapsedMs: number, halfLifeMs: number): Dimensions {
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const factor = elapsedMs > 0 ? Math.pow(0.5, elapsedMs / halfLifeMs) : 1;
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const joy = dims.joy * factor;
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const sad = dims.sad * factor;
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const alert = dims.alert * factor;
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const shy = dims.shy * factor;
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const grumpy = dims.grumpy * factor;
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const calm = Math.max(0, Math.min(100, 100 - (joy + sad + alert + shy + grumpy)));
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return { calm, joy, sad, alert, shy, grumpy };
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}
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export interface ProcessInputOptions extends TransitionContext {
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triggerThreshold?: number;
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halfLifeMs?: number;
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now?: Date;
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}
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function toDomain(characterId: string, dims: Dimensions, updatedAt: Date): EmotionState {
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return {
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characterId,
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calm: dims.calm,
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joy: dims.joy,
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sad: dims.sad,
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alert: dims.alert,
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shy: dims.shy,
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grumpy: dims.grumpy,
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updatedAt: updatedAt.toISOString(),
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};
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}
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@Injectable()
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export class EmotionService {
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constructor(
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private readonly prisma: PrismaService,
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private readonly tagger: RuleBasedEmotionTagger,
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) {}
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async getState(characterId: string, now: Date = new Date()): Promise<EmotionState> {
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const { dims, updatedAt } = await this.decayedDimensions(characterId, now);
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await this.persist(characterId, dims, now);
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return toDomain(characterId, dims, now);
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}
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async getResponseStyle(characterId: string, now: Date = new Date()): Promise<ResponseStyle> {
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const state = await this.getState(characterId, now);
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return toResponseStyle(dominantState(state));
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}
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async processInput(
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characterId: string,
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text: string,
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options: ProcessInputOptions = {},
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): Promise<{ state: EmotionState; style: ResponseStyle }> {
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const now = options.now ?? new Date();
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const { dims: decayed } = await this.decayedDimensions(characterId, now, options.halfLifeMs);
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const currentDominant = dominantState(decayed);
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const signal = this.tagger.tag({ text, triggerThreshold: options.triggerThreshold });
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const next = nextEmotionState(currentDominant, signal, options);
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let updated: Dimensions;
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if (next === currentDominant) {
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updated = decayed;
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} else if (next === "CALM") {
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updated = { calm: 100, joy: 0, sad: 0, alert: 0, shy: 0, grumpy: 0 };
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} else {
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const intensityValue = Math.max(20, signal.intensity * 100);
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updated = { calm: Math.max(0, 100 - intensityValue), joy: 0, sad: 0, alert: 0, shy: 0, grumpy: 0 };
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updated[fieldFor(next)] = intensityValue;
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}
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await this.persist(characterId, updated, now);
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return { state: toDomain(characterId, updated, now), style: toResponseStyle(next) };
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}
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private async decayedDimensions(
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characterId: string,
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now: Date,
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halfLifeMs = DEFAULT_HALF_LIFE_MS,
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): Promise<{ dims: Dimensions; updatedAt: Date }> {
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const row = await this.prisma.client.emotionState.upsert({
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where: { characterId },
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update: {},
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create: { characterId },
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});
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const elapsedMs = now.getTime() - row.updatedAt.getTime();
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const dims = decayDimensions(row, elapsedMs, halfLifeMs);
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return { dims, updatedAt: row.updatedAt };
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}
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private async persist(characterId: string, dims: Dimensions, now: Date): Promise<void> {
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await this.prisma.client.emotionState.update({
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where: { characterId },
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data: { ...dims, updatedAt: now },
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});
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}
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}
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export { dominantState };
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@@ -0,0 +1,21 @@
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import type { EmotionTag } from "@kokorone/shared";
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export interface ResponseStyle {
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tone: string; // 語氣
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sentenceLength: "short" | "medium" | "long"; // 句長
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initiative: "low" | "medium" | "high"; // 主動性
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}
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// 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。
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const STYLE_BY_TAG: Record<EmotionTag, ResponseStyle> = {
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CALM: { tone: "平穩自然", sentenceLength: "medium", initiative: "medium" },
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JOY: { tone: "開朗雀躍、多話", sentenceLength: "long", initiative: "high" },
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SAD: { tone: "低落安靜、簡短", sentenceLength: "short", initiative: "low" },
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ALERT: { tone: "警戒防備", sentenceLength: "short", initiative: "low" },
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SHY: { tone: "害羞結巴", sentenceLength: "short", initiative: "low" },
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GRUMPY: { tone: "嘴硬彆扭", sentenceLength: "medium", initiative: "medium" },
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};
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export function toResponseStyle(tag: EmotionTag): ResponseStyle {
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return STYLE_BY_TAG[tag];
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}
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@@ -0,0 +1,142 @@
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import { prisma } from "@kokorone/db";
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const API_PORT = process.env.PORT_API ?? "3001";
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const CHARACTER_ID = "seed-character-genki";
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const ORIGINAL_EMOTION = { calm: 70, joy: 20, sad: 0, alert: 0, shy: 0, grumpy: 0 };
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const BASELINE = { calm: 100, joy: 0, sad: 0, alert: 0, shy: 0, grumpy: 0 };
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async function resetEmotion(overrides = BASELINE) {
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await prisma.emotionState.upsert({
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where: { characterId: CHARACTER_ID },
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update: { ...overrides, updatedAt: new Date() },
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create: { characterId: CHARACTER_ID, ...overrides },
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});
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}
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async function postInput(body) {
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const res = await fetch(`http://localhost:${API_PORT}/emotion/${CHARACTER_ID}/input`, {
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method: "POST",
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headers: { "Content-Type": "application/json" },
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body: JSON.stringify(body),
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});
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if (!res.ok) {
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throw new Error(`POST /emotion/${CHARACTER_ID}/input 回傳 ${res.status}`);
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}
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return res.json();
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}
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async function getState(now) {
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const url = `http://localhost:${API_PORT}/emotion/${CHARACTER_ID}${now ? `?now=${encodeURIComponent(now)}` : ""}`;
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const res = await fetch(url);
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if (!res.ok) {
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throw new Error(`GET /emotion/${CHARACTER_ID} 回傳 ${res.status}`);
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}
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return res.json();
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}
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function dominantOf(state) {
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const candidates = [
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["JOY", state.joy],
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["SAD", state.sad],
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["ALERT", state.alert],
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["SHY", state.shy],
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["GRUMPY", state.grumpy],
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];
|
||||
const [tag, value] = candidates.reduce((best, cur) => (cur[1] > best[1] ? cur : best), ["CALM", 5]);
|
||||
return value > 5 ? tag : "CALM";
|
||||
}
|
||||
|
||||
function assertDominant(state, expected, label) {
|
||||
const actual = dominantOf(state);
|
||||
if (actual !== expected) {
|
||||
throw new Error(`${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);
|
||||
}
|
||||
@@ -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
|
||||
|
||||
|
||||
Reference in New Issue
Block a user