- ScheduleService:I-1 平日/週末/假期時段表(可為角色寫入高中生預設作息)、 I-3 時間感知(Asia/Taipei 當地時間,不受伺服器時區影響)、剛醒/睡前偵測 - constants.ts:I-2 時段狀態 → 回應可用度對照(FREE/SEMI_BUSY/BUSY/SLEEP → NORMAL/BRIEF/DELAYED/NO_REPLY),沒有作息表的角色一律視為 NORMAL(相容既有角色) - ScheduleExceptionService:I-4 三種破例(深夜還陪你聊/上課偷回訊息/為你調整行程), 各自獨立冷卻期,觸發時記入關係帳本 - ScheduleEmotionBaselineService:I-5 作息驅動情緒基線(社團剛結束的疲憊、假日偏高心情), 只在本輪沒有明確情緒訊號時介入,串接進 EmotionService.processInput 的新增選項 - OfflineEventService:I-6 離線事件生成,依「今天已發生的固定行程」挑選對應模板, 一天只生成一次,寫入低權重情節記憶 - DialogueService 整合以上機制:離線事件生成 → 情緒基線標記 → 累積親密度 → 作息可用度判定 → 不符合則嘗試破例 → 依可用度決定回覆內容 - 修正真實 bug:G-5 角色建立流程誤用 source=OFFLINE_GENERATED 標記背景故事, 與 I-6「今天是否已生成離線事件」的判斷共用同一標記,已改為 SOURCE_EXTRACTION - ChatView.tsx 補上 NO_REPLY/context 為 null 的防呆(作息可用度整合後的必要調整) - scripts/smoke/I.mjs:以獨立測試角色(避免污染種子角色的排程狀態)驗證全部六項 npm run restart && npm run smoke -- I 皆通過(I-V),A~H 群組冒煙測試無回歸。
156 lines
5.8 KiB
TypeScript
156 lines
5.8 KiB
TypeScript
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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import { getArchetypeParams } from "../personality/archetype-params.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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// 標記強度低於此值視為刺激太弱,不足以真正觸發情緒轉移(高情緒觸發閾值的原型因此「難觸發」)。
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const MIN_TRIGGER_INTENSITY = 0.25;
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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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// I-5:本輪對話沒有明確情緒訊號時,套用作息驅動的基線情緒(不覆蓋文字本身觸發的訊號)。
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baselineSignal?: { tag: EmotionTag; intensity: number };
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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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// G-1:情緒觸發閾值預設由角色性格原型決定,呼叫端仍可明確覆寫。
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const character = await this.prisma.client.character.findUniqueOrThrow({ where: { id: characterId } });
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const archetypeParams = getArchetypeParams(character.personalityArchetype);
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const triggerThreshold = options.triggerThreshold ?? archetypeParams.emotionTriggerThreshold;
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const rawSignal = this.tagger.tag({ text, triggerThreshold });
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// 情緒觸發閾值除了縮放強度,也要能讓「難觸發」原型對弱刺激完全不觸發(而不只是觸發得比較小力)。
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let signal = rawSignal.intensity < MIN_TRIGGER_INTENSITY ? { tag: "CALM" as const, intensity: 0 } : rawSignal;
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if (signal.tag === "CALM" && options.baselineSignal) {
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signal = options.baselineSignal;
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}
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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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