Refactor activity system: energy-based probability, manual override, all 5 activity types
- Rewrite utils/activities.py with mood energy-driven activity probability (high-energy moods like excited/bubbly show activity ~80-85% of the time, low-energy moods like sleepy/melancholy only ~15-25%) - Add manual override system with 30-min auto-expiry for Web UI control - Support all 5 Discord activity types: listening, playing, watching, competing, streaming (with purple LIVE badge via discord.Streaming) - Add current activity tracking (get_current_activity) - Add force=True param to update_bot_presence for on_ready (bot.py) - Add 4 new API routes for manual override: GET/POST/DELETE /activities/current, POST /activities/current/auto - Expand activities.yaml from 139 to 157 entries, adding watching, competing, and streaming entries across 11 moods - Update Web UI: activity type dropdown with all 5 types, conditional URL field for streaming, 'Current Activity' override panel with set/clear/auto controls, type-aware icons and labels
This commit is contained in:
@@ -2,14 +2,17 @@
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"""
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Mood-based Discord activity status system.
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Loads activity definitions from activities.yaml and provides functions to:
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- Pick a weighted-random activity for a given mood
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- Update the bot's Discord presence (Listening/Playing)
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- Get/set activity data for the Web UI
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Activity display is driven by the autonomous engine's mood energy profiles:
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- High-energy moods (excited, bubbly) → almost always show an activity
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- Low-energy moods (sleepy, melancholy) → mostly idle, occasionally active
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- Manual override via Web UI bypasses automatic behavior
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Supports 5 activity types: listening, playing, watching, competing, streaming.
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"""
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import os
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import random
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import time
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import yaml
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import discord
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import globals
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@@ -19,16 +22,59 @@ logger = get_logger('activity')
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ACTIVITIES_FILE = os.path.join(os.path.dirname(os.path.dirname(__file__)), "activities.yaml")
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# All valid activity types
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VALID_ACTIVITY_TYPES = {"listening", "playing", "watching", "competing", "streaming"}
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# ── Activity probability per mood (derived from autonomous engine energy profiles) ──
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# Value = probability that the bot WILL have an activity (vs being idle).
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ACTIVITY_PROBABILITY = {
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# Normal moods
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"asleep": 0.00,
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"sleepy": 0.15,
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"melancholy": 0.25,
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"shy": 0.30,
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"irritated": 0.40,
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"neutral": 0.45,
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"serious": 0.50,
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"romantic": 0.55,
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"curious": 0.60,
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"angry": 0.60,
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"flirty": 0.65,
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"silly": 0.75,
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"bubbly": 0.80,
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"excited": 0.85,
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# Evil moods
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"melancholic": 0.25,
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"bored": 0.35,
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"contemptuous": 0.45,
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"evil_neutral": 0.50,
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"sarcastic": 0.55,
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"jealous": 0.60,
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"cunning": 0.65,
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"aggressive": 0.70,
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"playful_cruel": 0.70,
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"manic": 0.85,
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}
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# ── Manual override state ──
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_manual_override = False
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_manual_override_until = 0.0 # Unix timestamp; 0 = no override
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MANUAL_OVERRIDE_DURATION = 1800 # 30 minutes
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# ── Current activity tracking ──
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_current_activity = None # dict: {type, name, state, url} or None
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# Cache: (data_dict, file_mtime)
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_activities_cache = None
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_cache_mtime = 0.0
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# ══════════════════════════════════════════════════════════════════════════════
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# YAML Loading / Saving
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# ══════════════════════════════════════════════════════════════════════════════
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def _load_activities(force=False):
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"""Load activities.yaml with file-mtime-based caching.
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Returns the full dict: {"normal": {...}, "evil": {...}}
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"""
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"""Load activities.yaml with file-mtime-based caching."""
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global _activities_cache, _cache_mtime
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try:
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@@ -60,7 +106,6 @@ def save_activities(data: dict):
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with open(ACTIVITIES_FILE, "w", encoding="utf-8") as f:
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yaml.dump(data, f, default_flow_style=False, allow_unicode=True, sort_keys=False)
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# Update cache immediately
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_activities_cache = data
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_cache_mtime = os.path.getmtime(ACTIVITIES_FILE)
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logger.info(f"Saved activities to {ACTIVITIES_FILE}")
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@@ -69,6 +114,10 @@ def save_activities(data: dict):
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raise
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# ══════════════════════════════════════════════════════════════════════════════
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# CRUD for activity data (used by Web UI)
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# ══════════════════════════════════════════════════════════════════════════════
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def get_all_activities() -> dict:
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"""Return the full activities dict (normal + evil sections)."""
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return _load_activities()
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@@ -83,28 +132,31 @@ def get_activities_for_mood(mood_name: str, is_evil: bool = False) -> list:
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def set_activities_for_mood(mood_name: str, is_evil: bool, activities: list):
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"""Validate and save updated activity list for a mood.
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Args:
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mood_name: mood key (e.g. "bubbly", "aggressive")
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is_evil: True for evil section, False for normal
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activities: list of dicts with keys {type, name, weight}
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activities: list of dicts with keys {type, name, weight, [state], [url]}
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Raises:
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ValueError: if validation fails
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"""
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# Validate
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valid_types = {"listening", "playing"}
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for i, entry in enumerate(activities):
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if not isinstance(entry, dict):
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raise ValueError(f"Entry {i} must be a dict, got {type(entry).__name__}")
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if entry.get("type") not in valid_types:
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raise ValueError(f"Entry {i} has invalid type '{entry.get('type')}', must be 'listening' or 'playing'")
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if entry.get("type") not in VALID_ACTIVITY_TYPES:
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raise ValueError(
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f"Entry {i} has invalid type '{entry.get('type')}', "
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f"must be one of: {', '.join(sorted(VALID_ACTIVITY_TYPES))}"
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)
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if not entry.get("name") or not isinstance(entry["name"], str):
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raise ValueError(f"Entry {i} must have a non-empty string 'name'")
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if not isinstance(entry.get("weight", 0), int) or entry.get("weight", 0) < 1:
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raise ValueError(f"Entry {i} weight must be a positive integer")
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if "state" in entry and entry["state"] is not None and not isinstance(entry["state"], str):
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raise ValueError(f"Entry {i} 'state' must be a string if provided")
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if "url" in entry and entry["url"] is not None and not isinstance(entry["url"], str):
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raise ValueError(f"Entry {i} 'url' must be a string if provided")
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section = "evil" if is_evil else "normal"
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data = _load_activities()
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@@ -114,38 +166,157 @@ def set_activities_for_mood(mood_name: str, is_evil: bool, activities: list):
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save_activities(data)
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# ══════════════════════════════════════════════════════════════════════════════
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# Activity Selection
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# ══════════════════════════════════════════════════════════════════════════════
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def pick_activity_for_mood(mood_name: str, is_evil: bool = False):
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"""Pick a weighted-random activity for a mood.
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Returns:
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tuple: (activity_type, name, state) e.g. ("listening", "World is Mine", "by ryo (supercell)")
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state may be None if not defined. Fallback: ("listening", "Vocaloid", None)
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dict: {"type": ..., "name": ..., "state": ..., "url": ...}
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state and url may be None.
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Returns None if mood has no entries.
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"""
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activities = get_activities_for_mood(mood_name, is_evil)
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if not activities:
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logger.debug(f"No activities defined for {'evil/' if is_evil else ''}{mood_name}, using fallback")
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return ("listening", "Vocaloid", None)
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return None
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# Weighted random selection
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weights = [entry.get("weight", 1) for entry in activities]
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chosen = random.choices(activities, weights=weights, k=1)[0]
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return (chosen["type"], chosen["name"], chosen.get("state"))
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return {
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"type": chosen["type"],
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"name": chosen["name"],
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"state": chosen.get("state"),
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"url": chosen.get("url"),
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}
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async def update_bot_presence(mood_name: str, is_evil: bool = False):
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def should_have_activity(mood_name: str) -> bool:
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"""Decide whether the bot should show an activity for this mood.
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Based on mood energy: high-energy moods are more likely to be active,
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low-energy moods are more likely to be idle.
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"""
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probability = ACTIVITY_PROBABILITY.get(mood_name, 0.45)
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return random.random() < probability
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# ══════════════════════════════════════════════════════════════════════════════
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# Manual Override
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# ══════════════════════════════════════════════════════════════════════════════
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def is_manual_override_active() -> bool:
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"""Check if a manual override is in effect (hasn't expired)."""
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global _manual_override
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if not _manual_override:
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return False
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if _manual_override_until > 0 and time.time() > _manual_override_until:
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_manual_override = False
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logger.info("Manual override expired, returning to automatic mode")
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return False
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return True
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def set_manual_override(duration: int = MANUAL_OVERRIDE_DURATION):
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"""Activate manual override for the given duration (seconds)."""
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global _manual_override, _manual_override_until
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_manual_override = True
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_manual_override_until = time.time() + duration
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logger.info(f"Manual override activated for {duration}s")
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def clear_manual_override():
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"""Deactivate manual override immediately."""
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global _manual_override, _manual_override_until
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_manual_override = False
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_manual_override_until = 0.0
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logger.info("Manual override cleared")
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# ══════════════════════════════════════════════════════════════════════════════
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# Current Activity Tracking
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# ══════════════════════════════════════════════════════════════════════════════
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def get_current_activity():
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"""Return the current activity dict or None if idle."""
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return _current_activity
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def _set_current_activity(activity_dict):
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"""Update the tracked current activity."""
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global _current_activity
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_current_activity = activity_dict
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# ══════════════════════════════════════════════════════════════════════════════
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# Discord Presence Updates
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# ══════════════════════════════════════════════════════════════════════════════
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def _build_activity(payload: dict):
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"""Build a discord.Activity (or discord.Streaming) from a payload dict."""
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atype = payload["type"]
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name = payload["name"]
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state = payload.get("state")
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url = payload.get("url")
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if atype == "streaming" and url:
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return discord.Streaming(name=name, url=url)
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type_map = {
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"listening": discord.ActivityType.listening,
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"playing": discord.ActivityType.playing,
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"watching": discord.ActivityType.watching,
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"competing": discord.ActivityType.competing,
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"streaming": discord.ActivityType.streaming, # fallback without url
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}
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return discord.Activity(
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type=type_map.get(atype, discord.ActivityType.playing),
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name=name,
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state=state,
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)
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def _activity_label(payload: dict) -> str:
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"""Human-readable label for logging."""
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atype = payload["type"]
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name = payload["name"]
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prefixes = {
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"listening": "Listening to",
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"playing": "Playing",
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"watching": "Watching",
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"competing": "Competing in",
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"streaming": "Streaming",
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}
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label = f"{prefixes.get(atype, 'Playing')} {name}"
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state = payload.get("state")
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if state:
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label += f" ({state})"
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return label
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async def update_bot_presence(mood_name: str, is_evil: bool = False, force: bool = False):
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"""Update the bot's Discord presence based on the current mood.
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- asleep: shows idle status, no activity
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- Other moods: shows "Listening to..." or "Playing..." with weighted-random pick
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- asleep: idle status, no activity
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- Manual override active: skip (unless force=True)
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- Energy-based probability: may choose to be idle instead of showing an activity
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- force=True bypasses both manual override and probability (used by on_ready and manual set)
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Args:
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mood_name: current mood key
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is_evil: whether evil mode is active
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force: bypass manual override and probability checks
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"""
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if not globals.client or not globals.client.is_ready():
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logger.debug("Bot not ready, skipping presence update")
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return
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try:
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# asleep → always idle
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if mood_name == "asleep":
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# While asleep: idle status, no activity
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_set_current_activity(None)
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await globals.client.change_presence(
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status=discord.Status.idle,
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activity=None
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@@ -153,31 +324,90 @@ async def update_bot_presence(mood_name: str, is_evil: bool = False):
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logger.info("Set presence: idle (asleep)")
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return
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activity_type, name, state = pick_activity_for_mood(mood_name, is_evil)
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# Check manual override (skip unless forced)
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if not force and is_manual_override_active():
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logger.debug("Manual override active, skipping automatic presence update")
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return
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if activity_type == "listening":
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activity = discord.Activity(type=discord.ActivityType.listening, name=name, state=state)
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log_label = f"Listening to {name}"
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else:
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activity = discord.Activity(type=discord.ActivityType.playing, name=name, state=state)
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log_label = f"Playing {name}"
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# Energy-based probability: should we show an activity at all?
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if not force and not should_have_activity(mood_name):
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await clear_bot_presence()
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logger.info(f"Decided to be idle (mood={'evil/' if is_evil else ''}{mood_name})")
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return
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if state:
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log_label += f" ({state})"
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# Pick a random activity for this mood
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chosen = pick_activity_for_mood(mood_name, is_evil)
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if not chosen:
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# No activities defined for this mood → idle
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await clear_bot_presence()
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logger.info(f"No activities for {'evil/' if is_evil else ''}{mood_name}, staying idle")
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return
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activity = _build_activity(chosen)
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label = _activity_label(chosen)
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_set_current_activity(chosen)
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await globals.client.change_presence(status=discord.Status.online, activity=activity)
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logger.info(f"Set presence: {log_label} (mood={'evil/' if is_evil else ''}{mood_name})")
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logger.info(f"Set presence: {label} (mood={'evil/' if is_evil else ''}{mood_name})")
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except Exception as e:
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logger.error(f"Failed to update bot presence: {e}")
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async def set_activity_manual(activity_type: str, name: str, state: str = None, url: str = None):
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"""Manually set the bot's activity (bypasses mood system).
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Raises:
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ValueError: if activity_type is invalid or streaming lacks url
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RuntimeError: if bot is not ready
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"""
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if activity_type not in VALID_ACTIVITY_TYPES:
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raise ValueError(f"Invalid type '{activity_type}', must be one of: {', '.join(sorted(VALID_ACTIVITY_TYPES))}")
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if not name or not isinstance(name, str):
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raise ValueError("name must be a non-empty string")
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if activity_type == "streaming" and not url:
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raise ValueError("streaming type requires a url")
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if not globals.client or not globals.client.is_ready():
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raise RuntimeError("Bot is not ready")
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payload = {"type": activity_type, "name": name, "state": state, "url": url}
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activity = _build_activity(payload)
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label = _activity_label(payload)
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_set_current_activity(payload)
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set_manual_override()
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await globals.client.change_presence(status=discord.Status.online, activity=activity)
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logger.info(f"Set presence (manual): {label}")
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async def clear_bot_presence():
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"""Clear the bot's activity (set to online with no activity)."""
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if not globals.client or not globals.client.is_ready():
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return
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try:
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_set_current_activity(None)
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await globals.client.change_presence(status=discord.Status.online, activity=None)
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logger.info("Cleared bot presence")
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except Exception as e:
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logger.error(f"Failed to clear bot presence: {e}")
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async def clear_activity_manual():
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"""Manually clear the bot's activity and activate manual override."""
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set_manual_override()
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await clear_bot_presence()
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logger.info("Cleared presence (manual override)")
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async def release_manual_override():
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"""Release manual override and immediately recalculate presence from current mood."""
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clear_manual_override()
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if globals.EVIL_MODE:
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mood = globals.EVIL_DM_MOOD
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is_evil = True
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else:
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mood = globals.DM_MOOD
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is_evil = False
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await update_bot_presence(mood, is_evil=is_evil, force=False)
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logger.info(f"Released manual override, recalculated for mood={'evil/' if is_evil else ''}{mood}")
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