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Add the shared pet engine under agent/pet/: spritesheet manifest loading and in-process caching, six-state animation model, frame rendering, and the persistent pet store. Register the display.pet config block (pet, scale, enabled, etc.) that every surface reads from. Covered by tests/agent/test_pet_engine.py.
81 lines
2.8 KiB
Python
81 lines
2.8 KiB
Python
"""Map agent activity → a :class:`PetState`.
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This is the one place the "what is the agent doing right now?" → "which
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animation row?" decision lives. Each surface feeds it the signals it already
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tracks:
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- CLI — ``KawaiiSpinner`` waiting/thinking state + tool outcomes.
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- TUI — gateway ``tool.start/complete`` + ``message.delta/complete`` events.
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- Desktop — the ``$busy``/``$awaitingResponse``/tool-event nanostores
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(re-implemented in TS, but mirroring this priority order).
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Keeping the priority order here (and documenting it) lets the TypeScript
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mirror stay faithful without a second design.
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"""
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from __future__ import annotations
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from collections.abc import Iterable
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from typing import Any
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from agent.pet.constants import PetState
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def todos_all_done(todos: Iterable[Any] | None) -> bool:
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"""True iff there's ≥1 todo and every one is completed/cancelled.
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The "celebrate" beat (``JUMP``) fires when a plan finishes; this mirrors
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the TUI's ``isTodoDone`` so the trigger is defined once across surfaces.
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Accepts dicts (``{"status": ...}``) or objects with a ``status`` attr.
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"""
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items = list(todos or [])
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if not items:
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return False
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def _status(t: Any) -> Any:
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return t.get("status") if isinstance(t, dict) else getattr(t, "status", None)
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return all(_status(t) in ("completed", "cancelled") for t in items)
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def derive_pet_state(
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*,
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busy: bool = False,
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awaiting_input: bool = False,
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error: bool = False,
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celebrate: bool = False,
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just_completed: bool = False,
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tool_running: bool = False,
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reasoning: bool = False,
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) -> PetState:
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"""Resolve the animation state from coarse activity signals.
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Priority (highest first) — only one row can show at a time, so the most
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salient signal wins:
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1. ``error`` → ``FAILED`` (a tool/turn just failed)
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2. ``celebrate`` → ``JUMP`` (explicit success beat, e.g. todos done)
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3. ``just_completed`` → ``WAVE`` (turn finished cleanly / greeting)
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4. ``awaiting_input`` → ``WAITING`` (blocked on the user — a clarify/approval
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prompt is open; this outranks the in-flight signals below because the turn
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is paused on *you*, even though a tool is technically mid-call)
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5. ``tool_running`` → ``RUN`` (a tool is executing)
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6. ``reasoning`` → ``REVIEW`` (model is thinking / reading)
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7. ``busy`` → ``RUN`` (turn in flight, unspecified work)
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8. otherwise → ``IDLE``
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"""
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if error:
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return PetState.FAILED
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if celebrate:
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return PetState.JUMP
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if just_completed:
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return PetState.WAVE
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if awaiting_input:
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return PetState.WAITING
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if tool_running:
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return PetState.RUN
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if reasoning:
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return PetState.REVIEW
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if busy:
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return PetState.RUN
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return PetState.IDLE
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