chore: add extensions/ directory (real location for goal-driven-loop extension)
Skill lives at .agents/skills/goal-driven-loop (symlinked from .pi/skills/) Extension lives at extensions/goal-driven-loop (symlinked from .pi/extensions/)
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/**
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* goal-driven-loop extension for Pi.
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*
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* Wires together trigger detection, state injection, and timed
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* auto-defaults to eliminate unnecessary user interaction.
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*/
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import type { ExtensionAPI, ExtensionContext } from "@earendil-works/pi-coding-agent";
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import { join } from "node:path";
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import { existsSync, unlinkSync } from "node:fs";
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import { detectTrigger, isCoarseGrained } from "./trigger-detector.js";
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import {
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readGoalState,
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buildInjectionText,
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buildContinuationPrompt,
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type GoalState,
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} from "./state-injector.js";
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import {
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promptStaleState,
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notifyCoarseGrainedDelegation,
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notifyMidLoopUpgrade,
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notifyStagnation,
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shouldNotifyStagnation,
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type UIContext,
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} from "./ui-prompts.js";
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const CONTEXT_TENSION_THRESHOLD = 0.8;
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const STAGNATION_KEYWORDS = [
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"found",
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"fixed",
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"implemented",
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"added",
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"refactored",
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"verified",
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];
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const ABANDON_KEYWORDS = ["abandon", "cancel", "不要了", "放弃", "停"];
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function buildUIContext(ctx: ExtensionContext): UIContext {
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return {
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hasUI: ctx.hasUI,
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select: ctx.ui.select.bind(ctx.ui),
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notify: ctx.ui.notify.bind(ctx.ui),
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confirm: ctx.ui.confirm.bind(ctx.ui),
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};
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}
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function handleAbandon(ctx: ExtensionContext): void {
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const goalPath = join(ctx.cwd, ".agents", "goal", "GOAL.md");
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try {
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if (existsSync(goalPath)) {
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unlinkSync(goalPath);
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}
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} catch {
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// best effort
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}
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if (ctx.hasUI) {
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ctx.ui.notify("目标已放弃", "info");
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}
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}
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/**
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* Check if the progress log shows stagnation (dual signal).
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* Stagnation = criteria passing count unchanged for 3 iterations
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* AND no progress keywords in the last 3 iterations.
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*/
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function detectStagnation(state: GoalState): boolean {
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// Signal 1: We can't compare passing counts across iterations
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// from the file alone without history. Instead, check if the
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// last 3 iteration headers exist but have no progress keywords.
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// For a more robust check, the skill should track passing count
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// history in GOAL.md. For now, we rely on the skill's own
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// stagnation detection and the extension's stagnation counter.
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return false; // Placeholder — skill-side detection is authoritative
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}
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export default function (pi: ExtensionAPI) {
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let consecutiveStagnations = 0;
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// ---- Trigger detection on user input ----
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pi.on("input", async (event, ctx) => {
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if (event.source === "extension") {
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return { action: "continue" };
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}
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// Check for explicit abandon first
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const lowerText = event.text.toLowerCase();
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const isAbandon = ABANDON_KEYWORDS.some((kw) =>
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lowerText.includes(kw.toLowerCase())
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);
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if (isAbandon) {
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const state = readGoalState(ctx.cwd);
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if (state) {
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handleAbandon(ctx);
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return { action: "continue" };
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}
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}
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// Try to detect a goal-setting trigger
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const match = detectTrigger(event.text);
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if (!match) {
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return { action: "continue" };
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}
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// Trigger detected — check stale state
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const existingState = readGoalState(ctx.cwd);
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if (existingState && existingState.status === "in-progress") {
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const ui = buildUIContext(ctx);
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const choice = await promptStaleState(ui);
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if (choice === "abandon") {
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handleAbandon(ctx);
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return { action: "continue" };
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}
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if (choice === "replace") {
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// Let the skill handle replacement on the next turn
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return { action: "continue" };
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}
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// "continue" or undefined → let the skill resume
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}
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// Granularity check
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if (isCoarseGrained(match.goalText)) {
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const ui = buildUIContext(ctx);
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notifyCoarseGrainedDelegation(ui, match.goalText);
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// Check if comet is available (has openspec directory)
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const hasOpenspec = existsSync(join(ctx.cwd, "openspec"));
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if (hasOpenspec) {
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pi.sendUserMessage(`/skill:comet-open ${match.goalText}`, {
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deliverAs: "followUp",
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});
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} else {
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// Fallback: inject multi-stage mode instruction
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pi.sendMessage(
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{
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customType: "goal-driven-loop-coarse-fallback",
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content: `Coarse-grained goal detected but comet unavailable. Running in multi-stage mode. Split the goal into phases and verify each one:\n\n${match.goalText}`,
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display: true,
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},
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{ triggerTurn: true, deliverAs: "followUp" }
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);
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}
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return { action: "continue" };
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}
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// Fine-grained — let the skill handle it
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return { action: "continue" };
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});
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// ---- State injection on every agent start ----
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pi.on("before_agent_start", async (event, ctx) => {
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const state = readGoalState(ctx.cwd);
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if (!state) {
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return;
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}
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// Context tension check
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const usage = ctx.getContextUsage();
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if (
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usage &&
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usage.contextWindow > 0 &&
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usage.tokens / usage.contextWindow > CONTEXT_TENSION_THRESHOLD
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) {
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const continuationMsg = buildContinuationPrompt(state);
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return {
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systemPrompt:
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event.systemPrompt +
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"\n\n" +
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continuationMsg +
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"\n\nContext is tight. Finalize .agents/goal/GOAL.md updates before completing this turn.",
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};
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}
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// Stagnation auto-recovery injection
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if (state.status === "blocked") {
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consecutiveStagnations++;
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if (shouldNotifyStagnation(consecutiveStagnations)) {
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const ui = buildUIContext(ctx);
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notifyStagnation(
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ui,
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state.goal,
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state.passedCriteria,
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state.totalCriteria,
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state.iteration
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);
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} else {
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// Auto-inject strategy-change prompt
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return {
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systemPrompt:
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event.systemPrompt +
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"\n\n" +
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buildInjectionText(state) +
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"\n\n[goal-driven-loop STAGNATION RECOVERY] Previous approach not making progress. Try: a different tool/library, refactor before retry, or split the failing criterion into sub-steps.",
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};
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}
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}
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// Normal goal state injection
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if (state.status !== "blocked") {
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consecutiveStagnations = 0;
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}
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const injection = buildInjectionText(state);
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return {
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systemPrompt: event.systemPrompt + "\n\n" + injection,
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};
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});
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}
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