Files
pi-skills/extensions/goal-driven-loop/index.ts
T
张宗平 1eb98cdb3f 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/)
2026-06-10 21:04:28 +08:00

207 lines
6.1 KiB
TypeScript

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