/**
* @fileoverview React state handler implementation
* @module states
*/
import { StateHandler } from './StateHandler.js'
import { States, Emotions } from '../constants.js'
/**
* Handler for the React state
* @class
* @extends StateHandler
*/
export class ReactStateHandler extends StateHandler {
/**
* Create a react state handler
* @param {OwenAnimationContext} context - The animation context
*/
constructor (context) {
super(States.REACTING, context)
/**
* Current emotional state
* @type {string}
*/
this.emotion = Emotions.NEUTRAL
}
/**
* Enter the react state
* @param {string|null} [_fromState=null] - The previous state (unused)
* @param {string} [emotion=Emotions.NEUTRAL] - The emotion to enter with
* @returns {Promise<void>}
*/
async enter (_fromState = null, emotion = Emotions.NEUTRAL) {
console.log(`Entering REACTING state with emotion: ${emotion}`)
this.emotion = emotion
// Play appropriate reaction
const reactionClip = this.context.getClip('react_idle_L')
if (reactionClip) {
await reactionClip.play()
this.currentClip = reactionClip
}
}
/**
* Exit the react state
* @param {string|null} [toState=null] - The next state
* @param {string} [emotion=Emotions.NEUTRAL] - The emotion to exit with
* @returns {Promise<void>}
*/
async exit (toState = null, emotion = Emotions.NEUTRAL) {
console.log(`Exiting REACTING state to ${toState} with emotion: ${emotion}`)
if (this.currentClip) {
await this.stopCurrentClip()
}
// Play emotional transition if available
let transitionName
if (emotion !== Emotions.NEUTRAL) {
transitionName = `react_${this.emotion}2${toState}_${emotion}_T`
} else {
transitionName = `react_2${toState}_T`
}
const transition = this.context.getClip(transitionName)
if (transition) {
await transition.play()
await this.waitForClipEnd(transition)
}
}
/**
* Handle a user message in react state
* @param {string} message - The user message
* @returns {Promise<void>}
*/
async handleMessage (message) {
// Analyze message sentiment to determine emotion
const emotion = this.analyzeMessageEmotion(message)
this.emotion = emotion
// Play emotional reaction if needed
if (emotion !== Emotions.NEUTRAL) {
const emotionalReaction = this.context.getClip(`react_${emotion}_Q`)
if (emotionalReaction) {
if (this.currentClip) {
await this.stopCurrentClip(0.2)
}
await emotionalReaction.play()
await this.waitForClipEnd(emotionalReaction)
}
}
}
/**
* Analyze message to determine emotional response
* @private
* @param {string} message - The message to analyze
* @returns {string} The determined emotion
*/
analyzeMessageEmotion (message) {
const text = message.toLowerCase()
// Check for urgent/angry indicators
if (
text.includes('!') ||
text.includes('urgent') ||
text.includes('asap') ||
text.includes('hurry')
) {
return Emotions.ANGRY
}
// Check for error/shocked indicators
if (
text.includes('error') ||
text.includes('problem') ||
text.includes('issue') ||
text.includes('bug') ||
text.includes('broken')
) {
return Emotions.SHOCKED
}
// Check for positive/happy indicators
if (
text.includes('great') ||
text.includes('awesome') ||
text.includes('good') ||
text.includes('excellent') ||
text.includes('perfect')
) {
return Emotions.HAPPY
}
// Check for sad indicators
if (
text.includes('sad') ||
text.includes('disappointed') ||
text.includes('failed') ||
text.includes('wrong')
) {
return Emotions.SAD
}
return Emotions.NEUTRAL
}
/**
* Get available transitions from react state
* @returns {string[]} Array of available state transitions
*/
getAvailableTransitions () {
return [States.TYPING, States.WAITING]
}
}