Add agent package: observe/decide/act/update/terminate loop
Implements the core agent loop with two state backends: - Session: ephemeral in-memory, lives for one process lifetime - BeadState: bead-backed via 9beads tool scripts (claim/read/complete) Loop is backend-agnostic; takes a ToolExecutor and emits OutputMsgs. MaxSteps defaults to 1 for simple prompts; callers set higher for tasks. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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package agent
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import (
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"encoding/json"
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"fmt"
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"strings"
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"ollie/backend"
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)
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// BeadRef identifies a bead by its mount and ID.
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type BeadRef struct {
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Mount string // e.g. "pcloudcc-lneely"
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ID string // e.g. "bd-abc"
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}
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// beadJSON is the wire format returned by read_bead.sh --property json.
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type beadJSON struct {
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ID string `json:"id"`
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Title string `json:"title"`
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Description string `json:"description"`
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Status string `json:"status"`
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Assignee string `json:"assignee"`
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Priority int `json:"priority"`
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Blockers []string `json:"blockers,omitempty"`
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Labels []string `json:"labels,omitempty"`
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CloseReason string `json:"close_reason,omitempty"`
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}
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// ScriptRunner executes a named tool script with the given arguments,
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// returning its stdout. Implemented by the caller using ollie/exec.
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type ScriptRunner func(tool string, args []string) (string, error)
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// BeadState is a bead-backed State implementation.
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// The bead provides the goal (title + description) and tracks status.
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// Conversation history is kept in-memory for the duration of the session.
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type BeadState struct {
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ref BeadRef
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run ScriptRunner
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bead beadJSON
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history []backend.Message
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complete bool
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}
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// LoadBead reads a bead from 9beads and returns a BeadState ready for use.
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// It claims the bead before returning.
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func LoadBead(ref BeadRef, run ScriptRunner) (*BeadState, error) {
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out, err := run("read_bead.sh", []string{
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"--mount", ref.Mount,
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"--id", ref.ID,
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"--property", "json",
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})
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if err != nil {
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return nil, fmt.Errorf("read bead %s/%s: %w", ref.Mount, ref.ID, err)
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}
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var b beadJSON
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if err := json.Unmarshal([]byte(strings.TrimSpace(out)), &b); err != nil {
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return nil, fmt.Errorf("parse bead JSON: %w", err)
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}
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if _, err := run("claim_bead.sh", []string{
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"--mount", ref.Mount,
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"--id", ref.ID,
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}); err != nil {
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return nil, fmt.Errorf("claim bead %s/%s: %w", ref.Mount, ref.ID, err)
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}
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goal := b.Title
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if b.Description != "" {
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goal = b.Title + "\n\n" + b.Description
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}
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return &BeadState{
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ref: ref,
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run: run,
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bead: b,
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history: []backend.Message{
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{Role: "user", Content: goal},
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},
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}, nil
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}
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func (s *BeadState) Goal() string { return s.history[0].Content }
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func (s *BeadState) History() []backend.Message { return s.history }
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func (s *BeadState) IsComplete() bool { return s.complete }
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func (s *BeadState) Update(assistant backend.Message, results []ToolResult) error {
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s.history = append(s.history, assistant)
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for _, r := range results {
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s.history = append(s.history, backend.Message{
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Role: "tool",
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Content: r.Content,
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ToolCallID: r.ToolCallID,
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})
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}
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return nil
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}
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func (s *BeadState) MarkComplete() error {
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if _, err := s.run("complete_bead.sh", []string{
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"--mount", s.ref.Mount,
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"--id", s.ref.ID,
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}); err != nil {
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return fmt.Errorf("complete bead %s/%s: %w", s.ref.Mount, s.ref.ID, err)
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}
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s.complete = true
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return nil
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}
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@ -0,0 +1,128 @@
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package agent
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import (
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"context"
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"encoding/json"
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"fmt"
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"ollie/backend"
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)
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// ToolExecutor runs a named tool with the given JSON arguments and returns
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// its output. Implemented by the caller using ollie/exec.
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type ToolExecutor func(name string, args json.RawMessage) (string, error)
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// OutputMsg is emitted by the loop for each visible event: assistant replies,
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// tool calls, tool results, and errors.
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type OutputMsg struct {
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Role string // "assistant" | "tool" | "error"
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Name string // tool name, for Role=="tool"
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Content string
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}
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// Config holds everything the loop needs to run.
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type Config struct {
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Backend backend.Backend
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Model string
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Tools []backend.Tool
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Exec ToolExecutor
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MaxSteps int // 0 → default 1 for sessions, caller sets higher for beads
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Output func(msg OutputMsg) // nil → discard
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}
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// Loop implements observe → decide → act → update → terminate.
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type Loop struct {
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cfg Config
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}
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// New creates a Loop from the given Config.
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func New(cfg Config) *Loop {
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return &Loop{cfg: cfg}
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}
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// Run executes the agent loop against state until the goal is complete or
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// MaxSteps is exhausted.
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func (l *Loop) Run(ctx context.Context, state State) error {
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maxSteps := l.cfg.MaxSteps
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if maxSteps <= 0 {
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maxSteps = 1
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}
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for step := range maxSteps {
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// 1. Observe: history is the context; already up to date in state.
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// 2. Decide: call the model.
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resp, err := l.cfg.Backend.Chat(ctx, l.cfg.Model, state.History(), l.cfg.Tools)
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if err != nil {
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return fmt.Errorf("step %d decide: %w", step, err)
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}
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// 3. Act: execute any tool calls.
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var results []ToolResult
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for _, tc := range resp.Message.ToolCalls {
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var content string
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var isErr bool
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if l.cfg.Exec != nil {
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out, err := l.cfg.Exec(tc.Name, tc.Arguments)
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if err != nil {
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content = fmt.Sprintf("error: %v", err)
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isErr = true
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} else {
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content = out
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}
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} else {
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content = "error: no tool executor configured"
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isErr = true
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}
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results = append(results, ToolResult{
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ToolCallID: tc.ID,
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Name: tc.Name,
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Content: content,
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IsError: isErr,
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})
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l.emit(OutputMsg{Role: "tool", Name: tc.Name, Content: content})
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}
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if len(resp.Message.ToolCalls) == 0 && resp.Message.Content != "" {
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l.emit(OutputMsg{Role: "assistant", Content: resp.Message.Content})
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}
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// 4. Update: append assistant message and tool results to state.
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if err := state.Update(resp.Message, results); err != nil {
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return fmt.Errorf("step %d update: %w", step, err)
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}
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// 5. Terminate?
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if l.shouldStop(resp, step, maxSteps) {
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if resp.StopReason == "stop" {
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if err := state.MarkComplete(); err != nil {
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return fmt.Errorf("mark complete: %w", err)
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}
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}
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break
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}
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}
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return nil
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}
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func (l *Loop) shouldStop(resp *backend.Response, step, maxSteps int) bool {
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// Always stop at maxSteps.
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if step >= maxSteps-1 {
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return true
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}
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// Stop when the model is done and has no pending tool calls.
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if resp.StopReason == "stop" && len(resp.Message.ToolCalls) == 0 {
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return true
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}
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return false
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}
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func (l *Loop) emit(msg OutputMsg) {
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if l.cfg.Output != nil {
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l.cfg.Output(msg)
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}
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}
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@ -0,0 +1,43 @@
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package agent
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import "ollie/backend"
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// Session is an ephemeral in-memory state backend.
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// It lives only for the duration of the process; nothing is persisted.
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type Session struct {
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goal string
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history []backend.Message
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complete bool
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}
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// NewSession creates a Session with the goal already placed as the first
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// user message in history, so the loop can call backend.Chat immediately.
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func NewSession(goal string) *Session {
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return &Session{
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goal: goal,
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history: []backend.Message{
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{Role: "user", Content: goal},
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},
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}
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}
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func (s *Session) Goal() string { return s.goal }
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func (s *Session) History() []backend.Message { return s.history }
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func (s *Session) IsComplete() bool { return s.complete }
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func (s *Session) Update(assistant backend.Message, results []ToolResult) error {
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s.history = append(s.history, assistant)
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for _, r := range results {
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s.history = append(s.history, backend.Message{
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Role: "tool",
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Content: r.Content,
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ToolCallID: r.ToolCallID,
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})
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}
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return nil
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}
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func (s *Session) MarkComplete() error {
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s.complete = true
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return nil
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}
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@ -0,0 +1,32 @@
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package agent
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import "ollie/backend"
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// ToolResult holds the output of a single tool call.
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type ToolResult struct {
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ToolCallID string // may be empty (Ollama does not always set this)
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Name string
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Content string
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IsError bool
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}
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// State is the interface both ephemeral and bead-backed state must satisfy.
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// The loop reads from it on Observe, writes to it on Update.
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type State interface {
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// Goal returns the prompt or task description driving this session.
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Goal() string
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// History returns the full conversation history for the current session.
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// The first entry is always the initial user message containing the goal.
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History() []backend.Message
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// Update appends the assistant's reply and any tool results to the history.
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// Called once per loop iteration after Act completes.
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Update(assistant backend.Message, results []ToolResult) error
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// MarkComplete records that the goal has been achieved.
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MarkComplete() error
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// IsComplete returns true once MarkComplete has been called.
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IsComplete() bool
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}
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