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ollie-core/tools/skills.go

140 lines
3.8 KiB
Go

package tools
import (
"context"
"encoding/json"
"fmt"
"strings"
"ollie/skills"
)
// SetSkillsRegistry attaches a skills registry to the execute server.
// The server uses it to serve skill_list, skill_load, and skill_active.
func (e *Server) SetSkillsRegistry(r *skills.Registry) {
e.skillsRegistry = r
}
// ListSkillsTools returns ToolInfo entries for the skill_* built-ins.
// These are included alongside the standard tool_* tools.
func ListSkillsTools(skillsReg *skills.Registry, sessionID string) []ToolInfo {
if skillsReg == nil {
return nil
}
tools := []ToolInfo{
{
Name: "skill_list",
Description: `List available skill modules with name and description.
Usage: {"name": "skillname"} — if name is provided, loads that skill.
Otherwise lists all skills with descriptions.`,
InputSchema: json.RawMessage(`{
"type": "object",
"properties": {}
}`),
},
{
Name: "skill_load",
Description: `Load a skill module into the current session's context.
Usage: {"name": "skillname"}
The skill content (SKILL.md body) is injected into the agent's context
and persists across turns.`,
InputSchema: json.RawMessage(`{
"type": "object",
"required": ["name"],
"properties": {
"name": {"type": "string", "description": "Skill name to load."}
}
}`),
},
{
Name: "skill_active",
Description: `List skills currently loaded in this session.
Usage: (no arguments)
Returns loaded skill names, one per line.`,
InputSchema: json.RawMessage(`{
"type": "object",
"properties": {}
}`),
},
}
return tools
}
// dispatchSkillList lists all available skills from the global registry.
func dispatchSkillList(ctx context.Context, e *Server, args json.RawMessage) (string, error) {
if e.skillsRegistry == nil {
return "", fmt.Errorf("skill_list: no skills registry available")
}
summaries := e.skillsRegistry.Summaries()
if len(summaries) == 0 {
return "(no skills found)", nil
}
var out strings.Builder
for _, s := range summaries {
out.WriteString(s.Name)
if s.Description != "" {
out.WriteString(" — ")
out.WriteString(s.Description)
}
out.WriteString("\n")
}
return strings.TrimRight(out.String(), "\n"), nil
}
// dispatchSkillLoad loads a skill into the current session.
func dispatchSkillLoad(ctx context.Context, e *Server, args json.RawMessage) (string, error) {
var a struct {
Name string `json:"name"`
}
if err := json.Unmarshal(args, &a); err != nil {
return "", fmt.Errorf("skill_load: bad args: %w", err)
}
if a.Name == "" {
return "", fmt.Errorf("skill_load: name is required")
}
if e.skillsRegistry == nil || e.sessionID == "" {
return "", fmt.Errorf("skill_load: no session registry")
}
if err := e.skillsRegistry.Load(e.sessionID, a.Name); err != nil {
return "", fmt.Errorf("skill_load: %w", err)
}
content, err := e.skillsRegistry.SkillContent(a.Name)
if err != nil {
return "", fmt.Errorf("skill_load: %w", err)
}
// Inject skill content into the agent context.
// Skill content is sent as a system message so it persists across turns.
injectMsg := fmt.Sprintf("[system: loaded skill %s]\n\n%s", a.Name, content)
if e.OnInjection != nil {
e.OnInjection(injectMsg)
}
return fmt.Sprintf("loaded: %s (%d bytes)", a.Name, len(content)), nil
}
// dispatchSkillActive lists skills currently loaded in this session.
func dispatchSkillActive(ctx context.Context, e *Server, args json.RawMessage) (string, error) {
if e.skillsRegistry == nil || e.sessionID == "" {
return "(no skills loaded)", nil
}
loaded := e.skillsRegistry.Loaded(e.sessionID)
if len(loaded) == 0 {
return "(no skills loaded)", nil
}
var out strings.Builder
for _, s := range loaded {
out.WriteString(s.Name)
if s.Description != "" {
out.WriteString(" — ")
out.WriteString(s.Description)
}
out.WriteString("\n")
}
return strings.TrimRight(out.String(), "\n"), nil
}