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package task
import (
"time"
)
type State string
const (
StatePending State = "PENDING"
StateQueued State = "QUEUED"
StateRunning State = "RUNNING"
StateReady State = "READY"
StateCompleted State = "COMPLETED"
StateFailed State = "FAILED"
StateTimedOut State = "TIMED_OUT"
StateCancelled State = "CANCELLED"
StateBudgetExceeded State = "BUDGET_EXCEEDED"
StateBlocked State = "BLOCKED"
)
type Priority string
const (
PriorityHigh Priority = "high"
PriorityNormal Priority = "normal"
PriorityLow Priority = "low"
)
type AgentConfig struct {
Type string `yaml:"type" json:"type"`
Model string `yaml:"model" json:"model"`
ContextFiles []string `yaml:"context_files" json:"context_files"`
Instructions string `yaml:"instructions" json:"instructions"`
ProjectDir string `yaml:"project_dir" json:"project_dir"`
MaxBudgetUSD float64 `yaml:"max_budget_usd" json:"max_budget_usd"`
PermissionMode string `yaml:"permission_mode" json:"permission_mode"`
AllowedTools []string `yaml:"allowed_tools" json:"allowed_tools"`
DisallowedTools []string `yaml:"disallowed_tools" json:"disallowed_tools"`
SystemPromptAppend string `yaml:"system_prompt_append" json:"system_prompt_append"`
AdditionalArgs []string `yaml:"additional_args" json:"additional_args"`
SkipPlanning bool `yaml:"skip_planning" json:"skip_planning"`
}
type RetryConfig struct {
MaxAttempts int `yaml:"max_attempts" json:"max_attempts"`
Backoff string `yaml:"backoff" json:"backoff"` // "linear", "exponential"
}
// Interaction records a single question/answer exchange between an agent and the user.
type Interaction struct {
QuestionText string `json:"question_text"`
Options []string `json:"options,omitempty"`
Answer string `json:"answer,omitempty"`
AskedAt time.Time `json:"asked_at"`
}
type Task struct {
ID string `yaml:"id" json:"id"`
ParentTaskID string `yaml:"parent_task_id" json:"parent_task_id"`
Name string `yaml:"name" json:"name"`
Description string `yaml:"description" json:"description"`
Agent AgentConfig `yaml:"agent" json:"agent"`
Timeout Duration `yaml:"timeout" json:"timeout"`
Retry RetryConfig `yaml:"retry" json:"retry"`
Priority Priority `yaml:"priority" json:"priority"`
Tags []string `yaml:"tags" json:"tags"`
DependsOn []string `yaml:"depends_on" json:"depends_on"`
State State `yaml:"-" json:"state"`
RejectionComment string `yaml:"-" json:"rejection_comment,omitempty"`
QuestionJSON string `yaml:"-" json:"question,omitempty"`
Summary string `yaml:"-" json:"summary,omitempty"`
Interactions []Interaction `yaml:"-" json:"interactions,omitempty"`
CreatedAt time.Time `yaml:"-" json:"created_at"`
UpdatedAt time.Time `yaml:"-" json:"updated_at"`
}
// Duration wraps time.Duration for YAML unmarshaling from strings like "30m".
type Duration struct {
time.Duration
}
func (d *Duration) UnmarshalYAML(unmarshal func(interface{}) error) error {
var s string
if err := unmarshal(&s); err != nil {
return err
}
dur, err := time.ParseDuration(s)
if err != nil {
return err
}
d.Duration = dur
return nil
}
func (d Duration) MarshalYAML() (interface{}, error) {
return d.Duration.String(), nil
}
// BatchFile represents a YAML file containing multiple tasks.
type BatchFile struct {
Tasks []Task `yaml:"tasks"`
}
// validTransitions maps each state to the set of states it may transition into.
// COMPLETED is the only true terminal state (no outgoing edges).
// CANCELLED, FAILED, TIMED_OUT, and BUDGET_EXCEEDED all allow re-entry at QUEUED
// (restart or retry).
// READY may go back to PENDING on user rejection.
// BLOCKED may advance to READY when all subtasks complete, or back to QUEUED on user answer.
var validTransitions = map[State]map[State]bool{
StatePending: {StateQueued: true, StateCancelled: true},
StateQueued: {StateRunning: true, StateCancelled: true},
StateRunning: {StateReady: true, StateCompleted: true, StateFailed: true, StateTimedOut: true, StateCancelled: true, StateBudgetExceeded: true, StateBlocked: true},
StateReady: {StateCompleted: true, StatePending: true},
StateFailed: {StateQueued: true}, // retry
StateTimedOut: {StateQueued: true}, // retry or resume
StateCancelled: {StateQueued: true}, // restart
StateBudgetExceeded: {StateQueued: true}, // retry
StateBlocked: {StateQueued: true, StateReady: true},
}
// ValidTransition returns true if moving from the current state to next is allowed.
func ValidTransition(from, to State) bool {
return validTransitions[from][to]
}
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