feat(dnd): Add notification level control (gt-xmsme)
Implements Do Not Disturb mode for Gas Town agents: - Add notification_level to agent bead schema (verbose, normal, muted) - gt dnd [on|off|status] - quick toggle for DND mode - gt notify [verbose|normal|muted] - fine-grained control - gt nudge checks target DND status, skips if muted - --force flag on nudge to override DND This allows agents (especially Mayor) to mute notifications during focused work like swarm coordination. Generated with Claude Code Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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131
internal/cmd/notify.go
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131
internal/cmd/notify.go
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package cmd
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import (
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"fmt"
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"os"
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"github.com/spf13/cobra"
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"github.com/steveyegge/gastown/internal/beads"
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"github.com/steveyegge/gastown/internal/style"
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"github.com/steveyegge/gastown/internal/workspace"
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)
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var notifyCmd = &cobra.Command{
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Use: "notify [verbose|normal|muted]",
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GroupID: GroupComm,
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Short: "Set notification level",
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Long: `Control the notification level for the current agent.
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Notification levels:
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verbose All notifications (mail, convoy events, status updates)
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normal Important notifications only (default)
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muted Silent/DND mode - batch notifications for later
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Without arguments, shows the current notification level.
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Examples:
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gt notify # Show current level
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gt notify verbose # Enable all notifications
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gt notify normal # Default notification level
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gt notify muted # Enable DND mode
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Related: gt dnd - quick toggle for DND mode`,
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Args: cobra.MaximumNArgs(1),
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RunE: runNotify,
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}
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func init() {
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rootCmd.AddCommand(notifyCmd)
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}
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func runNotify(cmd *cobra.Command, args []string) error {
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// Get current agent bead ID
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cwd, err := os.Getwd()
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if err != nil {
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return fmt.Errorf("getting current directory: %w", err)
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}
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townRoot, err := workspace.FindFromCwdOrError()
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if err != nil {
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return fmt.Errorf("not in a Gas Town workspace: %w", err)
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}
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roleInfo, err := GetRoleWithContext(cwd, townRoot)
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if err != nil {
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return fmt.Errorf("determining role: %w", err)
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}
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ctx := RoleContext{
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Role: roleInfo.Role,
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Rig: roleInfo.Rig,
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Polecat: roleInfo.Polecat,
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TownRoot: townRoot,
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WorkDir: cwd,
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}
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agentBeadID := getAgentBeadID(ctx)
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if agentBeadID == "" {
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return fmt.Errorf("could not determine agent bead ID for role %s", roleInfo.Role)
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}
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bd := beads.New(townRoot)
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// Get current level
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currentLevel, err := bd.GetAgentNotificationLevel(agentBeadID)
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if err != nil {
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// Agent bead might not exist yet - default to normal
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currentLevel = beads.NotifyNormal
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}
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// No args: show current level
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if len(args) == 0 {
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showNotificationLevel(currentLevel)
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return nil
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}
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// Set new level
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newLevel := args[0]
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switch newLevel {
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case beads.NotifyVerbose, beads.NotifyNormal, beads.NotifyMuted:
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// Valid level
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default:
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return fmt.Errorf("invalid level %q: use verbose, normal, or muted", newLevel)
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}
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if err := bd.UpdateAgentNotificationLevel(agentBeadID, newLevel); err != nil {
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return fmt.Errorf("setting notification level: %w", err)
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}
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fmt.Printf("%s Notification level set to %s\n", style.SuccessPrefix, style.Bold.Render(newLevel))
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showNotificationLevelDescription(newLevel)
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return nil
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}
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func showNotificationLevel(level string) {
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if level == "" {
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level = beads.NotifyNormal
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}
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icon := "🔔"
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switch level {
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case beads.NotifyVerbose:
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icon = "🔊"
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case beads.NotifyMuted:
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icon = "🔕"
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}
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fmt.Printf("%s Notification level: %s\n", icon, style.Bold.Render(level))
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showNotificationLevelDescription(level)
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}
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func showNotificationLevelDescription(level string) {
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switch level {
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case beads.NotifyVerbose:
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fmt.Printf(" %s\n", style.Dim.Render("All notifications: mail, convoy events, status updates"))
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case beads.NotifyNormal:
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fmt.Printf(" %s\n", style.Dim.Render("Important notifications: convoy landed, escalations"))
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case beads.NotifyMuted:
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fmt.Printf(" %s\n", style.Dim.Render("Silent mode: notifications batched for later review"))
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}
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}
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