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>
130 lines
3.2 KiB
Go
130 lines
3.2 KiB
Go
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 dndCmd = &cobra.Command{
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Use: "dnd [on|off|status]",
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GroupID: GroupComm,
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Short: "Toggle Do Not Disturb mode for notifications",
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Long: `Control notification level for the current agent.
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Do Not Disturb (DND) mode mutes non-critical notifications,
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allowing you to focus on work without interruption.
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Subcommands:
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on Enable DND mode (mute notifications)
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off Disable DND mode (resume normal notifications)
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status Show current notification level
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Without arguments, toggles DND mode.
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Related: gt notify - for fine-grained notification level control`,
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Args: cobra.MaximumNArgs(1),
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RunE: runDnd,
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}
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func init() {
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rootCmd.AddCommand(dndCmd)
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}
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func runDnd(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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// Determine action
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var action string
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if len(args) == 0 {
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// Toggle: if muted -> normal, else -> muted
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if currentLevel == beads.NotifyMuted {
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action = "off"
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} else {
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action = "on"
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}
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} else {
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action = args[0]
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}
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switch action {
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case "on":
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if err := bd.UpdateAgentNotificationLevel(agentBeadID, beads.NotifyMuted); err != nil {
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return fmt.Errorf("enabling DND: %w", err)
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}
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fmt.Printf("%s DND enabled - notifications muted\n", style.SuccessPrefix)
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fmt.Printf(" Run %s to resume notifications\n", style.Bold.Render("gt dnd off"))
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case "off":
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if err := bd.UpdateAgentNotificationLevel(agentBeadID, beads.NotifyNormal); err != nil {
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return fmt.Errorf("disabling DND: %w", err)
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}
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fmt.Printf("%s DND disabled - notifications resumed\n", style.SuccessPrefix)
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case "status":
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levelDisplay := currentLevel
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if levelDisplay == "" {
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levelDisplay = beads.NotifyNormal
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}
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icon := "🔔"
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description := "All important notifications"
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switch levelDisplay {
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case beads.NotifyVerbose:
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icon = "🔊"
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description = "All notifications (verbose)"
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case beads.NotifyMuted:
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icon = "🔕"
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description = "Notifications muted (DND)"
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}
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fmt.Printf("%s Notification level: %s\n", icon, style.Bold.Render(levelDisplay))
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fmt.Printf(" %s\n", style.Dim.Render(description))
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default:
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return fmt.Errorf("unknown action %q: use on, off, or status", action)
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}
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return nil
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}
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