| Crates.io | oxyde-emotion |
| lib.rs | oxyde-emotion |
| version | 0.1.0 |
| created_at | 2025-12-03 19:41:49.200418+00 |
| updated_at | 2025-12-03 19:41:49.200418+00 |
| description | Plutchik-based emotion system for believable game NPCs |
| homepage | |
| repository | https://github.com/Oxyde-Labs/Oxyde |
| max_upload_size | |
| id | 1965143 |
| size | 15,477 |
Production-ready emotional simulation system based on Plutchik's Wheel of Emotions.
This crate provides a comprehensive emotion system for game NPCs and AI agents. It implements Plutchik's 8 primary emotions with automatic opposite emotion handling, valence/arousal calculations, and temporal decay.
serde for serializationpub struct EmotionalState { ... }
pub struct EmotionalMemory { ... }
pub enum EmotionalContext { ... }
impl EmotionalState {
pub fn new() -> Self;
pub fn update_emotion(&mut self, emotion: &str, delta: f32);
pub fn dominant_emotion(&self) -> (&str, f32);
pub fn valence(&self) -> f32;
pub fn arousal(&self) -> f32;
pub fn is_positive(&self) -> bool;
pub fn is_negative(&self) -> bool;
pub fn decay(&mut self, rate: f32);
}
Ready for Publication - Complete implementation, tested, documented. Currently part of the Oxyde SDK, planned to be extracted as a standalone crate.
Very High - This is the most standalone component with the broadest appeal beyond game NPCs. It's the first production Plutchik implementation for games in Rust.