chore(skills): configuration des compétences Impeccable pour les agents
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369
.gemini/skills/impeccable/scripts/lib/roll-selection.mjs
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369
.gemini/skills/impeccable/scripts/lib/roll-selection.mjs
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// The one implementation of world-roll selection.
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//
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// Two copies of this logic used to exist: this repo's concept-seed.mjs and the
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// service repo's functions/api/_worldroll-core.js, whose header claimed they
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// matched "exactly". They did not. The API had no breadth gate on either pool,
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// no rating weighting for compositions, and dealt one composition where the
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// seeder dealt three. Because the catalog never ships with the skill, every real
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// user rolls through that API, so those gates reached nobody.
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//
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// Why generators. The two callers cannot agree on a hash: Node has a
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// synchronous one, Workers only have async crypto.subtle, and concept-seed's
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// local render path is deliberately synchronous so prepared eval sessions and
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// tests can call it without awaiting. Rather than fork the logic or force the
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// whole seeder async, the selection is written once as a generator that yields
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// batches of strings to hash and resumes with their digests. runSyncSelection
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// and runAsyncSelection below are the only runtime-specific code, about eight
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// lines each. Both digests are the same bytes, so a roll is identical either way.
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//
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// Nothing here reads a file, an environment variable, or the network: callers
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// pass pools in.
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export const WELL_TIERS = ['graphic', 'interaction', 'atmosphere'];
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// Grain: how much of the product a composition composes. Named grain rather than
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// scope because scope already means direction-or-surface on every roll, and
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// 'surface' is already a register value, so a scope of 'surface' would collide
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// with both.
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//
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// This axis is framed by what the skill can be asked for, not by what the
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// catalog happens to hold. A user asks for a docs site, an onboarding flow, a
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// landing page, or a data table, and those are four different amounts of
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// product. Register says what kind of work it is; grain says how much of it.
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// Without grain, a request for a hero section can be dealt a whole-site
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// navigation structure and nothing notices.
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//
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// Measured when this was added: 137 of 173 approved compositions were view
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// grain, product grain was empty, and flow grain held one entry. That is why an
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// onboarding request had nothing to draw.
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export const COMPOSITION_GRAINS = [
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'product', // a whole site or app: its information architecture
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'flow', // a sequence of views with one outcome: onboarding, checkout, setup
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'view', // one page or screen
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'region', // a section inside a view: a hero, a feature grid, a table
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];
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// Delivery targets a composition can survive. Mirrors the skill's platform axis
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// minus 'adaptive', which is a project-level value meaning both native targets
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// rather than something a single composition is authored for.
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//
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// A composition that leans on hover, a pointer, or a wide viewport does not
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// survive a phone, and nothing in the schema could say so before this.
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export const COMPOSITION_PLATFORMS = ['web', 'ios', 'android'];
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// Both fields are optional and absence means eligible everywhere, so no entry
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// has to be backfilled before this ships and no existing roll changes.
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export function isGrain(value) {
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return COMPOSITION_GRAINS.includes(value);
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}
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export function isPlatform(value) {
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return COMPOSITION_PLATFORMS.includes(value);
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}
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/**
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* Drives a selection generator with a synchronous hash.
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* @param {Generator} generator yields string[] to hash, resumes with hex string[]
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* @param {(input: string) => string} hash
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*/
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export function runSyncSelection(generator, hash) {
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let step = generator.next();
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while (!step.done) step = generator.next(step.value.map(hash));
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return step.value;
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}
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/**
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* Drives a selection generator with an asynchronous hash.
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* @param {Generator} generator
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* @param {(input: string) => Promise<string>} hash
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*/
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export async function runAsyncSelection(generator, hash) {
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let step = generator.next();
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while (!step.done) step = generator.next(await Promise.all(step.value.map(hash)));
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return step.value;
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}
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// Ranks items by the digest of `${input}:${id}`, descending, with the id as a
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// stable tiebreak. Yields every needed digest in one batch so the async driver
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// can resolve them concurrently.
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function* rank(items, input, idFor = item => item.id) {
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const ids = items.map(idFor);
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const digests = yield ids.map(id => `${input}:${id}`);
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return items
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.map((item, index) => ({ item, id: ids[index], score: digests[index] }))
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.sort((a, b) => b.score.localeCompare(a.score) || a.id.localeCompare(b.id))
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.map(entry => entry.item);
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}
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// Rating sets how many tickets a world holds; breadth decides whether it draws
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// at all. A niche world leaves the pool however good it is, keeping its approval
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// for direct briefs. Breadth was split out of rating because the only way to
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// hold a narrow world back used to be calling it marginal, which made "excellent
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// but narrow" unrecordable and corrupted ratings as a calibration signal.
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//
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// Two tickets for a 3-star, one for everything else, was too sharp. Measured
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// against the catalog as it stood: 3-star worlds absorbed 57% of the graphic
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// draw from 65 of 163 eligible worlds, 46% of atmosphere from 13 of 43, and
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// 75% of interaction from 15 of 25. The reviewer's complaint, that the same
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// worlds keep coming back, is what a rating multiplier does to a pool whose
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// thinnest tier holds 25 worlds.
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//
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// So a 3-star no longer outdraws a 2-star, and a 1-star draws at half rather
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// than not at all. A marginal keep is still worth showing sometimes: the
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// judgement it records is "narrow or unexceptional", not "wrong", and excluding
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// it entirely made a rating do a job breadth already does properly.
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const RATING_TICKETS = { 1: 1, 2: 2, 3: 2 };
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const ticketsForRating = rating => RATING_TICKETS[rating] ?? 2;
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function challengerTickets(pool) {
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return pool.flatMap(concept => {
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if (concept.review?.breadth === 'niche') return [];
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return Array.from({ length: ticketsForRating(concept.review?.rating) },
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(_, ticket) => ({ concept, ticket }));
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});
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}
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function compositionTickets(pool) {
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return pool.flatMap(composition => Array.from(
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{ length: ticketsForRating(composition.review?.rating) },
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(_, ticket) => ({ composition, ticket })));
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}
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/**
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* Six challengers, two per translation tier, from an explicit approved pool.
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* Drive with runSyncSelection or runAsyncSelection.
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*
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* @param {object} options
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* @param {'direction'|'surface'} options.scope
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* @param {string} options.key same key reproduces the roll
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* @param {number} [options.reroll] round of the re-roll chain
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* @param {number|null} [options.minRating] optional floor, skipped per tier it would empty
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* @param {Array} options.concepts merged concepts with status, review, wellTier, familyId
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* @returns {Generator<string[], {approved: Array, picks: Array}, string[]>}
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*/
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// A world with no allowedModes is eligible everywhere, which is what keeps this
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// additive: nothing has to be backfilled for the filter to be safe.
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function modeAllows(concept, mode) {
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const allowed = concept.review?.allowedModes;
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if (!Array.isArray(allowed) || allowed.length === 0) return true;
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return allowed.includes(mode);
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}
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export function* selectApprovedChallengers({ scope, key, reroll = 0, minRating = null, mode = null, concepts }) {
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const approved = concepts.filter(concept => concept.status === 'approved');
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// Direction chooses a durable identity, so it draws worlds; surface designs
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// one page inside a committed identity, so it draws compositions. Duals serve
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// both. A tier with no matching-strength approvals falls back to its full
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// approved pool rather than starving the roll.
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const wanted = scope === 'direction'
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? new Set(['world', 'dual'])
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: new Set(['composition', 'dual']);
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const approvedByTier = new Map();
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for (const concept of approved) {
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const tier = approvedByTier.get(concept.wellTier) || [];
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tier.push(concept);
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approvedByTier.set(concept.wellTier, tier);
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}
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if (WELL_TIERS.some(tier => !(approvedByTier.get(tier) || []).length)) {
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throw new Error('concept-seed: every challenger tier needs at least one approved concept');
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}
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// Optional minimum-rating gate, applied per tier and skipped for any tier it
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// would empty, so a thin tier degrades to its full approved pool.
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if (minRating) {
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for (const [tier, pool] of approvedByTier) {
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const rated = pool.filter(concept => (concept.review?.rating || 0) >= minRating);
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if (rated.length > 0) approvedByTier.set(tier, rated);
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}
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}
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// Mode eligibility, per tier and skipped where it would empty a tier. Worlds
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// used to be drawn with no mode awareness at all, so a build asking for an app
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// UI could get six worlds that only make sense on a landing page. A world is an
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// identity and identities transfer further than compositions do, so this is a
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// ceiling the reviewer sets rather than a category assignment: eligible
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// everywhere until someone says otherwise.
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if (mode) {
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for (const [tier, pool] of approvedByTier) {
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const eligible = pool.filter(concept => modeAllows(concept, mode));
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if (eligible.length > 0) approvedByTier.set(tier, eligible);
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}
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}
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for (const [tier, pool] of approvedByTier) {
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const matching = pool.filter(concept => wanted.has(concept.strength));
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if (matching.length > 0) approvedByTier.set(tier, matching);
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}
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// Two challengers per tier, so every roll carries near-zero-translation
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// graphic systems beside instrument languages and atmosphere worlds, with the
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// second pick preferring a different family. Tier order is rolled too, to
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// avoid positional bias.
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function* pickRound(round, excluded) {
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const salt = round === 0 ? '' : `:reroll-${round}`;
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const tierOrder = (yield* rank(
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WELL_TIERS.map(id => ({ id })),
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`${scope}:${key}:tiers${salt}`
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)).map(item => item.id);
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const picks = [];
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for (const [index, tier] of tierOrder.entries()) {
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let pool = approvedByTier.get(tier).filter(concept => !excluded.has(concept.id));
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// A tier exhausted by prior rounds falls back to reuse over starvation.
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if (pool.length === 0) pool = approvedByTier.get(tier);
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let tickets = challengerTickets(pool);
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if (tickets.length === 0) tickets = pool.map(concept => ({ concept, ticket: 0 }));
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const ranked = yield* rank(
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tickets,
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`${scope}:${key}:challenger-${index}${salt}`,
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entry => `${entry.concept.id}#${entry.ticket}`
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);
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const order = [];
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const seen = new Set();
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for (const entry of ranked) {
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if (seen.has(entry.concept.id)) continue;
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seen.add(entry.concept.id);
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order.push(entry.concept);
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}
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const first = order[0];
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const second = order.find(concept => concept.familyId !== first.familyId)
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|| order.find(concept => concept.id !== first.id);
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picks.push(...(second ? [first, second] : [first]));
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}
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return picks;
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}
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// Round n of a re-roll chain excludes everything rounds 0..n-1 drew, so the
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// same base key reproduces the whole chain.
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const excluded = new Set();
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let picks = yield* pickRound(0, excluded);
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for (let round = 1; round <= reroll; round += 1) {
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for (const pick of picks) excluded.add(pick.id);
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picks = yield* pickRound(round, excluded);
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}
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return { approved, picks };
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}
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function emptyMatch(grain, platform, platformExcluded = 0) {
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return { grain: grain ?? null, atGrain: grain ? 0 : null, grainAvailable: grain ? 0 : null, platform: platform ?? null, platformExcluded };
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}
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/**
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* Three identity-free composition inputs from an explicit approved pool.
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* Drive with runSyncSelection or runAsyncSelection.
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*
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* One input was too weak a counterweight to a model's habitual page skeleton:
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* it became a single optional flourish beside six identity challengers rather
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* than a real search over composition. Distinct composition families are preferred
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* so a roll tests materially different hierarchy, sequence, and interaction
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* laws. Cross-mode fallback would make the input misleading, so an absent mode
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* returns nothing rather than borrowing. Re-rolls exclude every earlier set
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* until the pool runs out.
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*
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* @param {object} options
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* @param {'direction'|'surface'} options.scope
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* @param {string} options.key
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* @param {number} [options.reroll]
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* @param {string|null} [options.mode] surface register to stay inside
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* @param {string|null} [options.grain] how much of the product is in play
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* @param {string|null} [options.platform] delivery target the result has to survive
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* @param {Array} options.compositions merged compositions with status, review, surface, familyId
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* @param {number} [options.count]
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* @returns {Generator<string[], {picks: Array, match: object}, string[]>}
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*/
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export function* selectApprovedCompositions({ scope, key, reroll = 0, mode = null, grain = null, platform = null, compositions, count = 3 }) {
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// Compositions honour the same breadth gate as worlds: one too specific to serve
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// an arbitrary build stays approved for direct briefs and leaves the
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// challenger pool. Falls back to the full approved set rather than returning
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// nothing if every approved composition is niche.
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let approved = compositions.filter(composition => composition.status === 'approved');
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const broad = approved.filter(composition => composition.review?.breadth !== 'niche');
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if (broad.length > 0) approved = broad;
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if (approved.length === 0) return { picks: [], match: emptyMatch(grain, platform) };
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if (mode) {
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const matching = approved.filter(composition => composition.surface === mode);
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if (matching.length === 0) return { picks: [], match: emptyMatch(grain, platform) };
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approved = matching;
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}
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// Platform is a hard filter, unlike grain. A composition that needs hover or a
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// pointer does not degrade on a phone into something slightly worse; it stops
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// working, so borrowing it would be a defect rather than a stretch. Absent
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// platforms means it survives anywhere.
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let platformExcluded = 0;
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if (platform) {
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const survives = approved.filter(composition => {
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const only = composition.platforms;
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return !Array.isArray(only) || only.length === 0 || only.includes(platform);
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});
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platformExcluded = approved.length - survives.length;
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// No fallback here either: dealing a hover-only composition to a phone build
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// is worse than dealing nothing, and an empty deal is a visible gap.
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approved = survives;
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if (approved.length === 0) return { picks: [], match: emptyMatch(grain, platform, platformExcluded) };
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}
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const prior = new Set();
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let picks = [];
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for (let round = 0; round <= reroll; round += 1) {
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const available = approved.filter(composition => !prior.has(composition.id));
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const base = available.length >= Math.min(count, approved.length) ? available : approved;
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// Rating weights the draw as it does for worlds. It matters more here
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// because the per-surface pools are small, so an unweighted shuffle repeats
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// a weak composition far more often. Each ticket carries its index so the rank
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// sees a distinct key per ticket: ranking bare duplicates would hash
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// identically and the pick loop's id-dedupe would silently discard the
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// second copy, making the weighting a no-op.
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let tickets = compositionTickets(base);
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// A pool of nothing but 1-star keeps still has to yield compositions.
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if (tickets.length === 0) tickets = base.map(composition => ({ composition, ticket: 0 }));
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const ranked = (yield* rank(
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tickets,
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// The salt keeps the word "staging" deliberately. It is hash input, so
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// renaming it would re-deal every roll anyone has ever reproduced by key.
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round === 0 ? `${scope}:${key}:staging` : `${scope}:${key}:staging:reroll-${round}`,
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entry => `${entry.composition.id}#${entry.ticket}`
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)).map(entry => entry.composition);
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// Grain is a preference, not a filter: requesting an onboarding flow deals
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// flow-grain compositions first and tops up from the rest of the register
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// rather than dealing fewer than three. A stable partition of an already
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// deterministic ranking is still deterministic.
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//
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// The top-up is why match is reported. Dealing three plausible view-grain
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// compositions against a flow request, with no signal that none matched, is
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// the same silent-plausibility failure this whole axis exists to fix: the
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// model would improvise the flow structure while believing it was handed one.
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const ordered = grain
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? [...ranked.filter(composition => composition.grain === grain),
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...ranked.filter(composition => composition.grain !== grain)]
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: ranked;
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const families = new Set();
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picks = [];
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for (const composition of ordered) {
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const family = composition.familyId ?? composition.id;
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if (families.has(family)) continue;
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picks.push(composition);
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families.add(family);
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if (picks.length >= count) break;
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}
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for (const composition of ordered) {
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if (picks.length >= count) break;
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if (!picks.some(pick => pick.id === composition.id)) picks.push(composition);
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}
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if (round < reroll) picks.forEach(composition => prior.add(composition.id));
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}
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const atGrain = grain ? picks.filter(composition => composition.grain === grain).length : null;
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return {
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picks,
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match: {
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grain: grain ?? null,
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// How many of the dealt compositions actually sit at the requested grain.
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// 0 with a grain requested means every pick is a borrowed structure.
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atGrain,
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grainAvailable: grain ? approved.filter(composition => composition.grain === grain).length : null,
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platform: platform ?? null,
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platformExcluded,
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},
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};
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}
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