trackShape moves the two drawing measurements into src so the sweep, the pool build, the selector and the gallery share one definition. They are one property seen twice: a chord joining opposite ports is a straight line, and two of those in a cell always cross, which is why the filler that paired leftovers straight across produced a board that is both all-straight and all-crossings. Crossings per cell is now a gate at 1.0. Bending the leftover ports alone takes the median from 2.36 to 0.93, so the gate costs a third of the candidates rather than most of them, and it is the difference the boards were described by. Selection gains --plan, an ordered list of segments each naming how many levels it wants and of what kind. Depth quotas cannot express the shape this campaign needs, because the two good things pull against each other: a crowded board clears beautifully and caps at three turns, while a deep lock needs room and so stays sparse — at five turns and eight pieces per orientation, 16 of 18 candidates fail the release gate. Sorting by depth would file every crowded level first and every deep one last; segments alternate them deliberately, and a plan is left in the order it was written rather than re-sorted. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
197 lines
10 KiB
JavaScript
197 lines
10 KiB
JavaScript
#!/usr/bin/env node
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// Pick the shipping 50 out of the candidate pool and order them into a curve.
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//
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// node scripts/select-50.mjs [--pool=bench/pool.json] [--out=levels/campaign-50.json]
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// [--count=50] [--familyCap=0.36] [--weights=…]
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//
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// Difficulty is scored from mechanical features only. Which features and how
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// much each counts is meant to be refitted from agent ratings once a round has
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// been played — --weights takes the refit, so a round is one flag, not an edit.
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import { readFileSync, writeFileSync, mkdirSync } from 'node:fs';
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import { dirname, resolve } from 'node:path';
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import { deepLevelKey, showStats } from '../src/deep-lock.js';
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const args = Object.fromEntries(process.argv.slice(2).map(a => { const [k, ...v] = a.replace(/^--/, '').split('='); return [k, v.length ? v.join('=') : true]; }));
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const OUT = resolve(args.out ?? 'levels/campaign-50.json');
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const COUNT = Number(args.count ?? 50);
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const FAMILY_CAP = Number(args.familyCap ?? 0.36);
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// Rotation depth is the campaign's difficulty axis, because the design brief
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// says turning is the game's signature and should be frequent. Spreading picks
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// evenly over the ranked pool cannot express that: the pool is 88% three-turn
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// levels, so an even spread returns a campaign that is 88% three-turn levels
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// no matter how the score is weighted. A quota per depth states the curve
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// instead of hoping it falls out of the ranking.
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const CURVE = args.curve ? JSON.parse(args.curve) : null;
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// A plan lays the campaign out as segments played in order, each naming how
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// many levels it wants and what kind. Depth alone cannot express the shape the
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// brief asks for, because the two things that make a level good pull against
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// each other: a crowded board clears beautifully but caps at three turns, while
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// a deep lock needs room to breathe and so stays sparse. Sorting by depth would
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// file every crowded level first and every deep one last. Segments alternate
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// them on purpose.
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const PLAN = args.plan ? JSON.parse(readFileSync(resolve(args.plan), 'utf8')) : null;
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// Within one depth, what to take. Spreading evenly across the ranked slice was
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// the default, and it quietly dilutes the thing the design brief calls the
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// point of the game: levels the agent rated hardest carried 59% more 反差 than
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// the rest (32.6 against 20.5), far and away the biggest difference between
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// them — bigger than rotation depth, while board size and route length ran the
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// other way. The depth quota already supplies the range, so inside a depth
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// there is nothing to spread for.
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const PICK = String(args.pickBy ?? 'contrast');
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// Starting weights, replaced by the fit after a round with agents.
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const DEFAULT_WEIGHTS = { rotations: 1.0, pieces: 0.10, lockedShare: 1.6, monkeyAPT: 0.14, cells: 0.004 };
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const WEIGHTS = args.weights ? { ...DEFAULT_WEIGHTS, ...JSON.parse(args.weights) } : DEFAULT_WEIGHTS;
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// Several pools feed one campaign: the deep-lock construction cannot go below
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// three turns, so the opening band comes from elsewhere.
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const pool = String(args.pool ?? 'bench/pool.json,bench/pool-easy.json').split(',')
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.flatMap(path => {
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try {
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const raw = JSON.parse(readFileSync(resolve(path.trim()), 'utf8'));
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return Array.isArray(raw) ? raw : raw.levels;
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} catch { return []; }
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});
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const family = id => id.startsWith('trail-') ? 'v05' : id.replace('proto-d5-', '').replace(/-r\d+-s\d+-d\d+$/, '');
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const scored = [];
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const seen = new Set();
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for (const level of pool) {
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const key = deepLevelKey(level);
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if (seen.has(key)) continue; // identical board + piece layout
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seen.add(key);
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const p = level.prototype ?? {};
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const s = p.stats ?? {};
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const show = p.show ?? showStats(level);
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const score = WEIGHTS.rotations * (s.rotations ?? 3)
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+ WEIGHTS.pieces * (s.pieces ?? level.tiles.length)
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+ WEIGHTS.lockedShare * (s.lockedShare ?? 0)
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+ WEIGHTS.monkeyAPT * (p.monkeyActionsPerPiece ?? 0)
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+ WEIGHTS.cells * level.cells.length;
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scored.push({ level, score, family: family(level.id), show, stats: s, contrast: p.contrast?.contrast ?? 0 });
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}
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scored.sort((a, b) => a.score - b.score);
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// Even spread across the difficulty range, then a family cap so one route
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// grammar cannot supply half the campaign — the shipped 1000 levels turned out
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// to be thirty templates, which is the failure this guards against.
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const cap = Math.ceil(COUNT * FAMILY_CAP);
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const used = {};
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const picked = [];
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const takeable = (rows, i) => {
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const row = rows[i];
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if (!row || row.taken) return false;
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return (used[row.family] ?? 0) < cap;
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};
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// Even spread across a ranked list, taking `want` of it. Used on the whole pool
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// when there is no curve, and on one depth's slice when there is.
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const spread = (rows, want) => {
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if (PICK === 'contrast') {
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const out = [];
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for (const row of [...rows].sort((a, b) => b.contrast - a.contrast)) {
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if (out.length >= want) break;
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if (!takeable([row], 0)) continue;
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row.taken = true;
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used[row.family] = (used[row.family] ?? 0) + 1;
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out.push(row);
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}
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return out;
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}
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const out = [];
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for (let slot = 0; slot < want; slot++) {
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const ideal = Math.round(slot * (rows.length - 1) / Math.max(1, want - 1));
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let choice = null;
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for (let radius = 0; radius < rows.length; radius++) {
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for (const i of [ideal - radius, ideal + radius]) {
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if (i < 0 || i >= rows.length) continue;
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if (takeable(rows, i)) { choice = i; break; }
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}
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if (choice != null) break;
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}
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if (choice == null) break;
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rows[choice].taken = true;
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used[rows[choice].family] = (used[rows[choice].family] ?? 0) + 1;
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out.push(rows[choice]);
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}
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return out;
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};
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const shortfall = [];
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if (PLAN) {
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const density = row => row.level.tiles.length / row.level.cells.length;
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for (const seg of PLAN) {
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const want = Number(seg.count);
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const rows = scored.filter(r => {
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if (seg.rotations && !seg.rotations.includes(r.stats.rotations)) return false;
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if (seg.minDensity != null && density(r) < seg.minDensity) return false;
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if (seg.maxDensity != null && density(r) > seg.maxDensity) return false;
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return true;
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});
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const got = spread(rows, want);
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picked.push(...got);
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if (got.length < want) shortfall.push({ depth: seg.name ?? '段', want, got: got.length, pool: rows.length });
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}
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if (picked.length < COUNT) picked.push(...spread(scored, COUNT - picked.length));
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} else if (CURVE) {
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// Deepest first: the deep end is the scarce one, so it gets to pick before a
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// family cap can be spent on levels the shallow end has hundreds of.
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const depths = Object.keys(CURVE).map(Number).sort((a, b) => b - a);
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for (const depth of depths) {
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const want = CURVE[depth];
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const rows = scored.filter(r => (r.stats.rotations ?? 0) === depth);
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const got = spread(rows, want);
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picked.push(...got);
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if (got.length < want) shortfall.push({ depth, want, got: got.length, pool: rows.length });
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}
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// Whatever the quotas could not fill comes from the rest of the pool, so a
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// thin depth costs the campaign levels rather than a curve that lies.
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if (picked.length < COUNT) picked.push(...spread(scored, COUNT - picked.length));
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} else {
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picked.push(...spread(scored, COUNT));
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}
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// A plan is an arrangement, not a bag: re-sorting it by depth would undo the
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// alternation it exists to create.
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if (!PLAN) picked.sort((a, b) => (a.stats.rotations ?? 0) - (b.stats.rotations ?? 0) || a.score - b.score);
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const levels = picked.map((row, i) => {
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const level = JSON.parse(JSON.stringify(row.level));
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level.campaign = {
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index: i + 1, score: Number(row.score.toFixed(3)), family: row.family,
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rotations: row.stats.rotations, pieces: row.stats.pieces,
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lockedShare: row.stats.lockedShare, contrast: Number(row.contrast.toFixed(1)),
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openingChoices: row.show?.openingChoices ?? null,
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openingBestMs: row.show?.openingBestMs ?? null,
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cruises: row.show?.cruises ?? null,
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};
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level.id = `c50-${String(i + 1).padStart(2, '0')}-${row.family}`;
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return level;
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});
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mkdirSync(dirname(OUT), { recursive: true });
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writeFileSync(OUT, JSON.stringify({ generated: 'select-50', version: 1, weights: WEIGHTS, count: levels.length, levels }, null, 1));
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// Also emit the campaign module the game itself loads, so review happens in the
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// real game rather than in a viewer written for the occasion.
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const chapterSize = 10;
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const chapters = Array.from({ length: Math.ceil(levels.length / chapterSize) },
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(_, i) => ['起步', '转起来', '看清路', '深一点', '收束'][i] ?? `第 ${i + 1} 章`);
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writeFileSync(resolve('src/levels-c50.js'),
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`// Generated by scripts/select-50.mjs — do not edit by hand.\n`
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+ `export const C50_CAMPAIGN = ${JSON.stringify({ id: 'c50', name: '五十关调优版', description: `从 ${pool.length} 个候选里按演出、反差与旋转深度选出的 50 关,难度递增。`, chapters, chapterSize }, null, 1)};\n`
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+ `export const C50_LEVELS = ${JSON.stringify(levels)};\n`);
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const band = (a, b) => picked.slice(a, b);
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const avg = (rows, f) => rows.reduce((s, r) => s + f(r), 0) / Math.max(1, rows.length);
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console.log(`已选 ${levels.length} 关 → ${OUT}`);
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console.log(`家族分布 ${JSON.stringify(used)}(单家族上限 ${cap})`);
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console.log(`旋转深度 ${JSON.stringify(picked.reduce((m, r) => (m[r.stats.rotations] = (m[r.stats.rotations] || 0) + 1, m), {}))}${CURVE ? `(目标 ${JSON.stringify(CURVE)})` : ''}`);
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for (const s of shortfall) console.log(` !! ${s.depth} 只凑到 ${s.got}/${s.want} 关 —— 符合条件的候选总共才 ${s.pool} 个,缺口已由其他条件补上`);
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console.log('');
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console.log('| 档 | 关号 | 难度分 | 旋转 | 棋子 | 密度 | 锁住% | 反差 | 开局可点 | 开局演出 |');
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console.log('|---|---|---:|---:|---:|---:|---:|---:|---:|---:|');
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for (const [label, a, b] of [['前档', 0, 12], ['中档', 12, 32], ['后档', 32, levels.length]]) {
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const rows = band(a, b);
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if (!rows.length) continue;
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console.log(`| ${label} | L${a + 1}–L${b} | ${avg(rows, r => r.score).toFixed(2)} | ${avg(rows, r => r.stats.rotations).toFixed(1)} | ${avg(rows, r => r.stats.pieces).toFixed(1)} | ${(avg(rows, r => r.level.tiles.length / r.level.cells.length) * 100).toFixed(0)}% | ${(avg(rows, r => r.stats.lockedShare) * 100).toFixed(0)}% | ${avg(rows, r => r.contrast).toFixed(1)} | ${avg(rows, r => r.show?.openingChoices ?? 0).toFixed(1)} | ${(avg(rows, r => r.show?.openingBestMs ?? 0) / 1000).toFixed(2)}s |`);
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}
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