Eskalation, Konflikt und Beschluss als eigene Vorgaenge (#689, Stufe 1+2)
- Cases/Decisions in der Instanz-DB; CaseDesk fuehrt die Regeln, der Brett-Task traegt den Vorgang zum jeweiligen Halter - Eskalation nur nach oben, eine Ebene je Schritt; die Leitung entscheidet (mit Begruendung, bindet ihren Bereich), erledigt selbst oder reicht mit Einschaetzung weiter - Erst nachsehen: bindende Beschluesse werden vor dem Eskalieren gezeigt; dieselbe Frage aus derselben Einheit schliesst sich dem offenen Vorgang an - Tagesdeckel je Einheit; nach der Frist wird ein Mensch gerufen (Anschluss fuer #644) - Konflikt: zuerst die Gegenseite, dann Zustellung an die niedrigste gemeinsame Leitung; Ebenen dazwischen vermerkt, nicht befragt - Fremdinhalt-Stufe (#715): Eskalation ohne eigenen Text, kein Konflikt mit Position - Jede Ebene haengt an (#697), beim Halter gerahmt als Daten - Escalation ist ein implizites Werkzeug jedes Agenten; Briefing nennt den Weg - Scanner behaelt einen im Lauf gesetzten Status blockiert/abgebrochen Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Claude Opus 5.5
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using ClawdDotNet.Core.Organisation;
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using ClawdDotNet.Core.Tasks;
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namespace ClawdDotNet.Core.Cases;
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/// <summary>Where a conflict goes: who decides, who is told, or why it is no conflict at all.</summary>
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public sealed record ConflictRoute(string Decider, IReadOnlyList<string> Informed, string? Refusal)
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{
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public bool DecidedByHuman => string.IsNullOrWhiteSpace(Decider);
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}
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/// <summary>
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/// #689: The rules of escalation, conflict and decision — all of them read off the tree, none
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/// of them configured (Organisation-Konzept, section 5). Pure, so each rule can be tested on an
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/// organisation chart alone.
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/// </summary>
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public static class CaseRules
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{
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/// <summary>The human, as a holder or a decider.</summary>
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public const string Human = "";
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/// <summary>
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/// Who an escalation goes to next: the agent's own lead — never sideways, never past a level.
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/// Without a lead above, a human.
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/// </summary>
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public static string NextHolder(OrgChart? org, string agentId)
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=> org?.EffectiveLeaderOf(agentId)?.AgentId ?? Human;
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/// <summary>
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/// A conflict is decided at the lowest place above both sides. It is delivered there
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/// directly — the levels in between cannot decide it and are told, not asked.
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/// </summary>
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public static ConflictRoute RouteConflict(OrgChart? org, string a, string b)
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{
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if (string.Equals(a, b, StringComparison.OrdinalIgnoreCase))
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return new ConflictRoute(Human, [], "A conflict needs two sides.");
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if (org is not { HasUnits: true })
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return new ConflictRoute(Human, [], null);
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if (ReportingLine.IsAbove(org, b, a))
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return new ConflictRoute(Human, [], $"'{a}' stands above '{b}' and can decide this itself — that is no conflict.");
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if (ReportingLine.IsAbove(org, a, b))
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return new ConflictRoute(Human, [], $"'{b}' stands above '{a}' and decides this — escalate to it instead.");
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var pathA = PathUp(org, a);
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var pathB = PathUp(org, b);
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var commonIndex = pathA.FindIndex(u => pathB.Contains(u, StringComparer.OrdinalIgnoreCase));
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var decider = Human;
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if (commonIndex >= 0)
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{
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for (var i = commonIndex; i < pathA.Count; i++)
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{
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if (org.LeaderOf(pathA[i]) is { } lead
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&& !string.Equals(lead.AgentId, a, StringComparison.OrdinalIgnoreCase)
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&& !string.Equals(lead.AgentId, b, StringComparison.OrdinalIgnoreCase))
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{
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decider = lead.AgentId;
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break;
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}
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}
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}
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// The leads between each side and the common place: concerned, told, not asked.
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var informed = new List<string>();
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void Between(List<string> path, int stopAt)
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{
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for (var i = 0; i < stopAt && i < path.Count; i++)
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if (org.LeaderOf(path[i]) is { } lead
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&& !string.Equals(lead.AgentId, a, StringComparison.OrdinalIgnoreCase)
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&& !string.Equals(lead.AgentId, b, StringComparison.OrdinalIgnoreCase)
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&& !string.Equals(lead.AgentId, decider, StringComparison.OrdinalIgnoreCase)
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&& !informed.Contains(lead.AgentId, StringComparer.OrdinalIgnoreCase))
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informed.Add(lead.AgentId);
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}
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var common = commonIndex >= 0 ? pathA[commonIndex] : null;
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Between(pathA, common is null ? pathA.Count : commonIndex);
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Between(pathB, common is null ? pathB.Count : pathB.FindIndex(u => string.Equals(u, common, StringComparison.OrdinalIgnoreCase)));
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return new ConflictRoute(decider, informed, null);
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}
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/// <summary>The unit of the agent and all units above it, nearest first.</summary>
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private static List<string> PathUp(OrgChart org, string agentId)
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=> org.UnitOf(agentId) is { } unit
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? [unit.Id, .. org.Ancestors(unit.Id).Select(u => u.Id)]
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: [];
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/// <summary>
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/// How far a decision reaches: the unit the deciding lead leads, with everything below it.
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/// A human decides for the whole instance.
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/// </summary>
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public static string? ScopeOf(OrgChart? org, string decider)
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{
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if (string.IsNullOrWhiteSpace(decider) || org is not { HasUnits: true })
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return null;
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return org.LedBy(decider)?.Id ?? org.UnitOf(decider)?.Id;
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}
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/// <summary>Whether a decision binds the agent: it is in the decision's unit or below it.</summary>
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public static bool Binds(OrgChart? org, Decision decision, string agentId)
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{
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if (decision.ScopeUnitId is null)
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return true;
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if (org is null)
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return false;
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return PathUp(org, agentId).Contains(decision.ScopeUnitId, StringComparer.OrdinalIgnoreCase);
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}
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/// <summary>
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/// Decisions that answer the question, closest first. Deliberately shallow, like the
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/// duplicate check of the board (#674): the subject compared as a title, or at least two
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/// telling words shared with subject and question.
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/// </summary>
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public static IReadOnlyList<Decision> Find(IEnumerable<Decision> decisions, string subject, string? question = null)
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{
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var wanted = Words(subject + " " + question);
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return decisions
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.Select(d => (Decision: d, Score: Score(d, subject, wanted)))
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.Where(x => x.Score > 0)
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.OrderByDescending(x => x.Score)
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.ThenByDescending(x => x.Decision.DecidedAt)
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.Select(x => x.Decision)
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.ToList();
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}
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private static int Score(Decision decision, string subject, HashSet<string> wanted)
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{
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var match = TaskSimilarity.Compare(decision.Subject, subject);
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if (match == TaskTitleMatch.Duplicate) return 100;
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if (match == TaskTitleMatch.Similar) return 50;
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var shared = Words(decision.Subject + " " + decision.Question).Count(wanted.Contains);
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return shared >= 2 ? shared : 0;
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}
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/// <summary>The words worth comparing: normalised, four letters or more.</summary>
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private static HashSet<string> Words(string text)
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=> TaskSimilarity.Normalize(text)
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.Split(' ', StringSplitOptions.RemoveEmptyEntries)
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.Where(w => w.Length >= 4)
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.ToHashSet(StringComparer.Ordinal);
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}
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