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+# Generalize Finalize Arbitration Implementation Plan
+
+> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
+
+**Goal:** `finalizeArbitration` works on any builder-role node in a story's tree — root or nested — not just the story root. Idempotency becomes structural (keyed to the specific arbitration task, via the story's own event stream) instead of `story.Status`-based. `story.Status` is only ever touched when the node being finalized IS the actual root position. A rejected nested node gets its fix-attempt spawned directly (no story-level field to poll, unlike the root's existing `NEEDS_FIX`/`ensureFixAttempt` flow, which is untouched). Evaluator and arbitration instructions gain the acceptance-criteria fallback the design always intended (`Task.AcceptanceCriteria`, falling back to the story's own) but which was never actually wired up.
+
+**Architecture:** `spawnRoleTask` gains a `parentTaskID` parameter (all 4 existing call sites pass `""`, preserving today's top-level-only behavior; a new nested-fix-attempt call site passes the rejected node's own `ParentTaskID`). `ensureArbitration` gains a `node *task.Task` parameter so its instructions can read that node's own `AcceptanceCriteria` (falling back to the story's). `finalizeArbitration` gains a `ctx` parameter, is renamed internally from `root` to `node`, and branches on `node.ParentTaskID == ""` to decide whether to touch `story.Status` and which rejection path to take. A new `spawnNestedFixAttempt` helper is `ensureFixAttempt`'s direct-spawn counterpart for positions with no story-level anchor to poll.
+
+**Tech Stack:** Go, `internal/scheduler` package only. `processStory` itself is NOT restructured into a tree-walk here — that is a separate, later plan (piece 4b-3). This plan only generalizes the mechanism itself and updates `processStory`'s two existing call sites to the new signatures, so the story root keeps working exactly as it does today, verified by the full existing test suite passing unchanged.
+
+## Global Constraints
+
+- This is piece 4b-2 of `docs/superpowers/specs/2026-07-09-recursive-arbitrated-review-design.md`'s piece 4, following piece 4b-1 (which made a nested `builder`-role task go `READY` instead of `COMPLETED` in `internal/executor`). Piece 4b-3 (the tree-walk wiring `processStory` to discover every `READY` builder node at any depth) is a separate, later plan.
+- Root vs. nested plumbing asymmetry is intentional, not a forbidden special case: the review mechanism itself (evaluate → arbitrate → approve-or-reject → `COMPLETED` means verified) is 100% identical at every depth, achieved by both root and nested nodes going through the exact same `ensureEvaluators`/`ensureArbitration`/`finalizeArbitration` functions with identical approve/reject logic. Only the notification wiring for a *rejection* differs: the root has a natural, already-existing anchor (`story.Status`) to poll via `ensureFixAttempt`, unchanged; a nested position has no such row to poll, so its fix-attempt is spawned directly instead. Same semantic outcome (a same-role, same-position fix-attempt, capped by `maxFixAttempts`), different plumbing suited to where a story-level anchor genuinely exists.
+- No changes to `ensureFixAttempt`, `fixAttemptDepth`, `rejectionReasoning`, `findEvaluators`, `findArbitration`, `taskTree`, `processRetro`'s own logic, `autoAccept`, `maybeEmitVerdict`, `arbitrationVerdict`, `dependsOnAll`, `formatAcceptanceCriteria` — verify by running the full existing test suite and confirming these functions' own tests are unaffected.
+- No change to `processStory`'s overall shape or the `NEEDS_FIX` early-return at its top — only its two internal call sites (`ensureArbitration`, `finalizeArbitration`) gain the new parameters this plan adds.
+
+---
+
+### Task 1: Generalize `finalizeArbitration`, add nested fix-attempt spawning, wire in acceptance-criteria fallback
+
+**Files:**
+- Modify: `internal/scheduler/story_orchestrator.go` (`spawnRoleTask`, `ensureEvaluators`, `ensureArbitration`, `finalizeArbitration`, `ensureFixAttempt`, `processRetro`, `processStory`; add `spawnNestedFixAttempt`)
+- Modify: `internal/scheduler/story_orchestrator_test.go` (5 new tests)
+
+**Interfaces:**
+- Consumes: `task.CurrentAttempt`, `o.fixAttemptDepth`, `o.rejectionReasoning`, `o.arbitrationVerdict`, `event.KindArbitrationDecided`/`event.KindVerdictReported` (all unchanged).
+- Produces: `spawnRoleTask(ctx, name, roleName string, dependsOn []string, parentTaskID string, template *task.Task, instructions string) (*task.Task, error)` — new `parentTaskID` parameter, fifth positional argument. `ensureArbitration(ctx, st, node *task.Task, evaluators []*task.Task) (*task.Task, bool)` — new `node` parameter, third positional argument. `finalizeArbitration(ctx, st, node, arbitration *task.Task)` — new `ctx` parameter, first positional argument (parameter formerly named `root` is now `node`). `spawnNestedFixAttempt(ctx, st, node *task.Task, reasoning string)` — new.
+
+- [ ] **Step 1: Add `parentTaskID` to `spawnRoleTask`**
+
+In `internal/scheduler/story_orchestrator.go`, find:
+
+```go
+func (o *StoryOrchestrator) spawnRoleTask(ctx context.Context, name, roleName string, dependsOn []string, template *task.Task, instructions string) (*task.Task, error) {
+ nt := &task.Task{
+ ID: uuid.NewString(),
+ Name: name,
+ Project: template.Project,
+ RepositoryURL: template.RepositoryURL,
+ Agent: task.AgentConfig{
+ Role: roleName,
+ Instructions: instructions,
+ },
+ Priority: task.PriorityNormal,
+ Tags: []string{"story-orchestrator"},
+ DependsOn: dependsOn,
+ Retry: task.RetryConfig{MaxAttempts: 1, Backoff: "exponential"},
+ State: task.StatePending,
+ }
+```
+
+Replace with:
+
+```go
+func (o *StoryOrchestrator) spawnRoleTask(ctx context.Context, name, roleName string, dependsOn []string, parentTaskID string, template *task.Task, instructions string) (*task.Task, error) {
+ nt := &task.Task{
+ ID: uuid.NewString(),
+ Name: name,
+ ParentTaskID: parentTaskID,
+ Project: template.Project,
+ RepositoryURL: template.RepositoryURL,
+ Agent: task.AgentConfig{
+ Role: roleName,
+ Instructions: instructions,
+ },
+ Priority: task.PriorityNormal,
+ Tags: []string{"story-orchestrator"},
+ DependsOn: dependsOn,
+ Retry: task.RetryConfig{MaxAttempts: 1, Backoff: "exponential"},
+ State: task.StatePending,
+ }
+```
+
+Also update this function's doc comment. Find:
+
+```go
+// spawnRoleTask creates a new role-typed, top-level task (no ParentTaskID —
+// these are DAG siblings via DependsOn, not delegated subtasks; see
+// internal/executor.Pool.cascadeFail's doc comment for why that distinction
+// matters) and submits it to the pool. Agent.Type/Model are left empty so
+// Phase 5's role-based dispatch resolves them from the role's escalation
+// ladder on first dispatch (internal/executor.Pool.execute()); if no active
+// role_configs row exists for the role, that same code path logs a warning
+// and dispatches without role resolution — an accepted degraded mode we
+// don't special-case here either.
+```
+
+Replace with:
+
+```go
+// spawnRoleTask creates a new role-typed task and submits it to the pool.
+// parentTaskID is "" for the DAG-sibling tasks every caller except
+// spawnNestedFixAttempt creates (Evaluators, Arbitration, Retro, and the
+// root's own fix-attempts spawned by ensureFixAttempt are always top-level —
+// see internal/executor.Pool.cascadeFail's doc comment for why that
+// distinction matters); spawnNestedFixAttempt is the one caller that passes
+// a non-empty parentTaskID, so a rejected nested node's fix-attempt lands at
+// the same tree position as the node it supersedes (required for
+// task.CurrentAttempt's ParentTaskID-equality matching to resolve it).
+// Agent.Type/Model are left empty so Phase 5's role-based dispatch resolves
+// them from the role's escalation ladder on first dispatch
+// (internal/executor.Pool.execute()); if no active role_configs row exists
+// for the role, that same code path logs a warning and dispatches without
+// role resolution — an accepted degraded mode we don't special-case here
+// either.
+```
+
+- [ ] **Step 2: Update `ensureEvaluators`'s call site and add the acceptance-criteria fallback**
+
+In the same file, find:
+
+```go
+ spawnedAny := false
+ for _, r := range evaluatorRoles {
+ if _, ok := found[r]; ok {
+ continue
+ }
+ nt, err := o.spawnRoleTask(ctx, fmt.Sprintf("%s: %s", r, st.Name), r, []string{root.ID}, root,
+ fmt.Sprintf("Evaluate the changes made by task %s against the %q dimension for story %q.\n\nStory spec:\n%s", root.ID, r, st.Name, st.Spec))
+ if err != nil {
+ o.logf("story orchestrator: spawn evaluator", "storyID", st.ID, "role", r, "error", err)
+ continue
+ }
+ found[r] = nt
+ spawnedAny = true
+ }
+```
+
+Replace with:
+
+```go
+ criteria := root.AcceptanceCriteria
+ if len(criteria) == 0 {
+ criteria = st.AcceptanceCriteria
+ }
+
+ spawnedAny := false
+ for _, r := range evaluatorRoles {
+ if _, ok := found[r]; ok {
+ continue
+ }
+ nt, err := o.spawnRoleTask(ctx, fmt.Sprintf("%s: %s", r, st.Name), r, []string{root.ID}, "", root,
+ fmt.Sprintf("Evaluate the changes made by task %s against the %q dimension for story %q.\n\nStory spec:\n%s\n\nAcceptance criteria:\n%s", root.ID, r, st.Name, st.Spec, formatAcceptanceCriteria(criteria)))
+ if err != nil {
+ o.logf("story orchestrator: spawn evaluator", "storyID", st.ID, "role", r, "error", err)
+ continue
+ }
+ found[r] = nt
+ spawnedAny = true
+ }
+```
+
+- [ ] **Step 3: Generalize `ensureArbitration`**
+
+In the same file, find the full function:
+
+```go
+// ensureArbitration returns the single Arbitration task depending on all 4
+// evaluators, spawning it if it doesn't exist yet. Idempotency is again
+// structural: it looks for an existing "planner"-role dependent of the first
+// evaluator task that depends on every evaluator ID, rather than relying on
+// story.Status (which a human can freely rewrite via PUT /api/stories/{id}).
+func (o *StoryOrchestrator) ensureArbitration(ctx context.Context, st *story.Story, evaluators []*task.Task) (*task.Task, bool) {
+ ids := make([]string, len(evaluators))
+ for i, ev := range evaluators {
+ ids[i] = ev.ID
+ }
+
+ dependents, err := o.Store.ListDependents(evaluators[0].ID)
+ if err != nil {
+ o.logf("story orchestrator: list evaluator dependents", "storyID", st.ID, "error", err)
+ return nil, false
+ }
+ for _, d := range dependents {
+ if d.Agent.Role == arbitrationRole && dependsOnAll(d, ids) {
+ return d, true
+ }
+ }
+
+ instructions := fmt.Sprintf(
+ "Arbitrate the 4 evaluator verdicts for story %q (task %s). Read each evaluator task's summary/events "+
+ "and decide whether the story is ready to ship. Acceptance criteria:\n%s",
+ st.Name, st.ID, formatAcceptanceCriteria(st.AcceptanceCriteria))
+ nt, err := o.spawnRoleTask(ctx, "Arbitration: "+st.Name, arbitrationRole, ids, evaluators[0], instructions)
+ if err != nil {
+ o.logf("story orchestrator: spawn arbitration", "storyID", st.ID, "error", err)
+ return nil, false
+ }
+ return nt, true
+}
+```
+
+Replace with:
+
+```go
+// ensureArbitration returns the single Arbitration task depending on all 4
+// evaluators, spawning it if it doesn't exist yet. Idempotency is again
+// structural: it looks for an existing "planner"-role dependent of the first
+// evaluator task that depends on every evaluator ID, rather than relying on
+// story.Status (which a human can freely rewrite via PUT /api/stories/{id}).
+// node is the task being evaluated (root or nested) -- used only to read its
+// own AcceptanceCriteria, falling back to the story's if node has none set.
+func (o *StoryOrchestrator) ensureArbitration(ctx context.Context, st *story.Story, node *task.Task, evaluators []*task.Task) (*task.Task, bool) {
+ ids := make([]string, len(evaluators))
+ for i, ev := range evaluators {
+ ids[i] = ev.ID
+ }
+
+ dependents, err := o.Store.ListDependents(evaluators[0].ID)
+ if err != nil {
+ o.logf("story orchestrator: list evaluator dependents", "storyID", st.ID, "error", err)
+ return nil, false
+ }
+ for _, d := range dependents {
+ if d.Agent.Role == arbitrationRole && dependsOnAll(d, ids) {
+ return d, true
+ }
+ }
+
+ criteria := node.AcceptanceCriteria
+ if len(criteria) == 0 {
+ criteria = st.AcceptanceCriteria
+ }
+ instructions := fmt.Sprintf(
+ "Arbitrate the 4 evaluator verdicts for task %q (%s) within story %q. Read each evaluator task's summary/events "+
+ "and decide whether this task is ready to ship. Acceptance criteria:\n%s",
+ node.Name, node.ID, st.Name, formatAcceptanceCriteria(criteria))
+ nt, err := o.spawnRoleTask(ctx, "Arbitration: "+st.Name, arbitrationRole, ids, "", evaluators[0], instructions)
+ if err != nil {
+ o.logf("story orchestrator: spawn arbitration", "storyID", st.ID, "error", err)
+ return nil, false
+ }
+ return nt, true
+}
+```
+
+- [ ] **Step 4: Generalize `finalizeArbitration` and add `spawnNestedFixAttempt`**
+
+In the same file, find the full function (including its doc comment):
+
+```go
+// finalizeArbitration handles the Arbitration task reaching COMPLETED: it
+// emits KindArbitrationDecided, then either approves or rejects root based on
+// whether the arbitration task recorded a structured KindVerdictReported
+// event (AgentChannel.ReportVerdict). An arbitration task that never calls
+// report_verdict defaults to approval, preserving the prior behavior for
+// agents that don't report a structured verdict.
+//
+// On approval, root is promoted READY -> COMPLETED *here* — not eagerly the
+// moment it first reached READY — so COMPLETED means "verified by
+// arbitration", uniformly, the same rule this design applies at every depth
+// of a builder-role task tree (see
+// docs/superpowers/specs/2026-07-09-recursive-arbitrated-review-design.md).
+// On rejection, root is left untouched at READY: it has been superseded, and
+// task.CurrentAttempt will resolve future lookups of this position forward
+// to whatever fix-attempt task ensureFixAttempt spawns once the story lands
+// at NEEDS_FIX below — READY already satisfies a dependent's DependsOn (see
+// executor.depDoneStates), so the fix attempt is immediately dispatchable
+// without root ever becoming COMPLETED.
+//
+// Gated on st.Status == "VALIDATING" so repeated ticks (or a story a human
+// already advanced past REVIEW_READY) don't re-emit the event, re-promote
+// root, or re-write the status — this is the one place in the orchestrator
+// where the story's own status field, not a structural dependents check, is
+// the idempotency guard, because by this stage there's nothing further to
+// check structurally: the Arbitration task is the last task in the chain, so
+// "does a subsequent task exist" isn't an available signal.
+func (o *StoryOrchestrator) finalizeArbitration(st *story.Story, root, arbitration *task.Task) {
+ if st.Status != "VALIDATING" {
+ return
+ }
+
+ approved, _, hasVerdict := o.arbitrationVerdict(st, arbitration)
+
+ payload, _ := json.Marshal(struct {
+ TaskID string `json:"task_id"`
+ Summary string `json:"summary"`
+ Approved *bool `json:"approved,omitempty"`
+ }{TaskID: arbitration.ID, Summary: arbitration.Summary, Approved: optionalBool(approved, hasVerdict)})
+ if err := o.Store.CreateEvent(&event.Event{
+ TaskID: st.ID,
+ Kind: event.KindArbitrationDecided,
+ Actor: event.ActorSystem,
+ Payload: payload,
+ }); err != nil {
+ o.logf("story orchestrator: emit arbitration_decided", "storyID", st.ID, "error", err)
+ }
+
+ if hasVerdict && !approved {
+ st.Status = "NEEDS_FIX"
+ } else {
+ // Approved (or no structured verdict reported -- preserves the
+ // prior unconditional-approve default). root only becomes COMPLETED
+ // here, after arbitration.
+ if err := o.Store.UpdateTaskState(root.ID, task.StateCompleted); err != nil {
+ o.logf("story orchestrator: finalize arbitration: promote root to completed", "storyID", st.ID, "taskID", root.ID, "error", err)
+ return
+ }
+ st.Status = "REVIEW_READY"
+ }
+ if err := o.Store.UpdateStory(st); err != nil {
+ o.logf("story orchestrator: update story status after arbitration", "storyID", st.ID, "status", st.Status, "error", err)
+ }
+}
+```
+
+Replace with:
+
+```go
+// finalizeArbitration handles an Arbitration task reaching COMPLETED for any
+// builder-role node in a story's tree -- root or nested -- and either
+// approves or rejects that node based on whether the arbitration task
+// recorded a structured KindVerdictReported event
+// (AgentChannel.ReportVerdict). An arbitration task that never calls
+// report_verdict defaults to approval, preserving the prior behavior for
+// agents that don't report a structured verdict.
+//
+// Idempotency is structural and keyed to this specific arbitration task, not
+// story.Status (a story-level field only the root position has any claim
+// to): it checks the story's own event stream for a KindArbitrationDecided
+// event already referencing arbitration.ID, and does nothing further if
+// found. This is what lets this same function run for every builder node in
+// a story's tree without a node-specific analog of story.Status to gate on.
+//
+// On approval, node is promoted READY -> COMPLETED *here* -- not eagerly the
+// moment it first reached READY -- so COMPLETED means "verified by
+// arbitration", uniformly, at every depth (see
+// docs/superpowers/specs/2026-07-09-recursive-arbitrated-review-design.md).
+// On rejection, node is left untouched at READY: it has been superseded, and
+// task.CurrentAttempt will resolve future lookups of this position forward
+// to whatever fix-attempt gets spawned.
+//
+// st.Status is only ever touched here when node IS the story's root
+// (node.ParentTaskID == "", true only for the position anchored at
+// st.RootTaskID within this story's own tree): REVIEW_READY on approval,
+// NEEDS_FIX on rejection -- exactly as before this function was
+// generalized. A rejected ROOT's fix-attempt is still spawned by
+// ensureFixAttempt on the next tick, polling st.Status == "NEEDS_FIX" --
+// unchanged, since a Story row is a natural, already-existing anchor for
+// that trigger. A rejected NESTED node has no story-level field to poll, so
+// its fix-attempt is spawned directly, right here (spawnNestedFixAttempt,
+// below), respecting the same maxFixAttempts cap via fixAttemptDepth. Both
+// paths produce the identical semantic outcome (a same-role, same-position
+// fix-attempt, capped) through different wiring suited to where a
+// story-level anchor exists (root) or doesn't (nested) -- not a special case
+// in the review mechanism itself, which stays 100% identical at every depth.
+func (o *StoryOrchestrator) finalizeArbitration(ctx context.Context, st *story.Story, node, arbitration *task.Task) {
+ events, err := o.Store.ListEvents(st.ID, 0)
+ if err != nil {
+ o.logf("story orchestrator: finalize arbitration: list story events", "storyID", st.ID, "error", err)
+ return
+ }
+ for _, e := range events {
+ if e.Kind != event.KindArbitrationDecided {
+ continue
+ }
+ var payload struct {
+ TaskID string `json:"task_id"`
+ }
+ if json.Unmarshal(e.Payload, &payload) == nil && payload.TaskID == arbitration.ID {
+ return // already finalized
+ }
+ }
+
+ approved, reasoning, hasVerdict := o.arbitrationVerdict(st, arbitration)
+ isRoot := node.ParentTaskID == ""
+
+ payload, _ := json.Marshal(struct {
+ TaskID string `json:"task_id"`
+ Summary string `json:"summary"`
+ Approved *bool `json:"approved,omitempty"`
+ }{TaskID: arbitration.ID, Summary: arbitration.Summary, Approved: optionalBool(approved, hasVerdict)})
+ if err := o.Store.CreateEvent(&event.Event{
+ TaskID: st.ID,
+ Kind: event.KindArbitrationDecided,
+ Actor: event.ActorSystem,
+ Payload: payload,
+ }); err != nil {
+ o.logf("story orchestrator: emit arbitration_decided", "storyID", st.ID, "error", err)
+ }
+
+ if hasVerdict && !approved {
+ if isRoot {
+ st.Status = "NEEDS_FIX"
+ if err := o.Store.UpdateStory(st); err != nil {
+ o.logf("story orchestrator: update story status after arbitration", "storyID", st.ID, "status", st.Status, "error", err)
+ }
+ return
+ }
+ o.spawnNestedFixAttempt(ctx, st, node, reasoning)
+ return
+ }
+
+ // Approved (or no structured verdict reported -- preserves the prior
+ // unconditional-approve default). node only becomes COMPLETED here,
+ // after arbitration.
+ if err := o.Store.UpdateTaskState(node.ID, task.StateCompleted); err != nil {
+ o.logf("story orchestrator: finalize arbitration: promote node to completed", "storyID", st.ID, "taskID", node.ID, "error", err)
+ return
+ }
+ if isRoot {
+ st.Status = "REVIEW_READY"
+ if err := o.Store.UpdateStory(st); err != nil {
+ o.logf("story orchestrator: update story status after arbitration", "storyID", st.ID, "status", st.Status, "error", err)
+ }
+ }
+}
+
+// spawnNestedFixAttempt handles a rejected NESTED builder node
+// (node.ParentTaskID != "") -- the counterpart to ensureFixAttempt, which
+// handles the root position via st.Status == "NEEDS_FIX" polling. A nested
+// position has no story-level field to poll, so its fix-attempt is spawned
+// directly here, the moment rejection is discovered. Idempotency and the
+// maxFixAttempts cap mirror ensureFixAttempt exactly: look for an existing
+// role-matched dependent before spawning, and refuse to spawn a new one past
+// the cap (leaving node's position permanently unresolved, node's own parent
+// stuck BLOCKED forever -- the same "leave it for a human" resolution the
+// root's own cap already accepts, per this design's Non-Goals).
+func (o *StoryOrchestrator) spawnNestedFixAttempt(ctx context.Context, st *story.Story, node *task.Task, reasoning string) {
+ dependents, err := o.Store.ListDependents(node.ID)
+ if err != nil {
+ o.logf("story orchestrator: nested fix attempt: list node dependents", "storyID", st.ID, "nodeID", node.ID, "error", err)
+ return
+ }
+ for _, d := range dependents {
+ if d.Agent.Role == node.Agent.Role {
+ return // fix attempt already spawned
+ }
+ }
+
+ if depth := o.fixAttemptDepth(node); depth >= maxFixAttempts {
+ o.logf("story orchestrator: nested fix attempt: max fix attempts reached, leaving node rejected for a human", "storyID", st.ID, "nodeID", node.ID, "depth", depth)
+ return
+ }
+
+ if reasoning == "" {
+ reasoning = "(no arbitration reasoning found)"
+ }
+ instructions := fmt.Sprintf(
+ "A previous attempt at task %q (%s) within story %q was rejected by arbitration. Fix the issues and resubmit.\n\n"+
+ "Acceptance criteria:\n%s\n\nArbitration's rejection reasoning:\n%s",
+ node.Name, node.ID, st.Name, formatAcceptanceCriteria(node.AcceptanceCriteria), reasoning)
+ if _, err := o.spawnRoleTask(ctx, "Fix attempt: "+node.Name, node.Agent.Role, []string{node.ID}, node.ParentTaskID, node, instructions); err != nil {
+ o.logf("story orchestrator: nested fix attempt: spawn", "storyID", st.ID, "nodeID", node.ID, "error", err)
+ }
+}
+```
+
+- [ ] **Step 5: Update the remaining `spawnRoleTask` call sites**
+
+In the same file, find (inside `ensureFixAttempt`):
+
+```go
+ nt, err := o.spawnRoleTask(ctx, "Fix attempt: "+st.Name, "builder", []string{oldRoot.ID}, oldRoot, instructions)
+```
+
+Replace with:
+
+```go
+ nt, err := o.spawnRoleTask(ctx, "Fix attempt: "+st.Name, "builder", []string{oldRoot.ID}, "", oldRoot, instructions)
+```
+
+Find (inside `processRetro`):
+
+```go
+ nt, err := o.spawnRoleTask(ctx, "Retro: "+st.Name, retroRole, []string{arbitration.ID}, root, instructions)
+```
+
+Replace with:
+
+```go
+ nt, err := o.spawnRoleTask(ctx, "Retro: "+st.Name, retroRole, []string{arbitration.ID}, "", root, instructions)
+```
+
+- [ ] **Step 6: Update `processStory`'s two call sites**
+
+In the same file, find (inside `processStory`):
+
+```go
+ // Stage 2: Evaluators -> Arbitration.
+ arbitration, ok := o.ensureArbitration(ctx, st, evaluators)
+ if !ok {
+ return
+ }
+ arbitration = o.autoAccept(st, arbitration)
+
+ // Stage 3: Arbitration -> approve (root: READY -> COMPLETED, story ->
+ // REVIEW_READY) or reject (story -> NEEDS_FIX; a fix attempt is spawned
+ // next tick by ensureFixAttempt, depending on the still-READY root --
+ // task.CurrentAttempt resolves future lookups of this position forward
+ // to it).
+ if arbitration.State == task.StateCompleted {
+ o.finalizeArbitration(st, root, arbitration)
+ }
+}
+```
+
+Replace with:
+
+```go
+ // Stage 2: Evaluators -> Arbitration.
+ arbitration, ok := o.ensureArbitration(ctx, st, root, evaluators)
+ if !ok {
+ return
+ }
+ arbitration = o.autoAccept(st, arbitration)
+
+ // Stage 3: Arbitration -> approve (root: READY -> COMPLETED, story ->
+ // REVIEW_READY) or reject (story -> NEEDS_FIX; a fix attempt is spawned
+ // next tick by ensureFixAttempt, depending on the still-READY root --
+ // task.CurrentAttempt resolves future lookups of this position forward
+ // to it).
+ if arbitration.State == task.StateCompleted {
+ o.finalizeArbitration(ctx, st, root, arbitration)
+ }
+}
+```
+
+- [ ] **Step 7: Add the 5 new tests**
+
+In `internal/scheduler/story_orchestrator_test.go`, add these 5 tests anywhere after `seedNeedsFixStory`'s definition (e.g., immediately before `TestStoryOrchestrator_ArbitrationCompletes_EmitsDecisionAndReviewReady`, or at the end of the file — placement doesn't matter, they're self-contained):
+
+```go
+// TestStoryOrchestrator_FinalizeArbitration_NestedNodeApproved_DoesNotTouchStoryStatus
+// proves finalizeArbitration, generalized to operate on any builder-role
+// node (not just the story root), promotes a NESTED node to COMPLETED on
+// approval without touching story.Status at all -- REVIEW_READY is reserved
+// for the actual root position (node.ParentTaskID == "").
+func TestStoryOrchestrator_FinalizeArbitration_NestedNodeApproved_DoesNotTouchStoryStatus(t *testing.T) {
+ store := newFakeStoryStore()
+ root := builderTask("nested-approve-root", task.StateBlocked)
+ store.tasks[root.ID] = root
+ st := newStoryWithRoot("nested-approve-story", root.ID, "IN_PROGRESS")
+ store.stories[st.ID] = st
+
+ nested := builderTask("nested-approve-node", task.StateReady)
+ nested.ParentTaskID = root.ID
+ store.tasks[nested.ID] = nested
+
+ arb := &task.Task{
+ ID: "nested-approve-arb",
+ Name: "Arbitration",
+ Agent: task.AgentConfig{Role: arbitrationRole},
+ State: task.StateCompleted,
+ Summary: "ship it",
+ }
+ store.tasks[arb.ID] = arb
+ payload, _ := json.Marshal(struct {
+ Approved bool `json:"approved"`
+ Reasoning string `json:"reasoning"`
+ }{Approved: true, Reasoning: "meets criteria"})
+ if err := store.CreateEvent(&event.Event{TaskID: arb.ID, Kind: event.KindVerdictReported, Actor: event.ActorAgent, Payload: payload}); err != nil {
+ t.Fatalf("seed verdict event: %v", err)
+ }
+
+ pool := &fakePool{}
+ orch := &StoryOrchestrator{Store: store, Pool: pool}
+ orch.finalizeArbitration(context.Background(), st, nested, arb)
+
+ got, err := store.GetTask(nested.ID)
+ if err != nil {
+ t.Fatal(err)
+ }
+ if got.State != task.StateCompleted {
+ t.Errorf("nested node State = %v, want COMPLETED", got.State)
+ }
+
+ stories, _ := store.ListStories(storage.StoryFilter{})
+ var gotStory *story.Story
+ for _, s := range stories {
+ if s.ID == st.ID {
+ gotStory = s
+ }
+ }
+ if gotStory.Status != "IN_PROGRESS" {
+ t.Errorf("story Status = %q, want unchanged IN_PROGRESS (only root's own arbitration should touch story.Status)", gotStory.Status)
+ }
+}
+
+// TestStoryOrchestrator_FinalizeArbitration_NestedNodeRejected_SpawnsFixAttemptDirectly
+// proves the nested-rejection path: since a nested position has no
+// story-level field to poll (unlike the root's NEEDS_FIX/ensureFixAttempt
+// flow), its fix-attempt is spawned immediately, right here -- same role,
+// same ParentTaskID as the rejected node (so task.CurrentAttempt resolves
+// it correctly), and story.Status is left untouched.
+func TestStoryOrchestrator_FinalizeArbitration_NestedNodeRejected_SpawnsFixAttemptDirectly(t *testing.T) {
+ store := newFakeStoryStore()
+ root := builderTask("nested-reject-root", task.StateBlocked)
+ store.tasks[root.ID] = root
+ st := newStoryWithRoot("nested-reject-story", root.ID, "IN_PROGRESS")
+ store.stories[st.ID] = st
+
+ nested := builderTask("nested-reject-node", task.StateReady)
+ nested.ParentTaskID = root.ID
+ store.tasks[nested.ID] = nested
+
+ arb := &task.Task{
+ ID: "nested-reject-arb",
+ Name: "Arbitration",
+ Agent: task.AgentConfig{Role: arbitrationRole},
+ State: task.StateCompleted,
+ Summary: "found a real problem",
+ }
+ store.tasks[arb.ID] = arb
+ payload, _ := json.Marshal(struct {
+ Approved bool `json:"approved"`
+ Reasoning string `json:"reasoning"`
+ }{Approved: false, Reasoning: "breaks the widget"})
+ if err := store.CreateEvent(&event.Event{TaskID: arb.ID, Kind: event.KindVerdictReported, Actor: event.ActorAgent, Payload: payload}); err != nil {
+ t.Fatalf("seed verdict event: %v", err)
+ }
+
+ pool := &fakePool{}
+ orch := &StoryOrchestrator{Store: store, Pool: pool}
+ orch.finalizeArbitration(context.Background(), st, nested, arb)
+
+ got, err := store.GetTask(nested.ID)
+ if err != nil {
+ t.Fatal(err)
+ }
+ if got.State != task.StateReady {
+ t.Errorf("rejected nested node State = %v, want unchanged READY", got.State)
+ }
+
+ fixAttempts := store.dependentsWithRole(nested.ID, "builder")
+ if len(fixAttempts) != 1 {
+ t.Fatalf("expected exactly 1 fix-attempt task depending on the rejected nested node, got %d", len(fixAttempts))
+ }
+ fix := fixAttempts[0]
+ if fix.ParentTaskID != nested.ParentTaskID {
+ t.Errorf("fix attempt ParentTaskID = %q, want %q (same position as the rejected node)", fix.ParentTaskID, nested.ParentTaskID)
+ }
+ if fix.State != task.StateQueued {
+ t.Errorf("fix attempt State = %v, want QUEUED", fix.State)
+ }
+
+ stories, _ := store.ListStories(storage.StoryFilter{})
+ var gotStory *story.Story
+ for _, s := range stories {
+ if s.ID == st.ID {
+ gotStory = s
+ }
+ }
+ if gotStory.Status != "IN_PROGRESS" {
+ t.Errorf("story Status = %q, want unchanged IN_PROGRESS", gotStory.Status)
+ }
+}
+
+// TestStoryOrchestrator_FinalizeArbitration_NestedNodeRejected_CapsAtMaxFixAttempts
+// mirrors the root's own safety net (TestStoryOrchestrator_NeedsFix_CapsAtMaxFixAttempts)
+// for a nested position: once a chain of maxFixAttempts consecutive fix
+// attempts already exists at this position, no further fix attempt is
+// spawned.
+func TestStoryOrchestrator_FinalizeArbitration_NestedNodeRejected_CapsAtMaxFixAttempts(t *testing.T) {
+ store := newFakeStoryStore()
+ root := builderTask("nested-cap-root", task.StateBlocked)
+ store.tasks[root.ID] = root
+ st := newStoryWithRoot("nested-cap-story", root.ID, "IN_PROGRESS")
+ store.stories[st.ID] = st
+
+ nested := builderTask("nested-cap-node", task.StateReady)
+ nested.ParentTaskID = root.ID
+ store.tasks[nested.ID] = nested
+
+ pool := &fakePool{}
+ orch := &StoryOrchestrator{Store: store, Pool: pool}
+
+ // Build a chain of maxFixAttempts prior fix-attempt tasks at this same
+ // nested position, ending at prev -- simulating a position that has
+ // already exhausted its automatic fix attempts.
+ prev := nested
+ for i := 0; i < maxFixAttempts; i++ {
+ nt, err := orch.spawnRoleTask(context.Background(), fmt.Sprintf("Fix attempt %d", i), "builder", []string{prev.ID}, root.ID, root, "fix it")
+ if err != nil {
+ t.Fatalf("seed fix-attempt chain: %v", err)
+ }
+ prev = nt
+ }
+
+ arb := &task.Task{
+ ID: "nested-cap-arb",
+ Name: "Arbitration",
+ Agent: task.AgentConfig{Role: arbitrationRole},
+ State: task.StateCompleted,
+ Summary: "still broken",
+ }
+ store.tasks[arb.ID] = arb
+ payload, _ := json.Marshal(struct {
+ Approved bool `json:"approved"`
+ Reasoning string `json:"reasoning"`
+ }{Approved: false, Reasoning: "still broken"})
+ if err := store.CreateEvent(&event.Event{TaskID: arb.ID, Kind: event.KindVerdictReported, Actor: event.ActorAgent, Payload: payload}); err != nil {
+ t.Fatalf("seed verdict event: %v", err)
+ }
+
+ orch.finalizeArbitration(context.Background(), st, prev, arb)
+
+ fixAttempts := store.dependentsWithRole(prev.ID, "builder")
+ if len(fixAttempts) != 0 {
+ t.Fatalf("expected no new fix-attempt task once maxFixAttempts is reached, got %d", len(fixAttempts))
+ }
+}
+
+// TestStoryOrchestrator_FinalizeArbitration_RootStillSetsStoryStatus proves
+// the generalized finalizeArbitration still drives story.Status exactly as
+// before when node IS the root position (node.ParentTaskID == "") -- the
+// one case where touching story.Status is still correct, now decided by
+// node.ParentTaskID rather than being the function's only mode.
+func TestStoryOrchestrator_FinalizeArbitration_RootStillSetsStoryStatus(t *testing.T) {
+ store := newFakeStoryStore()
+ root := builderTask("root-status-root", task.StateReady)
+ store.tasks[root.ID] = root
+ st := newStoryWithRoot("root-status-story", root.ID, "VALIDATING")
+ store.stories[st.ID] = st
+
+ arb := &task.Task{
+ ID: "root-status-arb",
+ Name: "Arbitration",
+ Agent: task.AgentConfig{Role: arbitrationRole},
+ State: task.StateCompleted,
+ Summary: "ship it",
+ }
+ store.tasks[arb.ID] = arb
+ payload, _ := json.Marshal(struct {
+ Approved bool `json:"approved"`
+ Reasoning string `json:"reasoning"`
+ }{Approved: true, Reasoning: "meets criteria"})
+ if err := store.CreateEvent(&event.Event{TaskID: arb.ID, Kind: event.KindVerdictReported, Actor: event.ActorAgent, Payload: payload}); err != nil {
+ t.Fatalf("seed verdict event: %v", err)
+ }
+
+ pool := &fakePool{}
+ orch := &StoryOrchestrator{Store: store, Pool: pool}
+ orch.finalizeArbitration(context.Background(), st, root, arb)
+
+ gotRoot, err := store.GetTask(root.ID)
+ if err != nil {
+ t.Fatal(err)
+ }
+ if gotRoot.State != task.StateCompleted {
+ t.Errorf("root State = %v, want COMPLETED", gotRoot.State)
+ }
+
+ stories, _ := store.ListStories(storage.StoryFilter{})
+ var gotStory *story.Story
+ for _, s := range stories {
+ if s.ID == st.ID {
+ gotStory = s
+ }
+ }
+ if gotStory.Status != "REVIEW_READY" {
+ t.Errorf("story Status = %q, want REVIEW_READY (root's own approval must still drive it)", gotStory.Status)
+ }
+}
+
+// TestStoryOrchestrator_FinalizeArbitration_IdempotentViaArbitrationDecidedEvent
+// proves the generalized idempotency check (a KindArbitrationDecided event
+// already referencing this arbitration.ID) correctly no-ops a repeated call
+// for the same already-decided arbitration -- the mechanism every node in a
+// story's tree now shares, replacing the root-only story.Status ==
+// "VALIDATING" gate.
+func TestStoryOrchestrator_FinalizeArbitration_IdempotentViaArbitrationDecidedEvent(t *testing.T) {
+ store := newFakeStoryStore()
+ root := builderTask("idempotent-root", task.StateReady)
+ store.tasks[root.ID] = root
+ st := newStoryWithRoot("idempotent-story", root.ID, "VALIDATING")
+ store.stories[st.ID] = st
+
+ arb := &task.Task{
+ ID: "idempotent-arb",
+ Name: "Arbitration",
+ Agent: task.AgentConfig{Role: arbitrationRole},
+ State: task.StateCompleted,
+ Summary: "ship it",
+ }
+ store.tasks[arb.ID] = arb
+ payload, _ := json.Marshal(struct {
+ Approved bool `json:"approved"`
+ Reasoning string `json:"reasoning"`
+ }{Approved: true, Reasoning: "meets criteria"})
+ if err := store.CreateEvent(&event.Event{TaskID: arb.ID, Kind: event.KindVerdictReported, Actor: event.ActorAgent, Payload: payload}); err != nil {
+ t.Fatalf("seed verdict event: %v", err)
+ }
+
+ pool := &fakePool{}
+ orch := &StoryOrchestrator{Store: store, Pool: pool}
+ orch.finalizeArbitration(context.Background(), st, root, arb)
+ orch.finalizeArbitration(context.Background(), st, root, arb)
+ orch.finalizeArbitration(context.Background(), st, root, arb)
+
+ decided := store.eventsOfKind(event.KindArbitrationDecided)
+ if len(decided) != 1 {
+ t.Fatalf("expected exactly 1 arbitration_decided event after 3 calls, got %d", len(decided))
+ }
+}
+```
+
+- [ ] **Step 8: Commit locally NOW (before further verification)**
+
+Run these exact commands, in order:
+
+```bash
+git add -A
+git commit -m "refactor(scheduler): generalize finalizeArbitration to any builder-role node, add nested fix-attempt spawning and acceptance-criteria fallback"
+git status
+git log --oneline -1
+```
+
+Do NOT run `git push`. This repo's own bare git remote is not mounted inside dispatch containers. Per this repo's own CLAUDE.md ("After a successful run, new commits are pushed from the workspace"), claudomator's ContainerRunner pushes your commits externally once your run finishes successfully with a clean working tree — your only job is a clean local commit and a clean working tree at teardown. Do this as soon as all edits (Steps 1-7) are done, before spending time on the verification steps below.
+
+- [ ] **Step 9: Run the full scheduler package test suite**
+
+Run: `go test ./internal/scheduler/... -v -run 'TestStoryOrchestrator'`
+Expected: PASS for every test in the file, including the 5 new ones above. Every pre-existing test must ALSO pass completely unchanged: `TestStoryOrchestrator_SpawnsEvaluators_WhenBuilderReady`, `TestStoryOrchestrator_DoesNotDuplicateEvaluators`, `TestStoryOrchestrator_SpawnsArbitration_WhenAllEvaluatorsComplete`, `TestStoryOrchestrator_DoesNotSpawnArbitration_UntilAllEvaluatorsComplete`, `TestStoryOrchestrator_EmitsEvalVerdict_OncePerEvaluator`, `TestStoryOrchestrator_ArbitrationCompletes_EmitsDecisionAndReviewReady`, `TestStoryOrchestrator_ArbitrationRejects_SetsStoryNeedsFix`, `TestStoryOrchestrator_ArbitrationApproves_SetsReviewReady`, the 3 fix-loop tests (`TestStoryOrchestrator_NeedsFix_SpawnsFixAttempt`, `TestStoryOrchestrator_EnsureFixAttempt_FindsExistingSpawnedAttempt`, `TestStoryOrchestrator_NeedsFix_CapsAtMaxFixAttempts`), `TestStoryOrchestrator_ArbitrationRejects_LeavesRootReadyNotCompleted`, `TestStoryOrchestrator_ReadyBuilder_SpawnsEvaluators_StaysReadyUntilApproved`, `TestStoryOrchestrator_AutoAccept_DoesNotTouchUnrelatedReadyTask`, `TestStoryOrchestrator_SkipsTerminalStories`, `TestStoryOrchestrator_EndToEnd`, and the full retro test cluster. Paste the actual output. If anything fails, fix it, then repeat Step 8's commit (a new commit is fine, don't amend).
+
+- [ ] **Step 10: Run the full repo test suite**
+
+Run: `go build ./...` then `go test ./...` (the entire repo). Both must pass — paste the actual output. If `internal/api` flakes under the race detector on a one-off "sql: database is closed" teardown error unrelated to this task's actual changes, rerun once before treating it as real.
+
+Also run `gofmt -l internal/scheduler/story_orchestrator.go internal/scheduler/story_orchestrator_test.go` and `gofmt -w` any file it flags that wasn't already gofmt-dirty before your changes (check with `git show HEAD~1:<path> | gofmt -l -` if unsure). If you make any further fixes here, commit them too (again, no push).
+
+## Mandatory verification disclosure
+
+When you call report_summary, paste the actual terminal output of every command above — literal pass/fail counts, not a claim of success — including the full-repo `go test ./...` run and the final `git status`/`git log` confirmation showing a clean tree with your commit(s) present. If anything here is ambiguous or conflicts with what you find in the actual repo, call ask_user and describe the specific conflict — don't guess or silently decide.