solfaces 2.2.0 → 2.3.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (64) hide show
  1. package/README.md +45 -19
  2. package/SKILL.md +2 -3
  3. package/dist/agent/index.cjs +13 -14
  4. package/dist/agent/index.js +3 -4
  5. package/dist/agent/mcp-server.cjs +326 -333
  6. package/dist/{chunk-5DT27HMT.js → chunk-2KW35VRI.js} +3 -3
  7. package/dist/{chunk-5DT27HMT.js.map → chunk-2KW35VRI.js.map} +1 -1
  8. package/dist/{chunk-PVJR3SFG.cjs → chunk-BI3GHRKQ.cjs} +14 -15
  9. package/dist/chunk-BI3GHRKQ.cjs.map +1 -0
  10. package/dist/{chunk-DRUSCLEF.js → chunk-MYUSB4LA.js} +28 -8
  11. package/dist/chunk-MYUSB4LA.js.map +1 -0
  12. package/dist/{chunk-3CE7Q44S.js → chunk-N5GDLCCL.js} +324 -110
  13. package/dist/chunk-N5GDLCCL.js.map +1 -0
  14. package/dist/{chunk-74CSG63X.js → chunk-O2IIBSQH.js} +6 -7
  15. package/dist/chunk-O2IIBSQH.js.map +1 -0
  16. package/dist/{chunk-6QRDULAO.cjs → chunk-PCSRDAWQ.cjs} +28 -7
  17. package/dist/chunk-PCSRDAWQ.cjs.map +1 -0
  18. package/dist/{chunk-WIXGHS77.cjs → chunk-T7HEUW2O.cjs} +6 -6
  19. package/dist/{chunk-WIXGHS77.cjs.map → chunk-T7HEUW2O.cjs.map} +1 -1
  20. package/dist/{chunk-F54WHRCE.cjs → chunk-W2U6ITMR.cjs} +328 -110
  21. package/dist/chunk-W2U6ITMR.cjs.map +1 -0
  22. package/dist/core/index.cjs +43 -44
  23. package/dist/core/index.d.cts +39 -5
  24. package/dist/core/index.d.ts +39 -5
  25. package/dist/core/index.js +2 -3
  26. package/dist/index.cjs +53 -50
  27. package/dist/index.d.cts +3 -3
  28. package/dist/index.d.ts +3 -3
  29. package/dist/index.js +4 -5
  30. package/dist/react/index.cjs +107 -120
  31. package/dist/react/index.cjs.map +1 -1
  32. package/dist/react/index.d.cts +23 -1
  33. package/dist/react/index.d.ts +23 -1
  34. package/dist/react/index.js +95 -108
  35. package/dist/react/index.js.map +1 -1
  36. package/dist/solfaces.cdn.global.js +2 -2
  37. package/dist/solfaces.cdn.global.js.map +1 -1
  38. package/dist/themes/index.cjs +18 -14
  39. package/dist/themes/index.d.cts +30 -4
  40. package/dist/themes/index.d.ts +30 -4
  41. package/dist/themes/index.js +1 -1
  42. package/dist/traits-D4tbtZIr.d.cts +259 -0
  43. package/dist/traits-D4tbtZIr.d.ts +259 -0
  44. package/dist/vanilla/index.cjs +6 -7
  45. package/dist/vanilla/index.cjs.map +1 -1
  46. package/dist/vanilla/index.d.cts +1 -1
  47. package/dist/vanilla/index.d.ts +1 -1
  48. package/dist/vanilla/index.js +2 -3
  49. package/dist/vanilla/index.js.map +1 -1
  50. package/package.json +4 -1
  51. package/python/solfaces.py +103 -119
  52. package/reference/integrations.md +1 -1
  53. package/dist/chunk-3CE7Q44S.js.map +0 -1
  54. package/dist/chunk-6QRDULAO.cjs.map +0 -1
  55. package/dist/chunk-74CSG63X.js.map +0 -1
  56. package/dist/chunk-CKHLRORB.js +0 -239
  57. package/dist/chunk-CKHLRORB.js.map +0 -1
  58. package/dist/chunk-DRUSCLEF.js.map +0 -1
  59. package/dist/chunk-F54WHRCE.cjs.map +0 -1
  60. package/dist/chunk-PVJR3SFG.cjs.map +0 -1
  61. package/dist/chunk-TYTBYDQU.cjs +0 -244
  62. package/dist/chunk-TYTBYDQU.cjs.map +0 -1
  63. package/dist/traits-sfe7rM9C.d.cts +0 -106
  64. package/dist/traits-sfe7rM9C.d.ts +0 -106
@@ -0,0 +1 @@
1
+ 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═══════════════════════════════════════════════════\n// SOLFACES v2 — Deterministic avatar trait engine\n// ═══════════════════════════════════════════════════\n\n// ─── Types ────────────────────────────────────────\n\n/** Deterministic trait indices generated from a wallet address. Each index selects a visual variant. */\nexport interface SolFaceTraits {\n /** Face shape variant (0–3). Consumed for PRNG ordering; all faces render as squircle. */\n faceShape: number;\n /** Skin tone index (0–9). Maps to: Porcelain, Ivory, Fair, Light, Sand, Golden, Warm, Caramel, Brown, Deep. */\n skinColor: number;\n /** Eye shape variant (0–8). Maps to: Round, Minimal, Almond, Wide, Relaxed, Joyful, Bright, Gentle, Side-look. */\n eyeStyle: number;\n /** Eye iris color index (0–7). Maps to: Chocolate, Sky, Emerald, Hazel, Storm, Amber, Violet, Gray. */\n eyeColor: number;\n /** Eyebrow style (0–7). Maps to: Wispy, Straight, Natural, Arched, Angled, Worried, Bushy, Thin. */\n eyebrows: number;\n /** Nose variant (0–7). Maps to: Shadow, Button, Soft, Nostrils, Pointed, Wide, Bridge, Snub. */\n nose: number;\n /** Mouth expression (0–7). Maps to: Smile, Calm, Happy, Oh, Smirk, Grin, Flat, Pout. */\n mouth: number;\n /** Hair style (0–9). Maps to: Bald, Crew, Curly, Side Part, Long, Buzz, Beanie, Cap, Mohawk, Bun. */\n hairStyle: number;\n /** Hair color index (0–9). Maps to: Black, Espresso, Walnut, Honey, Copper, Silver, Charcoal, Burgundy, Strawberry, Ginger. */\n hairColor: number;\n /** Accessory (0–11). Maps to: None, Beauty Mark, Round Glasses, Rect Glasses, Earring, Headband, Freckles, Stud Earrings, Aviators, Band-Aid, Left Eyebrow Slit, Right Eyebrow Slit. */\n accessory: number;\n /** Background color index (0–11). Maps to: Rose, Olive, Sage, Fern, Mint, Ocean, Sky, Lavender, Orchid, Blush, Lilac, Seafoam. */\n bgColor: number;\n}\n\nexport interface SolFaceTheme {\n // ── Palette overrides ──────────────────────────\n\n /** Override the 10 skin tone colors. Default: natural palette from porcelain (#faeae5) to deep brown (#4b2d25). */\n skinColors?: string[];\n /** Override the 8 eye iris colors. Default: chocolate, sky, emerald, hazel, storm, amber, violet, gray. */\n eyeColors?: string[];\n /** Override the 10 hair colors. Default: black through ginger. */\n hairColors?: string[];\n /** Override the 12 background colors. Default: muted earth tones (rose, olive, sage, ..., lilac, seafoam). */\n bgColors?: string[];\n\n // ── Single-color overrides ─────────────────────\n\n /** Override mouth/lip color for all faces. Default: derived from skin luminance. */\n mouthColor?: string;\n /** Override eyebrow color for all faces. Default: derived from skin luminance. */\n eyebrowColor?: string;\n /** Override accessory accent color. Default: skin-warm neutral derived from skin. */\n accessoryColor?: string;\n /** Override eye white (sclera) color. Default: adapted to skin luminance (#EDE8E0 → #FBF8F2). */\n eyeWhiteColor?: string;\n /** Override nose shadow/fill color. Default: derived from skin luminance. */\n noseColor?: string;\n /** Override glasses frame color. Default: \"#4a4a5a\". */\n glassesColor?: string;\n /** Override earring color. Default: skin–gold blend. */\n earringColor?: string;\n /** Override headband color. Default: hair–red blend. */\n headbandColor?: string;\n /** Override ear fill color. Default: derived blend of skin highlight and shadow. */\n earColor?: string;\n /** Override eyelid color. Default: derived from skin luminance. */\n lidColor?: string;\n /** Override freckle dot color. Default: \"#a0785a\". */\n freckleColor?: string;\n /** Override beauty mark color. Default: \"#3a2a2a\". */\n beautyMarkColor?: string;\n\n // ── Layout ─────────────────────────────────────\n\n /** Background opacity (0 = transparent, 1 = solid). Default: 1. */\n bgOpacity?: number;\n /** Background corner radius in SVG units (viewBox is 64×64). Default: 4. */\n bgRadius?: number;\n /** Optional border around the avatar. */\n border?: { color: string; width: number };\n\n // ── Rendering options ──────────────────────────\n\n /** Flat rendering — disables all gradients. Default: false. */\n flat?: boolean;\n /** Show cheek blush overlays (full detail only). Default: true. */\n cheekEnabled?: boolean;\n /** Override cheek blush color. Default: derived warm blush from skin. */\n cheekColor?: string;\n /** Cheek blush opacity (0–1). Default: derived from skin luminance (~0.15–0.33). */\n cheekOpacity?: number;\n /** Face skin opacity (0–1). Default: 1. */\n skinOpacity?: number;\n /** Show chin shadow and glow overlays (full detail only). Default: true. */\n shadowEnabled?: boolean;\n /** Face glow highlight intensity (0–1). Default: 0.10. */\n glowIntensity?: number;\n\n // ── Feature visibility toggles ─────────────────\n\n /** Show/hide ears. Default: true. */\n earsEnabled?: boolean;\n /** Show/hide eyebrows. Default: true. */\n eyebrowsEnabled?: boolean;\n /** Show/hide nose. Default: true. */\n noseEnabled?: boolean;\n /** Show/hide accessories (glasses, earrings, headband, etc.). Default: true. */\n accessoriesEnabled?: boolean;\n /** Show/hide hair (front and back). Default: true. */\n hairEnabled?: boolean;\n\n // ── React-only: pixel art mode ─────────────────\n\n /** Enable pixel art rendering mode. Default: false. */\n _pixel?: boolean;\n /** Pixel grid resolution (source canvas size). Lower = blockier. Default: 16. */\n _pixelDensity?: number;\n /** Round pixel art corners (12% border-radius). Default: true. */\n _pixelRounded?: boolean;\n /** Show pixel outline border. Default: false. */\n _pixelOutline?: boolean;\n /** Pixel outline color. Default: \"#000\". */\n _pixelOutlineColor?: string;\n /** Pixel outline width at 64px reference size. Scales proportionally. Default: 1. */\n _pixelOutlineWidth?: number;\n /** CSS contrast filter (1.0 = normal). */\n _pixelContrast?: number;\n /** CSS saturate filter (1.0 = normal). */\n _pixelSaturation?: number;\n /** CSS brightness filter (1.0 = normal). */\n _pixelBrightness?: number;\n /** Show CRT-style scanline overlay. Default: false. */\n _pixelScanlines?: boolean;\n /** Scanline overlay opacity (0–1). Default: 0.08. */\n _pixelScanlineOpacity?: number;\n /** Scanline spacing in px at 64px reference size. Scales proportionally. Default: 2. */\n _pixelScanlineSpacing?: number;\n /** Show pixel grid overlay. Default: false. */\n _pixelGrid?: boolean;\n /** Grid overlay opacity (0–1). Default: 0.06. */\n _pixelGridOpacity?: number;\n /** Grid line color. Default: \"#000\". */\n _pixelGridColor?: string;\n /** Enable drop shadow on pixel art. Default: false. */\n _pixelShadow?: boolean;\n /** Pixel shadow color. Default: \"rgba(0,0,0,0.3)\". */\n _pixelShadowColor?: string;\n /** Pixel shadow offset at 64px reference size. Scales proportionally. Default: 2. */\n _pixelShadowOffset?: number;\n\n // ── React-only: liquid glass mode ──────────────\n\n /** Enable liquid glass rendering mode. Default: false. */\n _glass?: boolean;\n /** Backdrop blur radius at 64px reference size. Scales proportionally. Default: 12. */\n _blurRadius?: number;\n /** Backdrop saturation multiplier (1.0 = normal). Default: 1.8. */\n _saturate?: number;\n /** Color tint overlay opacity (0–1). Default: 0.12. */\n _tintOpacity?: number;\n /** Color tint overlay color. Default: \"rgba(255,255,255,1)\". */\n _tintColor?: string;\n /** Glass border opacity (0–1). Default: 0.25. */\n _borderOpacity?: number;\n /** Glass border width at 64px reference size. Scales proportionally. Min 0.5px. Default: 1. */\n _borderWidth?: number;\n /** Glass border color. Default: rgba(255,255,255,{_borderOpacity}). */\n _borderColor?: string;\n /** Specular highlight opacity (0–1). Default: 0.25. */\n _specularOpacity?: number;\n /** Specular highlight color. Default: \"rgba(255,255,255,1)\". */\n _specularColor?: string;\n /** Specular gradient end position (%). Default: 50. */\n _specularEnd?: number;\n /** Light angle for specular gradient (degrees). Default: 135. */\n _lightAngle?: number;\n /** Inner rim highlight intensity (0–1). Default: 0.08. */\n _rimIntensity?: number;\n /** @deprecated Use _shadowY, _shadowBlur, _shadowOpacity for size-proportional shadows. Raw CSS shadow string — not scaled with size. */\n _shadow?: string;\n /** Shadow Y offset at 64px reference size. Scales proportionally. Default: 8. */\n _shadowY?: number;\n /** Shadow blur radius at 64px reference size. Scales proportionally. Default: 32. */\n _shadowBlur?: number;\n /** Shadow opacity (0–1). Default: 0.12. */\n _shadowOpacity?: number;\n}\n\n/** Options for rendering a SolFace avatar (shared by string renderer and React component). */\nexport interface RenderOptions {\n /** Avatar size in CSS pixels (width and height). Default: 64. */\n size?: number;\n /** Theme configuration for colors, layout, and rendering style. */\n theme?: SolFaceTheme;\n /** Override specific trait indices. Merged on top of the deterministic traits. */\n traitOverrides?: Partial<SolFaceTraits>;\n /** Enable blink animation. Pass `true` for defaults, or an object for custom timing. Default: false. */\n enableBlink?: boolean | {\n /** Interval between blinks in seconds. Default: 4. */\n duration?: number;\n /** Initial delay before first blink in seconds. Default: 0. */\n delay?: number;\n };\n /** CSS class name applied to the root SVG element. */\n className?: string;\n /** Detail level. \"full\" renders all overlays; \"simplified\" omits gradients and blush; \"auto\" uses full at size ≥ 48px. Default: \"auto\". */\n detail?: \"full\" | \"simplified\" | \"auto\";\n /** Per-instance color overrides (hex strings). Takes precedence over theme color settings and derived colors. */\n colorOverrides?: {\n /** Override skin color (hex). */\n skin?: string;\n /** Override eye iris color (hex). */\n eyes?: string;\n /** Override hair color (hex). */\n hair?: string;\n /** Override background color (hex). */\n bg?: string;\n /** Override mouth/lip color (hex). */\n mouth?: string;\n /** Override eyebrow color (hex). */\n eyebrow?: string;\n /** Override accessory accent color (hex). */\n accessory?: string;\n /** Override nose shadow/fill color (hex). */\n nose?: string;\n /** Override eye white (sclera) color (hex). */\n eyeWhite?: string;\n };\n}\n\n// ─── Color Palettes ──────────────────────────────\n\n/** Default 10 skin tone hex colors, from porcelain to deep brown. */\nexport const SKIN_COLORS = [\n \"#faeae5\", \"#efd6c8\", \"#e4c5aa\", \"#d5b590\", \"#c59e77\",\n \"#b4875f\", \"#9d6d4d\", \"#805742\", \"#654134\", \"#4b2d25\",\n];\n\n/** Default 8 eye iris hex colors: chocolate, sky, emerald, hazel, storm, amber, violet, gray. */\nexport const EYE_COLORS = [\n \"#382414\", \"#3868A8\", \"#38784C\", \"#808838\", \"#586878\",\n \"#A06830\", \"#685898\", \"#889898\",\n];\n\n/** Default 10 hair hex colors: black, espresso, walnut, honey, copper, silver, charcoal, burgundy, strawberry, ginger. */\nexport const HAIR_COLORS = [\n \"#1A1A24\", \"#4C3428\", \"#887058\", \"#D4B868\", \"#A84830\",\n \"#C0C0CC\", \"#484858\", \"#783850\", \"#D8B0A0\", \"#C08048\",\n];\n\n/** Default 12 background hex colors: rose, olive, sage, fern, mint, ocean, sky, lavender, orchid, blush, lilac, seafoam. */\nexport const BG_COLORS = [\n \"#b98387\", \"#a9a360\", \"#9eb785\", \"#69ab79\", \"#81bbb0\",\n \"#6499af\", \"#7f8bbd\", \"#8869ab\", \"#b785b3\", \"#ab6984\",\n \"#a07ab5\", \"#74b5a0\",\n];\n\n// ─── Hashing (djb2) ─────────────────────────────\n\nfunction djb2(str: string): number {\n let hash = 5381;\n for (let i = 0; i < str.length; i++) {\n hash = ((hash << 5) + hash + str.charCodeAt(i)) | 0;\n }\n return hash >>> 0;\n}\n\n// ─── PRNG (mulberry32) ──────────────────────────\n\nfunction mulberry32(seed: number): () => number {\n let s = seed | 0;\n return () => {\n s = (s + 0x6d2b79f5) | 0;\n let t = Math.imul(s ^ (s >>> 15), 1 | s);\n t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;\n return ((t ^ (t >>> 14)) >>> 0) / 4294967296;\n };\n}\n\n// ─── Trait Generation ───────────────────────────\n\n/**\n * Deterministically generate avatar traits from a wallet address using djb2 + mulberry32 PRNG.\n * The same wallet always produces the same traits (~53M visually unique combinations).\n *\n * @param walletAddress Base58 Solana wallet address.\n * @param overrides Optional partial traits to force specific values.\n * @returns Complete trait set with all 11 indices (10 visual + faceShape for PRNG ordering).\n */\nexport function generateTraits(\n walletAddress: string,\n overrides?: Partial<SolFaceTraits>\n): SolFaceTraits {\n const seed = djb2(walletAddress);\n const rand = mulberry32(seed);\n\n // IMPORTANT: Order must NEVER change — shifts all downstream values.\n // faceShape is consumed for PRNG ordering but unused in rendering (all squircle).\n const traits: SolFaceTraits = {\n faceShape: Math.floor(rand() * 4),\n skinColor: Math.floor(rand() * 10),\n eyeStyle: Math.floor(rand() * 9),\n eyeColor: Math.floor(rand() * 8),\n eyebrows: Math.floor(rand() * 8),\n nose: Math.floor(rand() * 8),\n mouth: Math.floor(rand() * 8),\n hairStyle: Math.floor(rand() * 10),\n hairColor: Math.floor(rand() * 10),\n accessory: Math.floor(rand() * 12),\n bgColor: Math.floor(rand() * 12),\n };\n\n return overrides ? { ...traits, ...overrides } : traits;\n}\n\n// ─── Effective Accessory ────────────────────────\n\n/**\n * Resolve the effective accessory index.\n *\n * @param traits Complete trait set.\n * @returns Effective accessory index (0–11).\n */\nexport function effectiveAccessory(traits: SolFaceTraits): number {\n const ai = traits.accessory % 12;\n return ai;\n}\n\n// ─── Trait Labels ───────────────────────────────\n\nconst FACE_LABELS = [\"Squircle\"];\nconst SKIN_LABELS = [\n \"Porcelain\", \"Ivory\", \"Fair\", \"Light\", \"Sand\",\n \"Golden\", \"Warm\", \"Caramel\", \"Brown\", \"Deep\",\n];\nconst EYE_STYLE_LABELS = [\"Round\", \"Minimal\", \"Almond\", \"Wide\", \"Relaxed\", \"Joyful\", \"Bright\", \"Gentle\", \"Side-look\"];\nconst EYE_COLOR_LABELS = [\"Chocolate\", \"Sky\", \"Emerald\", \"Hazel\", \"Storm\", \"Amber\", \"Violet\", \"Gray\"];\nconst BROW_LABELS = [\"Wispy\", \"Straight\", \"Natural\", \"Arched\", \"Angled\", \"Worried\", \"Bushy\", \"Thin\"];\nconst NOSE_LABELS = [\"Shadow\", \"Button\", \"Soft\", \"Nostrils\", \"Pointed\", \"Wide\", \"Bridge\", \"Snub\"];\nconst MOUTH_LABELS = [\"Smile\", \"Calm\", \"Happy\", \"Oh\", \"Smirk\", \"Grin\", \"Flat\", \"Pout\"];\nconst HAIR_STYLE_LABELS = [\n \"Bald\", \"Crew\", \"Curly\", \"Side Part\", \"Long\",\n \"Buzz\", \"Beanie\", \"Cap\", \"Mohawk\", \"Bun\",\n];\nconst HAIR_COLOR_LABELS = [\n \"Black\", \"Espresso\", \"Walnut\", \"Honey\", \"Copper\",\n \"Silver\", \"Charcoal\", \"Burgundy\", \"Strawberry\", \"Ginger\",\n];\nconst ACCESSORY_LABELS = [\n \"None\", \"Beauty Mark\", \"Round Glasses\", \"Rect Glasses\", \"Earring\",\n \"Headband\", \"Freckles\", \"Stud Earrings\", \"Aviators\", \"Band-Aid\",\n \"Left Eyebrow Slit\", \"Right Eyebrow Slit\",\n];\nconst BG_COLOR_LABELS = [\n \"Rose\", \"Olive\", \"Sage\", \"Fern\", \"Mint\",\n \"Ocean\", \"Sky\", \"Lavender\", \"Orchid\", \"Blush\",\n \"Lilac\", \"Seafoam\",\n];\n\n/**\n * Convert numeric trait indices to human-readable label strings.\n *\n * @param traits Complete trait set.\n * @returns A record mapping each trait name to its display label (e.g. `{ skinColor: \"Golden\", hairStyle: \"Curly\" }`).\n */\nexport function getTraitLabels(traits: SolFaceTraits): Record<string, string> {\n return {\n faceShape: FACE_LABELS[0],\n skinColor: SKIN_LABELS[traits.skinColor] ?? \"Fair\",\n eyeStyle: EYE_STYLE_LABELS[traits.eyeStyle] ?? \"Round\",\n eyeColor: EYE_COLOR_LABELS[traits.eyeColor] ?? \"Chocolate\",\n eyebrows: BROW_LABELS[traits.eyebrows] ?? \"Wispy\",\n nose: NOSE_LABELS[traits.nose] ?? \"Shadow\",\n mouth: MOUTH_LABELS[traits.mouth] ?? \"Smile\",\n hairStyle: HAIR_STYLE_LABELS[traits.hairStyle] ?? \"Bald\",\n hairColor: HAIR_COLOR_LABELS[traits.hairColor] ?? \"Black\",\n accessory: ACCESSORY_LABELS[effectiveAccessory(traits)] ?? \"None\",\n bgColor: BG_COLOR_LABELS[traits.bgColor] ?? \"Rose\",\n };\n}\n\n// ─── Trait Hash ─────────────────────────────────\n\n/**\n * Compute a short hex hash (8 characters) from a wallet address. Useful as a compact identity fingerprint.\n *\n * @param walletAddress Base58 Solana wallet address.\n * @returns 8-character lowercase hex string.\n */\nexport function traitHash(walletAddress: string): string {\n return (djb2(walletAddress) >>> 0).toString(16).padStart(8, \"0\");\n}\n\n// ─── Theme Utilities ────────────────────────────\n\n/**\n * Look up a theme by name from a theme registry.\n *\n * @param themeName Theme name to look up.\n * @param themes Registry of available themes.\n * @returns The matching theme, or `undefined` if not found.\n */\nexport function resolveTheme(\n themeName?: string,\n themes?: Record<string, SolFaceTheme>\n): SolFaceTheme | undefined {\n if (!themeName || !themes) return undefined;\n return themes[themeName];\n}\n\n/**\n * Shallow-merge two themes. Overrides take precedence over the base.\n *\n * @param base Base theme (or null/undefined).\n * @param overrides Theme overrides (or null/undefined).\n * @returns Merged theme, or null if both inputs are nullish.\n */\nexport function mergeTheme(\n base: SolFaceTheme | null | undefined,\n overrides: SolFaceTheme | null | undefined\n): SolFaceTheme | null {\n if (!base) return overrides || null;\n if (!overrides) return base;\n return { ...base, ...overrides };\n}\n","// ═══════════════════════════════════════════════════════════════\n// Color math utilities for SolFaces v2\n// Shared by renderer.ts (string) and SolFace.tsx (React)\n// ═══════════════════════════════════════════════════════════════\n\n/** Parse a hex color string (with or without `#`) into an [R, G, B] tuple (0–255). */\nexport function hexToRgb(hex: string): [number, number, number] {\n const h = hex.replace(\"#\", \"\");\n return [\n parseInt(h.slice(0, 2), 16),\n parseInt(h.slice(2, 4), 16),\n parseInt(h.slice(4, 6), 16),\n ];\n}\n\n/** Convert R, G, B values (0–255) to a lowercase hex color string (e.g. `\"#ff8040\"`). Values are clamped to 0–255. */\nexport function rgbToHex(r: number, g: number, b: number): string {\n return (\n \"#\" +\n [r, g, b]\n .map((v) =>\n Math.max(0, Math.min(255, Math.round(v)))\n .toString(16)\n .padStart(2, \"0\")\n )\n .join(\"\")\n );\n}\n\n/** Darken a hex color by a percentage (0–1). Default: 12%. */\nexport function darken(hex: string, pct = 0.12): string {\n const [r, g, b] = hexToRgb(hex);\n return rgbToHex(r * (1 - pct), g * (1 - pct), b * (1 - pct));\n}\n\n/** Lighten a hex color by a percentage (0–1). Default: 15%. */\nexport function lighten(hex: string, pct = 0.15): string {\n const [r, g, b] = hexToRgb(hex);\n return rgbToHex(r + (255 - r) * pct, g + (255 - g) * pct, b + (255 - b) * pct);\n}\n\n/** Linearly blend two hex colors. `t=0` returns `a`, `t=1` returns `b`. Default: 50%. */\nexport function blend(a: string, b: string, t = 0.5): string {\n const [r1, g1, b1] = hexToRgb(a);\n const [r2, g2, b2] = hexToRgb(b);\n return rgbToHex(\n r1 + (r2 - r1) * t,\n g1 + (g2 - g1) * t,\n b1 + (b2 - b1) * t\n );\n}\n\n/** Compute perceptual luminance (0–255) using ITU-R BT.601 weights. Used internally for skin-relative color derivation. */\nexport function luminance(hex: string): number {\n const [r, g, b] = hexToRgb(hex);\n return 0.299 * r + 0.587 * g + 0.114 * b;\n}\n\n/** WCAG 2.0 relative luminance for contrast ratio computation. */\nfunction relativeLuminance(hex: string): number {\n const [r, g, b] = hexToRgb(hex).map(c => {\n const s = c / 255;\n return s <= 0.03928 ? s / 12.92 : Math.pow((s + 0.055) / 1.055, 2.4);\n });\n return 0.2126 * r + 0.7152 * g + 0.0722 * b;\n}\n\n/** Compute WCAG 2.0 contrast ratio between two hex colors (1–21). */\nexport function contrastRatio(hex1: string, hex2: string): number {\n const l1 = relativeLuminance(hex1);\n const l2 = relativeLuminance(hex2);\n const lighter = Math.max(l1, l2);\n const darker = Math.min(l1, l2);\n return (lighter + 0.05) / (darker + 0.05);\n}\n\nexport interface DerivedColors {\n skinHi: string;\n skinLo: string;\n skinMid: string;\n isDark: boolean;\n cheekColor: string;\n cheekOpacity: number;\n lipColor: string;\n noseFill: string;\n browColor: string;\n earFill: string;\n earShadow: string;\n eyeWhiteAdapted: string;\n lidColor: string;\n accessoryColor: string;\n}\n\n/**\n * Derive all secondary face colors (lips, cheeks, brows, ears, etc.) from a skin hex color.\n * Uses luminance-adaptive formulas to ensure natural appearance across all skin tones.\n *\n * @param skin Base skin hex color.\n * @returns Object with all derived colors and metadata (isDark, cheekOpacity, etc.).\n */\nexport function deriveSkinColors(skin: string): DerivedColors {\n const sL = luminance(skin);\n const isDark = sL < 100;\n\n const skinHi = lighten(skin, 0.10);\n const skinLo = darken(skin, 0.22);\n const skinMid = darken(skin, 0.05);\n\n // Cheek: warm blush relative to skin\n const [sr, sg, sb] = hexToRgb(skin);\n let cheekColor: string;\n if (sL > 120) {\n const rB = sL > 180 ? 0.03 : 0.06;\n const gD = sL > 180 ? 0.30 : 0.28;\n const bD = sL > 180 ? 0.25 : 0.22;\n cheekColor = rgbToHex(\n Math.min(255, sr + sr * rB),\n Math.max(0, sg - sg * gD),\n Math.max(0, sb - sb * bD)\n );\n } else {\n cheekColor = rgbToHex(\n Math.min(255, sr + 50),\n Math.max(0, sg - 10),\n Math.max(0, sb - 5)\n );\n }\n const cheekOpacity = 0.15 + 0.18 * (1 - Math.min(1, sL / 240));\n\n // Lips: smooth skin-relative gradient\n const lipT = Math.max(0, Math.min(1, (sL - 60) / 180));\n const lipBase = blend(\"#D89090\", \"#A83848\", lipT);\n const midBoost = 1 - Math.abs(sL - 140) / 80;\n const lipBlend = (isDark ? 0.70 : 0.62) + Math.max(0, midBoost) * 0.12;\n const lipRaw = blend(skin, lipBase, Math.min(0.82, lipBlend));\n const [lr, lg, lb] = hexToRgb(lipRaw);\n const lipD = Math.abs(sr - lr) + Math.abs(sg - lg) + Math.abs(sb - lb);\n let lipColor = lipD < 60 ? blend(skin, lipBase, 0.78) : lipRaw;\n // Ensure minimum lip/skin contrast for readability\n let attempts = 0;\n while (contrastRatio(lipColor, skin) < 1.8 && attempts < 12) {\n lipColor = darken(lipColor, 0.06);\n attempts++;\n }\n\n // Features\n const browColor = isDark\n ? lighten(skin, sL < 80 ? 0.35 : sL < 100 ? 0.32 : 0.25)\n : darken(skin, 0.55);\n const noseShift = 0.20 + 0.06 * (1 - Math.abs(sL - 100) / 140);\n const noseFill = isDark ? lighten(skin, noseShift) : darken(skin, noseShift);\n const earT = Math.max(0, Math.min(1, (sL - 100) / 60));\n let earFill = blend(lighten(skin, 0.08), skinMid, earT);\n // Ensure ears are at least slightly visible\n if (contrastRatio(earFill, skin) < 1.05) {\n earFill = isDark ? lighten(earFill, 0.06) : darken(earFill, 0.06);\n }\n const earShadow = darken(skin, 0.10 + 0.06 * (1 - Math.min(1, sL / 160)));\n const lidColor = isDark ? lighten(skin, 0.18) : darken(skin, 0.15);\n\n // Eye white: adapted to skin luminance\n const ewT = Math.max(0, Math.min(1, (sL - 60) / 180));\n const eyeWhiteAdapted = blend(\"#EDE8E0\", \"#FBF8F2\", ewT);\n\n // Accessory color: skin-warm neutral\n const warmth = sL > 140 ? 0.3 : sL > 100 ? 0.5 : 0.7;\n const accessoryColor = blend(\"#808890\", blend(skin, \"#B0A898\", 0.3), warmth);\n\n return {\n skinHi, skinLo, skinMid, isDark,\n cheekColor, cheekOpacity,\n lipColor, noseFill, browColor,\n earFill, earShadow,\n eyeWhiteAdapted, lidColor,\n accessoryColor,\n };\n}\n","// ═══════════════════════════════════════════════════════════════\n// SOLFACES v2 — AI Agent Description Generator\n// Produces natural language descriptions of a wallet's SolFace\n// for use in system prompts, bios, and self-reference.\n// ═══════════════════════════════════════════════════════════════\n\nimport { generateTraits, effectiveAccessory, type SolFaceTraits } from \"./traits\";\n\n// ─── Vocabulary Maps ─────────────────────────────────────────\n\nconst SKIN_TONES: Record<number, string> = {\n 0: \"porcelain\",\n 1: \"ivory\",\n 2: \"fair\",\n 3: \"light\",\n 4: \"sand\",\n 5: \"golden\",\n 6: \"warm\",\n 7: \"caramel\",\n 8: \"brown\",\n 9: \"deep\",\n};\n\nconst EYE_STYLES: Record<number, string> = {\n 0: \"round, wide-open\",\n 1: \"small and minimal\",\n 2: \"almond-shaped\",\n 3: \"wide and expressive\",\n 4: \"relaxed, half-lidded\",\n 5: \"joyful, crescent-shaped\",\n 6: \"bright and sparkling\",\n 7: \"gentle and narrow\",\n 8: \"side-looking, shifted\",\n};\n\nconst EYE_COLORS_DESC: Record<number, string> = {\n 0: \"dark brown\",\n 1: \"blue\",\n 2: \"green\",\n 3: \"hazel\",\n 4: \"gray\",\n 5: \"amber\",\n 6: \"violet\",\n 7: \"steel gray\",\n};\n\nconst EYEBROW_STYLES: Record<number, string> = {\n 0: \"wispy\",\n 1: \"straight\",\n 2: \"natural\",\n 3: \"elegantly arched\",\n 4: \"sharply angled\",\n 5: \"worried, furrowed\",\n 6: \"bushy\",\n 7: \"thin, delicate\",\n};\n\nconst NOSE_STYLES: Record<number, string> = {\n 0: \"a subtle shadow nose\",\n 1: \"a small button nose\",\n 2: \"a soft curved nose\",\n 3: \"a button nose with visible nostrils\",\n 4: \"a pointed nose\",\n 5: \"a wide, broad nose\",\n 6: \"a nose with a visible bridge\",\n 7: \"a small snub nose\",\n};\n\nconst MOUTH_STYLES: Record<number, string> = {\n 0: \"a gentle smile\",\n 1: \"a calm, neutral expression\",\n 2: \"a happy grin\",\n 3: \"a surprised O-shaped mouth\",\n 4: \"a confident smirk\",\n 5: \"a wide, toothy grin\",\n 6: \"a flat, straight expression\",\n 7: \"a soft pout\",\n};\n\nconst ACCESSORY_DESC: Record<number, string> = {\n 0: \"\",\n 1: \"a beauty mark\",\n 2: \"round glasses\",\n 3: \"rectangular glasses\",\n 4: \"a dangling earring\",\n 5: \"a headband\",\n 6: \"freckles\",\n 7: \"stud earrings\",\n 8: \"aviator sunglasses\",\n 9: \"a band-aid\",\n 10: \"a left eyebrow slit\",\n 11: \"a right eyebrow slit\",\n};\n\nconst BG_COLORS_DESC: Record<number, string> = {\n 0: \"rose\",\n 1: \"olive\",\n 2: \"sage\",\n 3: \"fern\",\n 4: \"mint\",\n 5: \"ocean\",\n 6: \"sky\",\n 7: \"lavender\",\n 8: \"orchid\",\n 9: \"blush\",\n 10: \"lilac\",\n 11: \"seafoam\",\n};\n\n// ─── Description Builder ─────────────────────────────────────\n\nexport interface DescribeOptions {\n includeBackground?: boolean;\n format?: \"paragraph\" | \"structured\" | \"compact\";\n perspective?: \"first\" | \"third\";\n name?: string;\n}\n\nexport function describeAppearance(\n walletAddress: string,\n options?: DescribeOptions,\n): string {\n const traits = generateTraits(walletAddress);\n const {\n includeBackground = true,\n format = \"paragraph\",\n perspective = \"third\",\n name,\n } = options ?? {};\n\n if (format === \"structured\") return buildStructured(traits, includeBackground);\n if (format === \"compact\") return buildCompact(traits);\n return buildParagraph(traits, perspective, name, includeBackground);\n}\n\nexport function describeTraits(\n traits: SolFaceTraits,\n options?: DescribeOptions,\n): string {\n const {\n includeBackground = true,\n format = \"paragraph\",\n perspective = \"third\",\n name,\n } = options ?? {};\n\n if (format === \"structured\") return buildStructured(traits, includeBackground);\n if (format === \"compact\") return buildCompact(traits);\n return buildParagraph(traits, perspective, name, includeBackground);\n}\n\n// ─── Builders ────────────────────────────────────────────────\n\nfunction buildParagraph(\n t: SolFaceTraits,\n perspective: \"first\" | \"third\",\n name?: string,\n includeBg?: boolean,\n): string {\n const parts: string[] = [];\n const ai = effectiveAccessory(t);\n\n const subject = perspective === \"first\"\n ? (name ? `I'm ${name}. I have` : \"I have\")\n : (name ? `${name} has` : \"This SolFace has\");\n\n const im = perspective === \"first\" ? \"I'm\" : \"They're\";\n\n // Face + skin (all squircle now)\n parts.push(`${subject} a squircle face with ${SKIN_TONES[t.skinColor] ?? \"warm\"} skin`);\n\n // Eyes\n const eyeStyle = EYE_STYLES[t.eyeStyle] ?? \"round\";\n const eyeColor = EYE_COLORS_DESC[t.eyeColor] ?? \"dark\";\n parts.push(`${eyeStyle} ${eyeColor} eyes`);\n\n // Eyebrows\n const brows = EYEBROW_STYLES[t.eyebrows];\n if (brows) parts.push(`${brows} eyebrows`);\n\n // Hair (all styles render as bald)\n parts.push(perspective === \"first\" ? \"and am bald\" : \"and is bald\");\n\n // Build main sentence\n let desc = parts[0];\n if (parts.length > 2) {\n desc += \", \" + parts.slice(1, -1).join(\", \") + \", \" + parts[parts.length - 1];\n } else if (parts.length === 2) {\n desc += \" and \" + parts[1];\n }\n desc += \".\";\n\n // Nose\n const nose = NOSE_STYLES[t.nose];\n if (nose) {\n const noseSubject = perspective === \"first\"\n ? \"I have\"\n : (name ?? \"They\") + (name ? \" has\" : \" have\");\n desc += ` ${noseSubject} ${nose}.`;\n }\n\n // Accessory\n const acc = ACCESSORY_DESC[ai];\n if (acc) {\n desc += ` ${im} wearing ${acc}.`;\n }\n\n // Mouth\n const mouth = MOUTH_STYLES[t.mouth] ?? \"a smile\";\n const mouthVerb = perspective === \"first\"\n ? \"I have\"\n : (name ?? \"They\") + (name ? \" has\" : \" have\");\n desc += ` ${mouthVerb} ${mouth}.`;\n\n // Background\n if (includeBg) {\n const bg = BG_COLORS_DESC[t.bgColor] ?? \"colorful\";\n desc += ` The background is ${bg}.`;\n }\n\n return desc;\n}\n\nfunction buildStructured(t: SolFaceTraits, includeBg: boolean): string {\n const ai = effectiveAccessory(t);\n const lines: string[] = [\n `Face: squircle`,\n `Skin: ${SKIN_TONES[t.skinColor] ?? \"warm\"}`,\n `Eyes: ${EYE_STYLES[t.eyeStyle] ?? \"round\"}, ${EYE_COLORS_DESC[t.eyeColor] ?? \"dark\"}`,\n `Eyebrows: ${EYEBROW_STYLES[t.eyebrows] ?? \"wispy\"}`,\n ];\n\n const nose = NOSE_STYLES[t.nose];\n if (nose) lines.push(`Nose: ${nose.replace(/^a /, \"\")}`);\n\n lines.push(`Mouth: ${MOUTH_STYLES[t.mouth] ?? \"smile\"}`);\n\n lines.push(\"Hair: bald\");\n\n const acc = ACCESSORY_DESC[ai];\n if (acc) lines.push(`Accessory: ${acc}`);\n\n if (includeBg) {\n lines.push(`Background: ${BG_COLORS_DESC[t.bgColor] ?? \"colorful\"}`);\n }\n\n return lines.join(\"\\n\");\n}\n\nfunction buildCompact(t: SolFaceTraits): string {\n const ai = effectiveAccessory(t);\n const parts: string[] = [];\n\n parts.push(`squircle face`);\n parts.push(`${SKIN_TONES[t.skinColor] ?? \"warm\"} skin`);\n parts.push(`${EYE_COLORS_DESC[t.eyeColor] ?? \"dark\"} ${EYE_STYLES[t.eyeStyle] ?? \"round\"} eyes`);\n\n parts.push(\"bald\");\n\n const acc = ACCESSORY_DESC[ai];\n if (acc) parts.push(acc);\n\n parts.push((MOUTH_STYLES[t.mouth] ?? \"smiling\").replace(/^a /, \"\"));\n\n return parts.join(\", \");\n}\n\n// ─── Alt Text Helper ─────────────────────────────────────────\n\nexport function solFaceAltText(walletAddress: string): string {\n return `SolFace avatar: ${describeAppearance(walletAddress, { format: \"compact\", includeBackground: false })}`;\n}\n\n// ─── System Prompt Helper ────────────────────────────────────\n\nexport function agentAppearancePrompt(\n walletAddress: string,\n agentName?: string,\n): string {\n const desc = describeAppearance(walletAddress, {\n perspective: \"first\",\n name: agentName,\n includeBackground: false,\n format: \"paragraph\",\n });\n\n const hash = (djb2Simple(walletAddress) >>> 0).toString(16).padStart(8, \"0\");\n\n return `My visual identity is a SolFace avatar (ID: ${hash}) derived from my wallet address. ${desc} This appearance is deterministic — anyone who looks up my wallet will see the same face.`;\n}\n\n// Inline djb2 to avoid circular dependency\nfunction djb2Simple(str: string): number {\n let hash = 5381;\n for (let i = 0; i < str.length; i++) {\n hash = ((hash << 5) + hash + str.charCodeAt(i)) | 0;\n }\n return hash >>> 0;\n}\n","// ═══════════════════════════════════════════════════════════════\n// SOLFACES v2 — SVG String Renderer\n// Gradient-rich, skin-luminance-driven avatar rendering.\n// Generates SVG markup as strings for server-side and non-React use.\n// ═══════════════════════════════════════════════════════════════\n\nimport {\n generateTraits,\n effectiveAccessory,\n SKIN_COLORS,\n EYE_COLORS,\n HAIR_COLORS,\n BG_COLORS,\n type RenderOptions,\n} from \"./traits\";\nimport { deriveSkinColors, darken, lighten, blend } from \"./colors\";\nimport { solFaceAltText } from \"./describe\";\n\nexport type { RenderOptions } from \"./traits\";\n\n// ─── Helpers ────────────────────────────────────\n\nfunction djb2(str: string): number {\n let hash = 5381;\n for (let i = 0; i < str.length; i++) {\n hash = ((hash << 5) + hash + str.charCodeAt(i)) | 0;\n }\n return hash >>> 0;\n}\n\n// ─── Gradient Defs ──────────────────────────────\n\nfunction buildDefs(\n id: string,\n skin: string,\n skinHi: string,\n skinLo: string,\n hairCol: string,\n bgCol: string,\n cheekColor: string,\n cheekOpacity: number,\n flat: boolean,\n full: boolean,\n glowIntensity: number,\n): string {\n if (flat) return \"\";\n\n let d = \"<defs>\";\n\n // Skin gradient (top → bottom, 3-stop for smoother curve)\n d += `<linearGradient id=\"${id}sg\" x1=\"0\" y1=\"0\" x2=\"0\" y2=\"1\">`;\n d += `<stop offset=\"0%\" stop-color=\"${skinHi}\"/>`;\n d += `<stop offset=\"50%\" stop-color=\"${skin}\"/>`;\n d += `<stop offset=\"100%\" stop-color=\"${skinLo}\"/>`;\n d += `</linearGradient>`;\n\n // BG gradient\n d += `<linearGradient id=\"${id}bg\" x1=\"0\" y1=\"0\" x2=\"1\" y2=\"1\">`;\n d += `<stop offset=\"0%\" stop-color=\"${lighten(bgCol, 0.12)}\"/>`;\n d += `<stop offset=\"100%\" stop-color=\"${darken(bgCol, 0.12)}\"/>`;\n d += `</linearGradient>`;\n\n if (full) {\n // Glow (radial, top center)\n d += `<radialGradient id=\"${id}glow\" cx=\"0.5\" cy=\"0.28\" r=\"0.45\">`;\n d += `<stop offset=\"0%\" stop-color=\"#ffffff\" stop-opacity=\"${glowIntensity}\"/>`;\n d += `<stop offset=\"100%\" stop-color=\"#ffffff\" stop-opacity=\"0\"/>`;\n d += `</radialGradient>`;\n\n // Chin shadow\n d += `<radialGradient id=\"${id}chin\" cx=\"0.5\" cy=\"0.85\" r=\"0.35\">`;\n d += `<stop offset=\"0%\" stop-color=\"${skinLo}\" stop-opacity=\"0.30\"/>`;\n d += `<stop offset=\"100%\" stop-color=\"${skinLo}\" stop-opacity=\"0\"/>`;\n d += `</radialGradient>`;\n\n // Cheek L\n d += `<radialGradient id=\"${id}cL\" cx=\"0.5\" cy=\"0.5\" r=\"0.5\">`;\n d += `<stop offset=\"0%\" stop-color=\"${cheekColor}\" stop-opacity=\"${cheekOpacity.toFixed(2)}\"/>`;\n d += `<stop offset=\"100%\" stop-color=\"${cheekColor}\" stop-opacity=\"0\"/>`;\n d += `</radialGradient>`;\n\n // Cheek R\n d += `<radialGradient id=\"${id}cR\" cx=\"0.5\" cy=\"0.5\" r=\"0.5\">`;\n d += `<stop offset=\"0%\" stop-color=\"${cheekColor}\" stop-opacity=\"${cheekOpacity.toFixed(2)}\"/>`;\n d += `<stop offset=\"100%\" stop-color=\"${cheekColor}\" stop-opacity=\"0\"/>`;\n d += `</radialGradient>`;\n }\n\n d += \"</defs>\";\n return d;\n}\n\n// ─── Hair Back (behind face) ────────────────────\n\nfunction renderHairBack(_hi: number, _id: string, _flat: boolean): string {\n return \"\";\n}\n\n// ─── Ears ───────────────────────────────────────\n\nfunction renderEars(earFill: string, earShadow: string): string {\n return (\n `<ellipse cx=\"11\" cy=\"34\" rx=\"4\" ry=\"5\" fill=\"${earFill}\"/>` +\n `<ellipse cx=\"11\" cy=\"34\" rx=\"2.5\" ry=\"3.5\" fill=\"${earShadow}\" opacity=\"0.3\"/>` +\n `<ellipse cx=\"53\" cy=\"34\" rx=\"4\" ry=\"5\" fill=\"${earFill}\"/>` +\n `<ellipse cx=\"53\" cy=\"34\" rx=\"2.5\" ry=\"3.5\" fill=\"${earShadow}\" opacity=\"0.3\"/>`\n );\n}\n\n// ─── Face ───────────────────────────────────────\n\nfunction renderFace(id: string, skin: string, flat: boolean, opacity: number = 1): string {\n const fill = flat ? skin : `url(#${id}sg)`;\n const opAttr = opacity < 1 ? ` opacity=\"${opacity}\"` : \"\";\n return `<rect x=\"14\" y=\"16\" width=\"36\" height=\"38\" rx=\"12\" ry=\"12\" fill=\"${fill}\"${opAttr}/>`;\n}\n\n// ─── Face Overlays (full detail) ────────────────\n\nfunction renderFaceOverlays(id: string, flat: boolean): string {\n if (flat) return \"\";\n return (\n `<rect x=\"14\" y=\"16\" width=\"36\" height=\"38\" rx=\"12\" ry=\"12\" fill=\"url(#${id}glow)\"/>` +\n `<rect x=\"14\" y=\"16\" width=\"36\" height=\"38\" rx=\"12\" ry=\"12\" fill=\"url(#${id}chin)\"/>` +\n `<ellipse cx=\"22\" cy=\"42\" rx=\"5\" ry=\"3.5\" fill=\"url(#${id}cL)\"/>` +\n `<ellipse cx=\"42\" cy=\"42\" rx=\"5\" ry=\"3.5\" fill=\"url(#${id}cR)\"/>` +\n `<line x1=\"20\" y1=\"50\" x2=\"44\" y2=\"50\" stroke=\"currentColor\" stroke-width=\"0.3\" opacity=\"0.08\" stroke-linecap=\"round\"/>`\n );\n}\n\n// ─── Hair Front ─────────────────────────────────\n\nfunction renderHairFront(_hi: number, _id: string, _hairCol: string, _skin: string, _flat: boolean): string {\n return \"\";\n}\n\n// ─── Eyes ───────────────────────────────────────\n\nfunction renderEyes(\n ei: number,\n eyeCol: string,\n eyeWhite: string,\n lidColor: string,\n full: boolean,\n): string {\n const lx = 25, rx = 39, y = 33;\n let s = \"\";\n\n switch (ei) {\n case 0: // Round\n s += `<circle cx=\"${lx}\" cy=\"${y}\" r=\"4\" fill=\"${eyeWhite}\"/>`;\n s += `<circle cx=\"${lx + 0.8}\" cy=\"${y}\" r=\"2.2\" fill=\"${eyeCol}\"/>`;\n if (full) s += `<circle cx=\"${lx + 1.5}\" cy=\"${y - 1}\" r=\"0.7\" fill=\"white\" opacity=\"0.8\"/>`;\n s += `<circle cx=\"${rx}\" cy=\"${y}\" r=\"4\" fill=\"${eyeWhite}\"/>`;\n s += `<circle cx=\"${rx + 0.8}\" cy=\"${y}\" r=\"2.2\" fill=\"${eyeCol}\"/>`;\n if (full) s += `<circle cx=\"${rx + 1.5}\" cy=\"${y - 1}\" r=\"0.7\" fill=\"white\" opacity=\"0.8\"/>`;\n break;\n case 1: // Minimal\n s += `<circle cx=\"${lx}\" cy=\"${y}\" r=\"2.2\" fill=\"${eyeCol}\"/>`;\n if (full) s += `<circle cx=\"${lx + 0.5}\" cy=\"${y - 0.5}\" r=\"0.5\" fill=\"white\" opacity=\"0.4\"/>`;\n s += `<circle cx=\"${rx}\" cy=\"${y}\" r=\"2.2\" fill=\"${eyeCol}\"/>`;\n if (full) s += `<circle cx=\"${rx + 0.5}\" cy=\"${y - 0.5}\" r=\"0.5\" fill=\"white\" opacity=\"0.4\"/>`;\n break;\n case 2: // Almond\n s += `<ellipse cx=\"${lx}\" cy=\"${y}\" rx=\"4.5\" ry=\"2.8\" fill=\"${eyeWhite}\"/>`;\n s += `<circle cx=\"${lx + 0.5}\" cy=\"${y}\" r=\"1.8\" fill=\"${eyeCol}\"/>`;\n if (full) s += `<circle cx=\"${lx + 1.2}\" cy=\"${y - 0.8}\" r=\"0.6\" fill=\"white\" opacity=\"0.7\"/>`;\n s += `<ellipse cx=\"${rx}\" cy=\"${y}\" rx=\"4.5\" ry=\"2.8\" fill=\"${eyeWhite}\"/>`;\n s += `<circle cx=\"${rx + 0.5}\" cy=\"${y}\" r=\"1.8\" fill=\"${eyeCol}\"/>`;\n if (full) s += `<circle cx=\"${rx + 1.2}\" cy=\"${y - 0.8}\" r=\"0.6\" fill=\"white\" opacity=\"0.7\"/>`;\n break;\n case 3: // Wide\n s += `<circle cx=\"${lx}\" cy=\"${y}\" r=\"5\" fill=\"${eyeWhite}\"/>`;\n s += `<circle cx=\"${lx}\" cy=\"${y + 0.5}\" r=\"2.8\" fill=\"${eyeCol}\"/>`;\n if (full) s += `<circle cx=\"${lx + 1.5}\" cy=\"${y - 1}\" r=\"0.8\" fill=\"white\" opacity=\"0.8\"/>`;\n s += `<circle cx=\"${rx}\" cy=\"${y}\" r=\"5\" fill=\"${eyeWhite}\"/>`;\n s += `<circle cx=\"${rx}\" cy=\"${y + 0.5}\" r=\"2.8\" fill=\"${eyeCol}\"/>`;\n if (full) s += `<circle cx=\"${rx + 1.5}\" cy=\"${y - 1}\" r=\"0.8\" fill=\"white\" opacity=\"0.8\"/>`;\n break;\n case 4: // Relaxed\n s += `<ellipse cx=\"${lx}\" cy=\"${y + 1}\" rx=\"4\" ry=\"2.2\" fill=\"${eyeWhite}\"/>`;\n s += `<circle cx=\"${lx}\" cy=\"${y + 1}\" r=\"1.5\" fill=\"${eyeCol}\"/>`;\n if (full) s += `<line x1=\"${lx - 4.5}\" y1=\"${y - 0.5}\" x2=\"${lx + 4.5}\" y2=\"${y - 0.5}\" stroke=\"${lidColor}\" stroke-width=\"0.8\" stroke-linecap=\"round\"/>`;\n s += `<ellipse cx=\"${rx}\" cy=\"${y + 1}\" rx=\"4\" ry=\"2.2\" fill=\"${eyeWhite}\"/>`;\n s += `<circle cx=\"${rx}\" cy=\"${y + 1}\" r=\"1.5\" fill=\"${eyeCol}\"/>`;\n if (full) s += `<line x1=\"${rx - 4.5}\" y1=\"${y - 0.5}\" x2=\"${rx + 4.5}\" y2=\"${y - 0.5}\" stroke=\"${lidColor}\" stroke-width=\"0.8\" stroke-linecap=\"round\"/>`;\n break;\n case 5: // Joyful\n s += `<path d=\"M${lx - 4} ${y} Q${lx} ${y + 4.5} ${lx + 4} ${y}\" fill=\"none\" stroke=\"${eyeCol}\" stroke-width=\"2\" stroke-linecap=\"round\"/>`;\n s += `<path d=\"M${rx - 4} ${y} Q${rx} ${y + 4.5} ${rx + 4} ${y}\" fill=\"none\" stroke=\"${eyeCol}\" stroke-width=\"2\" stroke-linecap=\"round\"/>`;\n break;\n case 6: // Bright\n s += `<circle cx=\"${lx}\" cy=\"${y}\" r=\"3.5\" fill=\"${eyeWhite}\"/>`;\n s += `<circle cx=\"${lx + 0.5}\" cy=\"${y}\" r=\"2\" fill=\"${eyeCol}\"/>`;\n s += `<circle cx=\"${lx + 1.5}\" cy=\"${y - 1}\" r=\"1\" fill=\"white\" opacity=\"0.9\"/>`;\n s += `<circle cx=\"${rx}\" cy=\"${y}\" r=\"3.5\" fill=\"${eyeWhite}\"/>`;\n s += `<circle cx=\"${rx + 0.5}\" cy=\"${y}\" r=\"2\" fill=\"${eyeCol}\"/>`;\n s += `<circle cx=\"${rx + 1.5}\" cy=\"${y - 1}\" r=\"1\" fill=\"white\" opacity=\"0.9\"/>`;\n break;\n case 7: // Gentle\n s += `<ellipse cx=\"${lx}\" cy=\"${y}\" rx=\"4.5\" ry=\"1.5\" fill=\"${eyeWhite}\"/>`;\n s += `<ellipse cx=\"${lx + 0.5}\" cy=\"${y}\" rx=\"2.2\" ry=\"1.2\" fill=\"${eyeCol}\"/>`;\n s += `<ellipse cx=\"${rx}\" cy=\"${y}\" rx=\"4.5\" ry=\"1.5\" fill=\"${eyeWhite}\"/>`;\n s += `<ellipse cx=\"${rx + 0.5}\" cy=\"${y}\" rx=\"2.2\" ry=\"1.2\" fill=\"${eyeCol}\"/>`;\n break;\n case 8: // Side-look — pupils shifted left\n s += `<circle cx=\"${lx}\" cy=\"${y}\" r=\"3.5\" fill=\"${eyeWhite}\"/>`;\n s += `<circle cx=\"${lx - 1}\" cy=\"${y}\" r=\"2\" fill=\"${eyeCol}\"/>`;\n if (full) s += `<circle cx=\"${lx - 0.3}\" cy=\"${y - 0.8}\" r=\"0.7\" fill=\"white\" opacity=\"0.8\"/>`;\n s += `<circle cx=\"${rx}\" cy=\"${y}\" r=\"3.5\" fill=\"${eyeWhite}\"/>`;\n s += `<circle cx=\"${rx - 1}\" cy=\"${y}\" r=\"2\" fill=\"${eyeCol}\"/>`;\n if (full) s += `<circle cx=\"${rx - 0.3}\" cy=\"${y - 0.8}\" r=\"0.7\" fill=\"white\" opacity=\"0.8\"/>`;\n break;\n default:\n s += `<circle cx=\"${lx}\" cy=\"${y}\" r=\"3.5\" fill=\"${eyeWhite}\"/>`;\n s += `<circle cx=\"${lx + 0.8}\" cy=\"${y}\" r=\"2\" fill=\"${eyeCol}\"/>`;\n s += `<circle cx=\"${rx}\" cy=\"${y}\" r=\"3.5\" fill=\"${eyeWhite}\"/>`;\n s += `<circle cx=\"${rx + 0.8}\" cy=\"${y}\" r=\"2\" fill=\"${eyeCol}\"/>`;\n }\n\n // Eyelid strokes in full detail (except joyful/minimal)\n if (full && ei !== 1 && ei !== 5) {\n s += `<path d=\"M${lx - 4} ${y - 1.5} Q${lx} ${y - 4} ${lx + 4} ${y - 1.5}\" fill=\"none\" stroke=\"${lidColor}\" stroke-width=\"0.5\" opacity=\"0.4\"/>`;\n s += `<path d=\"M${rx - 4} ${y - 1.5} Q${rx} ${y - 4} ${rx + 4} ${y - 1.5}\" fill=\"none\" stroke=\"${lidColor}\" stroke-width=\"0.5\" opacity=\"0.4\"/>`;\n }\n\n return s;\n}\n\n// ─── Eyebrows ───────────────────────────────────\n\nfunction renderEyebrows(bi: number, browColor: string, full: boolean = true): string {\n const lx = 25, rx = 39, y = 27;\n switch (bi) {\n case 0: // Wispy\n return (\n `<line x1=\"${lx - 3}\" y1=\"${y}\" x2=\"${lx + 3}\" y2=\"${y - 0.5}\" stroke=\"${browColor}\" stroke-width=\"0.7\" stroke-linecap=\"round\"/>` +\n `<line x1=\"${rx - 3}\" y1=\"${y - 0.5}\" x2=\"${rx + 3}\" y2=\"${y}\" stroke=\"${browColor}\" stroke-width=\"0.7\" stroke-linecap=\"round\"/>`\n );\n case 1: // Straight\n return (\n `<line x1=\"${lx - 3.5}\" y1=\"${y}\" x2=\"${lx + 3.5}\" y2=\"${y}\" stroke=\"${browColor}\" stroke-width=\"1.2\" stroke-linecap=\"round\"/>` +\n `<line x1=\"${rx - 3.5}\" y1=\"${y}\" x2=\"${rx + 3.5}\" y2=\"${y}\" stroke=\"${browColor}\" stroke-width=\"1.2\" stroke-linecap=\"round\"/>`\n );\n case 2: // Natural\n return (\n `<path d=\"M${lx - 3.5} ${y + 0.5} Q${lx} ${y - 1.5} ${lx + 3.5} ${y + 0.5}\" fill=\"none\" stroke=\"${browColor}\" stroke-width=\"1.2\" stroke-linecap=\"round\"/>` +\n `<path d=\"M${rx - 3.5} ${y + 0.5} Q${rx} ${y - 1.5} ${rx + 3.5} ${y + 0.5}\" fill=\"none\" stroke=\"${browColor}\" stroke-width=\"1.2\" stroke-linecap=\"round\"/>`\n );\n case 3: // Arched\n return (\n `<path d=\"M${lx - 4} ${y + 1} Q${lx} ${y - 3} ${lx + 4} ${y + 1}\" fill=\"none\" stroke=\"${browColor}\" stroke-width=\"1\" stroke-linecap=\"round\"/>` +\n `<path d=\"M${rx - 4} ${y + 1} Q${rx} ${y - 3} ${rx + 4} ${y + 1}\" fill=\"none\" stroke=\"${browColor}\" stroke-width=\"1\" stroke-linecap=\"round\"/>`\n );\n case 4: // Angled\n return (\n `<polyline points=\"${lx - 3},${y + 1} ${lx},${y - 2} ${lx + 3},${y}\" fill=\"none\" stroke=\"${browColor}\" stroke-width=\"1.2\" stroke-linecap=\"round\" stroke-linejoin=\"round\"/>` +\n `<polyline points=\"${rx - 3},${y} ${rx},${y - 2} ${rx + 3},${y + 1}\" fill=\"none\" stroke=\"${browColor}\" stroke-width=\"1.2\" stroke-linecap=\"round\" stroke-linejoin=\"round\"/>`\n );\n case 5: // Worried\n return (\n `<line x1=\"${lx - 3}\" y1=\"${y - 1}\" x2=\"${lx + 3}\" y2=\"${y + 1}\" stroke=\"${browColor}\" stroke-width=\"1.1\" stroke-linecap=\"round\"/>` +\n `<line x1=\"${rx - 3}\" y1=\"${y + 1}\" x2=\"${rx + 3}\" y2=\"${y - 1}\" stroke=\"${browColor}\" stroke-width=\"1.1\" stroke-linecap=\"round\"/>`\n );\n case 6: { // Bushy\n const bw = full ? \"2.0\" : \"1.5\";\n return (\n `<path d=\"M${lx - 4} ${y + 0.5} Q${lx} ${y - 2} ${lx + 4} ${y + 0.5}\" fill=\"none\" stroke=\"${browColor}\" stroke-width=\"${bw}\" stroke-linecap=\"round\"/>` +\n `<path d=\"M${rx - 4} ${y + 0.5} Q${rx} ${y - 2} ${rx + 4} ${y + 0.5}\" fill=\"none\" stroke=\"${browColor}\" stroke-width=\"${bw}\" stroke-linecap=\"round\"/>`\n );\n }\n case 7: // Thin\n return (\n `<path d=\"M${lx - 3.5} ${y} Q${lx} ${y - 1.5} ${lx + 3.5} ${y}\" fill=\"none\" stroke=\"${browColor}\" stroke-width=\"0.5\" stroke-linecap=\"round\"/>` +\n `<path d=\"M${rx - 3.5} ${y} Q${rx} ${y - 1.5} ${rx + 3.5} ${y}\" fill=\"none\" stroke=\"${browColor}\" stroke-width=\"0.5\" stroke-linecap=\"round\"/>`\n );\n default:\n return \"\";\n }\n}\n\n// ─── Nose ───────────────────────────────────────\n\nfunction renderNose(ni: number, noseFill: string): string {\n const cx = 32, y = 39;\n switch (ni) {\n case 0: // Shadow\n return `<ellipse cx=\"${cx}\" cy=\"${y}\" rx=\"2\" ry=\"1.2\" fill=\"${noseFill}\" opacity=\"0.35\"/>`;\n case 1: // Button\n return `<circle cx=\"${cx}\" cy=\"${y}\" r=\"1.8\" fill=\"${noseFill}\" opacity=\"0.5\"/>`;\n case 2: // Soft\n return `<path d=\"M${cx - 2} ${y + 1} Q${cx} ${y - 2} ${cx + 2} ${y + 1}\" fill=\"none\" stroke=\"${noseFill}\" stroke-width=\"1\" stroke-linecap=\"round\" opacity=\"0.5\"/>`;\n case 3: // Nostrils\n return (\n `<circle cx=\"${cx - 1.8}\" cy=\"${y}\" r=\"1.2\" fill=\"${noseFill}\" opacity=\"0.4\"/>` +\n `<circle cx=\"${cx + 1.8}\" cy=\"${y}\" r=\"1.2\" fill=\"${noseFill}\" opacity=\"0.4\"/>`\n );\n case 4: // Pointed\n return `<path d=\"M${cx} ${y - 2} L${cx - 2} ${y + 1.5} L${cx + 2} ${y + 1.5} Z\" fill=\"${noseFill}\" opacity=\"0.4\"/>`;\n case 5: // Wide\n return `<ellipse cx=\"${cx}\" cy=\"${y}\" rx=\"3.5\" ry=\"1.5\" fill=\"${noseFill}\" opacity=\"0.35\"/>`;\n case 6: // Bridge\n return `<line x1=\"${cx}\" y1=\"${y - 3}\" x2=\"${cx}\" y2=\"${y + 1}\" stroke=\"${noseFill}\" stroke-width=\"1.2\" stroke-linecap=\"round\" opacity=\"0.4\"/>`;\n case 7: // Snub\n return (\n `<circle cx=\"${cx}\" cy=\"${y + 0.5}\" r=\"2\" fill=\"${noseFill}\" opacity=\"0.35\"/>` +\n `<ellipse cx=\"${cx}\" cy=\"${y - 0.5}\" rx=\"1\" ry=\"0.5\" fill=\"${noseFill}\" opacity=\"0.15\"/>`\n );\n default:\n return `<ellipse cx=\"${cx}\" cy=\"${y}\" rx=\"2\" ry=\"1.2\" fill=\"${noseFill}\" opacity=\"0.35\"/>`;\n }\n}\n\n// ─── Mouth ──────────────────────────────────────\n\nfunction renderMouth(mi: number, lipColor: string, isDark: boolean): string {\n const cx = 32, y = 45;\n const teethCol = isDark ? \"#e8e0d8\" : \"#ffffff\";\n switch (mi) {\n case 0: // Smile\n return `<path d=\"M${cx - 4} ${y} Q${cx} ${y + 4} ${cx + 4} ${y}\" fill=\"none\" stroke=\"${lipColor}\" stroke-width=\"1.4\" stroke-linecap=\"round\"/>`;\n case 1: // Calm\n return `<line x1=\"${cx - 3}\" y1=\"${y + 1}\" x2=\"${cx + 3}\" y2=\"${y + 1}\" stroke=\"${lipColor}\" stroke-width=\"1.2\" stroke-linecap=\"round\"/>`;\n case 2: // Happy\n return `<path d=\"M${cx - 5} ${y} Q${cx} ${y + 5} ${cx + 5} ${y}\" fill=\"none\" stroke=\"${lipColor}\" stroke-width=\"1.5\" stroke-linecap=\"round\"/>`;\n case 3: // Oh\n return `<ellipse cx=\"${cx}\" cy=\"${y + 1}\" rx=\"2.5\" ry=\"3\" fill=\"${lipColor}\" opacity=\"0.7\"/>`;\n case 4: // Smirk\n return `<path d=\"M${cx - 4} ${y + 1} Q${cx + 1} ${y + 1} ${cx + 4} ${y - 1.5}\" fill=\"none\" stroke=\"${lipColor}\" stroke-width=\"1.3\" stroke-linecap=\"round\"/>`;\n case 5: // Grin\n return (\n `<path d=\"M${cx - 5} ${y} Q${cx} ${y + 6} ${cx + 5} ${y}\" fill=\"${teethCol}\" stroke=\"${lipColor}\" stroke-width=\"1\"/>` +\n `<line x1=\"${cx - 4}\" y1=\"${y + 1.5}\" x2=\"${cx + 4}\" y2=\"${y + 1.5}\" stroke=\"${lipColor}\" stroke-width=\"0.3\" opacity=\"0.3\"/>`\n );\n case 6: // Flat\n return `<path d=\"M${cx - 4} ${y + 0.5} Q${cx} ${y + 1.5} ${cx + 4} ${y + 0.5}\" fill=\"none\" stroke=\"${lipColor}\" stroke-width=\"1.4\" stroke-linecap=\"round\"/>`;\n case 7: // Pout\n return (\n `<ellipse cx=\"${cx}\" cy=\"${y + 1}\" rx=\"3.5\" ry=\"2\" fill=\"${lipColor}\" opacity=\"0.25\"/>` +\n `<path d=\"M${cx - 3} ${y} Q${cx} ${y + 2.5} ${cx + 3} ${y}\" fill=\"none\" stroke=\"${lipColor}\" stroke-width=\"1.2\" stroke-linecap=\"round\"/>`\n );\n default:\n return `<path d=\"M${cx - 4} ${y} Q${cx} ${y + 4} ${cx + 4} ${y}\" fill=\"none\" stroke=\"${lipColor}\" stroke-width=\"1.4\" stroke-linecap=\"round\"/>`;\n }\n}\n\n// ─── Accessories ────────────────────────────────\n\nfunction renderAccessory(\n ai: number,\n accessoryColor: string,\n glassesColor: string,\n earringColor: string,\n headbandColor: string,\n beautyMarkColor: string = \"#3a2a2a\",\n freckleColor: string = \"#a0785a\",\n skinColor: string = \"#E8BA8B\",\n): string {\n switch (ai) {\n case 0: return \"\"; // None\n case 1: // Beauty mark\n return `<circle cx=\"40\" cy=\"44\" r=\"0.8\" fill=\"${beautyMarkColor}\"/>`;\n case 2: // Round glasses\n return (\n `<g fill=\"none\" stroke=\"${glassesColor}\" stroke-width=\"1\">` +\n `<circle cx=\"25\" cy=\"33\" r=\"5.5\"/>` +\n `<circle cx=\"39\" cy=\"33\" r=\"5.5\"/>` +\n `<line x1=\"30.5\" y1=\"33\" x2=\"33.5\" y2=\"33\"/>` +\n `<line x1=\"19.5\" y1=\"33\" x2=\"14\" y2=\"31\"/>` +\n `<line x1=\"44.5\" y1=\"33\" x2=\"50\" y2=\"31\"/>` +\n `</g>`\n );\n case 3: // Rect glasses\n return (\n `<g fill=\"none\" stroke=\"${glassesColor}\" stroke-width=\"1\">` +\n `<rect x=\"19\" y=\"29\" width=\"12\" height=\"8\" rx=\"1.5\"/>` +\n `<rect x=\"33\" y=\"29\" width=\"12\" height=\"8\" rx=\"1.5\"/>` +\n `<line x1=\"31\" y1=\"33\" x2=\"33\" y2=\"33\"/>` +\n `<line x1=\"19\" y1=\"33\" x2=\"14\" y2=\"31\"/>` +\n `<line x1=\"45\" y1=\"33\" x2=\"50\" y2=\"31\"/>` +\n `</g>`\n );\n case 4: // Earring\n return (\n `<circle cx=\"10\" cy=\"38\" r=\"1.5\" fill=\"${earringColor}\"/>` +\n `<circle cx=\"10\" cy=\"41\" r=\"2\" fill=\"${earringColor}\" opacity=\"0.8\"/>`\n );\n case 5: // Headband\n return `<rect x=\"13\" y=\"20\" width=\"38\" height=\"3.5\" rx=\"1.5\" fill=\"${headbandColor}\" opacity=\"0.85\"/>`;\n case 6: // Freckles\n return (\n `<g fill=\"${freckleColor}\" opacity=\"0.35\">` +\n `<circle cx=\"21\" cy=\"40\" r=\"0.6\"/>` +\n `<circle cx=\"23\" cy=\"42\" r=\"0.5\"/>` +\n `<circle cx=\"19\" cy=\"41.5\" r=\"0.5\"/>` +\n `<circle cx=\"43\" cy=\"40\" r=\"0.6\"/>` +\n `<circle cx=\"41\" cy=\"42\" r=\"0.5\"/>` +\n `<circle cx=\"45\" cy=\"41.5\" r=\"0.5\"/>` +\n `</g>`\n );\n case 7: // Stud earrings\n return (\n `<circle cx=\"10\" cy=\"37\" r=\"1.2\" fill=\"${earringColor}\"/>` +\n `<circle cx=\"54\" cy=\"37\" r=\"1.2\" fill=\"${earringColor}\"/>`\n );\n case 8: // Aviators\n return (\n `<g fill=\"none\" stroke=\"${glassesColor}\" stroke-width=\"1.2\">` +\n `<path d=\"M19 30 Q19 28 25 28 Q31 28 31 33 Q31 38 25 38 Q19 38 19 33 Z\" fill=\"${glassesColor}\" fill-opacity=\"0.15\"/>` +\n `<path d=\"M33 30 Q33 28 39 28 Q45 28 45 33 Q45 38 39 38 Q33 38 33 33 Z\" fill=\"${glassesColor}\" fill-opacity=\"0.15\"/>` +\n `<line x1=\"31\" y1=\"32\" x2=\"33\" y2=\"32\"/>` +\n `<line x1=\"19\" y1=\"31\" x2=\"14\" y2=\"29\"/>` +\n `<line x1=\"45\" y1=\"31\" x2=\"50\" y2=\"29\"/>` +\n `</g>`\n );\n case 9: // Band-Aid\n return (\n `<g>` +\n `<rect x=\"38\" y=\"38\" width=\"9\" height=\"4.5\" rx=\"1.2\" fill=\"#f0d0a0\" transform=\"rotate(-15 42 40)\"/>` +\n `<rect x=\"39.5\" y=\"38.5\" width=\"6\" height=\"3.5\" rx=\"0.8\" fill=\"#f5ddb5\" transform=\"rotate(-15 42 40)\"/>` +\n `<circle cx=\"42.5\" cy=\"40.25\" r=\"0.5\" fill=\"#d4b898\" transform=\"rotate(-15 42 40)\"/>` +\n `</g>`\n );\n case 10: // Left Eyebrow Slit\n return `<line x1=\"23\" y1=\"24.8\" x2=\"23.8\" y2=\"29.2\" stroke=\"${skinColor}\" stroke-width=\"1.3\" stroke-linecap=\"butt\"/>`;\n case 11: // Right Eyebrow Slit\n return `<line x1=\"41\" y1=\"24.8\" x2=\"40.2\" y2=\"29.2\" stroke=\"${skinColor}\" stroke-width=\"1.3\" stroke-linecap=\"butt\"/>`;\n default:\n return \"\";\n }\n}\n\n// ─── Main Render Functions ──────────────────────\n\n/**\n * Render a SolFace avatar as an SVG string. Deterministic — same wallet always produces the same SVG.\n *\n * @param walletAddress Base58 Solana wallet address.\n * @param options Render options (size, theme, detail level, color overrides, etc.).\n * @returns Complete SVG markup string.\n */\nexport function renderSolFaceSVG(\n walletAddress: string,\n options?: RenderOptions,\n): string {\n const { size = 64, theme, traitOverrides, enableBlink, className, colorOverrides } = options ?? {};\n const traits = generateTraits(walletAddress, traitOverrides);\n\n // Resolve detail level\n const detailOpt = options?.detail ?? \"auto\";\n const full = detailOpt === \"full\" || (detailOpt === \"auto\" && size >= 48);\n const flat = theme?.flat ?? false;\n\n // Color palettes\n const skinColors = theme?.skinColors ?? SKIN_COLORS;\n const eyeColors = theme?.eyeColors ?? EYE_COLORS;\n const hairColors = theme?.hairColors ?? HAIR_COLORS;\n const bgColors = theme?.bgColors ?? BG_COLORS;\n\n const skin = colorOverrides?.skin ?? skinColors[traits.skinColor % skinColors.length];\n const eyeCol = colorOverrides?.eyes ?? eyeColors[traits.eyeColor % eyeColors.length];\n const hairCol = colorOverrides?.hair ?? hairColors[traits.hairColor % hairColors.length];\n const bgCol = colorOverrides?.bg ?? bgColors[traits.bgColor % bgColors.length];\n\n // Derived skin colors\n const derived = deriveSkinColors(skin);\n\n const bgOpacity = theme?.bgOpacity ?? 1;\n const bgRadius = theme?.bgRadius ?? 4;\n const browColor = colorOverrides?.eyebrow ?? theme?.eyebrowColor ?? derived.browColor;\n const noseFill = colorOverrides?.nose ?? theme?.noseColor ?? derived.noseFill;\n const lipColor = colorOverrides?.mouth ?? theme?.mouthColor ?? derived.lipColor;\n const accColor = colorOverrides?.accessory ?? theme?.accessoryColor ?? derived.accessoryColor;\n const eyeWhite = colorOverrides?.eyeWhite ?? theme?.eyeWhiteColor ?? derived.eyeWhiteAdapted;\n const glassesColor = theme?.glassesColor ?? \"#4a4a5a\";\n const earringColor = theme?.earringColor ?? blend(skin, \"#d4a840\", 0.4);\n const headbandColor = theme?.headbandColor ?? blend(hairCol, \"#c04040\", 0.5);\n const beautyMarkColor = theme?.beautyMarkColor ?? \"#3a2a2a\";\n const freckleColor = theme?.freckleColor ?? \"#a0785a\";\n\n // Unique gradient ID prefix (collision-resistant)\n const id = \"sf\" + djb2(walletAddress).toString(36);\n\n // Cheek\n const cheekEnabled = theme?.cheekEnabled ?? true;\n const cheekColor = theme?.cheekColor ?? derived.cheekColor;\n const cheekOpacity = theme?.cheekOpacity ?? derived.cheekOpacity;\n\n const hi = traits.hairStyle % 10;\n const ai = effectiveAccessory(traits);\n\n const classAttr = className ? ` class=\"${className}\"` : \"\";\n const altText = solFaceAltText(walletAddress).replace(/\"/g, \"&quot;\");\n let svg = `<svg xmlns=\"http://www.w3.org/2000/svg\" viewBox=\"0 0 64 64\" width=\"${size}\" height=\"${size}\"${classAttr} role=\"img\" aria-label=\"${altText}\">`;\n\n // Defs\n const glowIntensity = theme?.glowIntensity ?? 0.10;\n svg += buildDefs(id, skin, derived.skinHi, derived.skinLo, hairCol, bgCol, cheekColor, cheekOpacity, flat, full && cheekEnabled, glowIntensity);\n\n // Blink animation\n const blinkEnabled = !!enableBlink;\n const blinkDuration = typeof enableBlink === \"object\" ? (enableBlink.duration ?? 4) : 4;\n const blinkDelay = typeof enableBlink === \"object\" ? (enableBlink.delay ?? 0) : 0;\n if (blinkEnabled) {\n const uid = `sf-${walletAddress.slice(0, 8)}`;\n const delayStr = blinkDelay ? ` ${blinkDelay}s` : \"\";\n svg += `<style>@keyframes ${uid}-blink{0%,90%,100%{transform:scaleY(1)}95%{transform:scaleY(0.1)}}.${uid}-eyes{animation:${uid}-blink ${blinkDuration}s ease-in-out${delayStr} infinite;transform-origin:32px 33px}</style>`;\n }\n\n // Background\n const bgFill = flat ? bgCol : `url(#${id}bg)`;\n svg += `<rect x=\"0\" y=\"0\" width=\"64\" height=\"64\" fill=\"${bgFill}\" opacity=\"${bgOpacity}\" rx=\"${bgRadius}\"/>`;\n\n // Hair back (unused — all styles bald)\n if (theme?.hairEnabled !== false) svg += renderHairBack(hi, id, flat);\n\n // Ears\n if (theme?.earsEnabled !== false) svg += renderEars(theme?.earColor ?? derived.earFill, derived.earShadow);\n\n // Face\n const skinOpacity = theme?.skinOpacity ?? 1;\n svg += renderFace(id, skin, flat, skinOpacity);\n\n // Face overlays (glow, chin shadow, cheeks, jawline) — full detail only\n const shadowEnabled = theme?.shadowEnabled ?? true;\n if (full && cheekEnabled && shadowEnabled) {\n svg += renderFaceOverlays(id, flat);\n }\n\n // Hair front (unused — all styles bald)\n if (theme?.hairEnabled !== false) svg += renderHairFront(hi, id, hairCol, skin, flat);\n\n // Headband (renders after hair front so it's visible)\n if (ai === 5 && theme?.accessoriesEnabled !== false) {\n svg += renderAccessory(5, accColor, glassesColor, earringColor, headbandColor, beautyMarkColor, freckleColor, skin);\n }\n\n // Eyes\n if (blinkEnabled) {\n const uid = `sf-${walletAddress.slice(0, 8)}`;\n svg += `<g class=\"${uid}-eyes\">`;\n }\n svg += renderEyes(traits.eyeStyle % 9, eyeCol, eyeWhite, theme?.lidColor ?? derived.lidColor, full);\n if (blinkEnabled) svg += `</g>`;\n\n // Eyebrows\n if (theme?.eyebrowsEnabled !== false) svg += renderEyebrows(traits.eyebrows % 8, browColor, full);\n\n // Nose\n if (theme?.noseEnabled !== false) svg += renderNose(traits.nose % 8, noseFill);\n\n // Mouth\n svg += renderMouth(traits.mouth % 8, lipColor, derived.isDark);\n\n // Accessories (except headband, already rendered)\n if (ai !== 0 && ai !== 5 && theme?.accessoriesEnabled !== false) {\n svg += renderAccessory(ai, accColor, glassesColor, earringColor, headbandColor, beautyMarkColor, freckleColor, skin);\n }\n\n // Border\n if (theme?.border) {\n svg += `<rect x=\"0\" y=\"0\" width=\"64\" height=\"64\" fill=\"none\" stroke=\"${theme.border.color}\" stroke-width=\"${theme.border.width}\" rx=\"${bgRadius}\"/>`;\n }\n\n svg += `</svg>`;\n return svg;\n}\n\n/**\n * Render a SolFace avatar as a `data:image/svg+xml` URI (URL-encoded). Suitable for `<img src>` attributes.\n *\n * @param walletAddress Base58 Solana wallet address.\n * @param options Render options.\n * @returns Data URI string.\n */\nexport function renderSolFaceDataURI(\n walletAddress: string,\n options?: RenderOptions,\n): string {\n const svg = renderSolFaceSVG(walletAddress, options);\n return `data:image/svg+xml;charset=utf-8,${encodeURIComponent(svg)}`;\n}\n\n/**\n * Render a SolFace avatar as a base64-encoded `data:image/svg+xml` URI. Suitable for environments that don't support URL-encoded SVGs.\n *\n * @param walletAddress Base58 Solana wallet address.\n * @param options Render options.\n * @returns Base64 data URI string.\n */\nexport function renderSolFaceBase64(\n walletAddress: string,\n options?: RenderOptions,\n): string {\n const svg = renderSolFaceSVG(walletAddress, options);\n return `data:image/svg+xml;base64,${btoa(svg)}`;\n}\n"]}
@@ -1,12 +1,11 @@
1
- import { describeAppearance, agentAppearancePrompt } from './chunk-CKHLRORB.js';
2
- import { renderSolFaceSVG, generateTraits, getTraitLabels, traitHash } from './chunk-3CE7Q44S.js';
3
- import { getPresetTheme, PRESET_THEMES } from './chunk-DRUSCLEF.js';
1
+ import { renderSolFaceSVG, describeAppearance, generateTraits, getTraitLabels, traitHash, agentAppearancePrompt } from './chunk-N5GDLCCL.js';
2
+ import { getPresetTheme, PRESET_THEMES } from './chunk-MYUSB4LA.js';
4
3
  import { deriveName, deriveIdentity } from './chunk-UTT764K6.js';
5
4
 
6
5
  // src/agent/tools.ts
7
6
  var generateSolfaceSvg = {
8
7
  name: "generate_solface_svg",
9
- description: "Generate a deterministic SVG avatar for a Solana wallet address. Returns an SVG string with gradient-rich rendering, skin-luminance-driven colors, and 10 accessory types. The same wallet always produces the same face. ~2.56 billion unique combinations.",
8
+ description: "Generate a deterministic SVG avatar for a Solana wallet address. Returns an SVG string with gradient-rich rendering, skin-luminance-driven colors, and 12 accessory types. The same wallet always produces the same face. ~53 million unique combinations.",
10
9
  parameters: {
11
10
  type: "object",
12
11
  properties: {
@@ -47,7 +46,7 @@ var generateSolfaceSvg = {
47
46
  };
48
47
  var describeSolface = {
49
48
  name: "describe_solface",
50
- description: "Generate a natural language description of a wallet's SolFace avatar. Useful for alt text, profile bios, system prompts, and accessibility. Describes squircle face, skin tone, eye style/color, hair, accessories, and expression.",
49
+ description: "Generate a natural language description of a wallet's SolFace avatar. Useful for alt text, profile bios, system prompts, and accessibility. Describes squircle face, skin tone, eye style/color, eyebrows, nose, accessories, and expression.",
51
50
  parameters: {
52
51
  type: "object",
53
52
  properties: {
@@ -248,5 +247,5 @@ function allToolsVercelAI() {
248
247
  }
249
248
 
250
249
  export { SOLFACE_TOOLS, allToolsAnthropic, allToolsMCP, allToolsOpenAI, allToolsVercelAI, handleToolCall, toAnthropic, toMCP, toOpenAI, toVercelAI };
251
- //# sourceMappingURL=chunk-74CSG63X.js.map
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- //# sourceMappingURL=chunk-74CSG63X.js.map
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+ //# sourceMappingURL=chunk-O2IIBSQH.js.map
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+ //# sourceMappingURL=chunk-O2IIBSQH.js.map
@@ -0,0 +1 @@
1
+ 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═══════════════════════════════════════════════════════════════\n// SOLFACES v2 — AI Agent Tool Definitions\n// Canonical, framework-agnostic tool schemas with handlers.\n// ═══════════════════════════════════════════════════════════════\n\nimport { renderSolFaceSVG } from \"../core/renderer\";\nimport { describeAppearance, agentAppearancePrompt } from \"../core/describe\";\nimport {\n generateTraits,\n getTraitLabels,\n traitHash,\n} from \"../core/traits\";\nimport { deriveName, deriveIdentity } from \"../names\";\nimport type { NameFormat } from \"../names\";\nimport { PRESET_THEMES, getPresetTheme } from \"../themes/presets\";\nimport type { SolFaceTheme } from \"../core/traits\";\n\n// ─── Types ───────────────────────────────────────\n\nexport interface JSONSchema {\n type: string;\n properties?: Record<string, JSONSchema & { description?: string; enum?: string[] }>;\n required?: string[];\n items?: JSONSchema;\n description?: string;\n enum?: string[];\n default?: unknown;\n}\n\nexport interface SolFaceTool {\n name: string;\n description: string;\n parameters: JSONSchema;\n handler: (params: Record<string, unknown>) => unknown;\n}\n\n// ─── Tool: generate_solface_svg ──────────────────\n\nconst generateSolfaceSvg: SolFaceTool = {\n name: \"generate_solface_svg\",\n description:\n \"Generate a deterministic SVG avatar for a Solana wallet address. Returns an SVG string with gradient-rich rendering, skin-luminance-driven colors, and 12 accessory types. The same wallet always produces the same face. ~53 million unique combinations.\",\n parameters: {\n type: \"object\",\n properties: {\n wallet: {\n type: \"string\",\n description: \"Solana wallet address (base58 public key)\",\n },\n size: {\n type: \"number\",\n description: \"SVG width/height in pixels. Default: 64. Sizes >= 48 use full detail (gradients, specular highlights, cheek blush).\",\n },\n theme: {\n type: \"string\",\n description:\n \"Preset theme name. 'flat' and 'transparent' work everywhere. 'glass', 'glassDark', 'pixel', 'pixelRetro', 'pixelClean' are React-only.\",\n enum: [\"default\", \"dark\", \"light\", \"mono\", \"flat\", \"transparent\", \"glass\", \"glassDark\", \"pixel\", \"pixelRetro\", \"pixelClean\"],\n },\n enableBlink: {\n type: \"boolean\",\n description: \"Enable CSS blink animation on the eyes. Default: false\",\n },\n detail: {\n type: \"string\",\n description: \"Detail level: 'full' (gradients, cheeks, specular), 'simplified' (flat shapes), 'auto' (full if size >= 48). Default: auto\",\n enum: [\"full\", \"simplified\", \"auto\"],\n },\n },\n required: [\"wallet\"],\n },\n handler(params) {\n const wallet = params.wallet as string;\n const size = (params.size as number) ?? 64;\n const enableBlink = (params.enableBlink as boolean) ?? false;\n const detail = (params.detail as \"full\" | \"simplified\" | \"auto\") ?? \"auto\";\n const themeName = params.theme as string | undefined;\n const theme: SolFaceTheme | undefined = themeName\n ? getPresetTheme(themeName as import(\"../themes/presets\").PresetThemeName)\n : undefined;\n\n return renderSolFaceSVG(wallet, { size, theme, enableBlink, detail });\n },\n};\n\n// ─── Tool: describe_solface ──────────────────────\n\nconst describeSolface: SolFaceTool = {\n name: \"describe_solface\",\n description:\n \"Generate a natural language description of a wallet's SolFace avatar. Useful for alt text, profile bios, system prompts, and accessibility. Describes squircle face, skin tone, eye style/color, eyebrows, nose, accessories, and expression.\",\n parameters: {\n type: \"object\",\n properties: {\n wallet: {\n type: \"string\",\n description: \"Solana wallet address (base58 public key)\",\n },\n format: {\n type: \"string\",\n description:\n \"Output format: paragraph (flowing text), structured (labeled lines), compact (short comma-separated). Default: paragraph\",\n enum: [\"paragraph\", \"structured\", \"compact\"],\n },\n perspective: {\n type: \"string\",\n description:\n 'Narrative perspective: \"first\" for self-description (\"I have...\"), \"third\" for external (\"This SolFace has...\"). Default: third',\n enum: [\"first\", \"third\"],\n },\n name: {\n type: \"string\",\n description:\n 'Optional name to use instead of \"This SolFace\" or \"I\". E.g. \"Atlas\"',\n },\n },\n required: [\"wallet\"],\n },\n handler(params) {\n const wallet = params.wallet as string;\n const name = (params.name as string | undefined) ?? deriveName(wallet, \"display\");\n return describeAppearance(wallet, {\n format: (params.format as \"paragraph\" | \"structured\" | \"compact\") ?? \"paragraph\",\n perspective: (params.perspective as \"first\" | \"third\") ?? \"third\",\n name,\n });\n },\n};\n\n// ─── Tool: get_solface_traits ────────────────────\n\nconst getSolfaceTraits: SolFaceTool = {\n name: \"get_solface_traits\",\n description:\n \"Get the raw numeric trait values, human-readable labels, and deterministic hash for a wallet's SolFace avatar. Returns structured data useful for programmatic decisions about appearance.\",\n parameters: {\n type: \"object\",\n properties: {\n wallet: {\n type: \"string\",\n description: \"Solana wallet address (base58 public key)\",\n },\n },\n required: [\"wallet\"],\n },\n handler(params) {\n const wallet = params.wallet as string;\n const traits = generateTraits(wallet);\n const labels = getTraitLabels(traits);\n const hash = traitHash(wallet);\n const name = deriveName(wallet, \"display\");\n return { traits, labels, hash, name };\n },\n};\n\n// ─── Tool: get_agent_identity ────────────────────\n\nconst getAgentIdentity: SolFaceTool = {\n name: \"get_agent_identity\",\n description:\n \"Generate a system prompt snippet that gives an AI agent a visual identity based on its Solana wallet. The snippet describes the agent's appearance in first person and explains the deterministic nature of SolFace avatars.\",\n parameters: {\n type: \"object\",\n properties: {\n wallet: {\n type: \"string\",\n description: \"The agent's Solana wallet address (base58 public key)\",\n },\n agentName: {\n type: \"string\",\n description: 'Optional agent name to personalize the description. E.g. \"Atlas\"',\n },\n },\n required: [\"wallet\"],\n },\n handler(params) {\n const wallet = params.wallet as string;\n const agentName = (params.agentName as string | undefined) ?? deriveName(wallet, \"display\");\n return agentAppearancePrompt(wallet, agentName);\n },\n};\n\n// ─── Tool: list_solface_themes ───────────────────\n\nconst THEME_DESCRIPTIONS: Record<string, string> = {\n default: \"Base look with gradient-rich rendering — no overrides\",\n dark: \"Dark backgrounds with muted tones and subtle border\",\n light: \"Soft pastel backgrounds with rounded corners\",\n mono: \"Full grayscale — all colors replaced with grays\",\n flat: \"Disables all gradients — uses flat fill colors only\",\n transparent: \"Transparent background with flat rendering\",\n glass: \"Liquid glass effect with backdrop blur and specular highlights (React-only)\",\n glassDark: \"Dark variant of liquid glass with deeper blur (React-only)\",\n pixel: \"Pixel art mode at 16px density with rounded corners (React-only)\",\n pixelRetro: \"Retro pixel art with scanlines and drop shadow (React-only)\",\n pixelClean: \"Clean pixel art at 24px density (React-only)\",\n};\n\nconst listSolfaceThemes: SolFaceTool = {\n name: \"list_solface_themes\",\n description:\n \"List all available SolFace preset themes with descriptions. Themes control colors, gradients, borders, and rendering modes. Some themes (glass, pixel) are React-only.\",\n parameters: {\n type: \"object\",\n properties: {},\n },\n handler() {\n return Object.keys(PRESET_THEMES).map((name) => ({\n name,\n description: THEME_DESCRIPTIONS[name] ?? \"\",\n reactOnly: name.startsWith(\"glass\") || name.startsWith(\"pixel\"),\n }));\n },\n};\n\n// ─── Tool: derive_solname ────────────────────────\n\nconst deriveSolname: SolFaceTool = {\n name: \"derive_solname\",\n description:\n \"Derive a deterministic name from a Solana wallet address using SHA-256 hashing. Returns human-friendly names like 'Sunny Icon'. Same wallet always produces the same name. ~1M display name combinations, ~65.5B unique tag combinations.\",\n parameters: {\n type: \"object\",\n properties: {\n wallet: {\n type: \"string\",\n description: \"Solana wallet address (base58 public key)\",\n },\n format: {\n type: \"string\",\n description:\n \"Name format: 'short' (adjective only), 'display' (adj noun, default), 'tag' (adj noun#hex, unique), 'full' (adj noun-adj noun). Omit for full identity bundle.\",\n enum: [\"short\", \"display\", \"tag\", \"full\"],\n },\n },\n required: [\"wallet\"],\n },\n handler(params) {\n const wallet = params.wallet as string;\n const format = params.format as NameFormat | undefined;\n if (format) {\n return deriveName(wallet, format);\n }\n return deriveIdentity(wallet);\n },\n};\n\n// ─── Export All Tools ────────────────────────────\n\nexport const SOLFACE_TOOLS: SolFaceTool[] = [\n generateSolfaceSvg,\n describeSolface,\n getSolfaceTraits,\n getAgentIdentity,\n listSolfaceThemes,\n deriveSolname,\n];\n","// ═══════════════════════════════════════════════════════════════\n// SOLFACES — Agent Integration Barrel + Format Adapters\n// Convert SolFace tools to any AI agent framework format.\n// ═══════════════════════════════════════════════════════════════\n\nexport { SOLFACE_TOOLS } from \"./tools\";\nexport type { SolFaceTool, JSONSchema } from \"./tools\";\n\nimport { SOLFACE_TOOLS } from \"./tools\";\nimport type { SolFaceTool, JSONSchema } from \"./tools\";\n\n// ─── Unified Dispatcher ─────────────────────────\n\n/**\n * Handle a tool call by name. Works as a universal dispatcher for\n * any framework — just pass the tool name and parameters.\n *\n * @example\n * ```ts\n * const svg = await handleToolCall(\"generate_solface_svg\", {\n * wallet: \"7xKXtg2CW87d97TXJSDpbD5jBkheTqA83TZRuJosgAsU\"\n * });\n * ```\n */\nexport async function handleToolCall(\n name: string,\n params: Record<string, unknown>,\n): Promise<unknown> {\n const tool = SOLFACE_TOOLS.find((t) => t.name === name);\n if (!tool) {\n throw new Error(`Unknown SolFace tool: \"${name}\". Available: ${SOLFACE_TOOLS.map((t) => t.name).join(\", \")}`);\n }\n return tool.handler(params);\n}\n\n// ─── MCP Format ─────────────────────────────────\n// Model Context Protocol (Claude Code, Cursor, Windsurf)\n\nexport interface MCPTool {\n name: string;\n description: string;\n inputSchema: JSONSchema;\n}\n\nexport function toMCP(tool: SolFaceTool): MCPTool {\n return {\n name: tool.name,\n description: tool.description,\n inputSchema: tool.parameters,\n };\n}\n\nexport function allToolsMCP(): MCPTool[] {\n return SOLFACE_TOOLS.map(toMCP);\n}\n\n// ─── OpenAI Format ──────────────────────────────\n// OpenAI function calling / GPT Actions\n\nexport interface OpenAITool {\n type: \"function\";\n function: {\n name: string;\n description: string;\n parameters: JSONSchema;\n };\n}\n\nexport function toOpenAI(tool: SolFaceTool): OpenAITool {\n return {\n type: \"function\",\n function: {\n name: tool.name,\n description: tool.description,\n parameters: tool.parameters,\n },\n };\n}\n\nexport function allToolsOpenAI(): OpenAITool[] {\n return SOLFACE_TOOLS.map(toOpenAI);\n}\n\n// ─── Anthropic Format ───────────────────────────\n// Anthropic tool use (Claude API)\n\nexport interface AnthropicTool {\n name: string;\n description: string;\n input_schema: JSONSchema;\n}\n\nexport function toAnthropic(tool: SolFaceTool): AnthropicTool {\n return {\n name: tool.name,\n description: tool.description,\n input_schema: tool.parameters,\n };\n}\n\nexport function allToolsAnthropic(): AnthropicTool[] {\n return SOLFACE_TOOLS.map(toAnthropic);\n}\n\n// ─── Vercel AI SDK Format ───────────────────────\n// For use with Vercel AI SDK's `tool()` helper\n\nexport interface VercelAITool {\n description: string;\n parameters: JSONSchema;\n execute: (params: Record<string, unknown>) => Promise<unknown>;\n}\n\nexport function toVercelAI(tool: SolFaceTool): VercelAITool {\n return {\n description: tool.description,\n parameters: tool.parameters,\n execute: async (params) => tool.handler(params),\n };\n}\n\nexport function allToolsVercelAI(): Record<string, VercelAITool> {\n const result: Record<string, VercelAITool> = {};\n for (const tool of SOLFACE_TOOLS) {\n result[tool.name] = toVercelAI(tool);\n }\n return result;\n}\n"]}
@@ -13,7 +13,9 @@ var darkTheme = {
13
13
  "#18122a",
14
14
  "#1a2020",
15
15
  "#221822",
16
- "#1e1020"
16
+ "#1e1020",
17
+ "#1c1228",
18
+ "#0e201a"
17
19
  ],
18
20
  eyeWhiteColor: "#d8d0c8",
19
21
  bgOpacity: 1,
@@ -31,7 +33,9 @@ var lightTheme = {
31
33
  "#e0e4f0",
32
34
  "#e0d8f0",
33
35
  "#f0e0ee",
34
- "#f0d8e4"
36
+ "#f0d8e4",
37
+ "#e8d8f0",
38
+ "#d8f0e8"
35
39
  ],
36
40
  bgOpacity: 1,
37
41
  bgRadius: 8
@@ -72,7 +76,9 @@ var monoTheme = {
72
76
  "#d4d4e0",
73
77
  "#d4d0e0",
74
78
  "#e0d8e0",
75
- "#e0d0d8"
79
+ "#e0d0d8",
80
+ "#d8d0e0",
81
+ "#d0e0d8"
76
82
  ],
77
83
  mouthColor: "#666",
78
84
  eyebrowColor: "#555",
@@ -104,7 +110,9 @@ var glassTheme = {
104
110
  _specularEnd: 50,
105
111
  _lightAngle: 135,
106
112
  _rimIntensity: 0.08,
107
- _shadow: "0 8px 32px rgba(0,0,0,0.12)"
113
+ _shadowY: 8,
114
+ _shadowBlur: 32,
115
+ _shadowOpacity: 0.12
108
116
  };
109
117
  var glassDarkTheme = {
110
118
  bgOpacity: 0.2,
@@ -122,7 +130,9 @@ var glassDarkTheme = {
122
130
  _specularEnd: 40,
123
131
  _lightAngle: 135,
124
132
  _rimIntensity: 0.05,
125
- _shadow: "0 8px 32px rgba(0,0,0,0.25)"
133
+ _shadowY: 8,
134
+ _shadowBlur: 32,
135
+ _shadowOpacity: 0.25
126
136
  };
127
137
  var pixelTheme = {
128
138
  flat: true,
@@ -173,8 +183,19 @@ function getPresetTheme(name, overrides) {
173
183
  if (!base) return overrides ?? {};
174
184
  return overrides ? { ...base, ...overrides } : base;
175
185
  }
186
+ function createTheme(options = {}) {
187
+ const { mode, ...rest } = options;
188
+ let base = {};
189
+ if (mode === "dark") base = { ...darkTheme };
190
+ else if (mode === "light") base = { ...lightTheme };
191
+ else if (mode === "transparent") base = { ...transparentTheme };
192
+ else if (mode === "mono") base = { ...monoTheme };
193
+ else if (mode === "flat") base = { ...flatTheme };
194
+ return { ...base, ...rest };
195
+ }
176
196
 
177
197
  exports.PRESET_THEMES = PRESET_THEMES;
198
+ exports.createTheme = createTheme;
178
199
  exports.darkTheme = darkTheme;
179
200
  exports.defaultTheme = defaultTheme;
180
201
  exports.flatTheme = flatTheme;
@@ -187,5 +208,5 @@ exports.pixelCleanTheme = pixelCleanTheme;
187
208
  exports.pixelRetroTheme = pixelRetroTheme;
188
209
  exports.pixelTheme = pixelTheme;
189
210
  exports.transparentTheme = transparentTheme;
190
- //# sourceMappingURL=chunk-6QRDULAO.cjs.map
191
- //# sourceMappingURL=chunk-6QRDULAO.cjs.map
211
+ //# sourceMappingURL=chunk-PCSRDAWQ.cjs.map
212
+ //# sourceMappingURL=chunk-PCSRDAWQ.cjs.map
@@ -0,0 +1 @@
1
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═══════════════════════════════════════════════════════════════\n// SOLFACES v2 — Preset Themes\n// ═══════════════════════════════════════════════════════════════\n\nimport type { SolFaceTheme } from \"../core/traits\";\n\n// ─── Default (base look — gradients, no overrides) ─\n\nexport const defaultTheme: SolFaceTheme = {};\n\n// ─── Base Themes ────────────────────────────────\n\nexport const darkTheme: SolFaceTheme = {\n bgColors: [\"#1a1b23\", \"#1e1428\", \"#0a1e38\", \"#1b2838\", \"#201028\",\n \"#141a28\", \"#18122a\", \"#1a2020\", \"#221822\", \"#1e1020\",\n \"#1c1228\", \"#0e201a\"],\n eyeWhiteColor: \"#d8d0c8\",\n bgOpacity: 1,\n bgRadius: 4,\n border: { color: \"#333340\", width: 0.5 },\n};\n\nexport const lightTheme: SolFaceTheme = {\n bgColors: [\"#f5e8ea\", \"#f0f0d8\", \"#e4f0e6\", \"#d8f0e8\", \"#e0ece8\",\n \"#dce8f0\", \"#e0e4f0\", \"#e0d8f0\", \"#f0e0ee\", \"#f0d8e4\",\n \"#e8d8f0\", \"#d8f0e8\"],\n bgOpacity: 1,\n bgRadius: 8,\n};\n\nexport const monoTheme: SolFaceTheme = {\n skinColors: [\"#e8e8e8\", \"#d4d4d4\", \"#c0c0c0\", \"#a8a8a8\", \"#909090\",\n \"#787878\", \"#606060\", \"#505050\", \"#404040\", \"#303030\"],\n eyeColors: [\"#333\", \"#555\", \"#777\", \"#999\", \"#bbb\"],\n hairColors: [\"#1a1a1a\", \"#2a2a2a\", \"#404040\", \"#555\", \"#707070\",\n \"#888\", \"#a0a0a0\", \"#b8b8b8\", \"#d0d0d0\", \"#e0e0e0\"],\n bgColors: [\"#e8e0e0\", \"#e0e0d0\", \"#d8e0d8\", \"#d0e0d8\", \"#d8e0e0\",\n \"#d0d8e0\", \"#d4d4e0\", \"#d4d0e0\", \"#e0d8e0\", \"#e0d0d8\",\n \"#d8d0e0\", \"#d0e0d8\"],\n mouthColor: \"#666\",\n eyebrowColor: \"#555\",\n accessoryColor: \"#777\",\n eyeWhiteColor: \"#f0f0f0\",\n bgOpacity: 0.5,\n bgRadius: 4,\n};\n\nexport const flatTheme: SolFaceTheme = {\n flat: true,\n};\n\nexport const transparentTheme: SolFaceTheme = {\n flat: true,\n bgOpacity: 0,\n};\n\n// ─── React-Only: Liquid Glass ───────────────────\n\nexport const glassTheme: SolFaceTheme = {\n bgOpacity: 0.15,\n bgRadius: 16,\n _glass: true,\n _blurRadius: 12,\n _saturate: 1.8,\n _tintOpacity: 0.12,\n _tintColor: \"rgba(255,255,255,1)\",\n _borderOpacity: 0.25,\n _borderWidth: 1,\n _borderColor: \"rgba(255,255,255,0.25)\",\n _specularOpacity: 0.25,\n _specularColor: \"rgba(255,255,255,1)\",\n _specularEnd: 50,\n _lightAngle: 135,\n _rimIntensity: 0.08,\n _shadowY: 8,\n _shadowBlur: 32,\n _shadowOpacity: 0.12,\n};\n\nexport const glassDarkTheme: SolFaceTheme = {\n bgOpacity: 0.2,\n bgRadius: 16,\n _glass: true,\n _blurRadius: 16,\n _saturate: 2.0,\n _tintOpacity: 0.08,\n _tintColor: \"rgba(0,0,0,1)\",\n _borderOpacity: 0.15,\n _borderWidth: 1,\n _borderColor: \"rgba(255,255,255,0.15)\",\n _specularOpacity: 0.15,\n _specularColor: \"rgba(255,255,255,1)\",\n _specularEnd: 40,\n _lightAngle: 135,\n _rimIntensity: 0.05,\n _shadowY: 8,\n _shadowBlur: 32,\n _shadowOpacity: 0.25,\n};\n\n// ─── React-Only: Pixel Art ──────────────────────\n\nexport const pixelTheme: SolFaceTheme = {\n flat: true,\n _pixel: true,\n _pixelDensity: 16,\n _pixelRounded: true,\n _pixelOutline: true,\n _pixelOutlineColor: \"#222\",\n _pixelOutlineWidth: 2,\n};\n\nexport const pixelRetroTheme: SolFaceTheme = {\n flat: true,\n _pixel: true,\n _pixelDensity: 12,\n _pixelRounded: false,\n _pixelOutline: true,\n _pixelOutlineColor: \"#000\",\n _pixelOutlineWidth: 2,\n _pixelScanlines: true,\n _pixelScanlineOpacity: 0.1,\n _pixelScanlineSpacing: 2,\n _pixelShadow: true,\n _pixelShadowColor: \"rgba(0,0,0,0.4)\",\n _pixelShadowOffset: 3,\n};\n\nexport const pixelCleanTheme: SolFaceTheme = {\n flat: true,\n _pixel: true,\n _pixelDensity: 24,\n _pixelRounded: true,\n _pixelOutline: false,\n};\n\n// ─── Theme Map ──────────────────────────────────\n\n/** Names of all built-in preset themes. */\nexport type PresetThemeName = \"default\" | \"dark\" | \"light\" | \"mono\" | \"flat\" | \"transparent\" | \"glass\" | \"glassDark\" | \"pixel\" | \"pixelRetro\" | \"pixelClean\";\n\n/** Map of all built-in preset themes, keyed by name. */\nexport const PRESET_THEMES: Record<PresetThemeName, SolFaceTheme> = {\n default: defaultTheme,\n dark: darkTheme,\n light: lightTheme,\n mono: monoTheme,\n flat: flatTheme,\n transparent: transparentTheme,\n glass: glassTheme,\n glassDark: glassDarkTheme,\n pixel: pixelTheme,\n pixelRetro: pixelRetroTheme,\n pixelClean: pixelCleanTheme,\n};\n\n/**\n * Look up a built-in preset theme by name, optionally merging overrides.\n *\n * @param name Preset theme name (e.g. \"glass\", \"dark\", \"pixelRetro\").\n * @param overrides Optional partial theme to merge on top of the preset.\n * @returns The resolved theme object.\n */\nexport function getPresetTheme(\n name: PresetThemeName,\n overrides?: Partial<SolFaceTheme>,\n): SolFaceTheme {\n const base = PRESET_THEMES[name];\n if (!base) return (overrides as SolFaceTheme) ?? {};\n return overrides ? { ...base, ...overrides } : base;\n}\n\n/**\n * Build a custom theme by starting from a preset mode and merging your overrides.\n * All SolFaceTheme properties are available for IntelliSense-driven customization.\n *\n * @param options Theme options. Use `mode` to start from a preset base, then override any property.\n * @returns A fully resolved SolFaceTheme object.\n *\n * @example\n * ```ts\n * const myTheme = createTheme({ mode: \"dark\", bgRadius: 12, flat: true });\n * ```\n */\nexport function createTheme(\n options: Partial<SolFaceTheme> & {\n /** Start from a preset mode. Default: none (default gradient theme). */\n mode?: \"light\" | \"dark\" | \"transparent\" | \"mono\" | \"flat\";\n } = {},\n): SolFaceTheme {\n const { mode, ...rest } = options;\n let base: SolFaceTheme = {};\n\n if (mode === \"dark\") base = { ...darkTheme };\n else if (mode === \"light\") base = { ...lightTheme };\n else if (mode === \"transparent\") base = { ...transparentTheme };\n else if (mode === \"mono\") base = { ...monoTheme };\n else if (mode === \"flat\") base = { ...flatTheme };\n\n return { ...base, ...rest };\n}\n"]}
@@ -1,11 +1,11 @@
1
1
  'use strict';
2
2
 
3
- var chunkF54WHRCE_cjs = require('./chunk-F54WHRCE.cjs');
3
+ var chunkW2U6ITMR_cjs = require('./chunk-W2U6ITMR.cjs');
4
4
 
5
5
  // src/core/rasterize.ts
6
6
  async function renderSolFacePNG(walletAddress, options) {
7
7
  const { pngSize = 256, ...renderOpts } = options ?? {};
8
- const svg = chunkF54WHRCE_cjs.renderSolFaceSVG(walletAddress, {
8
+ const svg = chunkW2U6ITMR_cjs.renderSolFaceSVG(walletAddress, {
9
9
  ...renderOpts,
10
10
  size: pngSize
11
11
  });
@@ -30,7 +30,7 @@ async function renderSolFacePNG(walletAddress, options) {
30
30
  }
31
31
  async function renderSolFacePNGBrowser(walletAddress, options) {
32
32
  const { pngSize = 256, ...renderOpts } = options ?? {};
33
- const svg = chunkF54WHRCE_cjs.renderSolFaceSVG(walletAddress, {
33
+ const svg = chunkW2U6ITMR_cjs.renderSolFaceSVG(walletAddress, {
34
34
  ...renderOpts,
35
35
  size: pngSize
36
36
  });
@@ -75,7 +75,7 @@ async function renderSolFacePNGBrowser(walletAddress, options) {
75
75
  }
76
76
  async function renderSolFacePNGDataURL(walletAddress, options) {
77
77
  const { pngSize = 256, ...renderOpts } = options ?? {};
78
- const svg = chunkF54WHRCE_cjs.renderSolFaceSVG(walletAddress, {
78
+ const svg = chunkW2U6ITMR_cjs.renderSolFaceSVG(walletAddress, {
79
79
  ...renderOpts,
80
80
  size: pngSize
81
81
  });
@@ -107,5 +107,5 @@ async function renderSolFacePNGDataURL(walletAddress, options) {
107
107
  exports.renderSolFacePNG = renderSolFacePNG;
108
108
  exports.renderSolFacePNGBrowser = renderSolFacePNGBrowser;
109
109
  exports.renderSolFacePNGDataURL = renderSolFacePNGDataURL;
110
- //# sourceMappingURL=chunk-WIXGHS77.cjs.map
111
- //# sourceMappingURL=chunk-WIXGHS77.cjs.map
110
+ //# sourceMappingURL=chunk-T7HEUW2O.cjs.map
111
+ //# sourceMappingURL=chunk-T7HEUW2O.cjs.map
@@ -1 +1 @@
1
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Default: 1 */\n quality?: number;\n}\n\n// ─── Node.js Rasterization ───────────────────────────────────\n\n/**\n * Render a SolFace as a PNG Buffer using `sharp`.\n * Requires: `npm install sharp`\n *\n * @returns PNG buffer\n *\n * @example\n * ```ts\n * import { renderSolFacePNG } from \"solfaces/core/rasterize\";\n *\n * const png = await renderSolFacePNG(\"7xKXq...\", { pngSize: 256 });\n * fs.writeFileSync(\"avatar.png\", png);\n * ```\n */\nexport async function renderSolFacePNG(\n walletAddress: string,\n options?: PNGOptions\n): Promise<Buffer> {\n const { pngSize = 256, ...renderOpts } = options ?? {};\n\n // Generate SVG at the target resolution\n const svg = renderSolFaceSVG(walletAddress, {\n ...renderOpts,\n size: pngSize,\n });\n const svgBuffer = Buffer.from(svg);\n\n // Try sharp first (best quality, most common in Node)\n try {\n const sharp = await import(\"sharp\");\n return await sharp\n .default(svgBuffer)\n .resize(pngSize, pngSize)\n .png()\n .toBuffer();\n } catch {\n // sharp not installed — fall through\n }\n\n // Try @resvg/resvg-js (good for edge/serverless)\n try {\n const { Resvg } = await import(\"@resvg/resvg-js\");\n const resvg = new Resvg(svg, {\n fitTo: { mode: \"width\", value: pngSize },\n });\n const pngData = resvg.render();\n return Buffer.from(pngData.asPng());\n } catch {\n // resvg not installed\n }\n\n throw new Error(\n \"[SolFaces] PNG rasterization requires either `sharp` or `@resvg/resvg-js`. \" +\n \"Install one: npm install sharp OR npm install @resvg/resvg-js\"\n );\n}\n\n// ─── Browser Rasterization ───────────────────────────────────\n\n/**\n * Render a SolFace as a PNG Blob in the browser.\n * Uses Canvas API — works in all modern browsers.\n *\n * @returns PNG Blob\n *\n * @example\n * ```ts\n * const blob = await renderSolFacePNGBrowser(\"7xKXq...\", { pngSize: 256 });\n * const url = URL.createObjectURL(blob);\n * img.src = url;\n * ```\n */\nexport async function renderSolFacePNGBrowser(\n walletAddress: string,\n options?: PNGOptions\n): Promise<Blob> {\n const { pngSize = 256, ...renderOpts } = options ?? {};\n\n const svg = renderSolFaceSVG(walletAddress, {\n ...renderOpts,\n size: pngSize,\n });\n\n // Create image from SVG data URI\n const svgBlob = new Blob([svg], { type: \"image/svg+xml;charset=utf-8\" });\n const url = URL.createObjectURL(svgBlob);\n\n return new Promise<Blob>((resolve, reject) => {\n const img = new Image();\n img.onload = () => {\n // Use OffscreenCanvas if available (better perf)\n let canvas: HTMLCanvasElement | OffscreenCanvas;\n let ctx: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D | null;\n\n if (typeof OffscreenCanvas !== \"undefined\") {\n canvas = new OffscreenCanvas(pngSize, pngSize);\n ctx = canvas.getContext(\"2d\");\n } else {\n canvas = document.createElement(\"canvas\");\n canvas.width = pngSize;\n canvas.height = pngSize;\n ctx = canvas.getContext(\"2d\");\n }\n\n if (!ctx) {\n URL.revokeObjectURL(url);\n reject(new Error(\"[SolFaces] Could not get canvas context\"));\n return;\n }\n\n ctx.drawImage(img, 0, 0, pngSize, pngSize);\n URL.revokeObjectURL(url);\n\n if (canvas instanceof OffscreenCanvas) {\n canvas.convertToBlob({ type: \"image/png\" }).then(resolve).catch(reject);\n } else {\n canvas.toBlob((blob) => {\n if (blob) resolve(blob);\n else reject(new Error(\"[SolFaces] Canvas toBlob failed\"));\n }, \"image/png\");\n }\n };\n\n img.onerror = () => {\n URL.revokeObjectURL(url);\n reject(new Error(\"[SolFaces] Failed to load SVG into image\"));\n };\n\n img.src = url;\n });\n}\n\n/**\n * Render a SolFace as a PNG data URL in the browser.\n * Convenient for directly setting img.src without blob URLs.\n */\nexport async function renderSolFacePNGDataURL(\n walletAddress: string,\n options?: PNGOptions\n): Promise<string> {\n const { pngSize = 256, ...renderOpts } = options ?? {};\n\n const svg = renderSolFaceSVG(walletAddress, {\n ...renderOpts,\n size: pngSize,\n });\n\n const svgBlob = new Blob([svg], { type: \"image/svg+xml;charset=utf-8\" });\n const url = URL.createObjectURL(svgBlob);\n\n return new Promise<string>((resolve, reject) => {\n const img = new Image();\n img.onload = () => {\n const canvas = document.createElement(\"canvas\");\n canvas.width = pngSize;\n canvas.height = pngSize;\n const ctx = canvas.getContext(\"2d\");\n if (!ctx) {\n reject(new Error(\"[SolFaces] No canvas context\"));\n return;\n }\n ctx.drawImage(img, 0, 0, pngSize, pngSize);\n URL.revokeObjectURL(url);\n resolve(canvas.toDataURL(\"image/png\"));\n };\n img.onerror = () => {\n URL.revokeObjectURL(url);\n reject(new Error(\"[SolFaces] SVG load failed\"));\n };\n img.src = url;\n });\n}\n"]}
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Default: 256 */\n pngSize?: number;\n /** PNG quality (0-1, only affects some renderers). Default: 1 */\n quality?: number;\n}\n\n// ─── Node.js Rasterization ───────────────────────────────────\n\n/**\n * Render a SolFace as a PNG Buffer using `sharp`.\n * Requires: `npm install sharp`\n *\n * @returns PNG buffer\n *\n * @example\n * ```ts\n * import { renderSolFacePNG } from \"solfaces/core/rasterize\";\n *\n * const png = await renderSolFacePNG(\"7xKXq...\", { pngSize: 256 });\n * fs.writeFileSync(\"avatar.png\", png);\n * ```\n */\nexport async function renderSolFacePNG(\n walletAddress: string,\n options?: PNGOptions\n): Promise<Buffer> {\n const { pngSize = 256, ...renderOpts } = options ?? {};\n\n // Generate SVG at the target resolution\n const svg = renderSolFaceSVG(walletAddress, {\n ...renderOpts,\n size: pngSize,\n });\n const svgBuffer = Buffer.from(svg);\n\n // Try sharp first (best quality, most common in Node)\n try {\n const sharp = await import(\"sharp\");\n return await sharp\n .default(svgBuffer)\n .resize(pngSize, pngSize)\n .png()\n .toBuffer();\n } catch {\n // sharp not installed — fall through\n }\n\n // Try @resvg/resvg-js (good for edge/serverless)\n try {\n const { Resvg } = await import(\"@resvg/resvg-js\");\n const resvg = new Resvg(svg, {\n fitTo: { mode: \"width\", value: pngSize },\n });\n const pngData = resvg.render();\n return Buffer.from(pngData.asPng());\n } catch {\n // resvg not installed\n }\n\n throw new Error(\n \"[SolFaces] PNG rasterization requires either `sharp` or `@resvg/resvg-js`. \" +\n \"Install one: npm install sharp OR npm install @resvg/resvg-js\"\n );\n}\n\n// ─── Browser Rasterization ───────────────────────────────────\n\n/**\n * Render a SolFace as a PNG Blob in the browser.\n * Uses Canvas API — works in all modern browsers.\n *\n * @returns PNG Blob\n *\n * @example\n * ```ts\n * const blob = await renderSolFacePNGBrowser(\"7xKXq...\", { pngSize: 256 });\n * const url = URL.createObjectURL(blob);\n * img.src = url;\n * ```\n */\nexport async function renderSolFacePNGBrowser(\n walletAddress: string,\n options?: PNGOptions\n): Promise<Blob> {\n const { pngSize = 256, ...renderOpts } = options ?? {};\n\n const svg = renderSolFaceSVG(walletAddress, {\n ...renderOpts,\n size: pngSize,\n });\n\n // Create image from SVG data URI\n const svgBlob = new Blob([svg], { type: \"image/svg+xml;charset=utf-8\" });\n const url = URL.createObjectURL(svgBlob);\n\n return new Promise<Blob>((resolve, reject) => {\n const img = new Image();\n img.onload = () => {\n // Use OffscreenCanvas if available (better perf)\n let canvas: HTMLCanvasElement | OffscreenCanvas;\n let ctx: CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D | null;\n\n if (typeof OffscreenCanvas !== \"undefined\") {\n canvas = new OffscreenCanvas(pngSize, pngSize);\n ctx = canvas.getContext(\"2d\");\n } else {\n canvas = document.createElement(\"canvas\");\n canvas.width = pngSize;\n canvas.height = pngSize;\n ctx = canvas.getContext(\"2d\");\n }\n\n if (!ctx) {\n URL.revokeObjectURL(url);\n reject(new Error(\"[SolFaces] Could not get canvas context\"));\n return;\n }\n\n ctx.drawImage(img, 0, 0, pngSize, pngSize);\n URL.revokeObjectURL(url);\n\n if (canvas instanceof OffscreenCanvas) {\n canvas.convertToBlob({ type: \"image/png\" }).then(resolve).catch(reject);\n } else {\n canvas.toBlob((blob) => {\n if (blob) resolve(blob);\n else reject(new Error(\"[SolFaces] Canvas toBlob failed\"));\n }, \"image/png\");\n }\n };\n\n img.onerror = () => {\n URL.revokeObjectURL(url);\n reject(new Error(\"[SolFaces] Failed to load SVG into image\"));\n };\n\n img.src = url;\n });\n}\n\n/**\n * Render a SolFace as a PNG data URL in the browser.\n * Convenient for directly setting img.src without blob URLs.\n */\nexport async function renderSolFacePNGDataURL(\n walletAddress: string,\n options?: PNGOptions\n): Promise<string> {\n const { pngSize = 256, ...renderOpts } = options ?? {};\n\n const svg = renderSolFaceSVG(walletAddress, {\n ...renderOpts,\n size: pngSize,\n });\n\n const svgBlob = new Blob([svg], { type: \"image/svg+xml;charset=utf-8\" });\n const url = URL.createObjectURL(svgBlob);\n\n return new Promise<string>((resolve, reject) => {\n const img = new Image();\n img.onload = () => {\n const canvas = document.createElement(\"canvas\");\n canvas.width = pngSize;\n canvas.height = pngSize;\n const ctx = canvas.getContext(\"2d\");\n if (!ctx) {\n reject(new Error(\"[SolFaces] No canvas context\"));\n return;\n }\n ctx.drawImage(img, 0, 0, pngSize, pngSize);\n URL.revokeObjectURL(url);\n resolve(canvas.toDataURL(\"image/png\"));\n };\n img.onerror = () => {\n URL.revokeObjectURL(url);\n reject(new Error(\"[SolFaces] SVG load failed\"));\n };\n img.src = url;\n });\n}\n"]}