refactor(#74) P4: wire engine/stub/db through the ABILITIES registry
Behavior-preserving rewire: every per-ability code path now iterates the ordered ABILITIES registry instead of hand-enumerating the eight fields. - engine.ts: buildSystemPrompt (schema lines + constraint bullets), buildUserPrompt (payload keys at their historical positions), validateTurnResult (per-field validate), applyTurnResult (ordered apply block), isMeaningful, and the runTurn "unclear" fallback all drive off ABILITIES. The eight moved ability bodies (~1,249 lines) are deleted; the names the engine and its tests import are re-exported from ./abilities. - abilities/types.ts: Ability.stub is a zero-arg method (the stub has no GameState/AbilityCtx to pass; it needs none) — all eight implementations were already arg-less. - stub.ts: deterministicTurn fills the eight ability fields from the registry (each contributes its inert default), between the core fields and markers — JSON output stays byte-identical (verified against origin/master). - db.ts: the legacy-row migration for ability-owned GameState fields (wars/trades/embargoes/industry) iterates the registry's stateFields, only-if-undefined, instead of a hardcoded field list. No client changes, no new deps, no shared/ runtime deps. typecheck + lint + 511 unit tests green; stub JSON byte-identical to origin/master. Fixes #74
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@@ -4,6 +4,7 @@ import path from 'node:path';
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import Database from 'better-sqlite3';
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import { migrateRegionStats } from '../shared/protocol';
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import type { GameState } from '../shared/types';
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import { ABILITIES } from './abilities';
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export interface Db {
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save(state: GameState): void;
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@@ -49,17 +50,20 @@ export function openDb(filePath: string): Db {
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if (state.pendingNationOps === undefined) state.pendingNationOps = [];
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// (v0.27, #44) Same for map markers: a legacy game has none placed.
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if (state.markers === undefined) state.markers = [];
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// (v0.33.0, #56) Same for named wars: a legacy game has none declared
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// (any pre-v0.33 `war` relation stays a bare/implicit relation — see
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// syncWarRelations, which never force-creates a War entity).
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if (state.wars === undefined) state.wars = [];
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// (v0.35.0, #58) Same for the trade & embargo economy layer: a
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// legacy game has no active trades or embargoes.
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if (state.trades === undefined) state.trades = [];
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if (state.embargoes === undefined) state.embargoes = [];
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// (v0.36, #59) Same for the industry layer: a legacy game has no
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// active industry projects.
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if (state.industry === undefined) state.industry = [];
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// (v0.33.0 #56, v0.35.0 #58, v0.36 #59, v0.40.0 #67) Same for every
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// ability-owned GameState field (wars / trades / embargoes / industry):
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// a legacy game has none of them. The ABILITIES registry is the single
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// source of truth for which fields the LLM abilities own — each is a
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// list, so the default is `[]`, applied only-if-undefined so a saved
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// value is never wiped. (Any pre-v0.33 `war` relation stays a
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// bare/implicit relation — see syncWarRelations, which never
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// force-creates a War entity.)
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for (const a of ABILITIES) {
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const fields = a.stateFields;
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if (!fields) continue;
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const row = state as unknown as Record<string, unknown>;
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for (const f of fields) if (row[f] === undefined) row[f] = [];
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}
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// (v0.28, #46) Rows saved before per-region stats existed are migrated
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// ONCE at load time (and never re-migrated afterwards — the field is
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// then present): each owned region is seeded with a copy of its owner's
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