v0.28.0 (#46): per-region stats — area×population-weighted-median Nation.stats (PR 1 of 2)
CI / build + unit + e2e (pull_request) Successful in 2m34s
CI / build + unit + e2e (pull_request) Successful in 2m34s
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+137
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@@ -8,10 +8,12 @@ import type {
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GameState,
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MarkerType,
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Nation,
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NationStats,
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RelationStatus,
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RegionStats,
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StatKey,
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} from './types';
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import { MARKER_TYPES } from './types';
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import { MARKER_TYPES, STAT_KEYS } from './types';
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/** A numeric change to one of a nation's 0–100 stats. */
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export type StateChange =
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@@ -515,3 +517,137 @@ export function nationForPrompt(n: Nation) {
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relations: n.relations,
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};
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}
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// --- Per-region stats (v0.28, #46) ------------------------------------------
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//
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// A nation's 0–100 `NationStats` are no longer stored as independent per-nation
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// values: they are DERIVED as the area×population-weighted median of the stats
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// of the regions the nation owns (`GameState.regionStats`, keyed by region key).
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// These pure helpers implement that derivation, the fresh-game / legacy seeding,
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// and the one-time migration of a pre-v0.28 row. They have no runtime deps.
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/**
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* The weighted median of `values` with per-value `weights` (paired by index).
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* The pairs are sorted by value ascending and the result is the value at the
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* first point where the cumulative weight reaches at least half the total
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* weight. An empty input, or a total weight of zero, yields 0. Non-finite or
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* non-positive weights are treated as 0 (excluded from the median).
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* Translation-invariant: adding a constant to every value shifts the result by
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* that constant — so the median of a set of **identical** values is that value
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* (the invariant the equal-value seeding and legacy migration rely on).
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* Pure + shared.
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*/
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export function weightedMedian(values: number[], weights: number[]): number {
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if (values.length === 0) return 0;
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const pairs = values
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.map((v, i) => {
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const w =
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typeof weights[i] === 'number' && Number.isFinite(weights[i]) && weights[i] > 0
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? weights[i]
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: 0;
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return { v: Number.isFinite(v) ? v : 0, w };
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})
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.filter((p) => p.w > 0);
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if (pairs.length === 0) return 0;
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const total = pairs.reduce((s, p) => s + p.w, 0);
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if (total <= 0) return 0;
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pairs.sort((a, b) => a.v - b.v);
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let cum = 0;
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for (const p of pairs) {
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cum += p.w;
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if (cum >= total / 2) return p.v;
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}
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return pairs[pairs.length - 1]!.v;
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}
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/**
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* Derive a nation's aggregate {@link NationStats} from the stats of the regions
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* it owns: each of the four stats is the **area×population-weighted median**
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* (see {@link weightedMedian}) over the nation's owned region keys. A region's
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* weight is `(area > 0 ? area : 1) × (population > 0 ? population : 1)` — both
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* factors fall back to 1 when the region has no geo entry (`geoOf` returns
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* `undefined` for it), so every region carries weight ≥ 1 and a missing geo
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* degrades gracefully to a uniform (unweighted) median. A region key with no
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* `regionStats` entry is skipped. Returns the zero stats when the nation owns
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* no region with a stats entry (the caller's 0-region guard keeps the nation's
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* directly-maintained `n.stats` in that case). Pure + shared.
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*/
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export function deriveNationStats(
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regionKeys: string[],
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regionStats: Record<string, RegionStats>,
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geoOf?: (key: string) => { area: number; population: number } | undefined,
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): NationStats {
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const zero: NationStats = { military: 0, economy: 0, stability: 0, population: 0 };
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const byStat: Record<StatKey, number[]> = {
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military: [],
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economy: [],
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stability: [],
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population: [],
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};
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const weights: number[] = [];
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for (const key of regionKeys) {
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const rs = regionStats[key];
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if (!rs) continue; // a key with no per-region stats is skipped
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const g = geoOf?.(key);
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const a = g && g.area > 0 ? g.area : 1;
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const p = g && g.population > 0 ? g.population : 1;
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weights.push(a * p);
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for (const k of STAT_KEYS) byStat[k].push(rs[k]);
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}
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if (weights.length === 0) return zero;
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const out: NationStats = { military: 0, economy: 0, stability: 0, population: 0 };
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for (const k of STAT_KEYS) out[k] = clampStat(weightedMedian(byStat[k], weights));
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return out;
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}
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/**
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* Seed a per-region stats table from a set of nations (used both at game
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* creation and by the legacy migration): every owned region key gets a **copy**
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* of its owner's current `NationStats`, so a fresh nation's regions all start
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* identical (the weighted median of identical values is that value, so the
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* derived `n.stats` equals the seeded one). A region with two or more owners
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* (corrupt) is seeded by the first owner encountered; a key owned by nobody gets
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* no entry. Pure + shared.
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*/
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export function seedRegionStats(nations: Record<string, Nation>): Record<string, RegionStats> {
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const out: Record<string, RegionStats> = {};
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for (const n of Object.values(nations)) {
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for (const key of n.territory) {
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if (!(key in out)) out[key] = { ...n.stats }; // first owner wins (sole ownership holds normally)
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}
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}
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return out;
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}
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/**
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* (v0.28, #46) One-time migration of a **legacy** (pre-v0.28) `GameState` row
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* into the per-region-stats model, returning a new state (the input is never
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* mutated):
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* - a row that already has `regionStats` (a v0.28+ save) is returned
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* **UNCHANGED** — its `Nation.stats` are already the correct derived medians
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* and must not be recomputed on load (that would drift them);
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* - a legacy row (`regionStats` absent at runtime) seeds every owned region key
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* with a copy of its owner's current stats (so each nation's regions start
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* identical), then recomputes each nation's stats as the weighted median of
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* its regions (a 0-region nation keeps its stats). Without `geoOf` the
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* weighting is uniform, which is weight-invariant for the identical-value
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* case, so the recomputed stats equal the originals — the migration is a
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* no-op on the visible numbers and only materializes the (previously
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* implicit) per-region values. Never throws.
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*/
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export function migrateRegionStats(
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state: GameState,
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geoOf?: (key: string) => { area: number; population: number } | undefined,
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): GameState {
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// A v0.28+ row already carries per-region stats: leave it exactly as saved.
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if (state.regionStats !== undefined) return state;
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// Legacy row: materialize per-region stats from each nation's (uniform) stats.
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const next: GameState = { ...state, regionStats: seedRegionStats(state.nations) };
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for (const n of Object.values(next.nations)) {
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if (n.territory.length === 0) continue; // 0-region guard: keep its stats
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if (n.territory.some((k) => next.regionStats[k])) {
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n.stats = deriveNationStats(n.territory, next.regionStats, geoOf);
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}
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}
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return next;
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}
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@@ -13,6 +13,19 @@ export interface NationStats {
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population: number;
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}
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/**
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* (v0.28, #46) The 0–100 status indices of a **single region**. Per-region stats
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* are the unit of record: a nation's aggregate {@link NationStats} is derived as
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* the area×population-weighted median of the stats of the regions it owns (see
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* `protocol.deriveNationStats`). Every value is clamped to 0–100 by the engine.
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*/
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export interface RegionStats {
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military: number;
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economy: number;
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stability: number;
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population: number;
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}
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export const STAT_KEYS = ['military', 'economy', 'stability', 'population'] as const;
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export type StatKey = (typeof STAT_KEYS)[number];
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@@ -217,6 +230,19 @@ export interface GameState {
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* server/db.ts) — additive, no data wipe. Capped at protocol.MAX_MARKERS.
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*/
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markers: MapMarker[];
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/**
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* (v0.28, #46) Per-region stats, keyed by **region key** (see
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* `public/region-keys.json`): each owned region carries its own four 0–100
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* stats, and a nation's aggregate `Nation.stats` is the area×population-
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* weighted median of the regions it owns (see `protocol.deriveNationStats`).
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* A region that ends a turn **unowned** (released to no man's land) has NO
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* entry, and a preset-unassigned region (never owned) has none until first
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* claimed (re-claiming re-inits it to the gainer's stats). Always present on a
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* fresh game (every owned region seeded with its owner's initial stats); a
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* legacy SQLite row without the field is migrated at load (see server/db.ts)
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* — additive, no data wipe.
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*/
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regionStats: Record<string, RegionStats>;
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}
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/**
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