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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@@ -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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