refactor(#74) P3: add the 8 ability modules + ABILITIES registry

Each per-feature LLM ability is now a self-contained module in
server/abilities/ with its own Ability<K> const (schema line, constraint
bullet, validator, applier, isMeaningful, stub default, user-payload
field). The ordered ABILITIES registry (index.ts) assembles them in the
canonical order: takeovers → wars → hybrid → economy → industry → nuclear
→ leaders → ideology.

All function bodies are moved VERBATIM from engine.ts. The engine is
untouched in this commit — P4 will rewire it to use the registry.
This commit is contained in:
2026-10-16 07:23:11 +00:00
parent 5cfbce861b
commit 2d17c743f6
11 changed files with 1831 additions and 0 deletions
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// Shared, cross-ability `apply` primitives (v0.40.0, #67): the war-derived
// relation machinery that several abilities share. Two abilities (wars,
// nuclear) mutate `GameState.wars` and both need the same "which pairs are at
// war" primitive (`activeWarPairs` / `atWar`); the wars ability applies the
// turn's declare/end ops and then runs the war → relation sync
// (`syncWarRelations`), and the nuclear ability's `endWarsBetween` (which
// lives in ./nuclear.ts) reuses `activeWarPairs` to downgrade the relations a
// just-ended war no longer covers.
//
// The bodies here are moved VERBATIM from the pre-refactor engine.ts (v0.39.0)
// — `engine.ts` re-exports all three so existing callers (server/index.ts, the
// unit tests) keep importing them from the engine unchanged. All functions are
// pure or mutate their `GameState` argument in place and never throw.
import type { GameState, War } from '../../shared/types';
/**
* (v0.33.0, #56) The UNORDERED pairs of belligerents of a set of ACTIVE
* wars: a war with sides [a, b, c] contributes the pairs {a,b}, {a,c},
* {b,c} (any two distinct belligerents of the same active war are at war —
* see the War type's semantics). Pure; exported for the unit tests.
*/
export function activeWarPairs(wars: War[]): Set<string> {
const pairs = new Set<string>();
const key = (a: string, b: string) => (a < b ? `${a}\u0000${b}` : `${b}\u0000${a}`);
for (const w of wars) {
if (w.status !== 'active') continue;
for (let i = 0; i < w.sides.length; i++) {
for (let j = i + 1; j < w.sides.length; j++) {
pairs.add(key(w.sides[i], w.sides[j]));
}
}
}
return pairs;
}
/** True when nations `a` and `b` are both belligerents of ≥1 active war. */
export function atWar(wars: War[], a: string, b: string): boolean {
const key = a < b ? `${a}\u0000${b}` : `${b}\u0000${a}`;
return activeWarPairs(wars).has(key);
}
/**
* (v0.33.0, #56) Derive the `war` relation from the set of ACTIVE wars,
* MUTATING the (cloned) `next` state in place (the caller passes a clone —
* applyTurnResult does) and never touching `prev`. For every unordered pair
* of distinct existing nations:
*
* - the pair is on the sides of ≥1 ACTIVE war in `next` → BOTH directions
* of the pair's relation are set to `war` (the engine owns this relation
* while the war is active — a manual `relations` entry to a lesser status
* on a warring pair is overridden, so the two can never "make peace"
* without the war being ended);
* - the pair is NOT at war in `next` but WAS at war in `prev` (one of the
* wars that tied them ended this turn) AND the current relation is
* `war` → both directions become `hostile` (a war is the strongest
* hostility — when it stops, the nations stay hostile, not suddenly
* neutral);
* - otherwise (not at war now, and the relation is not `war`, or the pair
* was never tied by an active war) → untouched: the LLM owns
* ally/neutral/rival/hostile freely, and a **bare** `war` relation that
* no active war ever covered (a preset leftover) stays as-is — an
* implicit, unnamed war, never force-created into a War entity and never
* clobbered by the sync.
*
* Never throws.
*/
export function syncWarRelations(prev: GameState, next: GameState): void {
const prevAtWar = activeWarPairs(prev.wars ?? []);
const nextAtWar = activeWarPairs(next.wars ?? []);
const ids = Object.keys(next.nations);
for (let i = 0; i < ids.length; i++) {
for (let j = i + 1; j < ids.length; j++) {
const a = ids[i];
const b = ids[j];
const key = a < b ? `${a}\u0000${b}` : `${b}\u0000${a}`;
const na = next.nations[a];
const nb = next.nations[b];
if (nextAtWar.has(key)) {
na.relations[b] = 'war';
nb.relations[a] = 'war';
} else if (prevAtWar.has(key) && (na.relations[b] === 'war' || nb.relations[a] === 'war')) {
na.relations[b] = 'hostile';
nb.relations[a] = 'hostile';
}
}
}
}
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// The ECONOMY (trade & embargo) ability (v0.35.0, #58) as a modular
// LLM-ability (v0.40.0, #67). A bilateral trade gives BOTH parties a small,
// deterministic economy gain every committed turn; a unilateral embargo
// lowers only the TARGET's economy every committed turn. Ops are idempotent
// (a no-`lift` op declares / imposes; `lift: true` ends / lifts; refs
// resolved against the real state at apply time — unknown / ambiguous /
// self-pairing ops are dropped, never thrown). Every committed turn the FULL
// active lists apply their effect (clamped, mirrored to each affected
// nation's regions, re-derived), and any trade/embargo between nations on
// opposite sides of an active war is auto-suspended (a war severs the
// economic link). All bodies are moved VERBATIM from the pre-refactor
// engine.ts.
import { clampStat, deriveNationStats } from '../../shared/protocol';
import type { GameState } from '../../shared/types';
import type { EconomyEmbargoOp, EconomyOps, EconomyTradeOp } from '../../shared/protocol';
import { resolveNationRef, str } from './shared';
import { activeWarPairs } from './apply-helpers';
import type { Ability } from './types';
/**
* (v0.35.0, #58) Validate the raw `economy` object of a turn into a safe
* {@link EconomyOps}. Defensive like the rest of the parser — never throws.
* `trade`: each op needs non-empty `a` and `b` refs (a nation's id or unique
* name, capped at 200 chars) and a boolean `lift` (default false = declare);
* ops with a missing ref are dropped — ref resolution and the
* a≠b / from≠target checks happen at apply time against the real state
* (like wars / hybrid ops, whose raw refs are kept here). `embargo`: each op
* needs non-empty `from` and `target` refs and a boolean `lift` (default
* false = impose). A missing / malformed top-level object yields
* `{ trade: [], embargo: [] }`.
*/
export function validateEconomyOps(raw: unknown): EconomyOps {
const out: EconomyOps = { trade: [], embargo: [] };
if (!raw || typeof raw !== 'object' || Array.isArray(raw)) return out;
const o = raw as Record<string, unknown>;
if (Array.isArray(o.trade)) {
for (const e of o.trade) {
if (!e || typeof e !== 'object') continue;
const t = e as Record<string, unknown>;
const a = str(t.a, 200);
const b = str(t.b, 200);
if (!a || !b) continue;
const op: EconomyTradeOp = { a, b };
if (t.lift === true) op.lift = true;
out.trade.push(op);
}
}
if (Array.isArray(o.embargo)) {
for (const e of o.embargo) {
if (!e || typeof e !== 'object') continue;
const t = e as Record<string, unknown>;
const from = str(t.from, 200);
const target = str(t.target, 200);
if (!from || !target) continue;
const op: EconomyEmbargoOp = { from, target };
if (t.lift === true) op.lift = true;
out.embargo.push(op);
}
}
return out;
}
/**
* (v0.35.0, #58) The per-turn economic effect of the economy layer, applied
* EVERY committed turn (not just to this turn's declares): each active
* bilateral trade grants both parties a small, deterministic economy gain;
* each active embargo applies a small, deterministic economy dip to the
* target only. Clamped to 0–100. The effect lands on `stats.economy` AND on
* every region the nation owns (`regionStats`), mirroring the hybrid-op
* effect, and each affected nation's derived stats are re-derived afterwards
* (the same 0-region / no-entry guards as `applyHybridOp`). No-op when there
* are no active trades or embargoes. Never throws.
*/
const TRADE_ECONOMY_BONUS = 1;
const EMBARGO_ECONOMY_PENALTY = 1;
export function applyEconomyEffects(
next: GameState,
geoOf?: (key: string) => { area: number; population: number } | undefined,
): void {
if (next.trades.length === 0 && next.embargoes.length === 0) return;
// nation id -> signed economy delta (trades add for both parties, embargoes
// subtract for the target; deltas accumulate for nations hit by several).
const delta = new Map<string, number>();
for (const t of next.trades) {
for (const id of [t.a, t.b]) {
delta.set(id, (delta.get(id) ?? 0) + TRADE_ECONOMY_BONUS);
}
}
for (const e of next.embargoes) {
delta.set(e.target, (delta.get(e.target) ?? 0) - EMBARGO_ECONOMY_PENALTY);
}
const affected = new Set<string>();
for (const [id, d] of delta) {
const n = next.nations[id];
if (!n) continue; // a nation removed this turn (a merge): the delta is dropped
const cur = clampStat(n.stats.economy + d);
if (cur === n.stats.economy) continue; // no change (already at the clamp)
n.stats.economy = cur;
for (const key of n.territory) {
const rs = next.regionStats[key];
if (rs) rs.economy = clampStat(rs.economy + d);
}
affected.add(id);
}
if (affected.size > 0) {
for (const id of affected) {
const n = next.nations[id];
if (n && n.territory.length > 0 && n.territory.some((k) => next.regionStats[k])) {
n.stats = deriveNationStats(n.territory, next.regionStats, geoOf);
}
}
}
}
/**
* (v0.35.0, #58) Apply the turn's economy ops to the active lists on
* `next`, RESOLVING the (possibly name-based) refs against the current
* state: a no-`lift` trade op declares the bilateral agreement (idempotent —
* an already-active pair is not duplicated; the pair is stored sorted, since
* a trade is symmetric); `lift: true` ends it (a no-op when absent). A no-
* `lift` embargo op imposes the unilateral embargo (idempotent — the ordered
* from→target pair is kept as-is); `lift: true` lifts it. An op whose refs
* don't resolve to distinct EXISTING nations is dropped (defensive — never
* throws). Mutates `next` in place.
*/
function applyEconomyOps(next: GameState, ops: EconomyOps): void {
const tradeKey = (a: string, b: string): string => (a < b ? `${a}\u0000${b}` : `${b}\u0000${a}`);
const embargoKey = (f: string, t: string): string => `${f}\u0000${t}`;
for (const op of ops.trade) {
const a = resolveNationRef(next, op.a);
const b = resolveNationRef(next, op.b);
if (!a || !b || a === b) continue; // unknown / ambiguous / self: drop
const key = tradeKey(a, b);
if (op.lift === true) {
next.trades = next.trades.filter((t) => tradeKey(t.a, t.b) !== key);
} else if (!next.trades.some((t) => tradeKey(t.a, t.b) === key)) {
// stored sorted (a < b): a trade is symmetric, so the agreement has a
// canonical shape no matter which way the LLM named the pair.
next.trades.push(a < b ? { a, b } : { a: b, b: a });
}
}
for (const op of ops.embargo) {
const from = resolveNationRef(next, op.from);
const target = resolveNationRef(next, op.target);
if (!from || !target || from === target) continue; // unknown / ambiguous / self: drop
const key = embargoKey(from, target);
if (op.lift === true) {
next.embargoes = next.embargoes.filter((e) => embargoKey(e.from, e.target) !== key);
} else if (!next.embargoes.some((e) => embargoKey(e.from, e.target) === key)) {
next.embargoes.push({ from, target });
}
}
}
/**
* (v0.35.0, #58) Auto-suspend the economy layer when war breaks out: any
* active trade or embargo whose two nations are on OPPOSITE sides of an
* active war (v0.33, #56) is removed — a war severs the economic link, so
* the suspended agreement stops producing its per-turn effect from now on.
* A trade/embargo between two non-belligerents, or between two nations on
* the SAME side, is untouched. Mutates `next` in place; idempotent. Must be
* called AFTER the war declare/end ops of the turn (so it sees the final
* `next.wars`). Never throws.
*/
function suspendEconomyOnWar(next: GameState): void {
if (next.trades.length === 0 && next.embargoes.length === 0) return;
const warring = activeWarPairs(next.wars);
const atWarNow = (x: string, y: string): boolean => {
if (x === y) return false;
const key = x < y ? `${x}\u0000${y}` : `${y}\u0000${x}`;
return warring.has(key);
};
next.trades = next.trades.filter((t) => !atWarNow(t.a, t.b));
next.embargoes = next.embargoes.filter((e) => !atWarNow(e.from, e.target));
}
export const economy: Ability<'economy'> = {
field: 'economy',
default: () => ({ trade: [], embargo: [] }),
validate: (raw) => validateEconomyOps(raw),
apply: (state, data, ctx) => {
// Placed after the wars block (so the auto-suspension sees the FINAL
// next.wars, including wars declared this turn) and before markers /
// nationOps (which never touch the economy lists). Order:
// (1) APPLY OPS: the turn's declare/lift ops mutate the active
// GameState.trades / GameState.embargoes lists (a declare is
// idempotent; refs resolved against the current state, unknown /
// ambiguous / self-pairing ops dropped).
// (2) WAR AUTO-SUSPENSION: any active trade or embargo whose two
// nations are on opposite sides of an active war is removed —
// a war severs the economic link, so the suspended agreement
// stops producing its per-turn effect from now on (this also
// drops a trade declared this turn between two nations that just
// went to war).
// (3) PER-TURN EFFECT: the FULL active lists (not just this turn's
// declares) each apply their deterministic effect this turn —
// trade: both parties' economy up a little; embargo: the
// target's economy down a little — clamped, mirrored to the
// owning nations' regions, and re-derived like the hybrid dip.
// Additive only: declares add, lifts remove, and nothing else (not even
// a war) mutates the lists besides the suspension above.
applyEconomyOps(state, data);
suspendEconomyOnWar(state);
applyEconomyEffects(state, ctx.geoOf);
},
schemaLine: () =>
' "economy": {"trade":[{"a":"<nationId>","b":"<nationId>","lift":<true|false>}],"embargo":[{"from":"<nationId>","target":"<nationId>","lift":<true|false>}]},',
constraint: () =>
'- Economy ("economy") is the trade & embargo layer: a bilateral trade (trade: {"a":"..","b":".."}) gives BOTH parties a small, deterministic economy gain every turn, while a unilateral embargo (embargo: {"from":"..","target":".."}) lowers only the TARGET\'s economy every turn. Omit "lift" to declare / impose, and set "lift":true to end or lift an existing one (the user message\'s "trades"/"embargoes" fields list what is currently active). Propose at most 1-2 operations per turn and narrate each one in "events". Trades and embargoes between nations at war are suspended automatically by the engine.',
isMeaningful: (data) => data.trade.length > 0 || data.embargo.length > 0,
stateFields: ['trades', 'embargoes'],
stub: () => ({ trade: [], embargo: [] }),
payload: (ctx) => {
const out: Record<string, unknown> = {};
if (ctx.trades !== undefined) out.trades = ctx.trades;
if (ctx.embargoes !== undefined) out.embargoes = ctx.embargoes;
return out;
},
};
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// The HYBRID-WAR ability (v0.34.0, #57) as a modular LLM-ability (v0.40.0, #67).
// Covert, non-kinetic operations: the seven op types each have a DETERMINISTIC
// engine effect (no hidden randomness — the LLM declares the intended `outcome`
// and the engine acts only on that):
//
// spy informational only — no stat, no relation (pure intel)
// sabotage a small ECONOMY dip on the target
// assassinate a small STABILITY dip on the target (absent the named-leaders
// feature, #61, a leader's removal sours the polity)
// cyber a small MILITARY dip on the target
// economic a small ECONOMY dip on the target
// information a relation nudge toward hostile (cap hostile) — disinformation
// proxy a light relation nudge toward hostile (cap rival) — proxy war
//
// A successful stat op dips the target's `regionStats` (the single named region
// when the target was a region key, otherwise every region the target owns) and
// re-derives the target nation's aggregate stats so the effect persists. A
// successful information/proxy and any exposed op sour the actor's relation
// with the target by one step on the hostile ladder. All bodies are moved
// VERBATIM from the pre-refactor engine.ts.
import { clampStat, deriveNationStats, HYBRID_OP_TYPES, makeEvent } from '../../shared/protocol';
import type { GameState, Nation, RelationStatus, StatKey } from '../../shared/types';
import type { HybridOp, HybridOpType } from '../../shared/protocol';
import { resolveNationRef, str } from './shared';
import type { Ability } from './types';
const VALID_HYBRID_TYPES = new Set<string>(HYBRID_OP_TYPES);
/** True when `t` is one of the seven known hybrid op types (v0.34.0, #57). */
export function isHybridOpType(t: unknown): t is HybridOpType {
return typeof t === 'string' && VALID_HYBRID_TYPES.has(t);
}
/**
* (v0.34.0, #57) Validate the raw `hybrid` field of a turn into a safe
* `{ ops }` shape. Defensive like the rest of the parser — never throws. The
* raw value may be the object `{ ops: [...] }` (the TurnResult shape) or a bare
* array (be lenient about either). Each op needs a known `type` (one of
* {@link HYBRID_OP_TYPES}), a non-empty `from` (the acting nation, capped at
* 200 chars) and a non-empty `target` (a nation id/name or a region key, capped
* at 200 chars); an `outcome` of exactly `success` or `exposed` is kept (the
* default, `success`, is stored as absent to keep the shape minimal — the
* engine treats a missing outcome as success); a non-empty `detail` is capped
* at 300 chars. Resolution of `from` / `target` to concrete nation ids or
* region owners happens at apply time (`applyHybridOp`), not here.
*/
export function validateHybridOps(raw: unknown): HybridOp[] {
if (!Array.isArray(raw)) {
// Lenient: accept the `{ ops: [...] }` object shape (or a non-array → []).
if (raw && typeof raw === 'object' && !Array.isArray(raw)) {
const inner = (raw as Record<string, unknown>).ops;
if (!Array.isArray(inner)) return [];
return validateHybridOpsList(inner);
}
return [];
}
return validateHybridOpsList(raw);
}
function validateHybridOpsList(raw: unknown[]): HybridOp[] {
const out: HybridOp[] = [];
for (const e of raw) {
if (!e || typeof e !== 'object') continue;
const o = e as Record<string, unknown>;
if (!isHybridOpType(o.type)) continue;
const from = str(o.from, 200);
const target = str(o.target, 200);
if (!from || !target) continue;
const detail = str(o.detail, 300);
const exposed = o.outcome === 'exposed'; // 'success' / missing → success
out.push({
type: o.type,
from,
target,
...(detail ? { detail } : {}),
...(exposed ? { outcome: 'exposed' as const } : {}),
});
}
return out;
}
/** The deterministic per-type stat effect of a hybrid op (v0.34.0, #57). */
export const HYBRID_STAT_EFFECT: Record<HybridOpType, { stat: StatKey; delta: number } | null> = {
spy: null, // informational only
sabotage: { stat: 'economy', delta: -3 },
assassinate: { stat: 'stability', delta: -5 },
cyber: { stat: 'military', delta: -3 },
economic: { stat: 'economy', delta: -5 },
information: null, // relation nudge only
proxy: null, // relation nudge only
};
/**
* The hostile-relations ladder, weakest to strongest (the `cap` in
* {@link shiftRelationTowardHostile} is a member of this array). A missing
* relation is treated as `neutral`; `war` is never touched (a war is its own
* entity — a covert op neither fabricates nor ends one).
*/
const HOSTILE_ORDER: RelationStatus[] = ['ally', 'neutral', 'rival', 'hostile'];
/**
* (v0.34.0, #57) Nudge the bilateral relation between nations `a` and `b`
* ONE step toward hostile (on the {@link HOSTILE_ORDER} ladder), applied
* symmetrically to both directions, but never past the given `cap`. A missing
* relation starts at `neutral`; a `war` relation is never touched (a covert op
* neither fabricates nor downgrades a war). Used for the `information` /
* `proxy` nudge and the `exposed` backfire. Mutates `state` in place (the
* caller passes a clone — applyTurnResult does). Never throws.
*/
export function shiftRelationTowardHostile(
state: GameState,
a: string,
b: string,
cap: RelationStatus,
): void {
const na = state.nations[a];
const nb = state.nations[b];
if (!na || !nb) return;
const capIdx = HOSTILE_ORDER.indexOf(cap);
if (capIdx === -1) return; // unknown cap: no-op (defensive)
const step = (cur: RelationStatus | undefined): RelationStatus | null => {
if (cur === 'war') return null; // never touch a war relation
const s = cur ?? 'neutral'; // a missing relation is neutral
const i = HOSTILE_ORDER.indexOf(s);
if (i === -1) return 'neutral'; // defensive: unknown status
if (i >= capIdx) return s; // at or past the cap: no change
return HOSTILE_ORDER[i + 1];
};
const stepA = step(na.relations[b]);
if (stepA !== null) na.relations[b] = stepA;
const stepB = step(nb.relations[a]);
if (stepB !== null) nb.relations[a] = stepB;
}
/**
* (v0.34.0, #57) The display name of a hybrid op's target for the auto
* backfire event: a nation target shows the nation's name; a region target
* shows the region's display name (or its raw key when no resolver is given).
*/
function hybridTargetDisplayName(
target: { nation: Nation; regionKey?: string },
regionNameOf?: (key: string) => string | undefined,
): string {
if (target.regionKey !== undefined) return regionNameOf?.(target.regionKey) ?? target.regionKey;
return target.nation.name;
}
/**
* (v0.34.0, #57) Resolve a hybrid op's `target` (a nation id/name OR a region
* key) to the concrete nation it affects. A nation ref resolves via
* {@link resolveNationRef}; a region key resolves to its SOLE owner (a region
* with zero or 2+ owners can't be a valid target). Returns the affected nation
* plus the specific region key (when the target was a region) so a stat op can
* dip just that region. `validKeys` (when supplied) gates the region-key path;
* a ref that is neither a known nation nor a valid region key returns `null`.
* Pure; never throws.
*/
function resolveHybridTarget(
state: GameState,
target: string,
validKeys?: ReadonlySet<string>,
): { nation: Nation; regionKey?: string } | null {
const id = resolveNationRef(state, target);
if (id !== null) {
const n = state.nations[id];
return n ? { nation: n } : null;
}
const key = (target ?? '').trim();
if (!key) return null;
if (validKeys && !validKeys.has(key)) return null; // unknown region key
const owners = Object.values(state.nations).filter((n) => n.territory.includes(key));
if (owners.length !== 1) return null; // 0 or 2+ owners: not a targetable region
return { nation: owners[0], regionKey: key };
}
/**
* (v0.34.0, #57) Apply ONE hybrid op to the (cloned) `next` state, mutating it
* in place and never throwing. Resolution order:
* 1. `from` must resolve to a nation (id first, then a unique name); an
* unknown / ambiguous actor drops the op.
* 2. `target` must resolve to a concrete nation (a nation ref, or a region
* key's sole owner); an unresolvable target drops the op.
* 3. A self-target (`from` and the target nation are the same) is dropped.
* Then, per type:
* - an `exposed` op BACKFIRES: no intended effect, the actor's relation with
* the target sours by one step (cap hostile), and an auto diplomatic/
* failure event is emitted (the engine's own narrative, mirroring the
* "repelled" auto-event).
* - a successful stat op (sabotage / assassinate / cyber / economic) dips the
* target's `regionStats` by its per-type delta — the single named region
* when the target was a region key, otherwise every region the target
* owns — then re-derives the target nation's aggregate stats (the same
* 0-region / no-entry guards as the main recompute), so the effect
* persists to the next turn.
* - a successful `information` / `proxy` sours the actor's relation with the
* target by one step (information caps at hostile, proxy at rival).
* - `spy` is informational only (no stat, no relation) — a no-op except for
* whatever the LLM narrates in `events`.
*/
export function applyHybridOp(
next: GameState,
op: HybridOp,
geoOf?: (key: string) => { area: number; population: number } | undefined,
validKeys?: ReadonlySet<string>,
regionNameOf?: (key: string) => string | undefined,
actingTurn?: number,
): void {
const turn = actingTurn ?? next.turn;
const from = resolveNationRef(next, op.from);
if (from === null) return; // unknown / ambiguous actor: drop
const target = resolveHybridTarget(next, op.target, validKeys);
if (target === null) return; // unresolvable target: drop
if (from === target.nation.id) return; // self-target: drop
if (op.outcome === 'exposed') {
// Backfire: no intended effect; the relation sours by one step (cap
// hostile) and an auto diplomatic/failure event is emitted.
shiftRelationTowardHostile(next, from, target.nation.id, 'hostile');
const actor = next.nations[from];
next.events.push(
makeEvent(
{
nation: from,
type: 'diplomatic',
title: 'Covert operation exposed',
text: `${actor?.name ?? from}'s ${op.type} operation against ${hybridTargetDisplayName(
target,
regionNameOf,
)} was exposed; relations sour in response.`,
outcome: 'failure',
},
turn,
next.date,
),
);
return;
}
const eff = HYBRID_STAT_EFFECT[op.type];
if (eff) {
// A successful stat op: dip the target's region(s), then re-derive.
if (target.regionKey !== undefined) {
const rs = next.regionStats[target.regionKey];
if (rs) rs[eff.stat] = clampStat(rs[eff.stat] + eff.delta);
} else {
for (const key of target.nation.territory) {
const rs = next.regionStats[key];
if (!rs) continue;
rs[eff.stat] = clampStat(rs[eff.stat] + eff.delta);
}
}
// Re-derive the target nation's aggregate stats. The main recompute ran
// earlier this turn, so without this the dip would be washed out next
// turn. The same 0-region / no-entry guards as the main recompute apply.
if (target.nation.territory.length > 0) {
if (target.nation.territory.some((k) => next.regionStats[k])) {
target.nation.stats = deriveNationStats(
target.nation.territory,
next.regionStats,
geoOf,
);
}
}
return;
}
// information / proxy: a relation nudge (spy is a pure no-op here).
if (op.type === 'information') shiftRelationTowardHostile(next, from, target.nation.id, 'hostile');
else if (op.type === 'proxy') shiftRelationTowardHostile(next, from, target.nation.id, 'rival');
}
export const hybrid: Ability<'hybrid'> = {
field: 'hybrid',
default: () => ({ ops: [] }),
// The low-level validator returns a bare list; the field's shape is the
// `{ ops }` object (mirrors the historical `result.hybrid = { ops: ... }`).
validate: (raw) => ({ ops: validateHybridOps(raw) }),
apply: (state, data, ctx) => {
for (const op of data.ops) {
applyHybridOp(state, op, ctx.geoOf, ctx.validRegionKeys, ctx.regionNameOf, ctx.actingTurn);
}
},
schemaLine: () =>
' "hybrid": {"ops":[{"type":"<spy|sabotage|assassinate|cyber|economic|information|proxy>","from":"<nation id or name>","target":"<nation id or name, or region key>","detail":"<short detail>","outcome":"<success|exposed>"}]},',
constraint: () =>
'- Covert / hybrid ops ("hybrid.ops") are non-kinetic operations — spies, sabotage, assassination attempts, cyberattacks, economic pressure, disinformation, and proxy support. Unlike territory they NEVER move borders: a successful op applies a small, deterministic effect (a small dip in the target\'s economy / stability / military for sabotage / assassinate / cyber / economic, or a relation nudge toward hostile for information / proxy), while an "exposed" op backfires (no effect, and the actor\'s relation with the target sours by one step toward hostile). "target" may be a nation id / name or a region key (a region key hits that region\'s sole owner). Keep each detail short, propose at most a few per turn, and narrate each op in "events".',
isMeaningful: (data) => data.ops.length > 0,
stub: () => ({ ops: [] }),
payload: (ctx) => (ctx.relations !== undefined ? { relations: ctx.relations } : {}),
};
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// The IDEOLOGY ability (v0.39, #62) as a modular LLM-ability (v0.40.0, #67).
// The model may change a nation's form of government (its `ideology` field) —
// a free-form label such as "democracy", "fascism", or "military junta" — via
// a coup, revolution, reform, or constitutional change. On a valid change the
// target's `ideology` is set, a DETERMINISTIC stability dip
// (`IDEOLOGY_STABILITY_EFFECT`, −5) is applied to its `stats.stability`
// (clamped) and mirrored to every region the nation owns (`regionStats`), the
// nation's derived stats are re-derived afterwards (the same 0-region /
// no-entry guards), and a narration event is appended. The change never moves
// territory (sole ownership is untouched). All bodies are moved VERBATIM from
// the pre-refactor engine.ts.
import { deriveNationStats, makeEvent } from '../../shared/protocol';
import { clampStat, IDEOLOGY_STABILITY_EFFECT } from '../../shared/protocol';
import type { GameState } from '../../shared/types';
import type { IdeologyChange } from '../../shared/protocol';
import { resolveNationRef, str } from './shared';
import type { Ability } from './types';
/**
* (v0.39, #62) Validate the raw `ideology` object of a turn into a safe
* `IdeologyChange[]`. Defensive like the rest of the parser — never throws.
* Accepts a `{ changes: [...] }` object or a bare array (lenient). Each
* change needs a non-empty `target` (a nation ref, capped at 120 chars) and
* a non-empty, non-whitespace `to` (the new form of government, capped at
* 120 chars). Refs stay raw here (resolved against the real state at apply
* time, like the wars / hybrid / nuclear / leader ops); an unresolvable
* target is dropped at apply time, never thrown.
*/
export function validateIdeologyOps(raw: unknown): IdeologyChange[] {
const out: IdeologyChange[] = [];
const list = Array.isArray(raw)
? raw
: raw && typeof raw === 'object'
? (raw as Record<string, unknown>).changes
: undefined;
if (!Array.isArray(list)) return out;
for (const e of list) {
if (!e || typeof e !== 'object') continue;
const s = e as Record<string, unknown>;
const target = str(s.target, 120);
const to = str(s.to, 120);
if (!target || !to) continue;
out.push({ target, to });
}
return out;
}
/**
* (v0.39, #62) Apply a single ideology change to `next` (in place). The
* target nation is resolved by the shared resolver (id first, then a
* case-insensitive unique name; an unknown or ambiguous ref is dropped,
* never thrown). On a valid change the target's `ideology` is set to the new
* government type (re-setting the same value is idempotent for the field but
* still narrated) and a DETERMINISTIC stability dip
* (`IDEOLOGY_STABILITY_EFFECT`, −5) is applied to its `stats.stability`
* (clamped 0–100) and mirrored to every region the nation owns
* (`regionStats`); the nation's derived stats are re-derived afterwards (the
* same 0-region / no-entry guards as the hybrid/economy/industry/leader
* effects, so a 0-region nation keeps its directly-mutated value). Finally a
* narration event is appended: a `political` event for the government shift.
* The change never moves territory (sole ownership is untouched).
*/
function applyIdeologyChange(
next: GameState,
op: IdeologyChange,
geoOf?: (key: string) => { area: number; population: number } | undefined,
actingTurn?: number,
): void {
const turn = actingTurn ?? next.turn;
const id = resolveNationRef(next, op.target);
if (id === null) return; // unknown / ambiguous target: drop, never throw
const n = next.nations[id];
n.ideology = op.to;
const delta = IDEOLOGY_STABILITY_EFFECT;
if (delta !== 0) {
n.stats.stability = clampStat(n.stats.stability + delta);
for (const key of n.territory) {
const rs = next.regionStats[key];
if (!rs) continue;
rs.stability = clampStat(rs.stability + delta);
}
// Re-derive the nation's aggregate stats (the main recompute ran earlier
// this turn, so without this the dip would be washed out next turn).
if (n.territory.length > 0 && n.territory.some((k) => next.regionStats[k])) {
n.stats = deriveNationStats(n.territory, next.regionStats, geoOf);
}
}
next.events.push(
makeEvent(
{
nation: n.id,
type: 'political',
title: `${n.name}'s government shifted to ${op.to}`,
text: `${n.name} has changed its form of government to ${op.to}.`,
outcome: 'success',
},
turn,
next.date,
),
);
}
export const ideology: Ability<'ideology'> = {
field: 'ideology',
default: () => ({ changes: [] }),
// The low-level validator returns a bare list; the field's shape is the
// `{ changes }` object (mirrors the historical `result.ideology = { changes: ... }`).
validate: (raw) => ({ changes: validateIdeologyOps(raw) }),
apply: (state, data, ctx) => {
for (const ch of data.changes) applyIdeologyChange(state, ch, ctx.geoOf, ctx.actingTurn);
},
schemaLine: () =>
' "ideology": {"changes":[{"target":"<nation id or name>","to":"<new form of government>"}]},',
constraint: () =>
'- Ideology ("ideology") is each nation\'s form of government — a free-form label such as "democracy", "fascism", or "military junta" — that can shift through a coup, a revolution, a reform, or a constitutional change. Each change is {"target":"<nation id or name>","to":"<new form of government>"}: the engine sets the nation\'s ideology, applies a small, deterministic stability dip (−5 — a regime shift always unsettles a nation), and narrates it with a "political" event. It is a third axis, distinct from a takeover (which RENAMES the nation) and from a leader change (who is in charge): the nation keeps its id, name, territory, relations, and leader — only its form of government and its stability move. Similar forms of government are a SOFT, prompt-level compatibility nudge only (nations with alike ideologies tend to ally and trade; very opposed ones tend to clash) — there is no engine gate behind it. Propose at most 1-2 changes per turn and narrate each one in "events". The user message\'s "nations" field lists each nation\'s current "ideology" (omitted when a nation has none).',
isMeaningful: (data) => data.changes.length > 0,
stub: () => ({ changes: [] }),
payload: () => ({}),
};
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// The ordered LLM-ability registry.
//
// `ABILITIES` is the single source of truth for the 8 per-feature LLM abilities.
// The engine iterates it in this order:
// takeovers → wars → hybrid → economy → industry → nuclear → leaders → ideology
// for (a) the system-prompt schema lines + constraint bullets, (b) the per-ability
// validate calls inside validateTurnResult, (c) the payload fields in buildUserPrompt,
// (d) the ordered apply block inside applyTurnResult, (e) the isMeaningful check,
// (f) the runTurn unclear-fallback defaults, (g) the stub's deterministic fields, and
// (h) the db.ts state-field migrations.
//
// Each ability file defines its own `Ability<K>` const (the schema line, constraint
// bullet, validator, applier, meaningfulness predicate, stub default, and user-payload
// field). This module assembles them into the ordered `ABILITIES` array and re-exports
// every public name the engine (and its tests) need.
import { takeovers } from './takeovers';
import { wars } from './wars';
import { hybrid } from './hybrid';
import { economy } from './economy';
import { industry } from './industry';
import { nuclear } from './nuclear';
import { leaders } from './leaders';
import { ideology } from './ideology';
import type { Ability, AbilityField } from './types';
/**
* The 8 per-feature LLM abilities in their canonical apply order.
* The order matters: it determines the order of the schema lines in the
* system prompt, the order of the validate calls, the order of the apply
* steps, and the order of the payload fields in the user prompt.
*/
export const ABILITIES: readonly Ability<AbilityField>[] = [
takeovers,
wars,
hybrid,
economy,
industry,
nuclear,
leaders,
ideology,
];
// ── type re-exports ────────────────────────────────────────────────────────────
export type {
Ability,
AbilityCtx,
UserPromptCtx,
AbilityField,
} from './types';
// ── shared helpers ─────────────────────────────────────────────────────────────
export {
resolveNationRef,
resolveRegionKey,
freshNationId,
freshWarId,
NEW_NATION_STATS,
} from './shared';
// ── war helpers ────────────────────────────────────────────────────────────────
export {
activeWarPairs,
atWar,
syncWarRelations,
} from './apply-helpers';
// ── takeovers ──────────────────────────────────────────────────────────────────
export {
validateTakeovers,
applyTakeover,
} from './takeovers';
// ── wars ───────────────────────────────────────────────────────────────────────
export {
validateWarOps,
applyWars,
} from './wars';
// ── hybrid ─────────────────────────────────────────────────────────────────────
export {
validateHybridOps,
isHybridOpType,
HYBRID_STAT_EFFECT,
shiftRelationTowardHostile,
applyHybridOp,
} from './hybrid';
// ── economy ────────────────────────────────────────────────────────────────────
export {
validateEconomyOps,
applyEconomyEffects,
} from './economy';
// ── industry ───────────────────────────────────────────────────────────────────
export {
validateIndustryOps,
isIndustryType,
applyIndustryEffects,
} from './industry';
// ── nuclear ────────────────────────────────────────────────────────────────────
export {
validateNuclearOps,
applyNuclearOps,
} from './nuclear';
// ── leaders ────────────────────────────────────────────────────────────────────
export {
validateLeaderOps,
} from './leaders';
// ── ideology ───────────────────────────────────────────────────────────────────
export {
validateIdeologyOps,
} from './ideology';
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// The INDUSTRY ability (v0.36, #59) as a modular LLM-ability (v0.40.0, #67).
// The per-region economy-boost lever: each project is a building in one
// region (`{ regionKey, type }`, type one of oil / iron / food / industry).
// `GameState.industry` is a PER-REGION SET — a region key that is not a valid
// manifest key is dropped; a region that already hosts a project is untouched
// (the first declared type wins — re-declaring is a no-op). Every committed
// turn each active project grants its region's SOLE owner a small,
// deterministic economy boost (`INDUSTRY_ECONOMY_BONUS`, plus one extra point
// when the region's `industry` resource value is ≥ 0.5 — from the synthesized
// resource manifest; without it just the base) — clamped to 0–100, mirrored
// to every region the owner holds, and re-derived like the economy/hybrid
// effects. A project on a region with 0 or 2+ owners yields no boost but is
// kept. Sole ownership is untouched (the layer moves stats, never territory).
// All bodies are moved VERBATIM from the pre-refactor engine.ts.
import { clampStat, deriveNationStats } from '../../shared/protocol';
import type { GameState, IndustryType, RegionResources } from '../../shared/types';
import { INDUSTRY_TYPES } from '../../shared/types';
import type { IndustryOps } from '../../shared/protocol';
import { str } from './shared';
import type { Ability } from './types';
const VALID_INDUSTRY_TYPES = new Set<string>(INDUSTRY_TYPES);
/** True when `t` is one of the four known industry project types (v0.36, #59). */
export function isIndustryType(t: unknown): t is IndustryType {
return typeof t === 'string' && VALID_INDUSTRY_TYPES.has(t);
}
/**
* (v0.36, #59) Validate the raw `industry` object of a turn into a safe
* {@link IndustryOps}. Defensive like the rest of the parser — never throws.
* `projects`: each op needs a non-empty `regionKey` (capped at 120 chars) and a
* known project {@link IndustryType} (one of INDUSTRY_TYPES); ops with a
* missing/malformed field are dropped. The region key is kept raw here (like
* the hybrid / economy refs) — whether it is a *valid* region key, and whether
* its region ends the turn with a sole owner, is checked at apply time against
* the manifest and the final ownership (a project on a region with no sole
* owner yields no boost but is kept). A missing / malformed top-level object
* yields `{ projects: [] }`.
*/
export function validateIndustryOps(raw: unknown): IndustryOps {
const out: IndustryOps = { projects: [] };
if (!raw || typeof raw !== 'object' || Array.isArray(raw)) return out;
const o = raw as Record<string, unknown>;
if (Array.isArray(o.projects)) {
for (const e of o.projects) {
if (!e || typeof e !== 'object') continue;
const p = e as Record<string, unknown>;
const regionKey = str(p.regionKey, 120);
if (!regionKey || !isIndustryType(p.type)) continue;
out.projects.push({ regionKey, type: p.type });
}
}
return out;
}
/**
* (v0.36, #59) The BASE per-turn economy boost one industry project grants its
* region's sole owner. A project's actual boost is this base plus one extra
* point when the region's `industry` resource value is at least 0.5 (a region
* with a strong industry profile yields a bigger return). The base value is
* deliberately the same magnitude as {@link TRADE_ECONOMY_BONUS} /
* {@link EMBARGO_ECONOMY_PENALTY}.
*/
const INDUSTRY_ECONOMY_BONUS = 1;
/**
* (v0.36, #59) The per-turn economy boost for ONE industry project sitting in
* `regionKey`: {@link INDUSTRY_ECONOMY_BONUS} plus one extra point when the
* region's `industry` resource value (from `resourceOf`) is at least 0.5.
* Without the resource manifest (or for a region with no profile) the boost is
* the base value. Pure + deterministic.
*/
function industryBoost(
regionKey: string,
resourceOf?: (key: string) => RegionResources | undefined,
): number {
const r = resourceOf?.(regionKey);
return INDUSTRY_ECONOMY_BONUS + (r && r.industry >= 0.5 ? 1 : 0);
}
/**
* (v0.36, #59) Apply the turn's industry ops to `GameState.industry` as a
* PER-REGION SET: each op names a region key + a project type. A region key
* that is not a valid manifest key (`validKeys`, when supplied) is dropped; a
* region that already hosts a project is untouched (the first declared type
* wins — re-declaring on the same region is a no-op, the type is never
* replaced). Otherwise the project is appended. Mutates `next` in place.
* Nothing here throws.
*/
function applyIndustryOps(
next: GameState,
ops: IndustryOps,
validKeys?: ReadonlySet<string>,
): void {
if (ops.projects.length === 0) return;
const has = (key: string) => next.industry.some((p) => p.regionKey === key);
for (const p of ops.projects) {
if (validKeys && !validKeys.has(p.regionKey)) continue; // unknown region key: drop
if (has(p.regionKey)) continue; // a region hosts at most one project
next.industry.push({ regionKey: p.regionKey, type: p.type });
}
}
/**
* (v0.36, #59) The per-turn economic effect of the industry layer, applied
* EVERY committed turn (not just to this turn's adds): each active project
* grants its region's SOLE owner a small, deterministic economy boost (see
* {@link industryBoost}) — clamped to 0–100, mirrored to every region the
* owner holds (`regionStats`), and each affected nation's derived stats are
* re-derived afterwards (the same 0-region / no-entry guards as
* `applyEconomyEffects`). A project whose region ends the turn with NO owner,
* or 2+ owners (released to no man's land / corrupt), yields no boost but is
* kept in the list. Sole ownership is untouched. No-op when there are no
* active projects. Never throws.
*/
export function applyIndustryEffects(
next: GameState,
resourceOf?: (key: string) => RegionResources | undefined,
geoOf?: (key: string) => { area: number; population: number } | undefined,
): void {
if (next.industry.length === 0) return;
// Map each region key to its SOLE owner (a key with 0 or 2+ owners maps to
// nothing and yields no boost).
const ownerOf = new Map<string, string>();
{
const owners = new Map<string, string[]>();
for (const n of Object.values(next.nations)) {
for (const key of n.territory) {
const list = owners.get(key);
if (list) list.push(n.id);
else owners.set(key, [n.id]);
}
}
for (const [key, list] of owners) {
if (list.length === 1) ownerOf.set(key, list[0]);
}
}
// nation id -> accumulated economy boost (a nation owning several project
// regions gets each of their boosts).
const delta = new Map<string, number>();
for (const p of next.industry) {
const owner = ownerOf.get(p.regionKey);
if (!owner) continue; // 0 or 2+ owners: no boost (the project is kept)
const n = next.nations[owner];
if (!n) continue; // a nation removed this turn (a merge): the boost is dropped
delta.set(owner, (delta.get(owner) ?? 0) + industryBoost(p.regionKey, resourceOf));
}
const affected = new Set<string>();
for (const [id, d] of delta) {
const n = next.nations[id];
if (!n) continue;
n.stats.economy = clampStat(n.stats.economy + d);
for (const key of n.territory) {
const rs = next.regionStats[key];
if (rs) rs.economy = clampStat(rs.economy + d);
}
affected.add(id);
}
if (affected.size > 0) {
for (const id of affected) {
const n = next.nations[id];
if (n && n.territory.length > 0 && n.territory.some((k) => next.regionStats[k])) {
n.stats = deriveNationStats(n.territory, next.regionStats, geoOf);
}
}
}
}
export const industry: Ability<'industry'> = {
field: 'industry',
default: () => ({ projects: [] }),
validate: (raw) => validateIndustryOps(raw),
apply: (state, data, ctx) => {
// Placed after the economy block (both move stats, and the industry boost
// should compose with the trade/embargo effects of the same turn) and
// before markers / nationOps. Order:
// (1) APPLY OPS: this turn's `industry.projects` are added to
// `GameState.industry` as a per-region SET — a region key that is not
// a valid manifest key is dropped, and a region that already hosts a
// project is untouched (the first declared type wins; re-declaring is
// a no-op).
// (2) PER-TURN EFFECT: the FULL active project list (not just this
// turn's adds) each grants their region's SOLE owner a small,
// deterministic economy boost scaled by the region's `industry`
// resource value — clamped, mirrored to every region the owner holds,
// and re-derived like the economy/hybrid effects. A project whose
// region ends the turn with no owner (or 2+ owners) yields no boost
// but is KEPT (the region may be re-claimed later). Sole ownership is
// untouched (the layer moves stats, never territory).
applyIndustryOps(state, data, ctx.validRegionKeys);
applyIndustryEffects(state, ctx.resourceOf, ctx.geoOf);
},
schemaLine: () =>
' "industry": {"projects":[{"regionKey":"<region key>","type":"<oil|iron|food|industry>"}]},',
constraint: () =>
'- Industry ("industry") is the per-resource development lever: each project is a building in one region you (or a nation) controls — {"regionKey":"<region key>","type":"<oil|iron|food|industry>"} (an oil facility, an iron mine, a food operation, or a factory). Every committed turn each active project gives its region\'s owner a small, deterministic economy gain, the bigger the region\'s industry profile (see the "resources" field). A region holds at most one project — do not re-declare one on a region that already has one (the user message\'s "industry" field lists what is already built). Propose at most 1-2 new projects per turn and narrate each one in "events".',
isMeaningful: (data) => data.projects.length > 0,
stateFields: ['industry'],
stub: () => ({ projects: [] }),
payload: (ctx) => {
const out: Record<string, unknown> = {};
if (ctx.nationResources !== undefined) out.resources = ctx.nationResources;
if (ctx.industryProjects !== undefined) out.industry = ctx.industryProjects;
return out;
},
};
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// The NAMED-LEADERS ability (v0.38, #61) as a modular LLM-ability (v0.40.0,
// #67). The model may change a nation's head of state: an `assassination`
// (a dramatic, destabilizing blow — a −15 stability dip, a "military" event,
// only valid when the target already has a leader), a `death` (a natural-
// causes succession — a quieter −3 dip, a "political" event, also only valid
// for a nation that has a leader), or an `appointed` change (sets or creates
// a leader and is always valid — a neutral 0 effect, a "political" event).
// On a valid change the target's `leader` is set, the DETERMINISTIC stability
// dip (`LEADER_STABILITY_EFFECT[cause]`) is applied to its `stats.stability`
// (clamped) and mirrored to every region the nation owns (`regionStats`), the
// nation's derived stats are re-derived afterwards (the same 0-region /
// no-entry guards), and a narration event is appended. The replacement never
// moves territory (sole ownership is untouched). All bodies are moved
// VERBATIM from the pre-refactor engine.ts.
import { deriveNationStats, makeEvent } from '../../shared/protocol';
import { clampStat, LEADER_STABILITY_EFFECT } from '../../shared/protocol';
import type { GameState } from '../../shared/types';
import type { LeaderCause, LeaderChange } from '../../shared/protocol';
import { resolveNationRef, str } from './shared';
import type { Ability } from './types';
/**
* (v0.38, #61) Validate the raw `leaders` object of a turn into a safe
* `LeaderChange[]`. Defensive like the rest of the parser — never throws.
* Accepts a `{ changes: [...] }` object or a bare array (lenient). Each change
* needs a non-empty `target` (a nation ref, capped at 120 chars), a non-empty
* `name` (the new leader's name, capped at 120 chars), and a `cause` that is
* one of the three known literals (assassination / death / appointed). Refs
* stay raw here (resolved against the real state at apply time, like the wars
* / hybrid / nuclear ops); a leaderless assassination/death is dropped at
* apply time, never thrown.
*/
export function validateLeaderOps(raw: unknown): LeaderChange[] {
const out: LeaderChange[] = [];
const list = Array.isArray(raw)
? raw
: raw && typeof raw === 'object'
? (raw as Record<string, unknown>).changes
: undefined;
if (!Array.isArray(list)) return out;
for (const e of list) {
if (!e || typeof e !== 'object') continue;
const s = e as Record<string, unknown>;
const target = str(s.target, 120);
const name = str(s.name, 120);
if (!target || !name) continue;
const cause = typeof s.cause === 'string' ? s.cause : '';
if (cause === 'assassination' || cause === 'death' || cause === 'appointed') {
out.push({ target, name, cause: cause as LeaderCause });
}
}
return out;
}
/**
* (v0.38, #61) Apply a single leader change to `next` (in place). The target
* nation is resolved by the shared resolver (id first, then a case-insensitive
* unique name; an unknown or ambiguous ref is dropped, never thrown). A GATE
* then applies: an `assassination` or `death` requires the target to already
* have a leader (a leaderless target is dropped); an `appointed` change is
* always valid (it creates the first leader). On a valid change the target's
* `leader` is set to the new name and a DETERMINISTIC stability dip
* (`LEADER_STABILITY_EFFECT[cause]`) is applied to its `stats.stability`
* (clamped 0–100) and mirrored to every region the nation owns
* (`regionStats`); the nation's derived stats are re-derived afterwards (the
* same 0-region / no-entry guards as the hybrid/economy/industry effects, so a
* 0-region nation keeps its directly-mutated value). Finally a narration event
* is appended: a dramatic `military` event for an assassination, a `political`
* succession event for a death or an appointment. The replacement never moves
* territory (sole ownership is untouched).
*/
function applyLeaderChange(
next: GameState,
op: LeaderChange,
geoOf?: (key: string) => { area: number; population: number } | undefined,
actingTurn?: number,
): void {
const turn = actingTurn ?? next.turn;
const id = resolveNationRef(next, op.target);
if (id === null) return; // unknown / ambiguous target: drop, never throw
const n = next.nations[id];
// GATE: assassination / death require an existing leader; an appointment is
// always valid (it creates the first leader).
if (op.cause !== 'appointed' && !n.leader) return;
const prevName = n.leader?.name;
n.leader = { name: op.name };
const delta = LEADER_STABILITY_EFFECT[op.cause];
if (delta !== 0) {
n.stats.stability = clampStat(n.stats.stability + delta);
for (const key of n.territory) {
const rs = next.regionStats[key];
if (!rs) continue;
rs.stability = clampStat(rs.stability + delta);
}
// Re-derive the nation's aggregate stats (the main recompute ran earlier
// this turn, so without this the dip would be washed out next turn).
if (n.territory.length > 0 && n.territory.some((k) => next.regionStats[k])) {
n.stats = deriveNationStats(n.territory, next.regionStats, geoOf);
}
}
const title =
op.cause === 'assassination'
? `${prevName ?? 'The leader'} of ${n.name} is assassinated`
: op.cause === 'death'
? `${prevName ?? 'The leader'} of ${n.name} dies`
: `${n.name} appoints ${op.name}`;
const text =
op.cause === 'assassination'
? `${n.name}'s leader ${prevName ?? ''} was assassinated; ${op.name} takes power amid turmoil.`
: op.cause === 'death'
? `${n.name}'s leader ${prevName ?? ''} has died; ${op.name} succeeds to power.`
: `${n.name} has appointed ${op.name} as its new leader.`;
next.events.push(
makeEvent(
{
nation: n.id,
type: op.cause === 'assassination' ? 'military' : 'political',
title,
text,
outcome: 'success',
},
turn,
next.date,
),
);
}
export const leaders: Ability<'leaders'> = {
field: 'leaders',
default: () => ({ changes: [] }),
// The low-level validator returns a bare list; the field's shape is the
// `{ changes }` object (mirrors the historical `result.leaders = { changes: ... }`).
validate: (raw) => ({ changes: validateLeaderOps(raw) }),
apply: (state, data, ctx) => {
// Placed after the nuclear block (both are the "heavier" levers) and
// before the markers block (markers recompute their owner from the FINAL
// post-claim ownership; leaders only touch stats, so ordering w.r.t.
// markers is immaterial, but keeping the levers grouped is clearer). Each
// change sets the target's leader, applies a deterministic stability dip
// by cause, and appends a narration event. A leaderless assassination/
// death is dropped.
for (const op of data.changes) applyLeaderChange(state, op, ctx.geoOf, ctx.actingTurn);
},
schemaLine: () =>
' "leaders": {"changes":[{"target":"<nation id or name>","name":"<new leader name>","cause":"<assassination|death|appointed>"}]},',
constraint: () =>
'- Leaders ("leaders") name each nation\'s current head of state and change it. Each change is {"target":"<nation id or name>","name":"<new leader name>","cause":"<assassination|death|appointed>"}: "assassination" kills the current leader (a dramatic, destabilizing blow — a −15 stability dip, a "military" event) and is only valid when the target already has a leader; "death" is a natural-causes succession (a quieter −3 dip, a "political" event), also only valid for a nation that has a leader; "appointed" sets (or creates) a leader and is always valid (a neutral 0 effect, a "political" event). Propose at most 1-2 changes per turn and narrate each one in "events". This is the HEAVY leader lever — use the lighter "hybrid" {"type":"assassinate"} op (a −5 stability dip, no leader replacement) for a mere hit on a leader or region without changing who is in charge. The user message\'s "nations" field lists each nation\'s current "leader" (omitted when a nation has none).',
isMeaningful: (data) => data.changes.length > 0,
stub: () => ({ changes: [] }),
payload: () => ({}),
};
+336
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@@ -0,0 +1,336 @@
// The NUCLEAR / WMD ability (v0.37, #60) as a modular LLM-ability (v0.40.0, #67).
// The model may name nations to ARM with the nuclear flag (`nuclear.arm`) and
// fire nuclear strikes (`nuclear.strikes`, from a capable nation at a nation or
// a region). The deterministic effects (devastating the target, MAD retaliation,
// ending the target's wars, forcing relations hostile, releasing struck regions
// to no man's land) are all applied here. The apply bodies are moved VERBATIM
// from the pre-refactor engine.ts; `NUCLEAR_COLLAPSE` / `NUCLEAR_RETALIATION` /
// `isNuclearCapable` / `makeEvent` / `deriveNationStats` come from shared/protocol.
import {
clampStat,
deriveNationStats,
isNuclearCapable,
makeEvent,
NUCLEAR_COLLAPSE,
NUCLEAR_RETALIATION,
type NuclearOps,
type NuclearStatKey,
} from '../../shared/protocol';
import type { GameState, Nation } from '../../shared/types';
import { activeWarPairs } from './apply-helpers';
import { resolveNationRef, resolveRegionKey, str } from './shared';
import type { Ability } from './types';
const NUCLEAR_STATS: NuclearStatKey[] = ['economy', 'military', 'stability'];
/**
* (v0.37, #60) Validate the raw `nuclear` object of a turn into a safe
* {@link NuclearOps}. Defensive like the rest of the parser — never throws.
* `arm`: non-empty nation refs (capped at 120 chars), deduped; a ref is
* resolved (id or name) at APPLY time, so an unknown ref is dropped there, not
* here. `strikes`: each needs a non-empty `from` (the striking nation ref) and
* a non-empty `target` (a nation ref OR a region key), each capped at 120
* chars; a self-target (`from` and `target` the same ref) is dropped here. A
* missing / malformed top-level object yields `{ arm: [], strikes: [] }`.
*/
export function validateNuclearOps(raw: unknown): NuclearOps {
const out: NuclearOps = { arm: [], strikes: [] };
if (!raw || typeof raw !== 'object' || Array.isArray(raw)) return out;
const o = raw as Record<string, unknown>;
if (Array.isArray(o.arm)) {
for (const e of o.arm) {
const s = typeof e === 'string' ? e.trim() : '';
if (s && !out.arm.includes(s)) out.arm.push(s.slice(0, 120));
}
}
if (Array.isArray(o.strikes)) {
for (const e of o.strikes) {
if (!e || typeof e !== 'object') continue;
const s = e as Record<string, unknown>;
const from = str(s.from, 120);
const target = str(s.target, 120);
if (!from || !target) continue;
if (from.toLowerCase() === target.toLowerCase()) continue; // self-target: drop
out.strikes.push({ from, target });
}
}
return out;
}
/**
* Devastate a nation's stats by a delta profile (collapse / retaliation): each
* of the three nuclear stat keys is shifted by the given delta (clamped) on
* BOTH the nation and every region it owns. Never throws.
*/
function collapseNationStats(
next: GameState,
nationId: string,
collapse: Record<NuclearStatKey, number>,
): void {
const n = next.nations[nationId];
if (!n) return;
for (const k of NUCLEAR_STATS) {
const d = collapse[k];
n.stats[k] = clampStat(n.stats[k] + d);
for (const key of n.territory) {
const rs = next.regionStats[key];
if (rs) rs[k] = clampStat(rs[k] + d);
}
}
}
/**
* Release a region key to no man's land, reusing the turn's release semantics:
* the key leaves its SOLE owner's territory, is marked in `GameState.unowned`,
* and its `regionStats` entry is deleted. A key with 0 or 2+ owners (or an
* already-unowned key) is left untouched. Never throws.
*/
function releaseRegionToNoMansLand(next: GameState, key: string): void {
if (next.unowned.includes(key)) return; // already no man's land
const owners = Object.values(next.nations).filter((n) => n.territory.includes(key));
if (owners.length !== 1) return; // 0 or 2+ owners: not releasable
next.nations[owners[0]!.id].territory = next.nations[owners[0]!.id].territory.filter(
(k) => k !== key,
);
next.unowned.push(key);
delete next.regionStats[key];
}
/**
* End every ACTIVE war whose sides include both `a` and `b` (a nuclear
* capitulation), then downgrade the `war` relation of every pair that is no
* longer covered by an active war back to `hostile` (the war → relation sync).
* Capturing the active pairs immediately BEFORE the end keeps this correct for
* a war declared and ended in the SAME turn (where the start-of-turn `prev`
* that `syncWarRelations` uses would not contain it). Never throws.
*/
function endWarsBetween(next: GameState, a: string, b: string): void {
const before = activeWarPairs(next.wars);
let ended = false;
for (const w of next.wars) {
if (w.status === 'active' && w.sides.includes(a) && w.sides.includes(b)) {
w.status = 'capitulation';
ended = true;
}
}
if (!ended) return;
const after = activeWarPairs(next.wars);
for (const key of before) {
if (after.has(key)) continue; // still covered by another active war
const [x, y] = key.split('\u0000');
const nx = next.nations[x];
const ny = next.nations[y];
if (!nx || !ny) continue;
if (nx.relations[y] === 'war' || ny.relations[x] === 'war') {
nx.relations[y] = 'hostile';
ny.relations[x] = 'hostile';
}
}
}
/**
* Force the relation between two nations to `hostile` in BOTH directions —
* the aftermath of a MAD exchange. A `war` relation is never downgraded (the
* war entity owns it while active — e.g. a region strike that devastates one
* warring side without ending the war). Never throws.
*/
function forceHostile(next: GameState, a: string, b: string): void {
const na = next.nations[a];
const nb = next.nations[b];
if (!na || !nb) return;
if (na.relations[b] !== 'war') na.relations[b] = 'hostile';
if (nb.relations[a] !== 'war') nb.relations[a] = 'hostile';
}
/**
* Apply a turn's nuclear ops to the (cloned) `next` state, mutating it in
* place and never throwing. See the section comment above for the full
* contract. `state` is the ORIGINAL (pre-turn) state — its `markers` supply the
* "owns a rocket" half of nuclear capability (a rocket marker placed this very
* turn makes its owner capable only from the next turn, while a nation that
* already owns one this turn is capable now).
*/
export function applyNuclearOps(
next: GameState,
ops: NuclearOps,
state: GameState,
geoOf?: (key: string) => { area: number; population: number } | undefined,
validKeys?: ReadonlySet<string>,
regionNameOf?: (key: string) => string | undefined,
actingTurn?: number,
): void {
if (ops.arm.length === 0 && ops.strikes.length === 0) return;
const turn = actingTurn ?? next.turn;
const markers = state.markers ?? [];
const capable = (id: string): boolean => {
const n = next.nations[id];
return n ? isNuclearCapable(n, markers) : false;
};
// (1) ARM: set the nuclear flag (idempotent); unresolvable refs are dropped.
for (const ref of ops.arm) {
const id = resolveNationRef(next, ref);
if (id === null) continue;
const n = next.nations[id];
if (!n) continue;
n.nuclear = true;
}
const affected = new Set<string>();
const regionDisplay = (key: string): string => regionNameOf?.(key) ?? key;
// (2) STRIKES: each validated independently against the post-arm state.
for (const strike of ops.strikes) {
const fromId = resolveNationRef(next, strike.from);
if (fromId === null) continue; // unknown / ambiguous striker: drop
const from = next.nations[fromId];
if (!from) continue;
if (!capable(fromId)) continue; // a non-capable nation cannot strike
if (fromId === resolveNationRef(next, strike.target)) continue; // self: drop
// Resolve the target: a NATION (a ref resolving to a distinct nation) or a
// REGION (a region key / name with a sole owner that is not the striker).
let target:
| { kind: 'nation'; nation: Nation }
| { kind: 'region'; key: string; owner: Nation }
| null = null;
const tid = resolveNationRef(next, strike.target);
if (tid !== null) {
const tn = next.nations[tid];
if (tn) target = { kind: 'nation', nation: tn };
} else {
const rk = validKeys
? resolveRegionKey(strike.target, validKeys, regionNameOf ?? (() => undefined))
: (strike.target.trim() || null);
if (rk !== null) {
const owners = Object.values(next.nations).filter((n) => n.territory.includes(rk));
if (owners.length === 1 && owners[0]!.id !== fromId) {
target = { kind: 'region', key: rk, owner: owners[0]! };
}
// a 0/2+-owner region, or a region the striker owns (self), is dropped
}
}
if (target === null) continue; // unresolvable target: drop
if (target.kind === 'nation') {
// Devastate the target nation.
collapseNationStats(next, target.nation.id, NUCLEAR_COLLAPSE);
affected.add(target.nation.id);
// A strike on a nation at war with the striker ends that war in
// capitulation (the relation then falls back to hostile).
endWarsBetween(next, fromId, target.nation.id);
// MAD: a nuclear-capable target strikes back at half strength and the
// two nations end the exchange at least hostile.
if (capable(target.nation.id)) {
collapseNationStats(next, fromId, NUCLEAR_RETALIATION);
affected.add(fromId);
forceHostile(next, fromId, target.nation.id);
next.events.push(
makeEvent(
{
nation: fromId,
type: 'military',
title: 'MAD retaliation',
text: `${target.nation.name} launches a retaliatory nuclear strike against ${from.name}; mutual assured destruction devastates ${from.name} in turn.`,
outcome: 'failure',
},
turn,
next.date,
),
);
}
next.events.push(
makeEvent(
{
nation: fromId,
type: 'military',
title: `Nuclear strike on ${target.nation.name}`,
text: `${from.name} devastates ${target.nation.name} with a nuclear strike; the target's economy, military and stability collapse.`,
outcome: 'success',
},
turn,
next.date,
),
);
} else {
// Devastate the region: release it to no man's land, then devastate its
// former owner.
const owner = target.owner;
releaseRegionToNoMansLand(next, target.key);
collapseNationStats(next, owner.id, NUCLEAR_COLLAPSE);
affected.add(owner.id);
// MAD: a nuclear-capable owner strikes back at half strength and the
// two nations end the exchange at least hostile.
if (capable(owner.id)) {
collapseNationStats(next, fromId, NUCLEAR_RETALIATION);
affected.add(fromId);
forceHostile(next, fromId, owner.id);
next.events.push(
makeEvent(
{
nation: fromId,
type: 'military',
title: 'MAD retaliation',
text: `${owner.name} launches a retaliatory nuclear strike against ${from.name} in response to the devastation of ${regionDisplay(
target.key,
)}; mutual assured destruction devastates ${from.name} in turn.`,
outcome: 'failure',
},
turn,
next.date,
),
);
}
next.events.push(
makeEvent(
{
nation: fromId,
type: 'military',
title: `Nuclear strike on ${regionDisplay(target.key)}`,
text: `${from.name} obliterates ${regionDisplay(
target.key,
)} with a nuclear strike, reducing the region to no man's land and devastating its former owner, ${owner.name}.`,
outcome: 'success',
},
turn,
next.date,
),
);
}
}
// (3) RE-DERIVE: every affected nation's aggregate stats (the same 0-region /
// no-entry guards as the main recompute), so the collapse persists.
for (const id of affected) {
const n = next.nations[id];
if (!n) continue;
if (n.territory.length === 0) continue; // 0-region guard: no regions to aggregate
if (!n.territory.some((k) => next.regionStats[k])) continue; // no entry: keep n.stats
n.stats = deriveNationStats(n.territory, next.regionStats, geoOf);
}
}
export const nuclear: Ability<'nuclear'> = {
field: 'nuclear',
default: () => ({ arm: [], strikes: [] }),
validate: (raw) => validateNuclearOps(raw),
apply: (state, data, ctx) => {
applyNuclearOps(
state,
data,
ctx.previous,
ctx.geoOf,
ctx.validRegionKeys,
ctx.regionNameOf,
ctx.actingTurn,
);
},
schemaLine: () =>
' "nuclear": {"arm":["<nation id or name>"],"strikes":[{"from":"<nuclear-capable nation id or name>","target":"<nation id or name, or region key>"}]},',
constraint: () =>
'- Nuclear / WMD ("nuclear"): a nation is "nuclear-capable" when its "nuclear" flag is true or it currently owns a "rocket" marker. "arm" names (by id or name) nations to grant the "nuclear" flag — idempotent (already-armed nations are unchanged); a newly armed nation is capable this same turn. "strikes" is a list of "NuclearStrike" objects, each "{from, target}" — "from" is the striking nation (must be nuclear-capable and never itself) and "target" is either a nation (its nation collapses: economy -40, military -50, stability -40; every active war the target fights ends by capitulation and the "war" relations it caused downgrade to "hostile") or a region key (that region is released to no man\'s land, its regionStats entry deleted, and its sole owner collapses the same way — a region with 0 or 2+ owners, or one the striker itself owns, is dropped). If the struck nation (or the struck region\'s owner) is itself nuclear-capable, a "MAD" retaliation is applied: it strikes the striker back for half the collapse, and the two nations\' relations are forced to "hostile". At most one strike per turn; always narrate a strike (and a retaliation, if any) in "events".',
isMeaningful: (data) => data.arm.length > 0 || data.strikes.length > 0,
stub: () => ({ arm: [], strikes: [] }),
payload: () => ({}),
};
+13
View File
@@ -94,3 +94,16 @@ export const NEW_NATION_STATS: NationStats = {
stability: 50,
population: 50,
};
/**
* Coerce an unknown LLM JSON value to a trimmed, non-empty string, or `null`
* when it is not a non-empty string. An optional `max` caps the length (used
* for the 200-char caps on nationOp fields). Shared by every defensive
* validator (engine + the ability modules). Never throws.
*/
export function str(s: unknown, max = 0): string | null {
if (typeof s !== 'string') return null;
const t = s.trim();
if (!t) return null;
return max ? t.slice(0, max) : t;
}
+100
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@@ -0,0 +1,100 @@
// The TAKEOVER ability (v0.32.0, #54) as a modular LLM-ability (v0.40.0, #67).
// The model may overthrow a low-stability nation hosting a "gathering" marker
// (a coup / revolution) — an AUTOMATIC, non-military regime change that RENAMES
// the nation to its new regime (the stable id, territory, relations, stats and
// playerNationId all survive). The validator and the apply body are moved
// VERBATIM from the pre-refactor engine.ts; the user-payload `takeoverRisks`
// hint (v0.30, #50 — the bounded soft-lever nudge listing the nations ripe for
// a takeover) moves here too, since it is this ability's own prompt data.
import type { GameState } from '../../shared/types';
import type { Takeover } from '../../shared/protocol';
import { resolveNationRef, str } from './shared';
import type { Ability } from './types';
/**
* (v0.32.0, #54) Validate the raw `takeovers` array of a turn into a safe
* {@link Takeover} list — the non-military regime-change lever (a coup or
* revolution that renames a nation to its new regime name). Defensive like
* the rest of the parser — never throws. Each entry needs a non-empty
* `nationRef` (the target nation's id or name — capped at 200 chars) and a
* non-empty `newRegimeName` (capped at 200 chars). Resolution of `nationRef`
* to a concrete nation id happens at apply time (`resolveNationRef`), not
* here. Entries with either field missing or whitespace-only are dropped.
*/
export function validateTakeovers(raw: unknown): Takeover[] {
if (!Array.isArray(raw)) return [];
const out: Takeover[] = [];
for (const e of raw) {
if (!e || typeof e !== 'object') continue;
const o = e as Record<string, unknown>;
const nationRef = str(o.nationRef, 200);
const newRegimeName = str(o.newRegimeName, 200);
if (nationRef && newRegimeName) out.push({ nationRef, newRegimeName });
}
return out;
}
/**
* (v0.32.0, #54) Apply a takeover to `next` (in place). For each takeover:
* 1. Resolve the target nation via `resolveNationRef` (id first, then
* case-insensitive unique name). Skip (no-op) if `null` — an
* unknown or ambiguous ref is silently dropped, never thrown.
* 2. Rename the resolved nation: set `n.name = newRegimeName`. Only
* the display name changes — the stable id, territory, relations
* (keyed by id), stats, and `playerNationId` (which references the
* id, not the name) are all preserved. The player keeps leading an
* overthrown nation under its new regime.
*/
export function applyTakeover(next: GameState, t: Takeover): void {
const id = resolveNationRef(next, t.nationRef);
if (id === null) return; // unknown / ambiguous ref: no-op
const n = next.nations[id];
if (!n) return; // defensive: id resolved but nation missing (corrupt state)
n.name = t.newRegimeName;
}
export const takeovers: Ability<'takeovers'> = {
field: 'takeovers',
default: () => [],
validate: (raw) => validateTakeovers(raw),
apply: (state, data) => {
// Applied after the per-region recompute (the rename doesn't depend on
// territory or stats, so it is order-independent with respect to those
// steps) and before the markers block (a marker's owner is a nation id,
// not a name, so the rename does not affect the owner recompute).
for (const t of data) applyTakeover(state, t);
},
schemaLine: () =>
' "takeovers": [{"nationRef":"<nation id or name>","newRegimeName":"<name of the new regime>"}],',
constraint: () =>
'- Takeover (automatic, NOT player-confirmed): add {"takeovers":[{"nationRef":"<nation id or name>","newRegimeName":"<name of the new regime>"}]} when a low-stability nation (e.g. stability < 30) hosting a "gathering" marker is overthrown in a coup or revolution. This renames the nation to the new regime (e.g. "France" → "Vichy Regime"). Also emit a narrative "event" (political or social, outcome "success") and a stability/economy shock via "stateChanges". A takeover is an automatic in-world regime change — use "nationOps" rename only for a diplomatic/political name change that the player must confirm.',
isMeaningful: (data) => data.length > 0,
stub: () => [],
payload: (ctx) => {
// (v0.30, #50) Bounded soft-lever hint: nations whose stability is below 30
// AND that currently have a "gathering" marker on one of their regions are
// the ones ripe for a NON-military takeover (a coup / revolution / faction
// seizure) — the model can act on them this turn. One line per matching
// nation, emitted only when there is at least one; the rest of the payload
// is left untouched. A soft nudge only — there is no hard gate behind it.
let takeoverRisks: string[] | undefined;
if (ctx.markers !== undefined && ctx.markers.length > 0) {
const risks = new Set<string>();
for (const m of ctx.markers) {
if (m.type !== 'gathering') continue;
const ownerId = m.owner;
if (!ownerId) continue;
const n = ctx.state.nations[ownerId];
if (n && n.stats.stability < 30) risks.add(n.id);
}
if (risks.size > 0) {
takeoverRisks = [...risks].map((id) => {
const n = ctx.state.nations[id];
return `${n?.name ?? id} (stability ${n?.stats.stability}, a gathering is in progress)`;
});
}
}
return takeoverRisks !== undefined ? { takeoverRisks } : {};
},
};
+156
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@@ -0,0 +1,156 @@
// The WARS ability (v0.33.0, #56) as a modular LLM-ability (v0.40.0, #67).
// Wars are named first-class conflicts (`GameState.wars`), not just a `war`
// relation: the model declares a war (≥2 belligerents, optional aims) or ends
// one by id (armistice / capitulation). Declaring drags in each belligerent's
// mutual-defense allies; the derived `war` relation is synced from the ACTIVE
// wars by `syncWarRelations` (a war-ended pair falls back to `hostile`). The
// validator and the apply body are moved VERBATIM from the pre-refactor
// engine.ts.
import type { GameState } from '../../shared/types';
import type { TurnResult, WarDeclareOp, WarEndOp } from '../../shared/protocol';
import { freshWarId, resolveNationRef } from './shared';
import { syncWarRelations } from './apply-helpers';
import type { Ability } from './types';
/**
* (v0.33.0, #56) Validate the raw `wars` object of a turn into a safe
* `{ declare, end }` shape. Defensive like the rest of the parser — never
* throws. `declare`: each entry must be an object whose `sides` is an array
* of non-empty strings (trimmed, capped at 200 chars each, deduped) that
* yields at least TWO distinct sides — anything else (a one-sided or
* empty-sided "war") is dropped; `aims`, when an array, is kept only as
* non-empty strings (capped at 200 chars, at most 5). `end`: each entry must
* be an object with a non-empty `id` (capped at 200 chars) and an `outcome`
* of exactly `armistice` or `capitulation` (anything else is dropped);
* `terms`, when a non-empty string, is capped at 400 chars. A non-object
* input yields `{ declare: [], end: [] }`.
*/
export function validateWarOps(raw: unknown): { declare: WarDeclareOp[]; end: WarEndOp[] } {
const out: { declare: WarDeclareOp[]; end: WarEndOp[] } = { declare: [], end: [] };
if (!raw || typeof raw !== 'object' || Array.isArray(raw)) return out;
const o = raw as Record<string, unknown>;
if (Array.isArray(o.declare)) {
for (const e of o.declare) {
if (!e || typeof e !== 'object') continue;
const d = e as Record<string, unknown>;
const sides = (Array.isArray(d.sides) ? d.sides : [])
.map((s) => (typeof s === 'string' ? s.trim().slice(0, 200) : ''))
.filter((s) => s !== '')
// dedupe case-insensitively? No — sides are nation ids: keep exact
// strings, drop exact duplicates only (resolution is later).
.filter((s, i, arr) => arr.indexOf(s) === i);
if (sides.length < 2) continue; // a war needs at least two belligerents
const aims = Array.isArray(d.aims)
? (d.aims as unknown[])
.map((a) => (typeof a === 'string' ? a.trim().slice(0, 200) : ''))
.filter((a) => a !== '')
.slice(0, 5)
: undefined;
out.declare.push({ sides, ...(aims && aims.length > 0 ? { aims } : {}) });
}
}
if (Array.isArray(o.end)) {
for (const e of o.end) {
if (!e || typeof e !== 'object') continue;
const w = e as Record<string, unknown>;
const id = typeof w.id === 'string' ? w.id.trim().slice(0, 200) : '';
if (!id) continue;
if (w.outcome !== 'armistice' && w.outcome !== 'capitulation') continue;
const terms = typeof w.terms === 'string' ? w.terms.trim().slice(0, 400) : '';
out.end.push({ id, outcome: w.outcome, ...(terms ? { terms } : {}) });
}
}
return out;
}
/**
* (v0.33.0, #56) Apply the turn's wars ops to the (cloned) `next` state,
* mutating it in place and never throwing. Two kinds of change, applied in
* this order against `next`:
*
* (1) DECLARE: each validated declare is resolved to concrete nation ids
* (`resolveNationRef`, so the LLM may use an id OR a unique name) and
* becomes a new active War with a fresh id (`w1`, `w2`, ...), stamped
* with the acting turn and the turn's new date. Mutually-defensive
* allies of the belligerents are DRAGGED IN: any nation that is an
* `ally` of a belligerent (per the current, post-relations relations)
* and is not already a side joins the war's `sides`. A declare with
* fewer than two DISTINCT resolved sides is dropped; a declare whose
* sides are all already contained in an existing ACTIVE war is a
* duplicate and is skipped (the existing war stands).
* (2) END: each validated end targets a war BY ID and sets its status to
* the outcome (`armistice` / `capitulation`). Only ACTIVE wars are
* affected — an unknown id or an already-ended war is a no-op.
* (A war may be declared and ended in the SAME turn: declare runs
* first, so the just-declared id is a valid end target.)
* (3) RELATION SYNC: `syncWarRelations(prev, next)` derives the `war`
* relation from the ACTIVE wars — the load-bearing step that keeps
* the relation table honest with the war entities. `prev` is the
* state this turn started from (ctx.previous).
*
* Nothing here throws: every unresolvable / invalid op is dropped.
*/
export function applyWars(
next: GameState,
data: TurnResult['wars'],
prev: GameState,
actingTurn: number,
): void {
const takenWarIds = new Set(next.wars.map((w) => w.id));
// (1) DECLARE
for (const d of data.declare) {
const resolved: string[] = [];
for (const ref of d.sides) {
const id = resolveNationRef(next, ref);
if (id !== null && !resolved.includes(id)) resolved.push(id);
}
if (resolved.length < 2) continue; // not enough distinct belligerents
// Duplicate: an active war already contains all of these sides.
const dup = next.wars.some(
(w) => w.status === 'active' && resolved.every((s) => w.sides.includes(s)),
);
if (dup) continue;
const sides = [...resolved];
// Mutual-defense drag-in: each belligerent's allies join the war.
for (const s of resolved) {
const rels = next.nations[s]?.relations ?? {};
for (const ally of Object.keys(rels).filter((x) => rels[x] === 'ally').sort()) {
if (!sides.includes(ally)) sides.push(ally);
}
}
const id = freshWarId(takenWarIds);
takenWarIds.add(id);
next.wars.push({
id,
sides,
declaredTurn: actingTurn,
declaredDate: next.date,
...(d.aims && d.aims.length > 0 ? { aims: d.aims } : {}),
status: 'active',
});
}
// (2) END (by id; active only)
for (const e of data.end) {
const w = next.wars.find((w) => w.id === e.id && w.status === 'active');
if (!w) continue; // unknown id / already ended: no-op
w.status = e.outcome;
}
// (3) RELATION SYNC (prev = the state this turn started from)
syncWarRelations(prev, next);
}
export const wars: Ability<'wars'> = {
field: 'wars',
default: () => ({ declare: [], end: [] }),
validate: (raw) => validateWarOps(raw),
apply: (state, data, ctx) => applyWars(state, data, ctx.previous, ctx.actingTurn),
schemaLine: () =>
' "wars": {"declare":[{"sides":["<nationId>","<nationId>"],"aims":["<short aim>"]}],"end":[{"id":"<war id>","outcome":"<armistice|capitulation>","terms":"<short terms>"}]},',
constraint: () =>
'- Wars ("wars") are named conflicts, each with a stable id. To DECLARE one, add {"declare":[{"sides":["<id>","<id>"],"aims":[...]}]} with at least 2 distinct belligerents: while it is active the engine AUTOMATICALLY sets both directions of every warring pair\'s relation to "war" and drags in the mutual-defense allies of each belligerent, so do NOT also emit a "war" relation for those pairs (you can never "make peace" between them without ending the war). To END an active war, add {"end":[{"id":"<war id from the user message\'s "wars" field>","outcome":"<armistice|capitulation>"}]} — only active wars can be ended, and when one ends its belligerent pairs fall back to "hostile". Propose at most 1-2 declarations per turn and narrate each declaration and each ending in "events".',
isMeaningful: (data) => data.declare.length > 0 || data.end.length > 0,
stateFields: ['wars'],
stub: () => ({ declare: [], end: [] }),
payload: (ctx) => (ctx.wars !== undefined ? { wars: ctx.wars } : {}),
};