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.
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// Shared, cross-ability `apply` primitives (v0.40.0, #67): the war-derived
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// relation machinery that several abilities share. Two abilities (wars,
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// nuclear) mutate `GameState.wars` and both need the same "which pairs are at
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// war" primitive (`activeWarPairs` / `atWar`); the wars ability applies the
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// turn's declare/end ops and then runs the war → relation sync
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// (`syncWarRelations`), and the nuclear ability's `endWarsBetween` (which
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// lives in ./nuclear.ts) reuses `activeWarPairs` to downgrade the relations a
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// just-ended war no longer covers.
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//
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// The bodies here are moved VERBATIM from the pre-refactor engine.ts (v0.39.0)
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// — `engine.ts` re-exports all three so existing callers (server/index.ts, the
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// unit tests) keep importing them from the engine unchanged. All functions are
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// pure or mutate their `GameState` argument in place and never throw.
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import type { GameState, War } from '../../shared/types';
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/**
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* (v0.33.0, #56) The UNORDERED pairs of belligerents of a set of ACTIVE
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* wars: a war with sides [a, b, c] contributes the pairs {a,b}, {a,c},
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* {b,c} (any two distinct belligerents of the same active war are at war —
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* see the War type's semantics). Pure; exported for the unit tests.
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*/
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export function activeWarPairs(wars: War[]): Set<string> {
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const pairs = new Set<string>();
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const key = (a: string, b: string) => (a < b ? `${a}\u0000${b}` : `${b}\u0000${a}`);
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for (const w of wars) {
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if (w.status !== 'active') continue;
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for (let i = 0; i < w.sides.length; i++) {
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for (let j = i + 1; j < w.sides.length; j++) {
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pairs.add(key(w.sides[i], w.sides[j]));
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}
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}
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}
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return pairs;
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}
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/** True when nations `a` and `b` are both belligerents of ≥1 active war. */
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export function atWar(wars: War[], a: string, b: string): boolean {
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const key = a < b ? `${a}\u0000${b}` : `${b}\u0000${a}`;
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return activeWarPairs(wars).has(key);
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}
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/**
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* (v0.33.0, #56) Derive the `war` relation from the set of ACTIVE wars,
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* MUTATING the (cloned) `next` state in place (the caller passes a clone —
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* applyTurnResult does) and never touching `prev`. For every unordered pair
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* of distinct existing nations:
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*
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* - the pair is on the sides of ≥1 ACTIVE war in `next` → BOTH directions
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* of the pair's relation are set to `war` (the engine owns this relation
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* while the war is active — a manual `relations` entry to a lesser status
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* on a warring pair is overridden, so the two can never "make peace"
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* without the war being ended);
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* - the pair is NOT at war in `next` but WAS at war in `prev` (one of the
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* wars that tied them ended this turn) AND the current relation is
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* `war` → both directions become `hostile` (a war is the strongest
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* hostility — when it stops, the nations stay hostile, not suddenly
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* neutral);
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* - otherwise (not at war now, and the relation is not `war`, or the pair
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* was never tied by an active war) → untouched: the LLM owns
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* ally/neutral/rival/hostile freely, and a **bare** `war` relation that
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* no active war ever covered (a preset leftover) stays as-is — an
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* implicit, unnamed war, never force-created into a War entity and never
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* clobbered by the sync.
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*
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* Never throws.
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*/
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export function syncWarRelations(prev: GameState, next: GameState): void {
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const prevAtWar = activeWarPairs(prev.wars ?? []);
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const nextAtWar = activeWarPairs(next.wars ?? []);
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const ids = Object.keys(next.nations);
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for (let i = 0; i < ids.length; i++) {
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for (let j = i + 1; j < ids.length; j++) {
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const a = ids[i];
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const b = ids[j];
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const key = a < b ? `${a}\u0000${b}` : `${b}\u0000${a}`;
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const na = next.nations[a];
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const nb = next.nations[b];
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if (nextAtWar.has(key)) {
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na.relations[b] = 'war';
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nb.relations[a] = 'war';
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} else if (prevAtWar.has(key) && (na.relations[b] === 'war' || nb.relations[a] === 'war')) {
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na.relations[b] = 'hostile';
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nb.relations[a] = 'hostile';
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}
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}
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}
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}
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