feat: nation-op split/merge — apply on confirm (playerPart, fresh ids, relations union) (P4b, #16)
This commit is contained in:
+39
-24
@@ -30,15 +30,14 @@ export interface TerritoryChange {
|
||||
lose: string[];
|
||||
}
|
||||
|
||||
// --- Nation-management ops (v0.23, #16 P4a: the hybrid "LLM proposes, player
|
||||
// confirms" model) -----------------------------------------------------------
|
||||
// --- Nation-management ops (v0.23 P4a / v0.24 P4b, #16: the hybrid "LLM
|
||||
// proposes, player confirms" model) ------------------------------------------
|
||||
//
|
||||
// Unlike stat / relation / territory deltas, a NationOp proposed in a turn is
|
||||
// NOT applied by that turn. It is stored as a *pending proposal* in
|
||||
// `GameState.pendingNationOps` and only takes effect when the player confirms
|
||||
// it (optionally editing it) or is dropped when the player rejects it. Rename
|
||||
// is implemented in v0.23 (P4a); split and merge are declared here so the union
|
||||
// is stable for P4b, and are defensively accepted-but-not-applied until then.
|
||||
// it (optionally editing it) or is dropped when the player rejects it. All
|
||||
// three kinds are implemented: rename (v0.23 P4a), split and merge (v0.24 P4b).
|
||||
|
||||
/**
|
||||
* The identity reference a nation is addressed by inside a {@link NationOp}.
|
||||
@@ -63,9 +62,13 @@ export interface RenameOp {
|
||||
}
|
||||
|
||||
/**
|
||||
* A **split** proposal (declared for #16 P4b; **not** applied by the engine yet
|
||||
* — it is accepted into the pending list, but confirming it is a no-op until
|
||||
* P4b lands). Describes the new nations a source nation is divided into.
|
||||
* A **split** proposal (v0.24, #16 P4b). Describes the new nations a source
|
||||
* nation is divided into. On confirm the source is dissolved: each part gets a
|
||||
* fresh id, the region keys it was given (restricted to keys the source
|
||||
* actually owns — first claim wins), fresh baseline stats, and a copy of the
|
||||
* source's relations; any of the source's unclaimed keys go to `parts[0]`.
|
||||
* When the source is the player's own nation the player chooses which part
|
||||
* they lead (the confirm request's `edits.playerPart`, default `parts[0]`).
|
||||
*/
|
||||
export interface SplitOp {
|
||||
kind: 'split';
|
||||
@@ -76,9 +79,13 @@ export interface SplitOp {
|
||||
}
|
||||
|
||||
/**
|
||||
* A **merge** proposal (declared for #16 P4b; **not** applied by the engine yet
|
||||
* — accepted into the pending list, no-op on confirm until P4b). Folds several
|
||||
* nations into a single surviving nation.
|
||||
* A **merge** proposal (v0.24, #16 P4b). Folds several nations into a single
|
||||
* surviving nation. On confirm the survivor keeps its id (renamed to `into`,
|
||||
* or to the confirm request's `edits.name`), its territory becomes the union
|
||||
* of all inputs' territories, it keeps its own stats, and it inherits the
|
||||
* union of all inputs' relations (its own winning per third party, else the
|
||||
* first input's); every non-survivor input is removed. If the player's nation
|
||||
* was a non-survivor input the player pointer is re-pointed to the survivor.
|
||||
*/
|
||||
export interface MergeOp {
|
||||
kind: 'merge';
|
||||
@@ -93,8 +100,8 @@ export interface MergeOp {
|
||||
/**
|
||||
* A structural operation on the set of nations that the LLM may propose in a
|
||||
* turn (`TurnResult.nationOps`). See the section comment above for the hybrid
|
||||
* propose→confirm semantics. Rename is implemented (P4a); split/merge are
|
||||
* declared for P4b and are a safe no-op until then.
|
||||
* propose→confirm semantics. All three kinds are implemented: rename (P4a),
|
||||
* and split / merge (P4b, v0.24).
|
||||
*/
|
||||
export type NationOp = RenameOp | SplitOp | MergeOp;
|
||||
|
||||
@@ -125,12 +132,13 @@ export interface TurnResult {
|
||||
*/
|
||||
unowned: string[];
|
||||
/**
|
||||
* (v0.23, #16 P4a) Nation-management ops the LLM proposes this turn. These
|
||||
* are NOT applied by the turn: each is appended to
|
||||
* (v0.23 P4a / v0.24 P4b, #16) Nation-management ops the LLM proposes this
|
||||
* turn. These are NOT applied by the turn: each is appended to
|
||||
* `GameState.pendingNationOps` as a proposal awaiting the player's
|
||||
* confirm/reject. Rename is the only kind the engine currently applies;
|
||||
* split/merge are declared for P4b and are accepted-but-dropped. Empty on
|
||||
* turns where the model proposes none.
|
||||
* confirm/reject. All three kinds (rename, split, merge) are implemented —
|
||||
* a confirmed rename changes `Nation.name`; a confirmed split dissolves the
|
||||
* source into its parts; a confirmed merge folds its inputs into the
|
||||
* survivor. Empty on turns where the model proposes none.
|
||||
*/
|
||||
nationOps: NationOp[];
|
||||
}
|
||||
@@ -240,15 +248,22 @@ export interface RemoveQueueItemResponse {
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.23, #16 P4a) Confirm a pending nation-op proposal by its index in
|
||||
* `game.pendingNationOps`. A rename takes effect (the player may override the
|
||||
* proposed name via `edits.name`); split/merge proposals are a no-op on
|
||||
* confirm until P4b. No LLM call, no turn advance.
|
||||
* (v0.23 P4a / v0.24 P4b, #16) Confirm a pending nation-op proposal by its
|
||||
* index in `game.pendingNationOps`. A rename takes effect (the player may
|
||||
* override the proposed name via `edits.name`); a split and a merge are fully
|
||||
* applied (v0.24 P4b). No LLM call, no turn advance.
|
||||
*/
|
||||
export interface ConfirmNationOpRequest {
|
||||
index: number;
|
||||
/** Optional player edits applied on confirm (rename: the final display name). */
|
||||
edits?: { name?: string };
|
||||
/**
|
||||
* Optional player edits applied on confirm.
|
||||
* - `name`: the final display name — overrides a rename's `to`, a merge's
|
||||
* `into`, or (for a split) the name of the part the player leads.
|
||||
* - `playerPart`: for a split of the player's own nation, which part (index
|
||||
* into the op's `parts`) the player will lead (default `0` when missing or
|
||||
* out of range, so the player is never orphaned).
|
||||
*/
|
||||
edits?: { name?: string; playerPart?: number };
|
||||
}
|
||||
export interface ConfirmNationOpResponse {
|
||||
game: GameState;
|
||||
|
||||
+13
-12
@@ -138,18 +138,19 @@ export interface GameState {
|
||||
*/
|
||||
unowned: string[];
|
||||
/**
|
||||
* (v0.23, #16 P4a) Nation-management ops the LLM has proposed but the player
|
||||
* has not yet resolved: a *pending proposal* list, as opposed to `pending`
|
||||
* (the current round's queued player actions). A turn NEVER applies one —
|
||||
* `applyTurnResult` appends the turn's `nationOps` to this list, and each
|
||||
* proposal survives across turns until the player resolves it: confirming
|
||||
* applies it (a rename changes `Nation.name` only — the id, its territory,
|
||||
* its relations, and the player pointer all stay valid) and removes it;
|
||||
* rejecting removes it without applying. Split/merge are declared for P4b
|
||||
* and are a safe no-op on confirm until then. Always `[]` on a fresh game;
|
||||
* rows saved before v0.23 load with this defaulted to `[]` (see server/db.ts).
|
||||
* (The `NationOp` type lives in protocol.ts; the import there is type-only,
|
||||
* so this file still has no runtime dependencies.)
|
||||
* (v0.23, #16 P4a; v0.24, #16 P4b) Nation-management ops the LLM has
|
||||
* proposed but the player has not yet resolved: a *pending proposal* list,
|
||||
* as opposed to `pending` (the current round's queued player actions). A
|
||||
* turn NEVER applies one — `applyTurnResult` appends the turn's
|
||||
* `nationOps` to this list, and each proposal survives across turns until
|
||||
* the player resolves it: confirming applies it (a rename changes
|
||||
* `Nation.name` only; a split partitions the nation's region-key territory
|
||||
* into the new nations' territories; a merge folds the inputs' territory
|
||||
* into the survivor) and removes it; rejecting removes it without
|
||||
* applying. Always `[]` on a fresh game; rows saved before v0.23 load with
|
||||
* this defaulted to `[]` (see server/db.ts). (The `NationOp` type lives in
|
||||
* protocol.ts; the import there is type-only, so this file still has no
|
||||
* runtime dependencies.)
|
||||
*/
|
||||
pendingNationOps: NationOp[];
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user