feat: #66 contested regions / frontlines — 12th ability (v0.44.0)
CI / build + unit + e2e (pull_request) Successful in 2m10s

A third region state (contested frontline): a region in no nation's territory and not in unowned, opened/resolved by the LLM, tied to an active war. Sole-ownership invariant preserved. Durable GameState.contested; contested-inert stub; map legend stays at 7.
This commit is contained in:
2026-10-16 15:21:45 +00:00
parent d946fdf0d7
commit 5477336537
27 changed files with 1743 additions and 80 deletions
+15 -2
View File
@@ -108,6 +108,13 @@ export interface StubPayload {
* deterministicTurn), so the sea path is covered by unit tests only.
*/
seaZones?: Array<{ zone: string; by: string }>;
/**
* (v0.44.0, #66) The currently contested regions (war frontlines,
* `{ regionKey, parties }`), emitted by the engine's user prompt. The stub
* ignores this field — it never opens or resolves a contest (see
* deterministicTurn), so the contested path is covered by unit tests only.
*/
contested?: Array<{ regionKey: string; parties: string[] }>;
}
function truncate(s: string, n: number): string {
@@ -193,6 +200,11 @@ function truncate(s: string, n: number): string {
* (v0.43.0, #65) The stub likewise NEVER claims, contests or re-claims a sea
* zone (it always returns `sea: { control: [] }`) — the sea-control path is
* covered by unit tests only, keeping the e2e assertions untouched.
*
* (v0.44.0, #66) The stub likewise NEVER opens or resolves a contested region
* (a war frontline) — it always returns `contested: { open: [], resolve: [] }`
* — the contested path is covered by unit tests only, keeping the e2e
* assertions untouched.
*/
export function deterministicTurn(p: StubPayload): TurnResult {
const state = p.state;
@@ -272,13 +284,14 @@ export function deterministicTurn(p: StubPayload): TurnResult {
nationOps: [], // the stub never proposes nation ops (see doc comment)
};
// The 11 ability fields, filled by the registry in its canonical order. The
// The 12 ability fields, filled by the registry in its canonical order. The
// stub is ability-inert: every ability contributes its own no-op default
// (each ability's `stub()` — see the per-ability doc comments above), so the
// e2e assertions are unaffected. The insertion order here (ABILITIES) is the
// historical key order pinned by the stub's deterministic output
// (takeovers → wars → hybrid → economy → industry → nuclear → leaders →
// ideology → disasters → migration → sea), which must stay byte-identical.
// ideology → disasters → migration → sea → contested), which must stay
// byte-identical.
const abilities = {} as Record<AbilityField, unknown>;
for (const a of ABILITIES) abilities[a.field] = a.stub();