LLM getNeighbours tool + contiguous region transfers (Stage 2 of #16 P2)

- llm.ts: LlmClient.chatWithTools — bounded OpenAI function-calling loop
  (default 6 tool rounds, then one forced no-tools request); shares the
  retry/backoff/reasoning-effort machinery with chat(); tools are only
  added to the request body when non-empty, so plain chat() bodies and
  their tests are unchanged; a tool-call response is a success (never a
  truncation); malformed tool arguments become an error tool-message.
- engine.ts: GET_NEIGHBOURS_TOOL + makeNeighboursExecutor (degrades
  unknown tools/args/keys without throwing); playerFrontier (sorted,
  deduped, other-nation-owned only); buildSystemPrompt gains a tool
  variant (contiguity rules, frontier hint) used only when the tool is
  actually sent; buildUserPrompt emits a frontier field whenever a
  resolver is given; runTurn takes getNeighbours and uses
  chatWithTools when both the resolver and the client's capability are
  present, falling back to plain chat() otherwise.
- applyTurnResult: snapshot-first sole-ownership algorithm — a region
  key transfers only with exactly one claimant and exactly one previous
  owner (different from the gainer); double claims and pre-existing
  double ownership are left untouched; lone losses are no-ops; every
  key has 0 or 2+ -> 1 owner post-turn, never orphaned or duplicated.
- stub.ts: deterministic one-region contiguous conquest per turn from
  the prompt's frontier field (bypasses the tool loop; empty frontier
  -> no transfer, all existing assertions stay stable).
- regions.ts: optional region-adjacency.json load; hasAdjacency() and
  neighboursOf(keys) (union, deduped, queried excluded, sorted).
- index.ts: jump route passes the adjacency resolver when loaded.
- tests: chatWithTools protocol (echo, executor args, bounded rounds,
  malformed args, retry), tool-path runTurn wiring + fallback,
  playerFrontier, executor, applyTurnResult invariants, neighboursOf/
  hasAdjacency (105 unit tests, 14 e2e — all green).
This commit is contained in:
2026-10-14 10:37:25 +00:00
parent f53f9072f4
commit 5abbebc58f
8 changed files with 1091 additions and 68 deletions
+34 -3
View File
@@ -2,7 +2,7 @@
// sets LLM_STUB=1) so the whole loop is reproducible with no live model. It
// speaks the OpenAI chat-completions wire shape, so it plugs in as a Transport.
import { createLlmClient, type ChatMessage, type Transport } from './llm';
import { addDays, clampStat, type TurnEventSpec, type TurnResult } from '../shared/protocol';
import { addDays, clampStat, type TerritoryChange, type TurnEventSpec, type TurnResult } from '../shared/protocol';
import type { RoundItem } from '../shared/types';
export const ADVISOR_MARKER = '<<ADVISOR>>';
@@ -13,10 +13,17 @@ export interface StubPayload {
turn: number;
date: string;
playerNationId: string;
nations: Record<string, { stats: Record<string, number> }>;
nations: Record<string, { stats: Record<string, number>; territory?: string[] }>;
};
/** The raw pending round the engine emitted (one entry per queued item). */
pending?: RoundItem[];
/**
* Region keys owned by other nations that share a land border with the
* player's territory — the engine's `frontier` field, computed from the
* adjacency manifest (v0.21, #16 P2). The stub cannot call tools, so it
* reads the frontier from the prompt instead.
*/
frontier?: string[];
}
function truncate(s: string, n: number): string {
@@ -31,6 +38,13 @@ function truncate(s: string, n: number): string {
* caller can predict the exact next state for assertions. It always sets the
* player's military to (current + 5) and allies the player with the first other
* nation, advancing the date by 2 days.
*
* (v0.21, #16 P2) It also makes ONE contiguous conquest per turn: the player
* gains the first frontier region (sorted order) from its current owner, and
* that owner loses it. The stub bypasses the tool loop (it answers with plain
* content in one round), so the frontier comes from the prompt payload, not
* from a getNeighbours call. With an empty frontier (no controllable border)
* no territory change is emitted, keeping every existing assertion stable.
*/
export function deterministicTurn(p: StubPayload): TurnResult {
const state = p.state;
@@ -42,6 +56,23 @@ export function deterministicTurn(p: StubPayload): TurnResult {
: 'us';
const items = p.pending ?? [];
// The one deterministic region transfer: the player takes the first
// frontier region (sorted → stable) from whichever other nation owns it.
let territoryChanges: TerritoryChange[] = [];
const frontier = p.frontier ?? [];
if (state && frontier.length > 0) {
const key = frontier[0];
const loserId = Object.keys(state.nations).find(
(id) => id !== pid && (state.nations[id].territory ?? []).includes(key),
);
if (loserId) {
territoryChanges = [
{ nation: pid, gain: [key], lose: [] },
{ nation: loserId, gain: [], lose: [key] },
];
}
}
const events: TurnEventSpec[] =
items.length === 0
? [
@@ -76,7 +107,7 @@ export function deterministicTurn(p: StubPayload): TurnResult {
events,
stateChanges: [{ nation: pid, stat: 'military', op: 'set', value: mil }],
relations: otherId ? [{ a: pid, b: otherId, set: 'ally' }] : [],
territoryChanges: [],
territoryChanges,
};
}