feat(#52): scenario generator LLM steps + deterministic stub

- server/scenario.ts: buildGeneratePrompt / buildRegeneratePrompt, defensive
  parseGenerate / parseRegenerate (fence-strip + balanced-object + validate),
  generateDraft (draft world + advisor checkpoints) and finalizeWorld (final
  world constrained to approved checkpoints -> playable GameState), all over
  the injectable LlmClient with a nudge re-send. SCENARIO_* markers for the
  stub.
- server/stubScenario.ts: deterministic scenario stub transport (fixed 3-nation
  world + checkpoint list; finalize refines stability per approved checkpoint)
  + makeScenarioStubLlmClient. Distinct from and never touching turn stub.ts.
- server/regions.ts: validCountryCodes() accessor (ISO_A3 parents) for draft
  territory validation.
- shared/scenario.ts: worldDraftToGameState now guards a dangling playerNationId
  (falls back to the first nation) so a finalize that drops it stays playable.
- server/scenario.test.ts: 16 tests (prompt builders, defensive parsing,
  generateDraft/finalizeWorld over a fake client + the stub).

Fixes #52
This commit is contained in:
2026-10-15 09:46:34 +00:00
parent 2191514db1
commit 68402694c5
5 changed files with 871 additions and 1 deletions
+12
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@@ -259,6 +259,18 @@ export function validKeys(): ReadonlySet<string> {
return data ? data.validKeys : new Set<string>();
}
/**
* The set of ISO_A3 country codes that own at least one sub-region in the
* manifest (the valid `territory` codes for a world draft, v0.31 #52). These
* are the keys of `keysByCountry` — i.e. the distinct `properties.parent`
* values in regions.geo.json. Empty when no region data is loaded; callers
* pass it (or `undefined` to skip filtering) to `validateWorldDraft` so a
* draft's territory is checked against real countries.
*/
export function validCountryCodes(): ReadonlySet<string> {
return data ? new Set(Object.keys(data.keysByCountry)) : new Set<string>();
}
/**
* True when the region-adjacency manifest loaded with at least one entry.
* Callers (the server's jump route) use this to decide whether to hand the
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@@ -0,0 +1,335 @@
// Unit tests for the dynamic scenario-generation LLM steps (v0.31, #52):
// the prompt builders, the defensive parsers, generateDraft / finalizeWorld
// over an injected LlmClient, and the deterministic scenario stub.
import { describe, expect, it } from 'vitest';
import {
buildGeneratePrompt,
buildRegeneratePrompt,
finalizeWorld,
generateDraft,
parseGenerate,
parseRegenerate,
SCENARIO_GENERATE_MARKER,
SCENARIO_REGENERATE_MARKER,
} from './scenario';
import { makeScenarioStubLlmClient, stubWorldFor } from './stubScenario';
import type { EraTemplate, WorldDraft } from '../shared/scenario';
import type { ChatMessage, LlmClient } from './llm';
const TEMPLATE: EraTemplate = {
id: 'near-future',
name: 'Near Future',
year: 2035,
eraDescription: 'A fractured, multipolar 2035.',
suggestedPowers: [
{ name: 'United States', region: 'USA', note: 'declining hegemon' },
{ name: 'China', region: 'CHN', note: 'rising industrial power' },
],
tensions: ['Indo-Pacific standoff', 'Climate migration'],
};
const VALID_CODES = new Set(['FRA', 'RUS', 'ESP', 'USA', 'CHN']);
/** A minimal LlmClient double whose chat() returns a canned string (or calls a handler). */
function fakeClient(canned?: string | ((messages: ChatMessage[]) => string)): LlmClient {
return {
async chat(messages) {
if (typeof canned === 'function') return canned(messages);
return canned ?? '{"world":{"nations":[]},"checkpoints":[]}';
},
async listModels() {
return [];
},
};
}
const GOOD_GENERATE = JSON.stringify({
world: {
nations: [
{
id: 'alba',
name: 'Alba',
type: 'major',
stats: { military: 70, economy: 60, stability: 65, population: 55 },
territory: ['FRA'],
relations: { boreas: -60 },
},
{
id: 'boreas',
name: 'Boreas',
type: 'major',
stats: { military: 55, economy: 70, stability: 50, population: 60 },
territory: ['RUS'],
relations: { alba: -60 },
},
],
},
checkpoints: ['Alba presses its advantage.', 'Boreas fortifies the north.'],
});
const GOOD_REGENERATE = JSON.stringify({
world: {
nations: [
{
id: 'alba',
name: 'Alba',
type: 'major',
stats: { military: 70, economy: 60, stability: 70, population: 55 },
territory: ['FRA'],
relations: { boreas: -70 },
},
{
id: 'boreas',
name: 'Boreas',
type: 'major',
stats: { military: 55, economy: 70, stability: 55, population: 60 },
territory: ['RUS'],
relations: { alba: -70 },
},
],
},
});
describe('buildGeneratePrompt', () => {
it('embeds the era, description, year and the valid country codes', () => {
const { system, user } = buildGeneratePrompt(TEMPLATE, 'a cold war in space', 2041, VALID_CODES);
expect(system).toContain(SCENARIO_GENERATE_MARKER);
expect(system).toContain('"checkpoints"');
expect(user).toContain('near-future');
expect(user).toContain('a cold war in space');
expect(user).toContain('2041');
expect(user).toContain('CHN');
expect(user).toContain('validCountryCodes');
});
it('omits the code list when no valid codes are supplied', () => {
const { system, user } = buildGeneratePrompt(TEMPLATE, 'desc', 2035, undefined);
expect(system).toContain('standard ISO 3166-1 alpha-3');
expect(user).not.toContain('validCountryCodes');
});
});
describe('buildRegeneratePrompt', () => {
it('embeds the approved checkpoints and the draft when present', () => {
const draft: WorldDraft = {
nations: [
{
id: 'alba',
name: 'Alba',
stats: { military: 70, economy: 60, stability: 65, population: 55 },
territory: ['FRA'],
relations: {},
},
],
};
const { system, user } = buildRegeneratePrompt(
TEMPLATE,
'desc',
2035,
['Alba presses its advantage.'],
VALID_CODES,
draft,
);
expect(system).toContain(SCENARIO_REGENERATE_MARKER);
expect(user).toContain('approvedCheckpoints');
expect(user).toContain('Alba presses its advantage.');
expect(user).toContain('draft');
expect(user).toContain('alba');
});
it('omits the draft field when none is supplied', () => {
const { user } = buildRegeneratePrompt(TEMPLATE, 'desc', 2035, [], VALID_CODES, undefined);
expect(user).not.toContain('draft');
});
});
describe('parseGenerate / parseRegenerate (defensive)', () => {
it('parses a valid generate answer into a world + checkpoints', () => {
const { world, checkpoints } = parseGenerate(GOOD_GENERATE, VALID_CODES);
expect(world).not.toBeNull();
expect(world!.nations).toHaveLength(2);
expect(world!.nations[0].id).toBe('alba');
expect(world!.nations[0].territory).toEqual(['FRA']);
expect(checkpoints).toEqual(['Alba presses its advantage.', 'Boreas fortifies the north.']);
});
it('strips code fences and drops unknown country codes', () => {
const raw = '```json\n' + GOOD_GENERATE + '\n```';
const { world } = parseGenerate(raw, new Set(['FRA'])); // RUS not in the set
expect(world).not.toBeNull();
expect(world!.nations.find((n) => n.id === 'boreas')?.territory).toEqual([]);
});
it('returns null world + empty checkpoints for garbage', () => {
const { world, checkpoints } = parseGenerate('not json at all', VALID_CODES);
expect(world).toBeNull();
expect(checkpoints).toEqual([]);
});
it('parses a valid regenerate answer (no checkpoints echoed)', () => {
const world = parseRegenerate(GOOD_REGENERATE, VALID_CODES);
expect(world).not.toBeNull();
expect(world!.nations[0].stats.stability).toBe(70);
});
});
describe('generateDraft (injected client)', () => {
it('returns a validated world + checkpoints from the model', async () => {
const { world, checkpoints } = await generateDraft({
llm: fakeClient(GOOD_GENERATE),
template: TEMPLATE,
description: 'a cold war in space',
year: 2041,
validCountryCodes: VALID_CODES,
});
expect(world).not.toBeNull();
expect(world!.nations).toHaveLength(2);
expect(checkpoints).toHaveLength(2);
});
it('nudges once when the first answer is unusable', async () => {
let call = 0;
const client: LlmClient = {
async chat() {
call += 1;
return call === 1 ? 'total garbage' : GOOD_GENERATE;
},
async listModels() {
return [];
},
};
const { world, checkpoints } = await generateDraft({
llm: client,
template: TEMPLATE,
description: 'x',
year: 2035,
validCountryCodes: VALID_CODES,
});
expect(call).toBe(2);
expect(world).not.toBeNull();
expect(checkpoints).toHaveLength(2);
});
it('returns null world when even the nudge fails', async () => {
const { world } = await generateDraft({
llm: fakeClient('still no json'),
template: TEMPLATE,
description: 'x',
year: 2035,
validCountryCodes: VALID_CODES,
});
expect(world).toBeNull();
});
});
describe('finalizeWorld (injected client)', () => {
const expand = (countries: string[]) => countries.flatMap((c) => [`${c}-a`, `${c}-b`]);
it('converts the finalized world to a playable GameState', async () => {
const state = await finalizeWorld({
llm: fakeClient(GOOD_REGENERATE),
template: TEMPLATE,
description: 'x',
year: 2035,
approvedCheckpoints: ['Alba presses its advantage.'],
playerNationId: 'alba',
validCountryCodes: VALID_CODES,
expand,
id: 'g-1',
title: 'Custom World',
startDate: '2035-01-01',
});
expect(state.id).toBe('g-1');
expect(state.presetId).toBe('dynamic');
expect(state.playerNationId).toBe('alba');
expect(state.turn).toBe(1);
expect(state.date).toBe('2035-01-01');
// FRA expands to two region keys; the per-region stats are seeded.
expect(state.nations.alba.territory).toEqual(['FRA-a', 'FRA-b']);
expect(state.regionStats['FRA-a']).toEqual(state.nations.alba.stats);
});
it('falls back to the first nation when the model drops the player nation', async () => {
// The regenerated world has no 'alba' — only 'boreas'.
const dropped = JSON.stringify({
world: {
nations: [
{
id: 'boreas',
name: 'Boreas',
stats: { military: 55, economy: 70, stability: 55, population: 60 },
territory: ['RUS'],
relations: {},
},
],
},
});
const state = await finalizeWorld({
llm: fakeClient(dropped),
template: TEMPLATE,
description: 'x',
year: 2035,
approvedCheckpoints: [],
playerNationId: 'alba', // not in the world
validCountryCodes: VALID_CODES,
expand,
});
expect(state.playerNationId).toBe('boreas');
});
});
describe('scenario stub (deterministic, LLM_STUB=1)', () => {
it('is deterministic: same input → same generate output', async () => {
const llm = makeScenarioStubLlmClient();
const a = await generateDraft({
llm,
template: TEMPLATE,
description: 'd',
year: 2035,
validCountryCodes: VALID_CODES,
});
const b = await generateDraft({
llm,
template: TEMPLATE,
description: 'completely different description',
year: 1999,
validCountryCodes: VALID_CODES,
});
expect(a.world).toEqual(b.world);
expect(a.checkpoints).toEqual(b.checkpoints);
expect(a.world!.nations).toHaveLength(3);
expect(a.checkpoints).toHaveLength(3);
});
it('finalize respects the approved checkpoints (deterministically)', async () => {
const baseline = stubWorldFor([]);
const withAlba = stubWorldFor(['Alba dominates the western sea lanes.']);
const albaBase = baseline.nations.find((n) => n.id === 'alba')?.stats.stability ?? 0;
const boreasBase = baseline.nations.find((n) => n.id === 'boreas')?.stats.stability ?? 0;
const albaWith = withAlba.nations.find((n) => n.id === 'alba')?.stats.stability ?? 0;
const boreasWith = withAlba.nations.find((n) => n.id === 'boreas')?.stats.stability ?? 0;
// Approving a checkpoint that names Alba raises Alba's stability only.
expect(albaWith).toBe(albaBase + 5);
expect(boreasWith).toBe(boreasBase);
});
it('finalizeWorld over the stub returns a playable game honoring approvals', async () => {
const llm = makeScenarioStubLlmClient();
const state = await finalizeWorld({
llm,
template: TEMPLATE,
description: 'd',
year: 2035,
approvedCheckpoints: ['Boreas fortifies its northern frontier.'],
playerNationId: 'boreas',
validCountryCodes: VALID_CODES,
expand: (cs) => cs.flatMap((c) => [`${c}-a`]),
id: 'stub-1',
});
expect(state.id).toBe('stub-1');
expect(state.playerNationId).toBe('boreas');
expect(state.nations.boreas.territory).toEqual(['RUS-a']);
// The approved Boreas checkpoint raised its stability by 5 (50 → 55).
expect(state.nations.boreas.stats.stability).toBe(55);
});
});
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// Dynamic scenario generation — the two LLM steps (v0.31, #52).
//
// This is the additive "Create scenario" path. Two plain `chat()` calls (no
// tools, no separate advisor endpoint — the advisor is embodied in step 1's
// checkpoint list):
//
// 1. `generateDraft` — from an era template + a free-text description + a
// year, the model designs a draft {@link WorldDraft} (nations with ISO_A3
// territory, stats, relations, optional backstory) AND an opening
// checkpoint list (the advisor's briefing of the world's live tensions).
//
// 2. `finalizeWorld` — on commit, the model is re-asked to produce the
// final world, constrained to the player's APPROVED checkpoints (and,
// when the client re-sends the step-1 draft, based on it so the player's
// chosen nation survives). The result is converted to a playable
// {@link GameState} (region-key territory via the injected `expand`
// resolver, per-region stats seeded) and returned for the caller to
// persist — a normal game at `#/game/<id>`.
//
// Both steps are defensive like the rest of the engine: raw model output is
// fence-stripped, the first balanced object is extracted, JSON.parsed, and
// validated via the pure `validateWorldDraft` (which never throws and returns
// `null` for unusable input). A transport-level failure (the model being down)
// throws and is mapped to an HTTP 502 by the route; a bad *answer* degrades to
// a null world, never a crash. The `LlmClient` is injected so unit tests and
// the deterministic scenario stub (server/stubScenario.ts) can replace the
// network call exactly like the turn path does.
import type { LlmClient } from './llm';
import { DEFAULT_MAX_TOKENS } from './llm';
import type { EraTemplate, WorldDraft } from '../shared/scenario';
import { validateWorldDraft } from '../shared/scenario';
import type { GameState } from '../shared/types';
import { worldDraftToGameState } from '../shared/scenario';
// --- Defensive parsing (shared with the engine's approach) --------------------
/** The system-prompt markers the deterministic scenario stub keys off. */
export const SCENARIO_GENERATE_MARKER = '<<SCENARIO_GENERATE>>';
export const SCENARIO_REGENERATE_MARKER = '<<SCENARIO_REGENERATE>>';
/** Strip a leading/trailing ``` code fence (mirrors engine.stripFence). */
function stripFence(text: string): string {
let t = text.trim();
const lead = t.match(/^```[a-zA-Z]*\s*\n?/);
if (lead) t = t.slice(lead[0].length);
const tail = t.match(/\n?\s*```\s*$/);
if (tail) t = t.slice(0, t.length - tail[0].length);
return t.trim();
}
/** Extract the first balanced `{ ... }` substring (string-aware). */
function extractBalancedObject(text: string): string | null {
const start = text.indexOf('{');
if (start === -1) return null;
let depth = 0;
let inStr = false;
let esc = false;
for (let i = start; i < text.length; i++) {
const c = text[i];
if (inStr) {
if (esc) esc = false;
else if (c === '\\') esc = true;
else if (c === '"') inStr = false;
continue;
}
if (c === '"') inStr = true;
else if (c === '{') depth++;
else if (c === '}' && --depth === 0) return text.slice(start, i + 1);
}
return null;
}
/** Parse a raw top-level JSON object, or `null` when none is recoverable. */
function parseObject(raw: string): Record<string, unknown> | null {
const jsonText = extractBalancedObject(stripFence(raw));
if (!jsonText) return null;
try {
const obj: unknown = JSON.parse(jsonText);
return obj && typeof obj === 'object' && !Array.isArray(obj)
? (obj as Record<string, unknown>)
: null;
} catch {
return null;
}
}
// --- Prompt building ------------------------------------------------------------
/**
* The shared nation JSON contract text, embedded in both system prompts so the
* model sees the exact shape it must emit. Mirrors the engine's strict "ONLY a
* valid JSON object" style.
*/
const WORLD_SHAPE = [
'{',
' "world": {',
' "nations": [',
' {',
' "id": "short-stable-id",',
' "name": "Human readable name",',
' "type": "major|minor|power|alliance|faction",',
' "stats": {"military":0-100,"economy":0-100,"stability":0-100,"population":0-100},',
' "territory": ["ISO_A3","ISO_A3"],',
' "relations": {"<other nation id or name>": -100..100}',
' }',
' ],',
' "events": [',
' {"nation":"<id or name>","type":"<military|diplomatic|economic|political|social|disaster|scientific|cultural>","title":"short headline","text":"1-3 sentences","outcome":"<success|failure|partial|neutral>"}',
' ]',
' },',
' "checkpoints": ["short advisor checkpoint", "..."]',
'}',
].join('\n');
/**
* The system prompt for step 1 (generate). Tells the model to design a fresh
* world for the era AND to emit an opening advisor checkpoint list.
*/
export function buildGeneratePrompt(
template: EraTemplate,
description: string,
year: number,
validCountryCodes: ReadonlySet<string> | undefined,
): { system: string; user: string } {
const codes = validCountryCodes ? [...validCountryCodes].sort() : null;
const system = [
`${SCENARIO_GENERATE_MARKER} You are a world-builder for an alternate-history strategy game.`,
'Given an era, a starting year, and the designer\'s description, create a plausible, self-consistent world of 3 to 8 nations for that moment in (or diverged from) history.',
'Respond with ONLY a valid JSON object of exactly this shape. No prose, no commentary, no markdown fences, no trailing commas:',
WORLD_SHAPE,
'',
'RULES',
'- "nations": 3 to 8 nations, each with a short stable id, a human name, a type, and four 0-100 stats (military, economy, stability, population).',
codes
? '- Each nation\'s "territory" MUST use ONLY ISO 3166-1 alpha-3 country codes from this list: ' +
codes.join(', ') +
'. A nation may control several codes; together the nations should cover a plausible portion of the world.'
: '- Each nation\'s "territory" uses standard ISO 3166-1 alpha-3 country codes (e.g. FRA, RUS, USA).',
'- "relations": a nation\'s sentiment toward each other nation, an integer from -100 (warring) to +100 (allied). Omit or set 0 for neutrality.',
'- "events" (optional): 1 to 4 short backstory events that already happened and set up the current tensions; each names one of the nations above.',
'- "checkpoints": 3 to 6 short strings — the advisor\'s opening briefing of the world\'s live strategic questions (the pressures, rivalries, and opportunities the player should know before leading a nation). Keep each under 20 words.',
'- Keep every stat value between 0 and 100. Do not invent nations outside the "nations" array.',
].join('\n');
const user = JSON.stringify(
{
era: {
id: template.id,
name: template.name,
year,
description: template.eraDescription,
},
suggestedPowers: template.suggestedPowers,
tensions: template.tensions,
description,
year,
...(codes ? { validCountryCodes: codes } : {}),
},
null,
2,
);
return { system, user };
}
/**
* The system prompt for step 2 (regenerate/finalize). Same world contract, but
* the model must now respect the player's APPROVED checkpoints (and, when a
* draft is supplied, stay close to it so the player's chosen nation survives).
*/
export function buildRegeneratePrompt(
template: EraTemplate,
description: string,
year: number,
approvedCheckpoints: string[],
validCountryCodes: ReadonlySet<string> | undefined,
draft?: WorldDraft,
): { system: string; user: string } {
const codes = validCountryCodes ? [...validCountryCodes].sort() : null;
const system = [
`${SCENARIO_REGENERATE_MARKER} You are finalizing a world for an alternate-history strategy game.`,
'A draft world was generated and the player has APPROVED a set of checkpoints that the final world MUST respect. Produce the final, playable world.',
'Respond with ONLY a valid JSON object of exactly this shape (same as the draft, but the "checkpoints" field is NOT repeated — omit it). No prose, no commentary, no markdown fences, no trailing commas:',
[
'{',
' "world": {',
' "nations": [',
' {',
' "id": "short-stable-id",',
' "name": "Human readable name",',
' "type": "major|minor|power|alliance|faction",',
' "stats": {"military":0-100,"economy":0-100,"stability":0-100,"population":0-100},',
' "territory": ["ISO_A3","ISO_A3"],',
' "relations": {"<other nation id or name>": -100..100}',
' }',
' ],',
' "events": [',
' {"nation":"<id or name>","type":"<military|diplomatic|economic|political|social|disaster|scientific|cultural>","title":"short headline","text":"1-3 sentences","outcome":"<success|failure|partial|neutral>"}',
' ]',
' }',
'}',
].join('\n'),
'',
'RULES',
'- Base the final world on the provided draft (the "draft" field of the user message) and keep the same nations — do not rename, drop, or invent nations beyond what the draft established, UNLESS an approved checkpoint demands it.',
'- You MUST respect EVERY approved checkpoint (the "approvedCheckpoints" field of the user message): reflect each one in the nations\' stats, borders, relations, or backstory events.',
codes
? '- Each nation\'s "territory" MUST use ONLY ISO 3166-1 alpha-3 country codes from this list: ' +
codes.join(', ') +
'.'
: '- Each nation\'s "territory" uses standard ISO 3166-1 alpha-3 country codes (e.g. FRA, RUS, USA).',
'- Keep every stat value between 0 and 100.',
].join('\n');
const user = JSON.stringify(
{
era: {
id: template.id,
name: template.name,
year,
description: template.eraDescription,
},
description,
year,
approvedCheckpoints,
...(draft ? { draft } : {}),
...(codes ? { validCountryCodes: codes } : {}),
},
null,
2,
);
return { system, user };
}
// --- Parsing the model's answers ----------------------------------------------
/** Parse the step-1 (generate) answer into a validated world + checkpoint list. */
export function parseGenerate(
raw: string,
validCountryCodes?: ReadonlySet<string>,
): { world: WorldDraft | null; checkpoints: string[] } {
const obj = parseObject(raw);
if (!obj) return { world: null, checkpoints: [] };
const world = validateWorldDraft(obj.world, { validCountryCodes });
const checkpoints: string[] = [];
if (Array.isArray(obj.checkpoints)) {
const seen = new Set<string>();
for (const c of obj.checkpoints) {
if (typeof c !== 'string') continue;
const t = c.trim();
if (t.length > 2 && !seen.has(t)) {
seen.add(t);
checkpoints.push(t);
}
}
}
return { world, checkpoints: checkpoints.slice(0, 12) };
}
/** Parse the step-2 (finalize) answer into a validated world (or null). */
export function parseRegenerate(
raw: string,
validCountryCodes?: ReadonlySet<string>,
): WorldDraft | null {
const obj = parseObject(raw);
if (!obj) return null;
return validateWorldDraft(obj.world, { validCountryCodes });
}
// --- Orchestration -------------------------------------------------------------
export interface GenerateDraftOptions {
llm: LlmClient;
template: EraTemplate;
description: string;
year: number;
/** ISO_A3 codes to accept (undefined = no filtering). */
validCountryCodes?: ReadonlySet<string>;
}
/**
* Step 1: ask the model to design a draft world + an advisor checkpoint list.
* Throws only on a transport-level failure (the model is down) — a bad answer
* yields `{ world: null, checkpoints: [] }` and is the caller's to surface as
* an error, never a crash.
*/
export async function generateDraft(
opts: GenerateDraftOptions,
): Promise<{ world: WorldDraft | null; checkpoints: string[] }> {
const { llm, template, description, year, validCountryCodes } = opts;
const { system, user } = buildGeneratePrompt(template, description, year, validCountryCodes);
const nudge =
'Your previous output was invalid. Respond with ONLY the JSON object described above — no prose, no fences.';
const out = await llm.chat(
[{ role: 'system', content: system }, { role: 'user', content: user }],
{ temperature: 0.7, maxTokens: DEFAULT_MAX_TOKENS },
);
const parsed = parseGenerate(out, validCountryCodes);
if (parsed.world) return parsed;
// One nudge re-send with a fresh history, mirroring the engine's retry.
const retry = await llm.chat(
[
{ role: 'system', content: system },
{ role: 'user', content: user },
{ role: 'assistant', content: '' },
{ role: 'user', content: nudge },
],
{ temperature: 0.7, maxTokens: DEFAULT_MAX_TOKENS },
);
return parseGenerate(retry, validCountryCodes);
}
export interface FinalizeWorldOptions {
llm: LlmClient;
template: EraTemplate;
description: string;
year: number;
approvedCheckpoints: string[];
/** The step-1 draft (re-sent by the client) — the base the final world refines. */
draft?: WorldDraft;
/** The nation id the player will lead (kept in the final world when present). */
playerNationId: string;
/** ISO_A3 codes to accept (undefined = no filtering). */
validCountryCodes?: ReadonlySet<string>;
/** Expand ISO_A3 territory to sub-region keys (injected from server/regions). */
expand: (countries: string[]) => string[];
/** The new game's id (the route sets randomUUID()). */
id?: string;
/** The scenario title (becomes presetTitle; default 'Custom World'). */
title?: string;
/** The game's start date (YYYY-MM-DD, from the chosen year). */
startDate?: string;
}
/**
* Step 2: ask the model to produce the final world constrained to the approved
* checkpoints, convert it to a playable {@link GameState}, and return it for the
* caller to persist. Throws only on a transport-level failure; a bad answer
* that still yields a usable world is committed, and if the final world drops
* the player's chosen nation the conversion falls back to the first nation so
* the game is always playable.
*/
export async function finalizeWorld(opts: FinalizeWorldOptions): Promise<GameState> {
const {
llm,
template,
description,
year,
approvedCheckpoints,
draft,
playerNationId,
validCountryCodes,
expand,
id,
title,
startDate,
} = opts;
const { system, user } = buildRegeneratePrompt(
template,
description,
year,
approvedCheckpoints,
validCountryCodes,
draft,
);
const nudge =
'Your previous output was invalid. Respond with ONLY the JSON object described above — no prose, no fences.';
const out = await llm.chat(
[{ role: 'system', content: system }, { role: 'user', content: user }],
{ temperature: 0.4, maxTokens: DEFAULT_MAX_TOKENS },
);
let world = parseRegenerate(out, validCountryCodes);
if (!world) {
const retry = await llm.chat(
[
{ role: 'system', content: system },
{ role: 'user', content: user },
{ role: 'assistant', content: '' },
{ role: 'user', content: nudge },
],
{ temperature: 0.4, maxTokens: DEFAULT_MAX_TOKENS },
);
world = parseRegenerate(retry, validCountryCodes);
}
if (!world) {
// The model could not produce a usable final world. Rather than fail the
// whole commit, fall back to the draft the player already approved (if any)
// so the commit still yields a playable game.
if (draft) world = draft;
else throw new Error('finalize: the model returned no usable world');
}
return worldDraftToGameState(world, expand, playerNationId, { id, title, startDate });
}
+122
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@@ -0,0 +1,122 @@
// Deterministic SCENARIO-generation stub (v0.31, #52).
//
// Distinct from the turn stub (server/stub.ts, which stays untouched): this one
// answers the two scenario-generation LLM calls (see server/scenario.ts) so the
// whole "Create scenario" path is reproducible under LLM_STUB=1 (unit tests and
// the Playwright e2e). It speaks the OpenAI chat-completions wire shape, so it
// plugs in as a Transport, and it discriminates the two calls by the markers
// scenario.ts embeds in each system message (SCENARIO_GENERATE_MARKER for the
// draft step, SCENARIO_REGENERATE_MARKER for the finalize step) — mirroring how
// the turn stub discriminates the advisor call via ADVISOR_MARKER.
//
// The stub returns a fixed 3-nation world and a fixed checkpoint list for the
// generate step, and — for the finalize step — the same world refined in a
// simple, deterministic way that depends on the approved checkpoints, so the
// "finalize respects approved checkpoints" behavior is observable end to end.
import { createLlmClient, type ChatMessage, type LlmClient, type Transport } from './llm';
import { SCENARIO_REGENERATE_MARKER } from './scenario';
import type { WorldDraft } from '../shared/scenario';
/** A small fixed 3-nation world (ISO_A3 territory — FRA / RUS / ESP). */
const WORLD: WorldDraft = {
nations: [
{
id: 'alba',
name: 'Alba',
type: 'major',
stats: { military: 70, economy: 60, stability: 65, population: 55 },
territory: ['FRA'],
relations: { boreas: -60, gamma: 20 },
},
{
id: 'boreas',
name: 'Boreas',
type: 'major',
stats: { military: 55, economy: 70, stability: 50, population: 60 },
territory: ['RUS'],
relations: { alba: -60, gamma: 10 },
},
{
id: 'gamma',
name: 'Gamma',
type: 'minor',
stats: { military: 30, economy: 45, stability: 70, population: 40 },
territory: ['ESP'],
relations: { alba: 20, boreas: 10 },
},
],
events: [
{
nation: 'alba',
type: 'political',
title: 'The new order takes shape',
text: 'The three powers settle their borders after the great realignment.',
outcome: 'neutral',
},
],
};
/** The advisor's opening checkpoint list (fixed, in order). */
const CHECKPOINTS: string[] = [
'Alba dominates the western sea lanes and presses its advantage.',
'Boreas fortifies its northern frontier against a long winter.',
'Gamma brokers a neutral corridor between the two rivals.',
];
/**
* Deterministically refine the fixed world to "respect" the approved
* checkpoints: each approved checkpoint that names one of the fixed nations (by
* the first 4 letters of the nation's name, case-insensitive) raises that
* nation's stability by 5 (clamped at 100). Same input → same output, and the
* result visibly depends on which checkpoints were approved.
*/
export function stubWorldFor(approved: string[]): WorldDraft {
const nations = WORLD.nations.map((n) => ({
...n,
stats: { ...n.stats },
relations: { ...n.relations },
}));
const lower = approved.map((c) => c.toLowerCase());
for (const n of nations) {
const key = n.name.toLowerCase().slice(0, 4);
if (lower.some((c) => c.includes(key))) {
n.stats.stability = Math.min(100, n.stats.stability + 5);
}
}
return { nations, events: WORLD.events };
}
export function makeScenarioStubTransport(): Transport {
return async (_url, init) => {
let content: string;
try {
const req = JSON.parse(String(init?.body ?? '{}')) as { messages?: ChatMessage[] };
const sys = req.messages?.find((m) => m.role === 'system')?.content ?? '';
const user = req.messages?.find((m) => m.role === 'user');
if (sys.includes(SCENARIO_REGENERATE_MARKER)) {
// Finalize step: read the approved checkpoints out of the user payload
// and refine the fixed world accordingly (no checkpoints field echoed).
const payload = JSON.parse(user?.content ?? '{}') as {
approvedCheckpoints?: string[];
};
content = JSON.stringify({ world: stubWorldFor(payload.approvedCheckpoints ?? []) });
} else {
// Generate step (and any unrecognized prompt): the fixed world + list.
content = JSON.stringify({ world: WORLD, checkpoints: CHECKPOINTS });
}
} catch {
content = JSON.stringify({ world: WORLD, checkpoints: CHECKPOINTS });
}
return {
ok: true,
status: 200,
json: async () => ({ choices: [{ message: { content } }] }),
text: async () => content,
} as unknown as Response;
};
}
/** A ready-made LlmClient backed by the deterministic scenario transport. */
export function makeScenarioStubLlmClient(): LlmClient {
return createLlmClient({ transport: makeScenarioStubTransport() });
}
+12 -1
View File
@@ -385,6 +385,17 @@ export function worldDraftToGameState(
};
}
// Guard: a finalize step (or a bad model answer) might drop the nation the
// player chose to lead. Rather than produce a game with a dangling
// playerNationId, fall back to the first nation (deterministic insertion
// order) so the resulting game is always playable.
const effectivePlayer =
nations[playerNationId] !== undefined
? playerNationId
: draft.nations.length > 0
? draft.nations[0].id
: '';
// Seed the event feed from the draft's optional backstory (turn 1, startDate).
const events: EventEntry[] = (draft.events ?? []).map((e) =>
makeEvent(e as unknown as TurnEventSpec, 1, startDate),
@@ -394,7 +405,7 @@ export function worldDraftToGameState(
id,
presetId: 'dynamic',
presetTitle: title,
playerNationId,
playerNationId: effectivePlayer,
turn: 1,
date: startDate,
nations,