feat: Resources & Industry — per-region resource profiles + industry LLM lever (v0.36.0, #59)
CI / build + unit + e2e (pull_request) Successful in 2m11s
CI / build + unit + e2e (pull_request) Successful in 2m11s
- scripts/build-region-resources.mjs: deterministic, idempotent builder →
public/region-resources.json (1,800 entries; FNV-1a hash × area factor, 0–1, 2dp)
- server/regions.ts: hasResources()/resourceOf() optional-manifest loader
- shared/types.ts: RegionResources, IndustryType/INDUSTRY_TYPES, IndustryProject,
GameState.industry
- shared/protocol.ts: IndustryOps, TurnResult.industry, deriveNationResources
(area×population-weighted average, 2dp)
- server/engine.ts: isIndustryType, validateIndustryOps, applyIndustryOps
(per-region SET, first-declared-type wins), applyIndustryEffects
(INDUSTRY_ECONOMY_BONUS=1, +1 when region industry≥0.5; sole-owner only;
0/2+ owner regions kept but no boost; re-derive after), system+user prompt
contract lines, runTurn resourceOf opt, nationResources in user payload
- server/db.ts: legacy-row industry default migration
- server/stub.ts: industry:{projects:[]} in stub result; resources/industry
in StubPayload (never read)
- server/index.ts: resourceOf wired to jump route
- All test fixtures updated; new describe blocks in engine.test.ts,
protocol.test.ts, regions.test.ts, db.test.ts
- CHANGELOG.md v0.36.0, AGENTS.md docs, package.json 0.36.0
Fixes #59
This commit is contained in:
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All notable changes to **History** are listed here, newest first.
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## v0.36.0 — 2026-10-15 18:17
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- **#59: Resources & Industry — per-region synthesized resource profiles + a per-region industry-project lever with a deterministic per-turn economy boost.** Every prior lever moved borders, dipped stats one-shot, or proposed a player-confirmed change; this version adds a **resource abundance layer** (every sub-region gets a synthesized 4-value profile) and a **development lever**: the model can build industry projects (oil facilities, iron mines, food operations, factories) in individual regions, and every committed turn each active project pays its region's sole owner a small, deterministic economy gain scaled by the region's `industry` resource value. The engine is **fully deterministic (no hidden randomness)**: the resource profiles are a pure function of the region key (FNV-1a) scaled by an area factor, and the per-turn effect is a fixed, clamped, mirrored, re-derived stat adjustment.
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- **Manifest (`public/region-resources.json`, new).** 1,800 entries — region key → `{ oil, iron, food, industry }` (each 0–1, 2dp) — built by the new turf-free, deterministic, **idempotent** `scripts/build-region-resources.mjs` (`npm run build:region-resources`): per resource, `(fnv1a32(`${key}\u0000${resource}`) & 0x3fff) / 0x4000` → [0,1), times an area factor `1 + 0.2·min(1, log10(1+area)/8)` (max ≈1.2) from `region-geo.json` (missing geo / zero area → pure hash), clamped to 1, keys sorted, byte-identical re-run. Pinned by `scripts/build-region-resources.test.ts` (key-set equality vs `region-keys.json`, sorted order, per-entry shape, spot-checked values, determinism via a re-run).
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- **Types (`shared/types.ts`).** New `RegionResources` (`{ oil; iron; food; industry }`), `IndustryType` (`'oil' | 'iron' | 'food' | 'industry'`) + `INDUSTRY_TYPES` const, `IndustryProject` (`{ regionKey; type }`), and the required `GameState.industry: IndustryProject[]` field (placed after `embargoes`). `[]` on a fresh game; rows saved before v0.36 load with it defaulted to `[]` (additive, never wiped).
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- **Protocol (`shared/protocol.ts`).** New `IndustryOps` (`{ projects: IndustryProject[] }`); `TurnResult.industry` is required, placed between `economy` and `markers`. New exported `deriveNationResources(regionKeys, resourceOf?, geoOf?)` — a nation's aggregate profile as the **area×population-weighted AVERAGE** (an average, not a median, is the meaningful aggregation for an abundance profile) of the resource profiles of its owned regions, same weight formula as `deriveNationStats`, 2dp-rounded, zero profile when no owned region has a profile.
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- **Engine (`server/engine.ts`).**
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- `isIndustryType(t)` — exported guard over the four types (mirrors `isHybridOpType`).
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- `validateIndustryOps(raw)` — new exported, defensive validator (never throws): a missing/malformed object yields `{ projects: [] }`; each op needs a non-empty `regionKey` (≤120 chars) and a known `type`.
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- `industryBoost(regionKey, resourceOf?)` — internal; `INDUSTRY_ECONOMY_BONUS = 1` plus one extra point when the region's `industry` value is ≥ 0.5 (without the manifest, just the base).
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- `applyIndustryOps(next, ops, validKeys?)` — internal; applies the turn's projects to `GameState.industry` as a **per-region SET** — a key not in the valid-keys manifest is dropped; a region that already hosts a project is untouched (first type wins; re-declare is a no-op, the type is never replaced).
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- `applyIndustryEffects(next, resourceOf?, geoOf?)` — new exported; the per-turn effect, applied **every committed turn** to the **full** active list: each project grants its region's **SOLE owner** (owner resolved from the FINAL post-claim ownership; 0 or 2+ owners → no boost, project **kept**, never thrown) a deterministic economy boost, clamped to 0–100, mirrored to every region the owner holds (`regionStats`), and each affected nation's derived `stats` re-derived afterwards (same 0-region / no-entry guards as the economy/hybrid dips). Sole ownership is untouched (the layer moves stats, never territory). No-op when there are no active projects; never throws.
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- `applyTurnResult` — new `resourceOf` param (last) and **industry block** (after the economy block, before markers): `applyIndustryOps` → `applyIndustryEffects` (ops first, so a project declared this turn is paid this turn).
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- `isMeaningful` — non-empty `industry.projects` makes a turn meaningful.
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- `validateTurnResult` — initializes and validates `industry` (default `{ projects: [] }`).
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- `buildSystemPrompt` — documents the `industry` field and a constraint bullet (a per-resource development lever; one project per region — never re-declare on a region that already has one; at most 1–2 per turn, each narrated in `events`) in both tool and plain modes.
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- `buildUserPrompt` — new optional `nationResources` (each nation's aggregate profile) and `industryProjects` (the active projects) params — emitted as `resources` / `industry` in the payload, only when provided (so the stub / no-manifest prompt stays byte-identical).
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- `runTurn` — new optional `resourceOf` (last); computes `nationResources` via `deriveNationResources` **only when** the resource manifest is loaded (otherwise omitted from the prompt); passes both new payload fields; the "unclear" fallback carries `industry: { projects: [] }`; `applyTurnResult` receives `resourceOf`.
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- **Regions loader (`server/regions.ts`).** The optional-manifest pattern extended: `region-resources.json` is probed after `public/` then `dist/`; malformed entries (any of the four values not a finite number in [0,1]) are filtered out, a failure logs `[regions] failed to load region-resources.json, continuing without it` and the server keeps working without it; new `hasResources()` / `resourceOf(key)` accessors (mirror `hasGeo()` / `geoOf()`).
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- **Server wiring (`server/index.ts`).** The jump route passes `resourceOf: hasResources() ? (key) => resourceOf(key) : undefined` into `runTurn` (like `geoOf`); fresh preset games are created with `industry: []` (dynamic games already via `shared/scenario.ts`).
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- **Persistence (`server/db.ts`).** `load()` defaults `industry` to `[]` on rows saved before v0.36 (additive migration, alongside `unowned`/`pendingNationOps`/`markers`/`wars`/`trades`/`embargoes`) — legacy games are never wiped and never gain phantom projects.
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- **Stub (`server/stub.ts`).** The deterministic stub returns `industry: { projects: [] }` — it **never** declares an industry project, so the e2e (CI, `LLM_STUB=1`) assertions are unaffected and the path is covered by unit tests only. `StubPayload` gains optional `resources` / `industry` fields (ignored).
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- **Unit tests.** New: `scripts/build-region-resources.test.ts` (5 tests); `server/regions.test.ts` (resources load/spot-check/unknown-key, degradation, prod `dist/` layout, incl. a new "with the manifest" case); `server/protocol.test.ts` — `deriveNationResources` (7 tests: area×population weighting, unweighted degradation, profile-skipping, zero profile, single region, weight fallback, 2dp rounding); `server/db.test.ts` — legacy-row default; `server/engine.test.ts` — `validateIndustryOps` (shape/drops), `applyTurnResult` industry ops (declare, per-region SET / re-declare no-op, invalid-key drop, persistence across turns), `applyIndustryEffects` (sole-owner boost, ≥0.5 scaling, multi-project accumulation, ownerless/2+ owner kept-but-unpaid, no-op empty), `isMeaningful`, the system-prompt contract (both modes), the user-prompt payload (carried / omitted), and the `runTurn` defensive init; all pre-existing fixtures gained the new required fields (mechanical, deliberate updates).
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- **Client.** No change — the industry layer is an engine/LLM concern; its effects surface through the existing stats and event feed.
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- **AGENTS.md.** New convention entry documenting the resource manifest, the per-region SET semantics, the sole-owner per-turn boost, and the stub/test coverage; the `public/` layout, the scripts pipeline line, and the Commands table all gained `region-resources` / `build:region-resources`.
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## v0.35.0 — 2026-10-15 17:22
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- **#58: Trade & Embargoes — a bilateral trade + embargo economy layer with a deterministic per-turn effect and war auto-suspension.** Every prior turn lever moved borders, dipped stats one-shot, or proposed a player-confirmed change. This version adds `TurnResult.economy = { trade: EconomyTradeOp[]; embargo: EconomyEmbargoOp[] }` (required, default `{ trade: [], embargo: [] }`) so the model can declare/lift **bilateral trade agreements** and **unilateral embargoes**, which persist in `GameState` and apply a small, deterministic economic effect **every committed turn**. The engine is **fully deterministic (no hidden randomness)** and **additive** — declares add to the lists, lifts remove, and nothing else (not even a war, beyond the suspension below) mutates them.
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- **Types (`shared/types.ts`).** New `TradeAgreement` (`{ a; b }` — a symmetric pair, stored sorted `a < b`) and `Embargo` (`{ from; target }` — an ordered unilateral pair) interfaces, plus the required `GameState.trades` and `GameState.embargoes` fields (placed after `wars`). Both are `[]` on a fresh game; rows saved before v0.35 load with them defaulted to `[]` (additive, never wiped).
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