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
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+11
-1
@@ -25,7 +25,7 @@ import { makeScenarioStubLlmClient } from './stubScenario';
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import { finalizeWorld, generateDraft } from './scenario';
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import { askAdvisor, confirmNationOp, queueRoundItem, rejectNationOp, removeRoundItem, resolveRegionKey, runTurn } from './engine';
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import { buildRegionMap } from './map';
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import { allTerritoryKeys, centroidOf, expandCountriesToKeys, geoOf, hasAdjacency, hasCentroids, hasGeo, loadRegions, neighboursOf, referenceForKeys, regionName, validCountryCodes, validKeys } from './regions';
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import { allTerritoryKeys, centroidOf, expandCountriesToKeys, geoOf, hasAdjacency, hasCentroids, hasGeo, hasResources, loadRegions, neighboursOf, referenceForKeys, regionName, resourceOf, validCountryCodes, validKeys } from './regions';
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import { createPresetStore } from './presets';
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import { createTemplateStore } from './templates';
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import { openDb, type Db } from './db';
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@@ -186,6 +186,10 @@ app.post('/api/games', (req: Request, res) => {
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// declares (and lifts) them over time via TurnResult.economy.
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trades: [],
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embargoes: [],
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// (v0.36.0, #59) No active industry projects on a fresh game; the LLM
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// declares them over time via TurnResult.industry (one per region, a
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// per-region SET).
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industry: [],
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};
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// v0.19 (#16 P1): expand each nation's ISO_A3 country list to the region keys
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// of all its sub-regions, so ownership (and the choropleth) is at region
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@@ -370,6 +374,12 @@ app.post('/api/games/:id/jump', async (req, res) => {
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// event (geo properties.name, else the raw key). Always on — the
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// resolver is pure and degrades to the key when the manifest is absent.
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regionNameOf: (k) => regionName(k),
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// (v0.36.0, #59) when the region-resources manifest (the synthesized
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// per-region resource profiles) loaded, hand the engine the resolver —
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// the industry boost is then scaled by each region's `industry` value
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// (without it boosts use the unscaled base value) and each nation's
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// aggregate resource profile is carried in the user prompt.
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resourceOf: hasResources() ? (key) => resourceOf(key) : undefined,
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});
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db.save(state);
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broadcast(id, 'turn', { state, result });
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