feat(#56): War as a first-class state — declare/end ops, mutual-defense drag-in, relation sync
CI / build + unit + e2e (pull_request) Successful in 2m32s
CI / build + unit + e2e (pull_request) Successful in 2m32s
Promote the bare 'war' relation to a named War entity in GameState.wars:
- War: { id, sides[], declaredTurn, declaredDate?, aims?, status, front? }
- TurnResult.wars: { declare: WarDeclareOp[], end: WarEndOp[] }
- syncWarRelations: derive 'war' from active wars, fallback to 'hostile' on end
- Mutual-defense drag-in: belligerent allies added to sides (one level)
- Bare 'war' back-compat: never downgraded, never force-created
- Stub: empty wars (e2e unaffected); ~30 new unit tests
v0.33.0
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@@ -51,6 +51,50 @@ export interface TerritoryChange {
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lose: string[];
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}
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// --- Wars (v0.33.0, #56): first-class war entities --------------------------
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//
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// A war is an explicit world entity (see types.War), not just a boolean
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// relation: the LLM DECLARES one (it becomes an active War with an engine-
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// assigned stable id) and later ENDS one by id. The engine derives the
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// symmetric `war` relation from the set of ACTIVE wars on every turn (two
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// nations are in a `war` relation iff they are both belligerents of at least
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// one active war) and downgrades it to `hostile` when the war ends — so the
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// relation can never drift apart from the war state.
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/**
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* (v0.33.0, #56) Declare a new war this turn. `sides` names every
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* belligerent (≥2 distinct nation ids — each resolved by `resolveNationRef`,
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* so a unique name also works); any two distinct sides end the turn in a
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* `war` relation. `aims` are optional short war aims for the narrative. The
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* engine assigns the stable id, the declared turn/date, drags in the
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* mutual-defense allies of each belligerent, and drops the op when fewer than
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* two sides resolve (never throws).
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*/
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export interface WarDeclareOp {
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/** The belligerent nations (≥2 distinct ids or unique names). */
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sides: string[];
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/** Optional short war aims (narrative only). */
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aims?: string[];
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}
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/**
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* (v0.33.0, #56) End an existing ACTIVE war this turn, by its stable id
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* (the model sees the current active wars in the user payload's `wars`
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* field). `outcome` is `armistice` (a negotiated stop) or `capitulation`
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* (one side surrenders); the war keeps its id/sides and stays in
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* `GameState.wars` as history with that final status. `terms` are optional
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* short peace terms (narrative only — the model narrates the details in
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* `events`). An unknown id, or a war that is already ended, is a no-op
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* (never throws).
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*/
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export interface WarEndOp {
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/** The stable id of the active war to end (from the user payload). */
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id: string;
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outcome: 'armistice' | 'capitulation';
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/** Optional short peace terms (narrative only). */
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terms?: string;
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}
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// --- Nation-management ops (v0.23 P4a / v0.24 P4b, #16: the hybrid "LLM
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// proposes, player confirms" model) ------------------------------------------
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//
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@@ -189,6 +233,19 @@ export interface MarkerInfo {
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owner: string | null;
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}
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/**
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* (v0.33.0, #56) One ACTIVE war as the user prompt presents it to the model
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* (the `wars` field): its stable `id` (the model echoes it in
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* `TurnResult.wars.end` to end it), its belligerent `sides`, and optional
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* short `aims`. Ended wars are NOT included — they stay in `GameState.wars`
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* as history, but the model only needs to address the active ones.
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*/
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export interface WarInfo {
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id: string;
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sides: string[];
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aims?: string[];
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}
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/**
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* The per-type presentation of a marker: its display label (tooltip /
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* dossier), its color, and its glyph character (a symbol-layer text label —
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@@ -297,6 +354,19 @@ export interface TurnResult {
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* (default `[]`).
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*/
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takeovers: Takeover[];
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/**
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* (v0.33.0, #56) First-class war ops this turn. `declare` starts new wars
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* (≥2 distinct belligerents; the engine assigns the stable id / declared
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* turn / date, drags in the mutual-defense allies of each belligerent, and
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* derives the `war` relation between every pair of sides); `end` closes an
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* existing ACTIVE war by id (`armistice` = a negotiated stop,
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* `capitulation` = one side surrenders), which downgrades the relation the
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* war had derived back to `hostile`. Both sub-fields are required and
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* default `[]`; a turn with war activity is meaningful (it survives the
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* retry/nudge path). The model sees the current active wars (id + sides +
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* aims) in the user payload's `wars` field, so it can `end` by id.
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*/
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wars: { declare: WarDeclareOp[]; end: WarEndOp[] };
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/**
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* (v0.27, #44) Map-marker ops this turn. `add` places new named markers
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* (the engine positions each at its region's centroid + a small
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