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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@@ -143,6 +143,44 @@ export interface MapMarker {
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placedTurn: number;
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}
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/**
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* (v0.33.0, #56) A first-class **war** — a named, ongoing armed conflict
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* between two or more nations. Unlike the boolean `war` relation (which a
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* preset or a bare `relations` entry can carry without any structure behind
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* it), a `War` is an explicit world entity the engine tracks: the LLM
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* declares it (a turn's `wars.declare`), the engine assigns it a stable id
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* (`w1`, `w2`, …), the turn and in-game date it was declared, and it stays in
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* `GameState.wars` for the rest of the game as history after it ends.
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*
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* **Semantics of `sides`:** the flat list of every belligerent in the war
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* (≥2 distinct nation ids). Any two distinct members of an active war's
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* sides are at war with each other — the engine derives the symmetric `war`
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* relation for every such pair on every turn (see the engine's
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* `syncWarRelations`), and downgrades the relation to `hostile` when the war
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* ends. A mutual-defense ally of a belligerent is dragged into the same list
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* on declaration (the engine does this automatically).
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*/
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export interface War {
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/** Stable id (`w1`, `w2`, …) assigned by the engine on declaration. */
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id: string;
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/** The belligerent nations (≥2 distinct ids; see the note above). */
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sides: string[];
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/** The turn number the war was declared on. */
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declaredTurn: number;
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/** The in-game date the war took effect on (`YYYY-MM-DD`). */
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declaredDate?: string;
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/** Optional short war aims the LLM names at declaration. */
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aims?: string[];
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/**
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* Lifecycle: `active` until a turn ends the war, then the end outcome —
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* `armistice` (a negotiated stop) or `capitulation` (one side surrenders) —
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* or the generic `ended`. Ended wars stay in `GameState.wars` as history.
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*/
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status: 'active' | 'armistice' | 'capitulation' | 'ended';
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/** Optional region keys the war's front line runs through (reserved). */
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front?: string[];
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}
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/** A narrative event the simulation emitted on some turn. */
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export interface EventEntry {
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id: string;
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@@ -251,6 +289,20 @@ export interface GameState {
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* — additive, no data wipe.
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*/
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regionStats: Record<string, RegionStats>;
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/**
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* (v0.33.0, #56) First-class war entities (see {@link War}): declared by a
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* turn's `wars.declare` (the engine assigns the id, declared turn/date, and
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* drags in mutual-defense allies) and closed by `wars.end` (armistice /
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* capitulation). The engine DERIVES the `war` relation from the ACTIVE
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* wars on every turn (two nations are in a `war` relation iff they are both
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* belligerents of ≥1 active war), so the boolean relation and the war
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* entities can never drift apart. A bare preset `war` relation with no
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* active war behind it stays as-is (an implicit, unnamed war — never
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* force-created into an entity). Always `[]` on a fresh game; rows saved
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* before v0.33 load with this defaulted to `[]` (see server/db.ts) —
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* additive, no data wipe.
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*/
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wars: War[];
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}
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/**
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