feat(#46 PR 2): per-region stat lever (regionChanges) + region-stat hover
CI / build + unit + e2e (pull_request) Successful in 2m31s

v0.29.0 — the LLM can now target individual regions' stats via
TurnResult.regionChanges (set/add per stat, clamped 0-100), applied
after nation-wide stateChanges and before the weighted-median
recompute. The map hover tooltip shows each region's own four stats.
The stub stays deterministic (regionChanges: []).

Fixes #46 (PR 2 of 2)
This commit is contained in:
2026-10-15 01:06:53 +00:00
parent 22805a3be6
commit cdabf16052
9 changed files with 625 additions and 32 deletions
+28
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@@ -20,6 +20,23 @@ export type StateChange =
| { nation: string; stat: StatKey; op: 'set'; value: number }
| { nation: string; stat: StatKey; op: 'add'; value: number };
/**
* (v0.29, #46 PR 2) A numeric change to one of **one region's** 0–100 stats —
* the fine-grained, per-region lever that complements the nation-wide
* {@link StateChange}. `region` names the target by its **region key**
* (preferred) or its human-readable **name** (the engine resolves it
* case-insensitively, mirroring `resolveNationRef`); after validation it holds
* the resolved **region key**. `op` is `set` (replace the value) or `add`
* (delta, clamped to 0–100 by the engine).
*/
export type RegionStatChange = {
/** The target region's key (preferred) or name (resolved by the engine). */
region: string;
stat: StatKey;
op: 'set' | 'add';
value: number;
};
/** Set the bilateral relation between nations `a` and `b` to `set` (symmetric). */
export interface RelationChange {
a: string;
@@ -217,6 +234,17 @@ export interface TurnResult {
date: string;
events: TurnEventSpec[];
stateChanges: StateChange[];
/**
* (v0.29, #46 PR 2) Fine-grained, **per-region** stat changes: each targets a
* single region's 0–100 stats (by region key or name) and complements the
* nation-wide `stateChanges` (which apply to *all* of a nation's regions).
* The engine resolves each `region` to a key (key first, then a
* case-insensitive unique name match) and applies it to
* `GameState.regionStats` only for regions that have an entry (owned); an
* unowned / no-man's-land region is a no-op. Empty on turns where the model
* changes no individual region. Required (default `[]`).
*/
regionChanges: RegionStatChange[];
relations: RelationChange[];
territoryChanges: TerritoryChange[];
/**