diff --git a/server/db.test.ts b/server/db.test.ts index d0e9f98..f1176dd 100644 --- a/server/db.test.ts +++ b/server/db.test.ts @@ -24,6 +24,7 @@ function makeState(id: string): GameState { pending: [], version: 1, unowned: [], + pendingNationOps: [], }; } @@ -85,6 +86,17 @@ describe('openDb', () => { db.close(); }); + it('(v0.23 #16 P4a) a legacy row saved before the pendingNationOps field existed loads with it defaulted to []', () => { + const db = openDb(':memory:'); + const legacy = makeState('legacy'); + delete (legacy as { pendingNationOps?: unknown[] }).pendingNationOps; // a pre-v0.23 save (field absent) + db.save(legacy); + const loaded = db.load('legacy'); + expect(loaded).not.toBeNull(); + expect(loaded!.pendingNationOps).toEqual([]); + db.close(); + }); + it('delete removes a game by id and reports absence otherwise', () => { const db = openDb(':memory:'); db.save(makeState('a')); diff --git a/server/db.ts b/server/db.ts index 89706c8..eb54a4a 100644 --- a/server/db.ts +++ b/server/db.ts @@ -43,6 +43,9 @@ export function openDb(filePath: string): Db { // (v0.22, #16 P3) Rows saved before `GameState.unowned` existed load // with it defaulted: a legacy game has no no-man's-land regions. if (state.unowned === undefined) state.unowned = []; + // (v0.23, #16 P4a) Same for pending nation-op proposals: a legacy game + // has none awaiting confirm/reject. + if (state.pendingNationOps === undefined) state.pendingNationOps = []; return state; } catch { return null; diff --git a/server/engine.test.ts b/server/engine.test.ts index 8393ef2..ad83d37 100644 --- a/server/engine.test.ts +++ b/server/engine.test.ts @@ -1,20 +1,25 @@ import { describe, expect, it } from 'vitest'; import type { GameState, Preset, RoundItem } from '../shared/types'; -import { makeEvent, type TurnResult } from '../shared/protocol'; +import { makeEvent, type NationOp, type TurnResult } from '../shared/protocol'; import type { LlmClient, ToolDefinition, WireMessage } from './llm'; import { makeStubLlmClient } from './stub'; import { + applyNationOp, applyTurnResult, buildSystemPrompt, buildUserPrompt, + confirmNationOp, GET_NEIGHBOURS_TOOL, isMeaningful, makeNeighboursExecutor, parseTurnResult, playerFrontier, queueRoundItem, + rejectNationOp, removeRoundItem, + resolveNationRef, runTurn, + validateNationOps, validateTurnResult, } from './engine'; @@ -79,6 +84,7 @@ function baseState(): GameState { pending: [], version: 1, unowned: [], + pendingNationOps: [], }; } @@ -425,6 +431,271 @@ describe('removeRoundItem', () => { }); }); +describe('resolveNationRef (v0.23 #16 P4a)', () => { + it('resolves an exact id first (even if a name matches something else)', () => { + const state = baseState(); + expect(resolveNationRef(state, 'de')).toBe('de'); + }); + + it('resolves a unique name case-insensitively', () => { + const state = baseState(); + expect(resolveNationRef(state, 'US')).toBe('us'); + expect(resolveNationRef(state, ' uS ')).toBe('us'); // trimmed, case-insensitive + }); + + it('returns null for an ambiguous name (two nations share it)', () => { + const state = baseState(); + state.nations.us.name = 'UK'; // now uk and us are both "UK" + expect(resolveNationRef(state, 'UK')).toBeNull(); + // but the exact id still resolves + expect(resolveNationRef(state, 'uk')).toBe('uk'); + }); + + it('returns null for an unknown or empty reference (never throws)', () => { + const state = baseState(); + expect(resolveNationRef(state, 'zzz-not-a-nation')).toBeNull(); + expect(resolveNationRef(state, ' ')).toBeNull(); + expect(resolveNationRef(state, '')).toBeNull(); + }); +}); + +describe('validateNationOps (v0.23 #16 P4a)', () => { + it('parses a valid rename (trimmed, capped) and drops invalid ones', () => { + const ops = validateNationOps([ + { kind: 'rename', nationRef: ' de ', to: 'Reich' }, + { kind: 'rename', nationRef: 'uk', to: '' }, // empty to -> dropped + { kind: 'rename', to: 'no ref' }, // missing nationRef -> dropped + { kind: 'rename', nationRef: 'us' }, // missing to -> dropped + { kind: 'bogus-kind' }, // unknown kind -> ignored + 'not-an-object', + null, + ]); + expect(ops).toEqual([{ kind: 'rename', nationRef: 'de', to: 'Reich' }]); + }); + + it('parses a valid split (parts with names kept, nameless parts dropped)', () => { + const ops = validateNationOps([ + { + kind: 'split', + nationRef: 'de', + parts: [ + { name: 'East', territory: ['DEU', ''] }, + { name: ' ' }, // empty name -> part dropped + { name: 'West' }, + ], + }, + ]); + expect(ops).toEqual([ + { + kind: 'split', + nationRef: 'de', + parts: [{ name: 'East', territory: ['DEU'] }, { name: 'West', territory: [] }], + }, + ]); + // a split with no usable parts is dropped entirely + expect(validateNationOps([{ kind: 'split', nationRef: 'de', parts: [{ name: '' }] }])).toEqual([]); + }); + + it('parses a valid merge and drops malformed ones', () => { + const ops = validateNationOps([ + { kind: 'merge', nationRefs: ['uk', 'us'], survivingRef: 'uk', into: 'Anglo-Saxon Union' }, + { kind: 'merge', nationRefs: [], survivingRef: 'uk', into: 'X' }, // no refs -> dropped + { kind: 'merge', nationRefs: ['uk'], survivingRef: '', into: 'X' }, // no survivor -> dropped + { kind: 'merge', nationRefs: ['uk'], survivingRef: 'uk' }, // no into -> dropped + ]); + expect(ops).toEqual([ + { kind: 'merge', nationRefs: ['uk', 'us'], survivingRef: 'uk', into: 'Anglo-Saxon Union' }, + ]); + }); + + it('returns [] for non-array input and is never thrown by', () => { + expect(validateNationOps(undefined)).toEqual([]); + expect(validateNationOps('nope')).toEqual([]); + expect(validateNationOps({})).toEqual([]); + }); + + it('validateTurnResult carries validated nationOps through (and defaults to [] when absent)', () => { + const withOps = validateTurnResult({ + date: '1939-09-03', + events: [], + stateChanges: [], + relations: [], + territoryChanges: [], + unowned: [], + nationOps: [{ kind: 'rename', nationRef: 'France', to: 'French Republic' }], + }); + expect(withOps).not.toBeNull(); + expect(withOps!.nationOps).toEqual([{ kind: 'rename', nationRef: 'France', to: 'French Republic' }]); + + const without = validateTurnResult({ date: '1939-09-03', events: [], stateChanges: [] }); + expect(without).not.toBeNull(); + expect(without!.nationOps).toEqual([]); + }); +}); + +describe('applyTurnResult (nation-op proposals, v0.23 #16 P4a)', () => { + it('a proposed rename is NOT applied by the turn — it lands in pendingNationOps, name untouched', () => { + const state = baseState(); + const next = applyTurnResult(state, { + date: '1939-09-03', + events: [{ nation: 'de', type: 'political', title: 'Reunification', text: 'The nation is renamed.', outcome: 'success' }], + stateChanges: [], + relations: [], + territoryChanges: [], + unowned: [], + nationOps: [{ kind: 'rename', nationRef: 'de', to: 'Reich' }], + }); + expect(next.nations.de.name).toBe('DE'); // still the old name + expect(next.pendingNationOps).toEqual([{ kind: 'rename', nationRef: 'de', to: 'Reich' }]); + expect(next.version).toBe(2); + // the input is not mutated + expect(state.nations.de.name).toBe('DE'); + expect(state.pendingNationOps).toEqual([]); + }); + + it('pending proposals SURVIVE a subsequent turn (unlike the round queue) and new ones append', () => { + const state = baseState(); + state.pendingNationOps = [{ kind: 'rename', nationRef: 'de', to: 'Reich' }]; // unresolved from turn N-1 + const next = applyTurnResult(state, { + date: '1939-09-03', + events: [], + stateChanges: [], + relations: [], + territoryChanges: [], + unowned: [], + nationOps: [{ kind: 'rename', nationRef: 'us', to: 'USA' }], // new proposal this turn + }); + expect(next.pendingNationOps).toEqual([ + { kind: 'rename', nationRef: 'de', to: 'Reich' }, // the old one survived + { kind: 'rename', nationRef: 'us', to: 'USA' }, // the new one was appended + ]); + }); + + it('a legacy state without the pendingNationOps field accepts proposals (defaulted to [])', () => { + const state = baseState(); + delete (state as { pendingNationOps?: NationOp[] }).pendingNationOps; // simulate a pre-v0.23 row + const next = applyTurnResult(state, { + date: '1939-09-03', + events: [], + stateChanges: [], + relations: [], + territoryChanges: [], + unowned: [], + nationOps: [{ kind: 'rename', nationRef: 'de', to: 'Reich' }], + }); + expect(next.pendingNationOps).toEqual([{ kind: 'rename', nationRef: 'de', to: 'Reich' }]); + }); +}); + +describe('confirmNationOp / rejectNationOp (v0.23 #16 P4a)', () => { + /** + * The pending list: op 0 is referenced by id ('de'); op 1 is referenced by + * NAME ('US' — the id is lowercase 'us'), so confirming it exercises the + * name-resolution path of resolveNationRef. + */ + function stateWithPending(): GameState { + const s = baseState(); + s.pendingNationOps = [ + { kind: 'rename', nationRef: 'de', to: 'Reich' }, + { kind: 'rename', nationRef: 'US', to: 'United States' }, + ]; + return s; + } + + it('confirm applies a rename (name only — id/territory/relations/player pointer untouched) and removes the op, bumping the version', () => { + const state = stateWithPending(); + const next = confirmNationOp(state, 0); + expect(next).not.toBeNull(); + expect(next!.nations.de.name).toBe('Reich'); + expect(next!.nations.de.id).toBe('de'); // id unchanged + expect(next!.nations.de.territory).toEqual(['DEU']); // territory unchanged + expect(next!.nations.uk.relations.de).toBe('hostile'); // relations (keyed by id) unchanged + expect(next!.playerNationId).toBe('uk'); // player pointer unchanged + expect(next!.pendingNationOps).toEqual([{ kind: 'rename', nationRef: 'US', to: 'United States' }]); + expect(next!.version).toBe(2); + // the input state is not mutated + expect(state.nations.de.name).toBe('DE'); + expect(state.pendingNationOps).toHaveLength(2); + expect(state.version).toBe(1); + }); + + it('confirm with an edits.name override renames to the player-edited name', () => { + const next = confirmNationOp(stateWithPending(), 0, { name: 'Greater Reich' }); + expect(next!.nations.de.name).toBe('Greater Reich'); + }); + + it('confirm with an empty edits.name falls back to the proposed name', () => { + const next = confirmNationOp(stateWithPending(), 0, { name: ' ' }); + expect(next!.nations.de.name).toBe('Reich'); + }); + + it('confirm resolves the target by name (not just id) — case-insensitively', () => { + const next = confirmNationOp(stateWithPending(), 1); // nationRef 'US' is a name, not the id 'us' + expect(next).not.toBeNull(); + expect(next!.nations.us.name).toBe('United States'); + }); + + it('confirm is a no-op on the world for a P4b-kind op (split/merge) — the op is still removed', () => { + const state = baseState(); + state.pendingNationOps = [{ kind: 'split', nationRef: 'de', parts: [{ name: 'East' }] }]; + const next = confirmNationOp(state, 0); + expect(next).not.toBeNull(); + expect(next!.nations).toEqual(state.nations); // the world is untouched + expect(next!.pendingNationOps).toEqual([]); // ...but the proposal was resolved + expect(next!.version).toBe(2); + }); + + it('confirm with an invalid index returns null and mutates nothing', () => { + const state = stateWithPending(); + expect(confirmNationOp(state, -1)).toBeNull(); + expect(confirmNationOp(state, 2)).toBeNull(); + expect(confirmNationOp(state, 0.5)).toBeNull(); + expect(state.nations.de.name).toBe('DE'); + expect(state.version).toBe(1); + }); + + it('reject drops the proposal without applying it, bumping the version', () => { + const state = stateWithPending(); + const next = rejectNationOp(state, 0); + expect(next).not.toBeNull(); + expect(next!.nations.de.name).toBe('DE'); // unchanged + expect(next!.pendingNationOps).toEqual([{ kind: 'rename', nationRef: 'US', to: 'United States' }]); + expect(next!.version).toBe(2); + expect(state.pendingNationOps).toHaveLength(2); // input untouched + }); + + it('reject with an invalid index returns null and mutates nothing', () => { + const state = stateWithPending(); + expect(rejectNationOp(state, -1)).toBeNull(); + expect(rejectNationOp(state, 2)).toBeNull(); + expect(state.pendingNationOps).toHaveLength(2); + expect(state.version).toBe(1); + }); + + it('an ambiguous/invalid nationRef is a no-op on confirm (the op is resolved, the world unchanged)', () => { + const state = baseState(); + state.nations.us.name = 'UK'; // make "UK" ambiguous (uk and us) + state.pendingNationOps = [{ kind: 'rename', nationRef: 'UK', to: 'Empire' }]; + const next = confirmNationOp(state, 0); + expect(next).not.toBeNull(); + expect(next!.nations.uk.name).toBe('UK'); // neither nation was renamed + expect(next!.nations.us.name).toBe('UK'); + expect(next!.pendingNationOps).toEqual([]); + }); +}); + +describe('buildSystemPrompt (nationOps contract, v0.23 #16 P4a)', () => { + it('both modes contract the nationOps field and the rename proposal rule', () => { + for (const p of [buildSystemPrompt(preset), buildSystemPrompt(preset, true)]) { + // the JSON shape carries the field in both modes + expect(p).toMatch(/"nationOps": \[\{"kind":"rename","nationRef":"","to":""\}\]/); + // the rule explains that it is a proposal only the player can confirm + expect(p).toMatch(/PROPOSAL/); + expect(p).toMatch(/only takes effect if the player confirms/); + } + }); +}); + describe('parseTurnResult', () => { it('parses a fenced JSON block', () => { const r = parseTurnResult('```json\n{"date":"1939-09-03","events":[{"nation":"uk","type":"military","title":"t","text":"b","outcome":"success"}]}\n```'); @@ -478,6 +749,7 @@ describe('applyTurnResult', () => { relations: [], territoryChanges: [], unowned: [], + nationOps: [], }; applyTurnResult(state, result); expect(JSON.stringify(state)).toBe(snapshot); @@ -493,6 +765,7 @@ describe('applyTurnResult', () => { relations: [], territoryChanges: [], unowned: [], + nationOps: [], }; const next = applyTurnResult(state, result); expect(next.pending).toEqual([]); @@ -514,6 +787,7 @@ describe('applyTurnResult', () => { // is not a real key at all. Both are proposed as a gain by DE. territoryChanges: [{ nation: 'de', gain: ['wales-bbbb', 'not-a-region-xyz'], lose: [] }], unowned: [], + nationOps: [], }; const next = applyTurnResult(state, result, new Set(['wales-bbbb'])); // the valid key was gained (taken from its sole previous owner); the bogus one was ignored @@ -538,6 +812,7 @@ describe('applyTurnResult', () => { // released (not in state.unowned), so it does not enter GameState.unowned. territoryChanges: [{ nation: 'de', gain: ['POL', 'wales-bbbb'], lose: [] }], unowned: [], + nationOps: [], }; const next = applyTurnResult(state, result); // no validKeys -> nothing filtered expect(next.nations.de.territory).toContain('wales-bbbb'); @@ -554,6 +829,7 @@ describe('applyTurnResult (sole-ownership invariants, v0.21 #16 P2)', () => { stateChanges: [], relations: [], unowned: [], + nationOps: [], }; it('a double claim (two different gainers, one key) is rejected: the key stays with its original owner', () => { @@ -642,6 +918,7 @@ describe('applyTurnResult (no man\'s land, v0.22 #16 P3)', () => { relations: [], territoryChanges: [], unowned: [], + nationOps: [], }; it('a release removes the key from its sole owner and marks it in GameState.unowned', () => { @@ -756,7 +1033,7 @@ describe('applyTurnResult (no man\'s land, v0.22 #16 P3)', () => { it('a lone release is meaningful (it survives the retry/nudge path)', () => { expect( - isMeaningful({ date: 'x', events: [], stateChanges: [], relations: [], territoryChanges: [], unowned: ['GBR'] }), + isMeaningful({ date: 'x', events: [], stateChanges: [], relations: [], territoryChanges: [], unowned: ['GBR'], nationOps: [] }), ).toBe(true); }); @@ -1063,8 +1340,22 @@ describe('buildSystemPrompt (tool mode, v0.21 #16 P2)', () => { describe('isMeaningful', () => { it('is true with an event, false when everything is empty', () => { - expect(isMeaningful({ date: 'x', events: [{ nation: 'uk', type: 'military', title: 't', text: 'b', outcome: 'neutral' }], stateChanges: [], relations: [], territoryChanges: [], unowned: [] })).toBe(true); - expect(isMeaningful({ date: 'x', events: [], stateChanges: [{ nation: 'uk', stat: 'military', op: 'set', value: 5 }], relations: [], territoryChanges: [], unowned: [] })).toBe(true); - expect(isMeaningful({ date: 'x', events: [], stateChanges: [], relations: [], territoryChanges: [], unowned: [] })).toBe(false); + expect(isMeaningful({ date: 'x', events: [{ nation: 'uk', type: 'military', title: 't', text: 'b', outcome: 'neutral' }], stateChanges: [], relations: [], territoryChanges: [], unowned: [], nationOps: [] })).toBe(true); + expect(isMeaningful({ date: 'x', events: [], stateChanges: [{ nation: 'uk', stat: 'military', op: 'set', value: 5 }], relations: [], territoryChanges: [], unowned: [], nationOps: [] })).toBe(true); + expect(isMeaningful({ date: 'x', events: [], stateChanges: [], relations: [], territoryChanges: [], unowned: [], nationOps: [] })).toBe(false); + }); + + it('(v0.23 #16 P4a) a turn that only proposes a nation-op is meaningful (it survives the retry/nudge path)', () => { + expect( + isMeaningful({ + date: 'x', + events: [], + stateChanges: [], + relations: [], + territoryChanges: [], + unowned: [], + nationOps: [{ kind: 'rename', nationRef: 'de', to: 'Reich' }], + }), + ).toBe(true); }); }); diff --git a/server/engine.ts b/server/engine.ts index d19a38b..4903f32 100644 --- a/server/engine.ts +++ b/server/engine.ts @@ -19,6 +19,7 @@ import { isDateLike, makeEvent, nationForPrompt, + type NationOp, type TurnEventSpec, type TurnResult, } from '../shared/protocol'; @@ -176,13 +177,15 @@ export function buildSystemPrompt(preset: Preset, withNeighboursTool = false): s ' "stateChanges": [{"nation":"","stat":"","op":"","value":<0-100>}],', ' "relations": [{"a":"","b":"","set":""}],', ' "territoryChanges": [{"nation":"","gain":[""],"lose":[""]}],', - ' "unowned": [""]', + ' "unowned": [""],', + ' "nationOps": [{"kind":"rename","nationRef":"","to":""}]', '}', '', 'HARD CONSTRAINTS', '- Use only nation ids and region keys that exist in the provided state.', '- A region key identifies one sub-region; the "regions" table in the user message maps each key to " ()". Use those keys in territoryChanges and unowned.', '- List in "unowned" only region keys that a nation currently owns, and narrate each release in "events".', + '- To rename a nation, add {"kind":"rename","nationRef":"","to":""} to "nationOps". This is a PROPOSAL: it only takes effect if the player confirms it, so use it only when the narrative justifies it (a revolution, reunification, regime change) — at most 1-2 per turn — and narrate it in "events".', '- Prefer 1-4 events per turn; keep each text 1-3 sentences.', '- Keep your internal reasoning brief (a few sentences) and go straight to the JSON result; do not over-deliberate or re-derive facts already present in the state.', '- Keep every stat value between 0 and 100.', @@ -316,6 +319,53 @@ function str(s: unknown, max = 0): string | null { return max ? t.slice(0, max) : t; } +/** + * Validate a raw (LLM) `nationOps` array into safe {@link NationOp} values + * (v0.23, #16 P4a). Defensive like the rest of the parser: entries with an + * unknown `kind` or missing/empty required fields are dropped, never throw. + * Rename: non-empty `nationRef` + `to` (each capped at 200 chars — resolution + * of `nationRef` to a concrete nation happens later, at confirm time). Split: + * non-empty `nationRef` + at least one part with a name. Merge: non-empty + * `nationRefs` (capped at 20) + `survivingRef` + `into`. + */ +export function validateNationOps(raw: unknown): NationOp[] { + if (!Array.isArray(raw)) return []; + const out: NationOp[] = []; + for (const e of raw) { + if (!e || typeof e !== 'object') continue; + const o = e as Record; + if (o.kind === 'rename') { + const nationRef = str(o.nationRef, 200); + const to = str(o.to, 200); + if (nationRef && to) out.push({ kind: 'rename', nationRef, to }); + } else if (o.kind === 'split') { + const nationRef = str(o.nationRef, 200); + const parts = (Array.isArray(o.parts) ? o.parts : []) + .filter((p): p is Record => !!p && typeof p === 'object') + .map((p) => { + const name = str(p.name, 200); + const territory = Array.isArray(p.territory) + ? p.territory.filter((k): k is string => typeof k === 'string' && k.trim() !== '') + : []; + return { name, territory }; + }) + .filter((p): p is { name: string; territory: string[] } => p.name !== null); + if (nationRef && parts.length > 0) out.push({ kind: 'split', nationRef, parts }); + } else if (o.kind === 'merge') { + const nationRefs = (Array.isArray(o.nationRefs) ? o.nationRefs : []) + .map((x) => (typeof x === 'string' ? x.trim().slice(0, 200) : '')) + .filter((x) => x !== '') + .slice(0, 20); + const survivingRef = str(o.survivingRef, 200); + const into = str(o.into, 200); + if (nationRefs.length > 0 && survivingRef && into) { + out.push({ kind: 'merge', nationRefs, survivingRef, into }); + } + } + } + return out; +} + /** * Validate and normalize an arbitrary parsed object into a safe TurnResult. * Ignores unknown/invalid entries; clamps numeric stats to 0-100. Returns null @@ -331,6 +381,7 @@ export function validateTurnResult(input: unknown): TurnResult | null { relations: [], territoryChanges: [], unowned: [], + nationOps: [], }; if (Array.isArray(o.events)) { @@ -415,17 +466,29 @@ export function validateTurnResult(input: unknown): TurnResult | null { } } + // (v0.23, #16 P4a) Nation-management ops the LLM proposes this turn. These + // are NOT applied by the turn — applyTurnResult appends them to the pending + // list for the player to confirm/reject. + result.nationOps = validateNationOps(o.nationOps); + return result; } /** - * A turn is "meaningful" if it produced at least an event, a stat change, or - * a no-man's-land release (v0.22 #16 P3: a release is a real world change even - * when the model under-narrates it, so it must survive the retry/nudge path - * instead of being replaced by the generic "unclear" result). + * A turn is "meaningful" if it produced at least an event, a stat change, a + * no-man's-land release (v0.22 #16 P3: a release is a real world change even + * when the model under-narrates it), or a nation-op proposal (v0.23 #16 P4a: + * a proposal is a real pending-world change the player will resolve, so it + * must survive the retry/nudge path instead of being replaced by the generic + * "unclear" result). */ export function isMeaningful(result: TurnResult): boolean { - return result.events.length > 0 || result.stateChanges.length > 0 || result.unowned.length > 0; + return ( + result.events.length > 0 || + result.stateChanges.length > 0 || + result.unowned.length > 0 || + result.nationOps.length > 0 + ); } // --- Applying the delta ------------------------------------------------------- @@ -443,7 +506,10 @@ function genericUnclearEvent(state: GameState): TurnEventSpec { /** * Apply a TurnResult to a GameState immutably: advance the date/turn, append * events, apply stat changes (clamped), symmetric relations, and territory - * moves (including no-man's-land releases, v0.22 #16 P3). + * moves (including no-man's-land releases, v0.22 #16 P3). It also appends any + * proposed nation-ops to the pending list (v0.23 #16 P4a) without applying + * them — see the doc comment on `pendingNationOps` for why that list + * deliberately survives across turns. */ export function applyTurnResult(state: GameState, result: TurnResult, validKeys?: ReadonlySet): GameState { const next: GameState = JSON.parse(JSON.stringify(state)); @@ -559,6 +625,13 @@ export function applyTurnResult(state: GameState, result: TurnResult, validKeys? } next.unowned = [...unowned]; + // (v0.23, #16 P4a) Nation-op proposals are NOT applied by the turn — they + // are appended to the pending list, which (unlike `pending`) SURVIVES + // across turns until the player confirms or rejects each one. `next` is a + // deep clone of `state`, so `next.pendingNationOps` is a copy of whatever + // the state already held (or undefined for a legacy row) — start from that + // and append the new proposals, defaulting a missing field to `[]`. + next.pendingNationOps = [...(next.pendingNationOps ?? []), ...result.nationOps]; return next; } @@ -593,6 +666,96 @@ export function removeRoundItem(state: GameState, index: number | undefined): Ga return next; } +// --- Nation-management ops (v0.23, #16 P4a: the hybrid "LLM proposes, +// player confirms" model) ---------------------------------------------------- +// +// A NationOp proposed by a turn lands in `GameState.pendingNationOps` (see +// applyTurnResult) and waits there across turns. These functions resolve the +// player's decision on one pending proposal, by index. Like removeRoundItem +// they are pure: clone the state, mutate the clone, bump `version` once, +// return the new state — and return `null` for a bad index so the route can +// answer 400 without mutating anything. + +/** True when `index` is a valid, in-bounds integer position in the pending list. */ +function validPendingOpIndex(state: GameState, index: number): boolean { + const len = state.pendingNationOps?.length ?? 0; + return Number.isInteger(index) && index >= 0 && index < len; +} + +/** + * Resolve a nation reference (the `nationRef` of a NationOp — the LLM may + * write either the nation's stable `id` or its human-readable `name`) to a + * concrete nation id: an exact id match wins, then a unique case-insensitive + * name match. Returns `null` when the reference is empty, unknown, or + * ambiguous (two or more nations share that name) — every caller treats + * `null` as "no-op" and nothing here ever throws. + */ +export function resolveNationRef(state: GameState, ref: string): string | null { + const r = (ref ?? '').trim(); + if (!r) return null; + if (state.nations[r]) return r; // exact id first + const matches = Object.values(state.nations).filter( + (n) => n.name.trim().toLowerCase() === r.toLowerCase(), + ); + return matches.length === 1 ? matches[0].id : null; +} + +/** + * Apply one NationOp to a state, MUTATING the passed object in place (the + * caller passes a clone — confirmNationOp does) and NOT bumping `version` + * (the route-level functions do that once per decision). Rename changes only + * `Nation.name` — the id, its territory, its relations (keyed by id), and the + * player pointer all stay valid, so nothing downstream breaks; a + * player-supplied `edits.name` overrides the proposed `to` (an empty edit + * falls back to the proposal's own name). An unresolvable or ambiguous + * `nationRef` is a silent no-op. Split and merge are declared for P4b and are + * a no-op until then — the op stays pending-free once the player resolves it, + * but the world does not change yet. + */ +export function applyNationOp(state: GameState, op: NationOp, edits?: { name?: string }): void { + if (op.kind !== 'rename') return; // split/merge: declared for P4b, not applied yet + const id = resolveNationRef(state, op.nationRef); + if (id === null) return; // invalid/ambiguous ref: no-op + const n = state.nations[id]; + if (!n) return; + const name = (edits?.name ?? '').trim() || op.to.trim(); + if (name) n.name = name; +} + +/** + * Confirm a pending nation-op proposal by index: apply it (a rename takes + * effect, optionally with a player-edited name; split/merge are a no-op until + * P4b) and remove it from `pendingNationOps`, bumping `version`. Returns + * `null` for an invalid index, so the route answers 400 without mutating. + * Reused by the /nation-op/confirm route. + */ +export function confirmNationOp( + state: GameState, + index: number, + edits?: { name?: string }, +): GameState | null { + if (!validPendingOpIndex(state, index)) return null; + const next: GameState = JSON.parse(JSON.stringify(state)); + next.version = (state.version ?? 0) + 1; + const op = next.pendingNationOps[index]; + applyNationOp(next, op, edits); + next.pendingNationOps.splice(index, 1); + return next; +} + +/** + * Reject (drop) a pending nation-op proposal by index without applying it, + * bumping `version`. Returns `null` for an invalid index, so the route + * answers 400 without mutating. Reused by the /nation-op/reject route. + */ +export function rejectNationOp(state: GameState, index: number): GameState | null { + if (!validPendingOpIndex(state, index)) return null; + const next: GameState = JSON.parse(JSON.stringify(state)); + next.version = (state.version ?? 0) + 1; + next.pendingNationOps.splice(index, 1); + return next; +} + /** * Run one turn end-to-end against the (injectable) LLM: build prompts, parse/ * validate, retry once with a nudge if the result is empty/invalid, and — if @@ -674,6 +837,7 @@ export async function runTurn(opts: { relations: [], territoryChanges: [], unowned: [], + nationOps: [], }; } diff --git a/server/index.ts b/server/index.ts index ffee203..f4696f2 100644 --- a/server/index.ts +++ b/server/index.ts @@ -128,6 +128,10 @@ app.post('/api/games', (req: Request, res) => { // starts with nothing released; this list grows as the LLM releases // regions and shrinks as they get re-claimed. unowned: [], + // (v0.23, #16 P4a) No pending nation-op proposals on a fresh game; the + // list grows as the LLM proposes renames (and, later, splits/merges) and + // shrinks as the player confirms or rejects them. + pendingNationOps: [], }; // v0.19 (#16 P1): expand each nation's ISO_A3 country list to the region keys // of all its sub-regions, so ownership (and the choropleth) is at region diff --git a/server/map.test.ts b/server/map.test.ts index 7f34ad1..f469f4e 100644 --- a/server/map.test.ts +++ b/server/map.test.ts @@ -48,6 +48,7 @@ const state: GameState = { pending: [], version: 1, unowned: [], + pendingNationOps: [], }; // The RegionMap built from the fixture: the authoritative region key → owner source. diff --git a/server/regions.test.ts b/server/regions.test.ts index d6a3dd9..567c3a4 100644 --- a/server/regions.test.ts +++ b/server/regions.test.ts @@ -87,6 +87,7 @@ describe('regions (region-key loader, v0.19 #16 P1)', () => { pending: [], version: 1, unowned: [], + pendingNationOps: [], }; // 16 GBR sub-regions + 42 FRA sub-regions, no overlap between the two. expect(allTerritoryKeys(state).size).toBe(58); diff --git a/server/stub.ts b/server/stub.ts index 85e1763..3e09a95 100644 --- a/server/stub.ts +++ b/server/stub.ts @@ -57,6 +57,10 @@ function truncate(s: string, n: number): string { * always returns `unowned: []`) — e2e assertions rely on its fully-deterministic * one-conquest behavior, so the release/re-claim path is exercised by unit * tests only (see server/engine.test.ts). + * + * (v0.23, #16 P4a) The stub likewise NEVER proposes nation-management ops (it + * always returns `nationOps: []`) — the propose→confirm/reject flow is + * covered by unit tests only, keeping the e2e assertions untouched. */ export function deterministicTurn(p: StubPayload): TurnResult { const state = p.state; @@ -121,6 +125,7 @@ export function deterministicTurn(p: StubPayload): TurnResult { relations: otherId ? [{ a: pid, b: otherId, set: 'ally' }] : [], territoryChanges, unowned: [], // the stub never creates no man's land (see doc comment) + nationOps: [], // the stub never proposes nation ops (see doc comment) }; } diff --git a/shared/protocol.ts b/shared/protocol.ts index eedb80f..a8b73d0 100644 --- a/shared/protocol.ts +++ b/shared/protocol.ts @@ -30,6 +30,74 @@ export interface TerritoryChange { lose: string[]; } +// --- Nation-management ops (v0.23, #16 P4a: the hybrid "LLM proposes, player +// confirms" model) ----------------------------------------------------------- +// +// Unlike stat / relation / territory deltas, a NationOp proposed in a turn is +// NOT applied by that turn. It is stored as a *pending proposal* in +// `GameState.pendingNationOps` and only takes effect when the player confirms +// it (optionally editing it) or is dropped when the player rejects it. Rename +// is implemented in v0.23 (P4a); split and merge are declared here so the union +// is stable for P4b, and are defensively accepted-but-not-applied until then. + +/** + * The identity reference a nation is addressed by inside a {@link NationOp}. + * The LLM may use either the nation's stable `id` (the `nations` record key, + * e.g. `f`) or its human-readable `name` (e.g. `France`); the engine resolves + * it to a concrete `nationId` (id first, then a unique name match — see the + * engine's `resolveNationRef`). + */ + +/** + * A **rename** proposal: change a nation's human-readable `name`. Only the + * `name` changes — the stable `id`, its territory keys, its relations (keyed + * by id), and the player pointer are all left untouched, so nothing downstream + * breaks. `to` is the new display name. + */ +export interface RenameOp { + kind: 'rename'; + /** The target nation's id or current name (see the note above). */ + nationRef: string; + /** The new display name to apply when the player confirms. */ + to: string; +} + +/** + * A **split** proposal (declared for #16 P4b; **not** applied by the engine yet + * — it is accepted into the pending list, but confirming it is a no-op until + * P4b lands). Describes the new nations a source nation is divided into. + */ +export interface SplitOp { + kind: 'split'; + /** The id/name of the nation being split. */ + nationRef: string; + /** The new nations created from the split. */ + parts: Array<{ name: string; territory?: string[] }>; +} + +/** + * A **merge** proposal (declared for #16 P4b; **not** applied by the engine yet + * — accepted into the pending list, no-op on confirm until P4b). Folds several + * nations into a single surviving nation. + */ +export interface MergeOp { + kind: 'merge'; + /** The id/name of every nation folded into the result. */ + nationRefs: string[]; + /** The id/name of the nation that survives and keeps its identity. */ + survivingRef: string; + /** The name to give the merged nation. */ + into: string; +} + +/** + * A structural operation on the set of nations that the LLM may propose in a + * turn (`TurnResult.nationOps`). See the section comment above for the hybrid + * propose→confirm semantics. Rename is implemented (P4a); split/merge are + * declared for P4b and are a safe no-op until then. + */ +export type NationOp = RenameOp | SplitOp | MergeOp; + /** One narrative event the LLM proposes for this turn. */ export interface TurnEventSpec { nation: string; @@ -56,6 +124,15 @@ export interface TurnResult { * empty on normal turns. */ unowned: string[]; + /** + * (v0.23, #16 P4a) Nation-management ops the LLM proposes this turn. These + * are NOT applied by the turn: each is appended to + * `GameState.pendingNationOps` as a proposal awaiting the player's + * confirm/reject. Rename is the only kind the engine currently applies; + * split/merge are declared for P4b and are accepted-but-dropped. Empty on + * turns where the model proposes none. + */ + nationOps: NationOp[]; } /** Per-region map payload: region key -> owning nation + its stable color. */ @@ -162,6 +239,32 @@ export interface RemoveQueueItemResponse { game: GameState; } +/** + * (v0.23, #16 P4a) Confirm a pending nation-op proposal by its index in + * `game.pendingNationOps`. A rename takes effect (the player may override the + * proposed name via `edits.name`); split/merge proposals are a no-op on + * confirm until P4b. No LLM call, no turn advance. + */ +export interface ConfirmNationOpRequest { + index: number; + /** Optional player edits applied on confirm (rename: the final display name). */ + edits?: { name?: string }; +} +export interface ConfirmNationOpResponse { + game: GameState; +} + +/** + * (v0.23, #16 P4a) Reject (drop) a pending nation-op proposal by its index + * in `game.pendingNationOps` without applying it. No LLM call, no turn advance. + */ +export interface RejectNationOpRequest { + index: number; +} +export interface RejectNationOpResponse { + game: GameState; +} + export interface AdvisorRequest { /** Optional prompt to steer the brainstorm. */ prompt?: string; diff --git a/shared/types.ts b/shared/types.ts index 297290b..0d369ad 100644 --- a/shared/types.ts +++ b/shared/types.ts @@ -1,5 +1,9 @@ // Domain types — the single source of truth shared by the frontend (src/), the // backend (server/), and the LLM prompt contract. No runtime dependencies here. +// (The single `import type` below erases at compile time, so no runtime +// dependency on protocol.ts is introduced — see the GameState.pendingNationOps +// doc comment.) +import type { NationOp } from './protocol'; /** A nation's 0–100 status indices. Every value is clamped to 0–100 by the engine. */ export interface NationStats { @@ -133,6 +137,21 @@ export interface GameState { * this defaulted to `[]` (see server/db.ts). */ unowned: string[]; + /** + * (v0.23, #16 P4a) Nation-management ops the LLM has proposed but the player + * has not yet resolved: a *pending proposal* list, as opposed to `pending` + * (the current round's queued player actions). A turn NEVER applies one — + * `applyTurnResult` appends the turn's `nationOps` to this list, and each + * proposal survives across turns until the player resolves it: confirming + * applies it (a rename changes `Nation.name` only — the id, its territory, + * its relations, and the player pointer all stay valid) and removes it; + * rejecting removes it without applying. Split/merge are declared for P4b + * and are a safe no-op on confirm until then. Always `[]` on a fresh game; + * rows saved before v0.23 load with this defaulted to `[]` (see server/db.ts). + * (The `NationOp` type lives in protocol.ts; the import there is type-only, + * so this file still has no runtime dependencies.) + */ + pendingNationOps: NationOp[]; } /**