Nation-op proposals (P4a, #16): protocol types, pendingNationOps state, engine propose/resolve (stage 1)
- shared/protocol.ts: RenameOp/SplitOp/MergeOp + NationOp union; TurnResult.nationOps (required); ConfirmNationOp/RejectNationOp request+response types - shared/types.ts: GameState.pendingNationOps (type-only import of NationOp — no runtime cycle) - server/engine.ts: validateNationOps parser wired into validateTurnResult; isMeaningful counts proposals; applyTurnResult appends to the surviving pending list (never applies); runTurn fallback literal; system prompt gains the nationOps JSON field + rename proposal rule (both modes); new resolveNationRef/applyNationOp/confirmNationOp/rejectNationOp (id-first then unique case-insensitive name; rename changes Nation.name only; split/merge no-op until P4b; index validation returns null for 400) - server/db.ts: legacy rows load with pendingNationOps defaulted to [] - server/index.ts: fresh games start with pendingNationOps: [] - server/stub.ts: deterministicTurn returns nationOps: [] (the stub never proposes — unit-only coverage, matching P3) - tests: fixture updates (engine/db/map/regions) + new suites for resolveNationRef, validateNationOps, proposal lifecycle, confirm/reject (151 tests total)
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@@ -1,5 +1,9 @@
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// Domain types — the single source of truth shared by the frontend (src/), the
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// backend (server/), and the LLM prompt contract. No runtime dependencies here.
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// (The single `import type` below erases at compile time, so no runtime
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// dependency on protocol.ts is introduced — see the GameState.pendingNationOps
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// doc comment.)
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import type { NationOp } from './protocol';
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/** A nation's 0–100 status indices. Every value is clamped to 0–100 by the engine. */
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export interface NationStats {
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@@ -133,6 +137,21 @@ export interface GameState {
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* this defaulted to `[]` (see server/db.ts).
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*/
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unowned: string[];
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/**
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* (v0.23, #16 P4a) Nation-management ops the LLM has proposed but the player
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* has not yet resolved: a *pending proposal* list, as opposed to `pending`
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* (the current round's queued player actions). A turn NEVER applies one —
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* `applyTurnResult` appends the turn's `nationOps` to this list, and each
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* proposal survives across turns until the player resolves it: confirming
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* applies it (a rename changes `Nation.name` only — the id, its territory,
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* its relations, and the player pointer all stay valid) and removes it;
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* rejecting removes it without applying. Split/merge are declared for P4b
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* and are a safe no-op on confirm until then. Always `[]` on a fresh game;
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* rows saved before v0.23 load with this defaulted to `[]` (see server/db.ts).
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* (The `NationOp` type lives in protocol.ts; the import there is type-only,
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* so this file still has no runtime dependencies.)
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*/
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pendingNationOps: NationOp[];
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}
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/**
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