Add the 10th modular LLM ability: a turn-transient TurnResult.migration
lever declaring population flows between nations (migration / refugees /
diaspora / exodus). The source loses a little population + economy, the
destination gains a little (a large influx also strains its stability),
and the from<->to relation is nudged one step toward the positive end of
the ally/neutral/rival/hostile ladder (capped by kind; a war is never
touched). Deterministic per-scale tables, no hidden randomness, clamped
0-100, mirrored to owned regions, re-derived aggregates; never moves
territory. Registered last in ABILITIES; user prompt unchanged
(user.txt golden byte-identical), system goldens re-baselined. Fixes#64.
Add the 9th modular LLM ability: a turn-transient `TurnResult.disasters`
lever letting the LLM declare natural/man-made disasters (earthquake /
flood / volcanic / wildfire / famine / plague / epidemic) on a nation or
a region, applying a DETERMINISTIC (type, severity) stat dip (no hidden
randomness). Like the hybrid layer it owns no GameState field, needs no
db.ts change, and leaves no durable list — an ongoing plague/epidemic is
simply re-declared each turn it persists.
- shared/protocol.ts: DisasterType / DisasterSeverity / DisasterEvent /
DisastersOps, and `TurnResult.disasters` (between `ideology` and
`markers`; required, default `{ events: [] }`).
- server/abilities/disasters.ts: the ability module (validate / apply /
schemaLine / constraint / isMeaningful / inert stub / empty payload; no
stateFields). `DISASTER_EFFECTS` is the deterministic (type, severity)
dip table (population never touched). Target resolution mirrors hybrid
(a region key hits its SOLE owner; 0/2+ owners dropped) but has NO
`from` field, so there is no self-target drop. Dips clamp to 0-100,
mirror to the target's regions (regionStats), and re-derive the target
nation's stats (same 0-region / no-entry guards).
- Registered last in ABILITIES (after ideology). System-prompt goldens
regenerated (one schema line + one constraint bullet each); the
user.txt golden stays byte-identical (payload() is {}).
- New server/abilities/disasters.test.ts (33 tests); registry.test.ts
updated to the 9-ability contract.
- Secondary cleanups from the v0.40 refactor: AGENTS.md (abilities/ in
the Layout tree + a "how to add a new ability" bullet + a disasters
bullet), delete the orphaned validateTakeovers JSDoc, fold both inline
`as unknown` casts into the top-level ./abilities import, and de-dup
`str` (now imported from ./abilities/shared).
Version bumped 0.40.0 -> 0.41.0.
Adds server/abilities/registry.test.ts, the safety net for the refactor:
- GOLDEN PROMPTS: the refactored engine's system prompt (both tool
variants) and user prompt are asserted BYTE-IDENTICAL to the committed
fixtures in server/abilities/goldens/ (captured in P1 from the
pre-refactor engine). The state builder the goldens were captured from
is re-embedded here, with a REGEN_GOLDENS=1 mode to rewrite the
fixtures after an intentional prompt change (verified a no-op — the
refactored output is exactly stable).
- REGISTRY CONTRACT: ABILITIES is the canonical 8-ability order with 8
distinct TurnResult fields; each ability's default() equals the
canonical TurnResult default and is a FRESH value (never a shared
reference); the default is never "meaningful" while a populated value
is; the registry declares exactly the durable GameState fields the db
migration must default (wars/trades/embargoes/industry); the registry
composes (a hypothetical extra ability appends cleanly to every
uniform loop); and the engine still re-exports every name its callers
import from it (backward compatibility).
The throwaway _golden-capture.ts is deleted (its logic is now the
REGEN mode of this test).
Fixes#74