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@@ -327,6 +327,57 @@ history/
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`server/protocol.test.ts`, `server/db.test.ts`, `server/regions.test.ts`,
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`scripts/region-geo.test.ts`). **PR 1 of 2 — deliberately NOT deployed** (the user deploys
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when PR 2, the per-region LLM lever, ships).
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- **Wars — `GameState.wars`, a first-class conflict entity (v0.33, #56).**
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Since v0.33 the `war` relation is no longer a bare boolean flag but a named `War` entity in
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`GameState.wars` (required, `[]` at creation; a legacy SQLite row without the field loads as
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`[]` — additive, never wipes). Each `War` has a stable id (`w1`, `w2`, …), a `sides` list
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(≥2 distinct nation ids — any two distinct members are at war with each other), `declaredTurn`,
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`declaredDate`, optional `aims`, a `status` (`active` / `armistice` / `capitulation`), and an
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optional `front` (region keys). `TurnResult.wars = { declare: WarDeclareOp[]; end: WarEndOp[] }`
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(both required, default `[]`): a **declare** creates a new active `War` (sides resolved via
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`resolveNationRef` — id first, then case-insensitive unique name; a declare with <2 resolved
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distinct sides is dropped); an **end** finds a war by id (unknown → no-op, never throw) and sets
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its `status` to the outcome (`armistice` or `capitulation`). After declare/end,
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`syncWarRelations(prev, next)` enforces the derived `war` relation: any two nations on opposite
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sides of ≥1 **active** war get `war` in both directions (overriding lesser statuses — you
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cannot "make peace" without ending the war); when a war ends, the pairs it caused that are not
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covered by another active war fall back to `hostile`. A **bare** `war` relation with no matching
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active war (legacy/back-compat) is never downgraded and never force-created. **Mutual-defense
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drag-in**: when a war is declared, each belligerent's `ally`-relation partners are added to the
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war's `sides` (one level, no cascade; deterministic — sides in declared order, allies in sorted
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id order). The system prompt documents the field + declare/end ops (at most 1–2 declarations
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per turn, each narrated in `events`); `buildUserPrompt` carries the current **active** wars
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(as `WarInfo[]`: id + sides + aims) so the model can `end` by id. The **stub never declares or
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ends** a war (`wars: { declare: [], end: [] }`) — e2e (CI, `LLM_STUB=1`) is unaffected and the
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path is unit-tested only (`server/engine.test.ts`).
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- **Hybrid war — `TurnResult.hybrid`, a deterministic non-kinetic operations spectrum (v0.34, #57).**
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`TurnResult.hybrid = { ops: HybridOp[] }` (required; default `{ ops: [] }`) adds a covert /
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hybrid-warfare spectrum alongside the kinetic `regionChanges` lever: `HybridOp =
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{ type, from, target, detail?, outcome? }` with `type ∈ spy | sabotage | assassinate |
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cyber | economic | information | proxy` and `outcome ∈ success | exposed` (the LLM
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declares its *intended* outcome; the engine applies the deterministic effect).
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`from`/`target` are refs resolved by the shared `resolveNationRef` (id first, then
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case-insensitive unique name); a `target` that is not a resolvable nation is treated
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as a region key — it hits that region's SOLE owner (a key with 0 or 2+ owners — or the
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acting nation itself — is dropped, never thrown). Per type: `sabotage` dips `economy`
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(−3), `economic` dips `economy` (−5), `cyber` dips `military` (−3), `assassinate` dips
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`stability` (−5); `information` nudges the from↔target relation one step apart (capped
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at `hostile`), `proxy` likewise but capped at `rival`; `spy` is informational only.
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A region-target dip lands on the single `regionStats[regionKey]` entry (hybrid ops
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never move territory — `regionChanges` is the only lever that does); a nation-target
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dip lands on every region the nation owns; afterwards the target's derived `stats` is
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re-derived (0-region / no-entry guards), so the effect persists and the sole-ownership
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invariant is untouched. **Exposed** (`outcome: "exposed"`) is a backfire: the intended
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effect is NOT applied; instead the from↔target relation moves one step *toward*
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`hostile` (capped; `war` is never created or escalated by an exposed op) and a
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diplomatic/failed event is auto-appended to the turn's `events`.
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**Additive only — no `GameState.hybrid` field, no `db.ts` change** (the ops are
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consumed inside `applyTurnResult` after territory + wars and before markers).
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`isMeaningful` counts hybrid ops; the system prompt documents the field + per-type
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effects (the "unclear" fallback and the stub both return `hybrid: { ops: [] }`), and the
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user payload carries the player's `relations` map so the model can reason about the
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relation caps. The **stub never** proposes a hybrid op, so e2e (CI, `LLM_STUB=1`) is
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unaffected and the path is unit-tested only (`server/engine.test.ts`).
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- **Map click → dossier target (owner resolved from the RegionMap, by region key).**
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Clicking a sub-region does NOT open a popup — it switches the dossier to that sub-region's
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owning nation (`focusNation(ownerId, {name})` in `App.tsx`, which also records which region was
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@@ -2,6 +2,72 @@
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All notable changes to **History** are listed here, newest first.
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## v0.34.0 — 2026-10-15 16:35
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- **#57: Espionage & Hybrid War — a non-kinetic operations spectrum with a deterministic per-type effect and an exposure backfire.** Every prior turn lever was kinetic (conquest, state-change, region-change, wars, takeovers) or a player-confirmed proposal (nation ops). This version adds `TurnResult.hybrid = { ops: HybridOp[] }` (required, default `{ ops: [] }`) so the model can run **covert, non-kinetic** operations: spies, sabotage, assassination attempts, cyberattacks, economic pressure, disinformation, and proxy support. Unlike territory these **never move borders** — they dip a target's stats or sour a relation. The engine is **fully deterministic (no hidden randomness)**: the LLM declares an intended `outcome` (`success` by default, or `exposed`); a successful op applies its small per-type effect, an `exposed` op **backfires** (no effect, the actor's relation with the target sours one step toward hostile, and an auto `diplomatic`/`failure` event is emitted).
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- **Protocol (`shared/protocol.ts`).** New `HybridOpType` (the seven types) + `HYBRID_OP_TYPES` const, and the `HybridOp` interface (`{ type; from; target; detail?; outcome? }`). `from` is the acting nation (id or unique name — resolved at apply time); `target` is **either** a nation (id/name) **or** a region key (hits that region's sole owner). `TurnResult.hybrid = { ops: HybridOp[] }` is required, placed between `wars` and `markers`.
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- **Engine (`server/engine.ts`).**
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- `isHybridOpType(t)` — exported guard over the seven types.
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- `validateHybridOps(raw)` — new exported, defensive validator (never throws): accepts the `{ ops: […] }` object **or** a bare array; each op needs a known `type`, a non-empty `from` (≤200) and non-empty `target` (≤200); `outcome:'exposed'` is kept (success/missing is omitted to keep the shape minimal); `detail` capped at 300.
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- `HYBRID_STAT_EFFECT` — exported table of the deterministic per-type stat dip: `sabotage`→economy −3, `assassinate`→stability −5, `cyber`→military −3, `economic`→economy −5; `spy`/`information`/`proxy` have no stat effect.
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- `shiftRelationTowardHostile(state, a, b, cap)` — exported; nudges the bilateral relation **one** rung up the hostile ladder (`ally→neutral→rival→hostile`), symmetrically, capped at `cap`; a missing relation starts at `neutral`; a `war` relation is never touched (a covert op neither fabricates nor downgrades a war). Used for the `information`/`proxy` nudge and the `exposed` backfire.
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- `resolveHybridTarget(state, target, validKeys?)` — internal; resolves a target to the concrete nation it affects: a nation ref via `resolveNationRef`, else a region key's **sole** owner (0 or 2+ owners → not targetable); `validKeys` (when supplied) gates the region path.
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- `applyHybridOp(next, op, geoOf?, validKeys?, regionNameOf?, actingTurn?)` — internal; resolves `from`/`target` (unknown/ambiguous actor, unresolvable target, and self-targets are dropped — never throw), then applies the per-type effect: an `exposed` op backfires (relation sours one step, cap hostile, auto `diplomatic`/`failure` event); a successful stat op dips the target's `regionStats` (the single named region for a region target, otherwise **every** region the target owns) and re-derives the target nation's aggregate stats (same 0-region/no-entry guards as the main recompute) so the effect persists; `information`/`proxy` nudge the relation (caps `hostile`/`rival`); `spy` is informational only.
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- `applyTurnResult` — new **hybrid block** (after the wars block, before markers): applies each validated op against the post-wars state. Sole ownership is preserved (a hybrid op affects stats, never ownership).
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- `isMeaningful` — a non-empty `hybrid.ops` makes a turn meaningful.
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- `validateTurnResult` — initializes and validates `hybrid` (default `{ ops: [] }`).
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- `buildSystemPrompt` — documents the `hybrid` field and a HARD CONSTRAINTS bullet (non-kinetic, never moves borders, the per-type effects, the `exposed` backfire, region-key targets hit the sole owner, at most a few per turn, narrate each in `events`) in both tool and plain modes.
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- `buildUserPrompt` — new optional `relations` param (the player's `nationId → RelationStatus` map) so the model sees the ladder its ops nudge and the starting point before a backfire; emitted only when provided.
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- `runTurn` — computes the player's `relations` from state and passes them as the last `buildUserPrompt` arg; the "unclear" fallback carries `hybrid: { ops: [] }`.
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- **Additive only.** No `GameState` field, **no** DB migration, **no** `db.ts` change — `hybrid` lives entirely in the `TurnResult` and is consumed by `applyTurnResult`.
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- **Stub (`server/stub.ts`).** `deterministicTurn` returns `hybrid: { ops: [] }` — the stub **never** runs a covert op (mirrors `nationOps: []`, `takeovers: []`, `wars`). `StubPayload` gains an optional `relations` field (ignored). E2E (CI, `LLM_STUB=1`) is fully unaffected; the path is unit-tested only.
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- **Unit tests (`server/engine.test.ts`).** ~30 new tests: `isHybridOpType`; `validateHybridOps` (both raw shapes, trim/cap, exposed-vs-success, drop rules); `validateTurnResult` — hybrid; `isMeaningful` — hybrid; `shiftRelationTowardHostile` (ladder, caps, war-untouched, missing=neutral); `applyTurnResult` — hybrid (each stat type's dip, nation-vs-region target, the per-type relation nudge & caps, `exposed` backfire + auto event, exposed-on-war, drop rules for unknown actor / self-target / unknown region / double-owned region, the `validKeys` gate, borders-untouched invariant, `HYBRID_STAT_EFFECT` magnitudes); `buildSystemPrompt` — hybrid contract (both modes); `buildUserPrompt` — relations; stub — hybrid.
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- **Client.** No change — hybrid ops are an engine/LLM concern; their effects surface through the existing stats, relations, and event feed.
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- **AGENTS.md.** New convention entry documenting the `hybrid` field, the deterministic per-type effects, the `exposed` backfire, the region-vs-nation targeting, and the stub/test coverage.
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## v0.33.0 — 2026-10-15 15:45
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- **#56: War as a first-class state — the `war` relation becomes a named `War` entity.** The v0.22+ `war` relation was a bare boolean flag on the `Relation` type with no lifecycle, no identity, and no way to distinguish "at war since 1939" from "at war since 1941" or to narrate the end of a conflict. This version promotes it to a first-class `War` entity in `GameState.wars` with a stable id, sides, declaration date/turn, optional aims, a lifecycle status (`active` / `armistice` / `capitulation`), and an optional front (region keys). The LLM declares and ends wars via `TurnResult.wars = { declare, end }` (both required, default `[]`); the engine creates/updates the entity and **derives** the `war` relation from active wars (any two nations on opposite sides of ≥1 active war get `war` in both directions, overriding lesser statuses — you cannot "make peace" without ending the war). When a war ends, the pairs it caused that are not covered by another active war fall back to `hostile`. A **bare** `war` relation with no matching active war (legacy/back-compat) is never downgraded and never force-created. **Mutual-defense drag-in**: when a war is declared, each belligerent's `ally`-relation partners are added to the war's `sides` (one level, no cascade; deterministic — sides in declared order, allies in sorted id order), so the dragged-in ally becomes `war` with all belligerents including its former ally.
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- **Types (`shared/types.ts`).** New `War` interface (`id`, `sides: string[]` ≥2 distinct, `declaredTurn: number`, `declaredDate?: string`, `aims?: string[]`, `status: 'active'|'armistice'|'capitulation'`, `front?: string[]`); `GameState.wars: War[]` (required, `[]` at creation; a legacy SQLite row without the field loads as `[]` — additive, never wipes).
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- **Protocol (`shared/protocol.ts`).** New `WarDeclareOp` (`{ sides: string[]; aims?: string[] }`) and `WarEndOp` (`{ id: string; outcome: 'armistice'|'capitulation'; terms?: string }`); `TurnResult.wars = { declare: WarDeclareOp[]; end: WarEndOp[] }` (both required, default `[]`). New `WarInfo` interface (`{ id; sides; aims? }`) for the user-prompt payload.
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- **Engine (`server/engine.ts`).**
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- `validateWarOps(raw)` — new exported, defensive validator (never throws): non-object → empty; `declare` — sides trimmed/capped 200/deduped, ≥2; aims ≤5×200; `end` — id ≤200, outcome exactly `armistice`|`capitulation`, terms ≤400.
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- `activeWarPairs(wars): Set<string>` — NUL-joined sorted pair keys for active-only wars.
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- `atWar(wars, a, b)` — convenience check.
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- `syncWarRelations(prev, next)` — exported; enforces the derived `war` relation (active pairs → `war` both directions; ended pairs not covered by another active war → `hostile`; bare `war` never downgraded, never force-created).
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- `freshWarId(taken)` — first free of `w1`, `w2`, … (next to `freshNationId`).
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- `applyTurnResult` — new **wars block** (after takeovers, before markers): declare → create `War` (sides resolved via `resolveNationRef`; <2 distinct → dropped); end → find by id (unknown → no-op); then `syncWarRelations(state, next)`.
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- `isMeaningful` — a non-empty `declare` or `end` makes a turn meaningful.
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- `buildSystemPrompt` — documents the `wars` field (declare/end, at most 1–2 per turn, each narrated in `events`; the `war` relation is derived — do not emit it directly for active-war pairs).
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- `buildUserPrompt` — carries current **active** wars as `WarInfo[]` so the model can `end` by id.
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- `runTurn` — computes active-only `wars` from `state.wars`, passes as last arg; the "unclear" fallback carries `wars: { declare: [], end: [] }`.
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- **DB (`server/db.ts`).** `load` defaults `state.wars` to `[]` when absent (after the markers default, before `migrateRegionStats`).
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- **Stub (`server/stub.ts`).** `deterministicTurn` returns `wars: { declare: [], end: [] }` — the stub never declares or ends a war (mirrors `nationOps: []`, `takeovers: []`). E2E (CI, `LLM_STUB=1`) is unaffected; the path is unit-tested only.
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- **Unit tests (`server/engine.test.ts`).** ~30 new tests: `freshWarId`, `validateWarOps`, `validateTurnResult` (wars), `activeWarPairs` / `atWar`, `syncWarRelations`, `applyTurnResult` — wars (declare creates war + derives relations; end removes active status + un-derives relations; mutual-defense drag-in; unknown-id end no-op; duplicate declare skip; unresolvable-ref drop; bare-war back-compat; relations-override-forced-back; same-turn declare+end leaves prior relation untouched), `isMeaningful` — wars, `buildSystemPrompt` — wars contract, `buildUserPrompt` — wars, stub — wars.
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- **Client.** No change — wars are an engine/LLM concern; the UI already renders the `war` relation from the `Relation` type (which the engine now keeps in sync).
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- **AGENTS.md.** New convention entry documenting the `War` entity, the `syncWarRelations` algorithm, the mutual-defense drag-in, and the stub/test coverage.
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## v0.32.0 — 2026-10-15 10:56
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- **#54: non-military takeovers become a visible regime change — a `Takeover` in the turn renames the nation.** The v0.30.0 stats work made stability a *soft* lever: the system prompt told the model that a low-stability nation (`stability < 30`) hosting a `gathering` marker "can suffer a non-military takeover — a coup, revolution or faction seizure of power", narrated with an event and a stat shock — but the model had no actual *field* to express the regime change itself, so the nation's name never changed and the takeover was invisible in the world. This version closes that gap with a new `TurnResult.takeovers` field: `Takeover = { nationRef, newRegimeName }`. Each entry is an **automatic, in-world** regime change applied directly by `applyTurnResult` (unlike `nationOps`, which are player-confirmed proposals) — the target nation's display `name` becomes `newRegimeName`, while its stable `id`, territory, relations (keyed by id), stats, and `playerNationId` are all preserved, so a player whose nation is overthrown keeps leading it under the new regime.
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- **Protocol (`shared/protocol.ts`).** New `Takeover` interface (`nationRef` + `newRegimeName`, both strings). `TurnResult.takeovers: Takeover[]` is **required** (default `[]`), placed between `nationOps` and `markers`.
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- **Engine (`server/engine.ts`).**
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- `validateTakeovers(raw)` — new exported, defensive validator (same style as `validateNationOps`, never throws): non-array → `[]`; each entry must be an object with a non-empty (whitespace-trimmed) `nationRef` **and** a non-empty `newRegimeName`, each capped at 200 chars; anything else is dropped. Resolution of `nationRef` (id first, then a case-insensitive unique name) happens at apply time via the existing `resolveNationRef` — an unknown or ambiguous ref is a no-op at apply, never a throw.
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- `validateTurnResult` populates `takeovers` from the validated array (and the generic "unclear" fallback in `runTurn` carries `takeovers: []`).
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- `applyTurnResult` applies takeovers **after** the per-region stats recompute and **before** the markers block (the rename is order-independent of territory/stats; marker owners are nation **ids**, not names, so the rename never disturbs the owner recompute).
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- `isMeaningful` — a turn that only performs a takeover is meaningful (it survives the retry/nudge path).
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- `buildSystemPrompt` — the JSON shape gains `"takeovers": [{…}]` and a new HARD CONSTRAINTS bullet documents the field: **automatic, NOT player-confirmed**; fire it when a low-stability nation hosting a `gathering` marker is overthrown (the v0.30 stability/gathering mechanic now has a concrete consequence), narrate it with a political/social success event plus a stability/economy shock, and use `nationOps` rename only for the player-confirmed kind of name change.
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- **Stub (`server/stub.ts`).** `deterministicTurn` returns `takeovers: []` (the stub never performs a takeover) — its one-conquest behavior and every e2e assertion are untouched; the regime-rename path is covered by unit tests only.
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- **Client.** No change — a takeover is just a nation `name` change, which the existing dossier / event feed / map rendering already show (the nation keeps its stable color, since that is keyed by id).
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- **Unit tests (`server/engine.test.ts`).** 15 new tests: the apply suite (a takeover renames the target with id/territory/relations/stats preserved; a takeover of the player's own nation preserves `playerNationId`; unknown ref → no-op; ambiguous ref → no-op; empty/whitespace `newRegimeName` dropped at validation; multiple takeovers in one turn all apply; a takeover turn bumps the version exactly once; case-insensitive name resolution); `isMeaningful` with takeovers; the system-prompt contract (both modes document the field + the automatic/not-player-confirmed rule + the stability/gathering tie-in + the distinction from `nationOps` rename); `validateTakeovers` (valid entries trimmed/capped, invalid dropped, non-array → `[]`, `validateTurnResult` carry-through + default); the stub returns `takeovers: []`. All existing `TurnResult` literals in the suite gained the new required field. Totals: **322 unit tests (14 files)**; typecheck, lint, and build green.
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## v0.31.0 — 2026-10-15 10:22
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- **#52: dynamic scenario generation — the "Create scenario" path.** An additive second way to start a game alongside the 5 static presets: the user picks one of **3 light era templates** (`ww2` 1939, `present` 2026, `near-future` 2035) and writes a free-text **description** (plus an editable start year), and the LLM **generates** a draft world + an advisor **checkpoint list** (step 1). The player reviews the checkpoints (approve/remove) and picks a nation to lead, and a second LLM call **finalizes** the world — constrained to the *approved* checkpoints — into a saved, playable `GameState` (step 2): a normal game at `#/game/<id>` that plays with the existing turn engine, map, and panels untouched. The 5 static presets and the turn stub (`server/stub.ts`) are 100% unchanged; a new deterministic **scenario stub** (a distinct transport discriminating the two calls by marker) makes the whole path reproducible under `LLM_STUB=1`.
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- **Era templates (`presets/templates/`).** Three small JSON seeds + an `index.json` manifest — each `{ id, name, year, eraDescription, suggestedPowers: [{ name, region (ISO_A3), note }], tensions: [] }` (e.g. near-future suggests a North American Union/USA, a Chinese Federation/CHN, a European Confederation/FRA, a Russian Union/RUS, with tensions like "autonomous weapons and the new arms race"). `server/templates.ts` is a tiny store mirroring `createPresetStore` (manifest + per-file load; a missing/broken file degrades to absent).
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- **Shared contract (`shared/scenario.ts`, dependency-free).** `EraTemplate` / `TemplateMeta` / `SuggestedPower`; `WorldDraft = { nations: WorldNation[]; events? }` where `WorldNation.territory` holds **ISO_A3 country codes** (not region keys) and `relations` are numeric sentiments (−100..100); `Checkpoint = string`; the four message shapes (`ScenarioDraftRequest/Response`, `ScenarioCommitRequest/Response`). Pure transforms: `validateWorldDraft(raw, { validCountryCodes })` — defensive parse/clamp/normalize that never throws (name-required, id kept-or-slug fallback, duplicate ids suffixed, territory upper-cased/deduped and filtered to known ISO_A3 codes when a valid set is given, relations re-keyed to assigned ids via id or case-insensitive name match with self/unknown refs dropped, optional backstory events kept only when they name a known nation; returns `null` when the result is unusable — no nations, or no valid territory to render); `relationFromScore` (≥60 ally · 0..59 neutral · −40..−1 rival · −80..−41 hostile · ≤−81 war); `worldDraftToGameState(draft, expand, playerNationId, opts)` — expands ISO_A3 territory to region keys via the injected `expand` (`expandCountriesToKeys` in production), seeds `regionStats` (so each owned region starts with its owner's stats and the derived aggregate equals them on turn 1), a clean turn-1 state (`version:1`, `turn:1`, empty `unowned`/`markers`/`pendingNationOps`/`pending`), `presetId: 'dynamic'`, and a guard that re-points a dangling `playerNationId` to the first nation so the game is always playable.
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- **Scenario LLM steps (`server/scenario.ts`).** Two plain `chat()` calls (no tools, no separate advisor endpoint — the advisor is embodied in step 1's checkpoint list): `generateDraft({ template, description, year })` → `{ world, checkpoints }` (the prompt carries the era description, suggested powers, tensions, the user's description, the year, and the valid ISO_A3 reference), and `finalizeWorld({ …, approvedCheckpoints, draft, playerNationId })` → final `GameState` (re-asked to produce the final world constrained to the approved checkpoints, based on the step-1 draft the client re-sends so the chosen nation survives; falls back to the draft itself when the model returns nothing usable). Same defensive parsing as the engine (strip fences → first balanced object → `JSON.parse` → `validateWorldDraft`), one nudge-retry when the answer is unusable; a transport failure (model down) throws → HTTP 502, a bad *answer* degrades to the fallback and never crashes.
|
||||
- **Scenario stub (`server/stubScenario.ts`).** Deterministic transport for the two scenario calls only (discriminated by `SCENARIO_GENERATE_MARKER` / `SCENARIO_REGENERATE_MARKER` in the system message, mirroring how the turn stub keys off `ADVISOR_MARKER`): a fixed 3-nation world (Alba/FRA 70·60·65·55, Boreas/RUS 55·70·50·60, Gamma/ESP 30·45·70·40) + one backstory event ("The new order takes shape") + a fixed 3-checkpoint list; the finalize step refines the world deterministically from the approved checkpoints (each naming a nation by its 4-letter name prefix raises that nation's stability +5, clamped) — so "finalize respects the approved checkpoints" is observable end-to-end. The turn stub stays 100% unchanged.
|
||||
- **Routes (`server/index.ts`).** `GET /api/scenarios/templates` (the 3 manifest entries), `POST /api/scenarios/draft` (`{ templateId, description, year? }` → `{ world, checkpoints }`), `POST /api/scenarios/commit` (`{ templateId, description, year?, draft?, approvedCheckpoints, playerNationId }` → `{ id }` — the finalized world is saved to SQLite with `startDate = <year>-01-01` and title = the template name). A separate `scenarioLlm` client (the scenario stub under `LLM_STUB=1`, the same live `qwen3.8-27b` client otherwise) — the turn `llm` is untouched. `POST /api/games/:id/jump` synthesizes a minimal `Preset` (`dynamicPresetFromGame`) for a saved dynamic game (`presetId: 'dynamic'` has no static file on disk — `runTurn` only consumes title/startDate/worldBackground/rules) so a created scenario plays with the normal turn engine; a genuinely-missing static preset still 404s.
|
||||
- **Client.** New `ScenarioForm` (3 template cards, a pre-filled editable year, a description textarea, Generate → `/draft`; a 502 toasts and stays on the form) and `CheckpointReview` (the draft world as nation cards with stats, the checkpoint checklist with per-item approve/remove, a pick-a-nation-to-lead step, Finalize → `/commit` → navigates to `#/game/<id>`; a 502 toasts and stays on review). `PresetPicker` gains a "Create scenario" card, and `App.tsx` wires the `home → form → review → navigate` flow (a distinct `scenarioBusy` flag that never gates "Jump forward" or the turn flow).
|
||||
- **Tests.** Unit: the template store (manifest + all 3 files' shape); `validateWorldDraft` / `relationFromScore` / `worldDraftToGameState` (valid → clean, stat/score clamping, bad country codes dropped, garbage → null without throwing, id dedup, territory expansion, `regionStats` seeding, player fallback, turn-1 invariants); `generateDraft` / `finalizeWorld` against the scenario stub (deterministic output, finalize respecting the approved checkpoints, a saved playable game). E2E: a new `e2e/scenario.spec.ts` (2 tests — the templates manifest over the API, and the full deterministic flow under `LLM_STUB=1`: near-future (2035) + description → draft → remove one checkpoint → lead Boreas → finalize (checkpoints shift stats) → a playable game at the `#/game/<id>` deep link with turn 1, correct date, dossier stats, map legend, and the backstory event; plus an empty jump proving the dynamic game runs the normal turn loop). The existing `e2e/sim.spec.ts` is unchanged. Totals: **307 unit tests (14 files)**, **16 e2e tests (2 scenario + 14 sim)**; typecheck, lint, and build green.
|
||||
|
||||
## v0.30.0 — 2026-10-15 08:22
|
||||
- **#50: make the four 0–100 stats consequential — a hard military conquest gate, soft stability takeovers, and economy growth/decay.** The four stats now actually drive outcomes instead of being decorative. **Military is a hard gate:** a contested invasion (a region's sole owner changing hands) is repelled whenever the attacker's military is **more than `CONQUEST_MILITARY_MARGIN = 15`** below the defender's — equal or within 15 still wins. The engine enforces this in `applyTurnResult` and emits a new `repelled` event when it fires; **re-claims of unowned (no man's land) regions are not gated** (there is no defender). **Stability is a soft lever:** the system prompt documents that a nation whose stability is below 30 *and* that hosts a `gathering` marker can suffer a **non-military takeover** (coup / revolution / faction seizure) — narrated by the LLM with a political/social success event, a gathering marker, and a downward stability/economy shock. **Economy is a soft lever:** a strong (rising) economy trends the other stats up (growth) and a collapsing economy drags them down (decay), reflected via `stateChanges` / `regionChanges`. A **frontier military-balance hint** and a **takeover-risks** hint are emitted in the user payload (each only when present) so the model — and the player, via the same data — sees the levers before acting. The stub stays 100% deterministic and untouched; e2e is unaffected (the UK/wwii-1939 e2e has an empty frontier, so the gate is vacuous there).
|
||||
- **Protocol (`shared/protocol.ts`).** New `CONQUEST_MILITARY_MARGIN = 15` and a pure `canConquer(attackerMil, defenderMil, margin = CONQUEST_MILITARY_MARGIN)` — `!(attackerMil < defenderMil - margin)` (proceeds unless the attacker is strictly more than the margin below the defender).
|
||||
|
||||
@@ -0,0 +1,253 @@
|
||||
import { test, expect, type Page } from '@playwright/test';
|
||||
|
||||
/**
|
||||
* Dynamic scenario generation — end to end (v0.31, #52). Fully deterministic
|
||||
* under the SCENARIO stub (the Playwright webServer boots with LLM_STUB=1, so
|
||||
* the two generation calls ride the deterministic transport in
|
||||
* server/stubScenario.ts — the turn stub in server/stub.ts is untouched).
|
||||
*
|
||||
* The stub returns a FIXED 3-nation world and a FIXED 3-checkpoint list for
|
||||
* the generate step, and — on the finalize step — refines that world in a
|
||||
* deterministic way that depends on which checkpoints the player approved
|
||||
* (each approved checkpoint naming one of the fixed nations, by its first 4
|
||||
* letters, raises that nation's stability by 5). So the whole two-step
|
||||
* "Create scenario" path plus the resulting game is reproducible:
|
||||
*
|
||||
* home → "Create scenario" → pick the Near Future era (2035) + a description
|
||||
* → generate (draft: alba/boreas/gamma + 3 checkpoints) → review (remove the
|
||||
* 3rd checkpoint, keep the first two) → lead Boreas → finalize → a saved,
|
||||
* playable game (turn 1, date 2035-01-01, player Boreas) → one empty jump
|
||||
* (turn 2, date 2035-01-03, Boreas military 55→60, allied with Alba, and no
|
||||
* territory change — Russia shares no land border with France or Spain).
|
||||
*
|
||||
* The e2e webServer shares one SQLite (data/e2e) across tests, so the test
|
||||
* captures the *specific* id of the game it creates (from the POST
|
||||
* /api/scenarios/commit response) rather than assuming "the only game".
|
||||
*/
|
||||
|
||||
/** The saved-game shape the assertions read back from GET /api/games/<id>. */
|
||||
interface SavedGame {
|
||||
id: string;
|
||||
presetId: string;
|
||||
presetTitle: string;
|
||||
playerNationId: string;
|
||||
turn: number;
|
||||
date: string;
|
||||
version: number;
|
||||
pending: unknown[];
|
||||
unowned: string[];
|
||||
pendingNationOps: unknown[];
|
||||
markers: unknown[];
|
||||
events: Array<{ type: string; outcome: string; title: string }>;
|
||||
nations: Record<
|
||||
string,
|
||||
{
|
||||
name: string;
|
||||
stats: { military: number; economy: number; stability: number; population: number };
|
||||
territory: string[];
|
||||
relations: Record<string, string>;
|
||||
}
|
||||
>;
|
||||
regionStats: Record<
|
||||
string,
|
||||
{ military: number; economy: number; stability: number; population: number }
|
||||
>;
|
||||
}
|
||||
|
||||
/** Poll until `location.hash` equals `expected` (hash writes happen in effects). */
|
||||
async function waitHash(page: Page, expected: string): Promise<void> {
|
||||
await page.waitForFunction(
|
||||
(exp) => window.location.hash === exp,
|
||||
expected,
|
||||
{ timeout: 15000 },
|
||||
);
|
||||
}
|
||||
|
||||
/** Open the "Create scenario" form from the home screen. */
|
||||
async function openScenarioForm(page: Page): Promise<void> {
|
||||
await page.goto('/');
|
||||
// Home: the create-scenario card is additive (first in the grid); the five
|
||||
// static presets are still all present alongside it.
|
||||
await expect(page.getByTestId('create-scenario-card')).toBeVisible({ timeout: 15000 });
|
||||
await expect(page.getByTestId('preset-card')).toHaveCount(5);
|
||||
await page.getByTestId('create-scenario').click();
|
||||
await expect(page.getByTestId('scenario-form')).toBeVisible({ timeout: 15000 });
|
||||
}
|
||||
|
||||
test.describe('History — dynamic scenario generation (LLM_STUB=1)', () => {
|
||||
test('the era template manifest renders three light templates', async ({ page }) => {
|
||||
test.setTimeout(60000);
|
||||
await openScenarioForm(page);
|
||||
|
||||
// Exactly three era-template cards, each carrying its id and default year.
|
||||
const cards = page.getByTestId('template-card');
|
||||
await expect(cards).toHaveCount(3, { timeout: 15000 });
|
||||
await expect(page.locator('[data-template-id="ww2"]')).toContainText('1939');
|
||||
await expect(page.locator('[data-template-id="present"]')).toContainText('2026');
|
||||
await expect(page.locator('[data-template-id="near-future"]')).toContainText('2035');
|
||||
});
|
||||
|
||||
test('full create → review → finalize → play flow is deterministic', async ({ page }) => {
|
||||
test.setTimeout(120000);
|
||||
await openScenarioForm(page);
|
||||
|
||||
// --- 1 · Pick the Near Future era (its default year pre-fills the field).
|
||||
const nf = page.locator('[data-template-id="near-future"]');
|
||||
await nf.click();
|
||||
await expect(nf).toHaveAttribute('data-selected', 'true');
|
||||
// The year field is pre-filled from the era (editable, a real value).
|
||||
await expect(page.getByTestId('scenario-year')).toHaveValue('2035');
|
||||
|
||||
// --- 2 · Describe the world.
|
||||
const description =
|
||||
'A cold space race decides the new cold war: two orbital blocs hold the arctic shipping lanes at knife-edge.';
|
||||
await page.getByTestId('scenario-description').fill(description);
|
||||
|
||||
// --- Step 1 · Generate the draft world + the advisor's checkpoint list.
|
||||
const generate = page.getByTestId('generate-scenario');
|
||||
await expect(generate).toBeEnabled();
|
||||
const [draftResp] = await Promise.all([
|
||||
page.waitForResponse(
|
||||
(r) => r.request().method() === 'POST' && new URL(r.url()).pathname === '/api/scenarios/draft',
|
||||
),
|
||||
generate.click(),
|
||||
]);
|
||||
expect(draftResp.status()).toBe(200);
|
||||
const draft = (await draftResp.json()) as {
|
||||
world: {
|
||||
nations: Array<{ id: string; name: string; territory: string[] }>;
|
||||
};
|
||||
checkpoints: string[];
|
||||
};
|
||||
// The stub's fixed 3-nation world (FRA / RUS / ESP) and 3 checkpoints.
|
||||
expect(draft.world.nations.map((n) => n.id).sort()).toEqual(['alba', 'boreas', 'gamma']);
|
||||
expect(draft.world.nations.find((n) => n.id === 'boreas')?.territory).toEqual(['RUS']);
|
||||
expect(draft.checkpoints).toHaveLength(3);
|
||||
|
||||
// --- Review screen: the generated world + the checkpoint checklist.
|
||||
await expect(page.getByTestId('scenario-review')).toBeVisible({ timeout: 15000 });
|
||||
// Header shows the era's name + year and the description.
|
||||
await expect(page.getByRole('heading', { name: 'Near Future' })).toBeVisible();
|
||||
await expect(page.getByTestId('scenario-review')).toContainText('2035');
|
||||
await expect(page.getByTestId('scenario-review')).toContainText(description);
|
||||
// The three draft nations (with their ISO_A3 territory) and the backstory.
|
||||
// Scope to the draft-nation cards (the nation-pick cards share the
|
||||
// data-nation-id attribute but carry a different testid).
|
||||
await expect(page.getByTestId('draft-nation')).toHaveCount(3);
|
||||
await expect(page.locator('[data-testid="draft-nation"][data-nation-id="alba"]')).toContainText('FRA');
|
||||
await expect(page.locator('[data-testid="draft-nation"][data-nation-id="boreas"]')).toContainText('RUS');
|
||||
await expect(page.locator('[data-testid="draft-nation"][data-nation-id="gamma"]')).toContainText('ESP');
|
||||
await expect(page.getByTestId('draft-event')).toHaveCount(1);
|
||||
// Three checkpoints, all approved by default, in the stub's fixed order.
|
||||
const cps = page.getByTestId('checkpoint-item');
|
||||
await expect(cps).toHaveCount(3);
|
||||
await expect(cps.nth(0)).toHaveAttribute('data-approved', 'true');
|
||||
await expect(cps.nth(1)).toHaveAttribute('data-approved', 'true');
|
||||
await expect(cps.nth(2)).toHaveAttribute('data-approved', 'true');
|
||||
await expect(cps.nth(0)).toContainText('Alba dominates');
|
||||
await expect(cps.nth(1)).toContainText('Boreas fortifies');
|
||||
await expect(cps.nth(2)).toContainText('Gamma brokers');
|
||||
// Three nation-pick cards; finalize is disabled until a nation is chosen.
|
||||
await expect(page.getByTestId('scenario-nation-card')).toHaveCount(3);
|
||||
await expect(page.getByTestId('finalize-scenario')).toBeDisabled();
|
||||
|
||||
// --- Review: remove checkpoint 3, keep 1 + 2.
|
||||
await cps.nth(2).getByTestId('checkpoint-toggle').click();
|
||||
await expect(cps.nth(2)).toHaveAttribute('data-approved', 'false');
|
||||
await expect(cps.nth(0)).toHaveAttribute('data-approved', 'true');
|
||||
await expect(cps.nth(1)).toHaveAttribute('data-approved', 'true');
|
||||
await expect(page.getByTestId('scenario-review')).toContainText('2 of 3 approved');
|
||||
|
||||
// --- Review: choose Boreas (Russia) to lead.
|
||||
const boreasCard = page.locator('[data-testid="scenario-nation-card"][data-nation-id="boreas"]');
|
||||
await boreasCard.getByTestId('scenario-lead-nation').click();
|
||||
await expect(boreasCard).toHaveAttribute('data-selected', 'true');
|
||||
await expect(page.getByTestId('finalize-scenario')).toBeEnabled();
|
||||
|
||||
// --- Step 2 · Finalize: commit the approved draft into a saved game.
|
||||
const [commitResp] = await Promise.all([
|
||||
page.waitForResponse(
|
||||
(r) => r.request().method() === 'POST' && new URL(r.url()).pathname === '/api/scenarios/commit',
|
||||
),
|
||||
page.getByTestId('finalize-scenario').click(),
|
||||
]);
|
||||
expect(commitResp.status()).toBe(200);
|
||||
const { id } = (await commitResp.json()) as { id: string };
|
||||
expect(id).toBeTruthy();
|
||||
|
||||
// --- The new game mounts at turn 1, leading Boreas, dated 2035-01-01.
|
||||
await expect(page.getByTestId('world-map')).toBeVisible({ timeout: 20000 });
|
||||
await expect(page.getByTestId('turn-count')).toHaveText('1');
|
||||
await expect(page.getByTestId('game-date')).toHaveText('2035-01-01');
|
||||
await expect(page.getByTestId('player-nation')).toHaveText('Boreas');
|
||||
// The scenario title (the era name) is shown in the top bar.
|
||||
await expect(page.getByTestId('top-bar')).toContainText('Near Future');
|
||||
// Boreas's stats: the finalized world (its approved checkpoint raised
|
||||
// stability 50→55); per-region stats are seeded to equal the derived.
|
||||
await expect(page.getByTestId('stat-military')).toHaveText('55');
|
||||
await expect(page.getByTestId('stat-economy')).toHaveText('70');
|
||||
await expect(page.getByTestId('stat-stability')).toHaveText('55');
|
||||
await expect(page.getByTestId('stat-population')).toHaveText('60');
|
||||
// One backstory event; three nations on the legend.
|
||||
await expect(page.getByTestId('event-item')).toHaveCount(1);
|
||||
await expect(page.getByTestId('map-legend-item')).toHaveCount(3, { timeout: 15000 });
|
||||
await expect(page.getByTestId('map-legend-item').filter({ hasText: 'Boreas' })).toBeVisible();
|
||||
// The deep link lands on this exact game.
|
||||
await waitHash(page, `#/game/${id}`);
|
||||
|
||||
// --- One empty jump: the world advances on its own (the turn stub).
|
||||
// The button sits at the bottom of a scrollable window body and may be
|
||||
// outside the viewport; a native DOM click bypasses the viewport check.
|
||||
await page.getByTestId('jump-forward').evaluate((el) => (el as HTMLElement).click());
|
||||
|
||||
// Turn 2, date +2 days, Boreas military 55→60.
|
||||
await expect(page.getByTestId('turn-count')).toHaveText('2', { timeout: 20000 });
|
||||
await expect(page.getByTestId('stat-military')).toHaveText('60', { timeout: 20000 });
|
||||
await expect(page.getByTestId('game-date')).toHaveText('2035-01-03', { timeout: 20000 });
|
||||
// Two events now (the empty-round "world moves on" on top, then the
|
||||
// backstory); both political/neutral.
|
||||
await expect(page.getByTestId('event-item')).toHaveCount(2);
|
||||
await expect(page.getByTestId('event-item').first()).toContainText('The world moves on');
|
||||
await expect(page.getByTestId('event-item').first().getByTestId('event-type')).toHaveText('political');
|
||||
await expect(page.getByTestId('event-item').first().getByTestId('event-outcome')).toHaveText('neutral');
|
||||
await expect(page.getByTestId('event-item').nth(1)).toContainText('The new order takes shape');
|
||||
// No territory change: Russia shares no land border with France or Spain,
|
||||
// so the frontier is empty and no conquest is emitted.
|
||||
await expect(page.getByTestId('map-legend-item')).toHaveCount(3, { timeout: 15000 });
|
||||
|
||||
// --- The saved game is a coherent dynamic GameState on the server.
|
||||
const saved = await page.evaluate(async (gid) => {
|
||||
const r = await fetch(`/api/games/${gid}`);
|
||||
return { status: r.status, body: (await r.json()) as { game: SavedGame } };
|
||||
}, id);
|
||||
expect(saved.status).toBe(200);
|
||||
const g = saved.body.game;
|
||||
expect(g.presetId).toBe('dynamic');
|
||||
expect(g.presetTitle).toBe('Near Future');
|
||||
expect(g.playerNationId).toBe('boreas');
|
||||
expect(g.turn).toBe(2);
|
||||
expect(g.date).toBe('2035-01-03');
|
||||
expect(g.version).toBe(2); // created at 1, bumped to 2 by the jump
|
||||
expect(g.pending).toEqual([]);
|
||||
expect(g.unowned).toEqual([]);
|
||||
expect(g.pendingNationOps).toEqual([]);
|
||||
expect(g.markers).toEqual([]);
|
||||
expect(g.events).toHaveLength(2);
|
||||
// Boreas after the jump: military bumped to 60, the rest untouched.
|
||||
expect(g.nations.boreas.stats).toEqual({
|
||||
military: 60,
|
||||
economy: 70,
|
||||
stability: 55,
|
||||
population: 60,
|
||||
});
|
||||
// The stub allies the player with the first other nation (Alba).
|
||||
expect(g.nations.boreas.relations.alba).toBe('ally');
|
||||
// Every owned region key carries a seeded per-region stats entry.
|
||||
const allKeys = new Set<string>();
|
||||
for (const n of Object.values(g.nations)) for (const k of n.territory) allKeys.add(k);
|
||||
expect(allKeys.size).toBeGreaterThan(0);
|
||||
for (const k of allKeys) {
|
||||
expect(g.regionStats[k]).toBeDefined();
|
||||
}
|
||||
});
|
||||
});
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "history",
|
||||
"version": "0.30.0",
|
||||
"version": "0.34.0",
|
||||
"private": true,
|
||||
"type": "module",
|
||||
"description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).",
|
||||
|
||||
@@ -0,0 +1,20 @@
|
||||
[
|
||||
{
|
||||
"id": "ww2",
|
||||
"name": "World War II",
|
||||
"year": 1939,
|
||||
"eraDescription": "Europe teeters on the brink of total war. Fascist powers press their advantage across the continent while the democracies marshal their strength."
|
||||
},
|
||||
{
|
||||
"id": "present",
|
||||
"name": "Present Day",
|
||||
"year": 2026,
|
||||
"eraDescription": "A multipolar world of blocs, sanctions, and tech supremacy. Climate strain, AI, and great-power rivalry shape every decision."
|
||||
},
|
||||
{
|
||||
"id": "near-future",
|
||||
"name": "Near Future",
|
||||
"year": 2035,
|
||||
"eraDescription": "Autonomous fleets, orbital assets, and climate-hamstrung coastlines. Old alliances strain under new technologies and old grievances."
|
||||
}
|
||||
]
|
||||
@@ -0,0 +1,17 @@
|
||||
{
|
||||
"id": "near-future",
|
||||
"name": "Near Future",
|
||||
"year": 2035,
|
||||
"eraDescription": "A near-future world: autonomous fleets, orbital assets, and climate-hamstrung coastlines. Old alliances strain under new technologies and old grievances as the great powers reach for the next horizon.",
|
||||
"suggestedPowers": [
|
||||
{ "name": "North American Union", "region": "USA", "note": "The industrial-technological core of the West." },
|
||||
{ "name": "Chinese Federation", "region": "CHN", "note": "The integrated superpower of the Pacific." },
|
||||
{ "name": "European Confederation", "region": "FRA", "note": "The united European bloc." },
|
||||
{ "name": "Russian Union", "region": "RUS", "note": "The resource frontier state." }
|
||||
],
|
||||
"tensions": [
|
||||
"Autonomous weapons and the new arms race",
|
||||
"Climate migration and resource wars",
|
||||
"The contest for space and orbital dominance"
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
{
|
||||
"id": "present",
|
||||
"name": "Present Day",
|
||||
"year": 2026,
|
||||
"eraDescription": "A multipolar world of blocs, sanctions, and tech supremacy. Climate strain, artificial intelligence, and great-power rivalry shape every decision the leaders of the age must make.",
|
||||
"suggestedPowers": [
|
||||
{ "name": "United States", "region": "USA", "note": "The military-technological leader of the Western bloc." },
|
||||
{ "name": "People's Republic of China", "region": "CHN", "note": "The industrial giant pressing on the Western Pacific." },
|
||||
{ "name": "Russian Federation", "region": "RUS", "note": "A resource-rich power testing its neighbors' resolve." },
|
||||
{ "name": "European Union", "region": "FRA", "note": "A large, internally divided economic bloc." }
|
||||
],
|
||||
"tensions": [
|
||||
"US–China tech and trade rivalry",
|
||||
"The war in Europe and the eastern flank",
|
||||
"AI and cyber dominance"
|
||||
]
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
{
|
||||
"id": "ww2",
|
||||
"name": "World War II",
|
||||
"year": 1939,
|
||||
"eraDescription": "Europe teeters on the brink of total war. Fascist powers press their advantage across the continent while the democracies marshal their strength, and the great powers watch — and arm — from across the oceans.",
|
||||
"suggestedPowers": [
|
||||
{ "name": "German Reich", "region": "DEU", "note": "A militarized Reich at the heart of the continent, its army the most battle-hardened in Europe." },
|
||||
{ "name": "United Kingdom", "region": "GBR", "note": "An island power that commands the seas but is cut off from the continent." },
|
||||
{ "name": "Soviet Union", "region": "RUS", "note": "A vast, fragile industrial giant on the eastern frontier." },
|
||||
{ "name": "United States", "region": "USA", "note": "An industrial colossus, still politically divided over entry into the war." }
|
||||
],
|
||||
"tensions": [
|
||||
"The Axis versus the Allies",
|
||||
"The race for continental resources and sea lanes",
|
||||
"The uneasy balance before the bomb"
|
||||
]
|
||||
}
|
||||
@@ -31,6 +31,8 @@ function makeState(id: string): GameState {
|
||||
regionStats: {
|
||||
GBR: { military: 80, economy: 70, stability: 60, population: 50 },
|
||||
},
|
||||
// (v0.33.0, #56) no wars.
|
||||
wars: [],
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -49,6 +49,10 @@ export function openDb(filePath: string): Db {
|
||||
if (state.pendingNationOps === undefined) state.pendingNationOps = [];
|
||||
// (v0.27, #44) Same for map markers: a legacy game has none placed.
|
||||
if (state.markers === undefined) state.markers = [];
|
||||
// (v0.33.0, #56) Same for named wars: a legacy game has none declared
|
||||
// (any pre-v0.33 `war` relation stays a bare/implicit relation — see
|
||||
// syncWarRelations, which never force-creates a War entity).
|
||||
if (state.wars === undefined) state.wars = [];
|
||||
// (v0.28, #46) Rows saved before per-region stats existed are migrated
|
||||
// ONCE at load time (and never re-migrated afterwards — the field is
|
||||
// then present): each owned region is seeded with a copy of its owner's
|
||||
|
||||
+1190
-21
File diff suppressed because it is too large
Load Diff
+616
-3
@@ -15,6 +15,7 @@ import type {
|
||||
RegionStats,
|
||||
RoundItem,
|
||||
StatKey,
|
||||
War,
|
||||
} from '../shared/types';
|
||||
import { EVENT_TYPES, RELATION_STATUSES } from '../shared/types';
|
||||
import {
|
||||
@@ -23,18 +24,25 @@ import {
|
||||
clampStat,
|
||||
deriveNationStats,
|
||||
fnv1a32,
|
||||
HYBRID_OP_TYPES,
|
||||
isDateLike,
|
||||
isMarkerType,
|
||||
makeEvent,
|
||||
markerId,
|
||||
MAX_MARKERS,
|
||||
nationForPrompt,
|
||||
type HybridOp,
|
||||
type HybridOpType,
|
||||
type MarkerInfo,
|
||||
type MarkerSpec,
|
||||
type NationOp,
|
||||
type RegionStatChange,
|
||||
type Takeover,
|
||||
type TurnEventSpec,
|
||||
type TurnResult,
|
||||
type WarDeclareOp,
|
||||
type WarEndOp,
|
||||
type WarInfo,
|
||||
} from '../shared/protocol';
|
||||
import {
|
||||
DEFAULT_MAX_TOKENS,
|
||||
@@ -50,6 +58,12 @@ const VALID_EVENT_TYPES = new Set<string>(EVENT_TYPES);
|
||||
const VALID_RELATIONS = new Set<string>(RELATION_STATUSES);
|
||||
const VALID_OUTCOMES = new Set<string>(['success', 'failure', 'partial', 'neutral']);
|
||||
const VALID_STATS = new Set<string>(['military', 'economy', 'stability', 'population']);
|
||||
const VALID_HYBRID_TYPES = new Set<string>(HYBRID_OP_TYPES);
|
||||
|
||||
/** True when `t` is one of the seven known hybrid op types (v0.34.0, #57). */
|
||||
export function isHybridOpType(t: unknown): t is HybridOpType {
|
||||
return typeof t === 'string' && VALID_HYBRID_TYPES.has(t);
|
||||
}
|
||||
|
||||
// --- The LLM's getNeighbours tool (v0.21, #16 P2: contiguous region transfers) ---
|
||||
|
||||
@@ -199,6 +213,9 @@ export function buildSystemPrompt(preset: Preset, withNeighboursTool = false): s
|
||||
' {"kind":"split","nationRef":"<nation id or name>","parts":[{"name":"<new name>","territory":["<region key>"]}]}',
|
||||
' {"kind":"merge","nationRefs":["<id>","<id>"],"survivingRef":"<id of the surviving nation>","into":"<new name>"}',
|
||||
' ],',
|
||||
' "takeovers": [{"nationRef":"<nation id or name>","newRegimeName":"<name of the new regime>"}],',
|
||||
' "wars": {"declare":[{"sides":["<nationId>","<nationId>"],"aims":["<short aim>"]}],"end":[{"id":"<war id>","outcome":"<armistice|capitulation>","terms":"<short terms>"}]},',
|
||||
' "hybrid": {"ops":[{"type":"<spy|sabotage|assassinate|cyber|economic|information|proxy>","from":"<nation id or name>","target":"<nation id or name, or region key>","detail":"<short detail>","outcome":"<success|exposed>"}]},',
|
||||
' "markers": {"add":[{"type":"<city|factory|army|port|capital|fleet|rocket|gathering>","name":"<short name>","regionKey":"<region key>"}],"remove":["<marker id>"]}',
|
||||
'}',
|
||||
'',
|
||||
@@ -216,6 +233,9 @@ export function buildSystemPrompt(preset: Preset, withNeighboursTool = false): s
|
||||
'- Rename: add {"kind":"rename","nationRef":"<nation id or name>","to":"<new name>"} for a revolution, regime change or reunification that changes a nation\'s name.',
|
||||
'- Split: add {"kind":"split","nationRef":"<nation id or name>","parts":[{"name":"<new name>","territory":["<region key>"]}, ...]} when a state breaks up (dissolution, secession). Use at least 2 parts and assign each of the nation\'s region keys to at most one part — any key you leave unassigned goes to the first part.',
|
||||
'- Merge: add {"kind":"merge","nationRefs":["<id or name>","<id or name>"],"survivingRef":"<id or name of the surviving nation>","into":"<new name>"} when states reunify or one is absorbed. Use at least 2 input nations and "survivingRef" must name one of them — the survivor keeps its id and its stats.',
|
||||
'- Takeover (automatic, NOT player-confirmed): add {"takeovers":[{"nationRef":"<nation id or name>","newRegimeName":"<name of the new regime>"}]} when a low-stability nation (e.g. stability < 30) hosting a "gathering" marker is overthrown in a coup or revolution. This renames the nation to the new regime (e.g. "France" → "Vichy Regime"). Also emit a narrative "event" (political or social, outcome "success") and a stability/economy shock via "stateChanges". A takeover is an automatic in-world regime change — use "nationOps" rename only for a diplomatic/political name change that the player must confirm.',
|
||||
'- Wars ("wars") are named conflicts, each with a stable id. To DECLARE one, add {"declare":[{"sides":["<id>","<id>"],"aims":[...]}]} with at least 2 distinct belligerents: while it is active the engine AUTOMATICALLY sets both directions of every warring pair\'s relation to "war" and drags in the mutual-defense allies of each belligerent, so do NOT also emit a "war" relation for those pairs (you can never "make peace" between them without ending the war). To END an active war, add {"end":[{"id":"<war id from the user message\'s "wars" field>","outcome":"<armistice|capitulation>"}]} — only active wars can be ended, and when one ends its belligerent pairs fall back to "hostile". Propose at most 1-2 declarations per turn and narrate each declaration and each ending in "events".',
|
||||
'- Covert / hybrid ops ("hybrid.ops") are non-kinetic operations — spies, sabotage, assassination attempts, cyberattacks, economic pressure, disinformation, and proxy support. Unlike territory they NEVER move borders: a successful op applies a small, deterministic effect (a small dip in the target\'s economy / stability / military for sabotage / assassinate / cyber / economic, or a relation nudge toward hostile for information / proxy), while an "exposed" op backfires (no effect, and the actor\'s relation with the target sours by one step toward hostile). "target" may be a nation id / name or a region key (a region key hits that region\'s sole owner). Keep each detail short, propose at most a few per turn, and narrate each op 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.',
|
||||
@@ -260,6 +280,21 @@ export function buildUserPrompt(
|
||||
* Omitted entirely when undefined.
|
||||
*/
|
||||
markers?: MarkerInfo[],
|
||||
/**
|
||||
* (v0.33.0, #56) The game's currently ACTIVE wars, as the model sees them:
|
||||
* stable id, sides and aims. Emitted verbatim (even when empty) so the
|
||||
* model can reference a war's id in `TurnResult.wars.end` to end it.
|
||||
* Omitted entirely when undefined.
|
||||
*/
|
||||
wars?: WarInfo[],
|
||||
/**
|
||||
* (v0.34.0, #57) The player's current relations to every other nation
|
||||
* (`nationId -> RelationStatus`). Emitted verbatim (even when empty) so the
|
||||
* model sees the relation ladder it can nudge with `information` / `proxy`
|
||||
* hybrid ops and knows the current state before an `exposed` backfire.
|
||||
* Omitted entirely when undefined.
|
||||
*/
|
||||
relations?: Record<string, RelationStatus>,
|
||||
): string {
|
||||
const player = state.nations[state.playerNationId];
|
||||
const playerName = player?.name ?? state.playerNationId;
|
||||
@@ -372,6 +407,8 @@ export function buildUserPrompt(
|
||||
if (takeoverRisks !== undefined) payload.takeoverRisks = takeoverRisks;
|
||||
if (noMansLand !== undefined) payload.unowned = noMansLand;
|
||||
if (markers !== undefined) payload.markers = markers;
|
||||
if (wars !== undefined) payload.wars = wars;
|
||||
if (relations !== undefined) payload.relations = relations;
|
||||
return JSON.stringify(payload, null, 2);
|
||||
}
|
||||
|
||||
@@ -509,6 +546,9 @@ export function validateTurnResult(
|
||||
territoryChanges: [],
|
||||
unowned: [],
|
||||
nationOps: [],
|
||||
takeovers: [],
|
||||
wars: { declare: [], end: [] },
|
||||
hybrid: { ops: [] },
|
||||
markers: { add: [], remove: [] },
|
||||
};
|
||||
|
||||
@@ -599,6 +639,20 @@ export function validateTurnResult(
|
||||
// list for the player to confirm/reject.
|
||||
result.nationOps = validateNationOps(o.nationOps);
|
||||
|
||||
// (v0.32.0, #54) Non-military regime changes (takeovers) — applied directly
|
||||
// by applyTurnResult (automatic, not player-confirmed).
|
||||
result.takeovers = validateTakeovers(o.takeovers);
|
||||
|
||||
// (v0.33.0, #56) War declare/end ops: creating and ending named Wars.
|
||||
// Applied directly by applyTurnResult (after takeovers, before markers).
|
||||
result.wars = validateWarOps(o.wars);
|
||||
|
||||
// (v0.34.0, #57) Covert hybrid ops (spies, sabotage, assassination, cyber,
|
||||
// economic, disinformation, proxy). Applied directly by applyTurnResult
|
||||
// (after wars, before markers) — a deterministic per-type effect or an
|
||||
// exposed backfire.
|
||||
result.hybrid = { ops: validateHybridOps(o.hybrid) };
|
||||
|
||||
// (v0.27, #44) Map-marker ops: new placements (validated here) and
|
||||
// removals by stable id. Applied by applyTurnResult after the territory
|
||||
// moves (a new marker's owner is the region's post-turn owner).
|
||||
@@ -705,13 +759,420 @@ export function validateRegionChanges(
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.32.0, #54) Validate the raw `takeovers` array of a turn into a safe
|
||||
* {@link Takeover} list — the non-military regime-change lever (a coup or
|
||||
* revolution that renames a nation to its new regime name). Defensive like
|
||||
* the rest of the parser — never throws. Each entry needs a non-empty
|
||||
* `nationRef` (the target nation's id or name — capped at 200 chars) and a
|
||||
* non-empty `newRegimeName` (capped at 200 chars). Resolution of `nationRef`
|
||||
* to a concrete nation id happens at apply time (`resolveNationRef`), not
|
||||
* here. Entries with either field missing or whitespace-only are dropped.
|
||||
*/
|
||||
export function validateTakeovers(raw: unknown): Takeover[] {
|
||||
if (!Array.isArray(raw)) return [];
|
||||
const out: Takeover[] = [];
|
||||
for (const e of raw) {
|
||||
if (!e || typeof e !== 'object') continue;
|
||||
const o = e as Record<string, unknown>;
|
||||
const nationRef = str(o.nationRef, 200);
|
||||
const newRegimeName = str(o.newRegimeName, 200);
|
||||
if (nationRef && newRegimeName) out.push({ nationRef, newRegimeName });
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.33.0, #56) Validate the raw `wars` object of a turn into a safe
|
||||
* `{ declare, end }` shape. Defensive like the rest of the parser — never
|
||||
* throws. `declare`: each entry must be an object whose `sides` is an array
|
||||
* of non-empty strings (trimmed, capped at 200 chars each, deduped) that
|
||||
* yields at least TWO distinct sides — anything else (a one-sided or
|
||||
* empty-sided "war") is dropped; `aims`, when an array, is kept only as
|
||||
* non-empty strings (capped at 200 chars, at most 5). `end`: each entry must
|
||||
* be an object with a non-empty `id` (capped at 200 chars) and an `outcome`
|
||||
* of exactly `armistice` or `capitulation` (anything else is dropped);
|
||||
* `terms`, when a non-empty string, is capped at 400 chars. A non-object
|
||||
* input yields `{ declare: [], end: [] }`.
|
||||
*/
|
||||
export function validateWarOps(raw: unknown): { declare: WarDeclareOp[]; end: WarEndOp[] } {
|
||||
const out: { declare: WarDeclareOp[]; end: WarEndOp[] } = { declare: [], end: [] };
|
||||
if (!raw || typeof raw !== 'object' || Array.isArray(raw)) return out;
|
||||
const o = raw as Record<string, unknown>;
|
||||
if (Array.isArray(o.declare)) {
|
||||
for (const e of o.declare) {
|
||||
if (!e || typeof e !== 'object') continue;
|
||||
const d = e as Record<string, unknown>;
|
||||
const sides = (Array.isArray(d.sides) ? d.sides : [])
|
||||
.map((s) => (typeof s === 'string' ? s.trim().slice(0, 200) : ''))
|
||||
.filter((s) => s !== '')
|
||||
// dedupe case-insensitively? No — sides are nation ids: keep exact
|
||||
// strings, drop exact duplicates only (resolution is later).
|
||||
.filter((s, i, arr) => arr.indexOf(s) === i);
|
||||
if (sides.length < 2) continue; // a war needs at least two belligerents
|
||||
const aims = Array.isArray(d.aims)
|
||||
? (d.aims as unknown[])
|
||||
.map((a) => (typeof a === 'string' ? a.trim().slice(0, 200) : ''))
|
||||
.filter((a) => a !== '')
|
||||
.slice(0, 5)
|
||||
: undefined;
|
||||
out.declare.push({ sides, ...(aims && aims.length > 0 ? { aims } : {}) });
|
||||
}
|
||||
}
|
||||
if (Array.isArray(o.end)) {
|
||||
for (const e of o.end) {
|
||||
if (!e || typeof e !== 'object') continue;
|
||||
const w = e as Record<string, unknown>;
|
||||
const id = typeof w.id === 'string' ? w.id.trim().slice(0, 200) : '';
|
||||
if (!id) continue;
|
||||
if (w.outcome !== 'armistice' && w.outcome !== 'capitulation') continue;
|
||||
const terms = typeof w.terms === 'string' ? w.terms.trim().slice(0, 400) : '';
|
||||
out.end.push({ id, outcome: w.outcome, ...(terms ? { terms } : {}) });
|
||||
}
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.34.0, #57) Validate the raw `hybrid` field of a turn into a safe
|
||||
* `{ ops }` shape. Defensive like the rest of the parser — never throws. The
|
||||
* raw value may be the object `{ ops: [...] }` (the TurnResult shape) or a bare
|
||||
* array (be lenient about either). Each op needs a known `type` (one of
|
||||
* {@link HYBRID_OP_TYPES}), a non-empty `from` (the acting nation, capped at
|
||||
* 200 chars) and a non-empty `target` (a nation id/name or a region key, capped
|
||||
* at 200 chars); an `outcome` of exactly `success` or `exposed` is kept (the
|
||||
* default, `success`, is stored as absent to keep the shape minimal — the
|
||||
* engine treats a missing outcome as success); a non-empty `detail` is capped
|
||||
* at 300 chars. Resolution of `from` / `target` to concrete nation ids or
|
||||
* region owners happens at apply time (`applyHybridOp`), not here.
|
||||
*/
|
||||
export function validateHybridOps(raw: unknown): HybridOp[] {
|
||||
if (!Array.isArray(raw)) {
|
||||
// Lenient: accept the `{ ops: [...] }` object shape (or a non-array → []).
|
||||
if (raw && typeof raw === 'object' && !Array.isArray(raw)) {
|
||||
const inner = (raw as Record<string, unknown>).ops;
|
||||
if (!Array.isArray(inner)) return [];
|
||||
return validateHybridOpsList(inner);
|
||||
}
|
||||
return [];
|
||||
}
|
||||
return validateHybridOpsList(raw);
|
||||
}
|
||||
|
||||
function validateHybridOpsList(raw: unknown[]): HybridOp[] {
|
||||
const out: HybridOp[] = [];
|
||||
for (const e of raw) {
|
||||
if (!e || typeof e !== 'object') continue;
|
||||
const o = e as Record<string, unknown>;
|
||||
if (!isHybridOpType(o.type)) continue;
|
||||
const from = str(o.from, 200);
|
||||
const target = str(o.target, 200);
|
||||
if (!from || !target) continue;
|
||||
const detail = str(o.detail, 300);
|
||||
const exposed = o.outcome === 'exposed'; // 'success' / missing → success
|
||||
out.push({
|
||||
type: o.type,
|
||||
from,
|
||||
target,
|
||||
...(detail ? { detail } : {}),
|
||||
...(exposed ? { outcome: 'exposed' as const } : {}),
|
||||
});
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.33.0, #56) The UNORDERED pairs of belligerents of a set of ACTIVE
|
||||
* wars: a war with sides [a, b, c] contributes the pairs {a,b}, {a,c},
|
||||
* {b,c} (any two distinct belligerents of the same active war are at war —
|
||||
* see the War type's semantics). Pure; exported for the unit tests.
|
||||
*/
|
||||
export function activeWarPairs(wars: War[]): Set<string> {
|
||||
const pairs = new Set<string>();
|
||||
const key = (a: string, b: string) => (a < b ? `${a}\u0000${b}` : `${b}\u0000${a}`);
|
||||
for (const w of wars) {
|
||||
if (w.status !== 'active') continue;
|
||||
for (let i = 0; i < w.sides.length; i++) {
|
||||
for (let j = i + 1; j < w.sides.length; j++) {
|
||||
pairs.add(key(w.sides[i], w.sides[j]));
|
||||
}
|
||||
}
|
||||
}
|
||||
return pairs;
|
||||
}
|
||||
|
||||
/** True when nations `a` and `b` are both belligerents of ≥1 active war. */
|
||||
export function atWar(wars: War[], a: string, b: string): boolean {
|
||||
const key = a < b ? `${a}\u0000${b}` : `${b}\u0000${a}`;
|
||||
return activeWarPairs(wars).has(key);
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.33.0, #56) Derive the `war` relation from the set of ACTIVE wars,
|
||||
* MUTATING the (cloned) `next` state in place (the caller passes a clone —
|
||||
* applyTurnResult does) and never touching `prev`. For every unordered pair
|
||||
* of distinct existing nations:
|
||||
*
|
||||
* - the pair is on the sides of ≥1 ACTIVE war in `next` → BOTH directions
|
||||
* of the pair's relation are set to `war` (the engine owns this relation
|
||||
* while the war is active — a manual `relations` entry to a lesser status
|
||||
* on a warring pair is overridden, so the two can never "make peace"
|
||||
* without the war being ended);
|
||||
* - the pair is NOT at war in `next` but WAS at war in `prev` (one of the
|
||||
* wars that tied them ended this turn) AND the current relation is
|
||||
* `war` → both directions become `hostile` (a war is the strongest
|
||||
* hostility — when it stops, the nations stay hostile, not suddenly
|
||||
* neutral);
|
||||
* - otherwise (not at war now, and the relation is not `war`, or the pair
|
||||
* was never tied by an active war) → untouched: the LLM owns
|
||||
* ally/neutral/rival/hostile freely, and a **bare** `war` relation that
|
||||
* no active war ever covered (a preset leftover) stays as-is — an
|
||||
* implicit, unnamed war, never force-created into a War entity and never
|
||||
* clobbered by the sync.
|
||||
*
|
||||
* Never throws.
|
||||
*/
|
||||
export function syncWarRelations(prev: GameState, next: GameState): void {
|
||||
const prevAtWar = activeWarPairs(prev.wars ?? []);
|
||||
const nextAtWar = activeWarPairs(next.wars ?? []);
|
||||
const ids = Object.keys(next.nations);
|
||||
for (let i = 0; i < ids.length; i++) {
|
||||
for (let j = i + 1; j < ids.length; j++) {
|
||||
const a = ids[i];
|
||||
const b = ids[j];
|
||||
const key = a < b ? `${a}\u0000${b}` : `${b}\u0000${a}`;
|
||||
const na = next.nations[a];
|
||||
const nb = next.nations[b];
|
||||
if (nextAtWar.has(key)) {
|
||||
na.relations[b] = 'war';
|
||||
nb.relations[a] = 'war';
|
||||
} else if (prevAtWar.has(key) && (na.relations[b] === 'war' || nb.relations[a] === 'war')) {
|
||||
na.relations[b] = 'hostile';
|
||||
nb.relations[a] = 'hostile';
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --- Hybrid war (v0.34.0, #57): covert, non-kinetic operations -------------
|
||||
//
|
||||
// The engine's DETERMINISTIC effects for the seven hybrid op types. There is no
|
||||
// hidden randomness: the LLM declares an intended `outcome` (success / exposed)
|
||||
// and the engine acts only on that. Each effect is small and documented:
|
||||
//
|
||||
// spy informational only — no stat, no relation (pure intel)
|
||||
// sabotage a small ECONOMY dip on the target
|
||||
// assassinate a small STABILITY dip on the target (absent the named-leaders
|
||||
// feature, #61, a leader's removal sours the polity)
|
||||
// cyber a small MILITARY dip on the target
|
||||
// economic a small ECONOMY dip on the target
|
||||
// information a relation nudge toward hostile (cap hostile) — disinformation
|
||||
// proxy a light relation nudge toward hostile (cap rival) — proxy war
|
||||
//
|
||||
// A successful stat op dips the target's `regionStats` (the single named region
|
||||
// when the target was a region key, otherwise every region the target owns) and
|
||||
// re-derives the target nation's aggregate stats so the effect persists. A
|
||||
// successful information/proxy and any exposed op sour the actor's relation
|
||||
// with the target by one step on the hostile ladder.
|
||||
|
||||
/** The deterministic per-type stat effect of a hybrid op (v0.34.0, #57). */
|
||||
export const HYBRID_STAT_EFFECT: Record<HybridOpType, { stat: StatKey; delta: number } | null> = {
|
||||
spy: null, // informational only
|
||||
sabotage: { stat: 'economy', delta: -3 },
|
||||
assassinate: { stat: 'stability', delta: -5 },
|
||||
cyber: { stat: 'military', delta: -3 },
|
||||
economic: { stat: 'economy', delta: -5 },
|
||||
information: null, // relation nudge only
|
||||
proxy: null, // relation nudge only
|
||||
};
|
||||
|
||||
/**
|
||||
* The hostile-relations ladder, weakest to strongest (the `cap` in
|
||||
* {@link shiftRelationTowardHostile} is a member of this array). A missing
|
||||
* relation is treated as `neutral`; `war` is never touched (a war is its own
|
||||
* entity — a covert op neither fabricates nor ends one).
|
||||
*/
|
||||
const HOSTILE_ORDER: RelationStatus[] = ['ally', 'neutral', 'rival', 'hostile'];
|
||||
|
||||
/**
|
||||
* (v0.34.0, #57) Nudge the bilateral relation between nations `a` and `b`
|
||||
* ONE step toward hostile (on the {@link HOSTILE_ORDER} ladder), applied
|
||||
* symmetrically to both directions, but never past the given `cap`. A missing
|
||||
* relation starts at `neutral`; a `war` relation is never touched (a covert op
|
||||
* neither fabricates nor downgrades a war). Used for the `information` /
|
||||
* `proxy` nudge and the `exposed` backfire. Mutates `state` in place (the
|
||||
* caller passes a clone — applyTurnResult does). Never throws.
|
||||
*/
|
||||
export function shiftRelationTowardHostile(
|
||||
state: GameState,
|
||||
a: string,
|
||||
b: string,
|
||||
cap: RelationStatus,
|
||||
): void {
|
||||
const na = state.nations[a];
|
||||
const nb = state.nations[b];
|
||||
if (!na || !nb) return;
|
||||
const capIdx = HOSTILE_ORDER.indexOf(cap);
|
||||
if (capIdx === -1) return; // unknown cap: no-op (defensive)
|
||||
const step = (cur: RelationStatus | undefined): RelationStatus | null => {
|
||||
if (cur === 'war') return null; // never touch a war relation
|
||||
const s = cur ?? 'neutral'; // a missing relation is neutral
|
||||
const i = HOSTILE_ORDER.indexOf(s);
|
||||
if (i === -1) return 'neutral'; // defensive: unknown status
|
||||
if (i >= capIdx) return s; // at or past the cap: no change
|
||||
return HOSTILE_ORDER[i + 1];
|
||||
};
|
||||
const stepA = step(na.relations[b]);
|
||||
if (stepA !== null) na.relations[b] = stepA;
|
||||
const stepB = step(nb.relations[a]);
|
||||
if (stepB !== null) nb.relations[a] = stepB;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.34.0, #57) The display name of a hybrid op's target for the auto
|
||||
* backfire event: a nation target shows the nation's name; a region target
|
||||
* shows the region's display name (or its raw key when no resolver is given).
|
||||
*/
|
||||
function hybridTargetDisplayName(
|
||||
target: { nation: Nation; regionKey?: string },
|
||||
regionNameOf?: (key: string) => string | undefined,
|
||||
): string {
|
||||
if (target.regionKey !== undefined) return regionNameOf?.(target.regionKey) ?? target.regionKey;
|
||||
return target.nation.name;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.34.0, #57) Resolve a hybrid op's `target` (a nation id/name OR a region
|
||||
* key) to the concrete nation it affects. A nation ref resolves via
|
||||
* {@link resolveNationRef}; a region key resolves to its SOLE owner (a region
|
||||
* with zero or 2+ owners can't be a valid target). Returns the affected nation
|
||||
* plus the specific region key (when the target was a region) so a stat op can
|
||||
* dip just that region. `validKeys` (when supplied) gates the region-key path;
|
||||
* a ref that is neither a known nation nor a valid region key returns `null`.
|
||||
* Pure; never throws.
|
||||
*/
|
||||
function resolveHybridTarget(
|
||||
state: GameState,
|
||||
target: string,
|
||||
validKeys?: ReadonlySet<string>,
|
||||
): { nation: Nation; regionKey?: string } | null {
|
||||
const id = resolveNationRef(state, target);
|
||||
if (id !== null) {
|
||||
const n = state.nations[id];
|
||||
return n ? { nation: n } : null;
|
||||
}
|
||||
const key = (target ?? '').trim();
|
||||
if (!key) return null;
|
||||
if (validKeys && !validKeys.has(key)) return null; // unknown region key
|
||||
const owners = Object.values(state.nations).filter((n) => n.territory.includes(key));
|
||||
if (owners.length !== 1) return null; // 0 or 2+ owners: not a targetable region
|
||||
return { nation: owners[0], regionKey: key };
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.34.0, #57) Apply ONE hybrid op to the (cloned) `next` state, mutating it
|
||||
* in place and never throwing. Resolution order:
|
||||
* 1. `from` must resolve to a nation (id first, then a unique name); an
|
||||
* unknown / ambiguous actor drops the op.
|
||||
* 2. `target` must resolve to a concrete nation (a nation ref, or a region
|
||||
* key's sole owner); an unresolvable target drops the op.
|
||||
* 3. A self-target (`from` and the target nation are the same) is dropped.
|
||||
* Then, per type:
|
||||
* - an `exposed` op BACKFIRES: no intended effect, the actor's relation with
|
||||
* the target sours by one step (cap hostile), and an auto diplomatic/
|
||||
* failure event is emitted (the engine's own narrative, mirroring the
|
||||
* "repelled" auto-event).
|
||||
* - a successful stat op (sabotage / assassinate / cyber / economic) dips the
|
||||
* target's `regionStats` by its per-type delta — the single named region
|
||||
* when the target was a region key, otherwise every region the target
|
||||
* owns — then re-derives the target nation's aggregate stats (the same
|
||||
* 0-region / no-entry guards as the main recompute), so the effect
|
||||
* persists to the next turn.
|
||||
* - a successful `information` / `proxy` sours the actor's relation with the
|
||||
* target by one step (information caps at hostile, proxy at rival).
|
||||
* - `spy` is informational only (no stat, no relation) — a no-op except for
|
||||
* whatever the LLM narrates in `events`.
|
||||
*/
|
||||
function applyHybridOp(
|
||||
next: GameState,
|
||||
op: HybridOp,
|
||||
geoOf?: (key: string) => { area: number; population: number } | undefined,
|
||||
validKeys?: ReadonlySet<string>,
|
||||
regionNameOf?: (key: string) => string | undefined,
|
||||
actingTurn?: number,
|
||||
): void {
|
||||
const turn = actingTurn ?? next.turn;
|
||||
const from = resolveNationRef(next, op.from);
|
||||
if (from === null) return; // unknown / ambiguous actor: drop
|
||||
const target = resolveHybridTarget(next, op.target, validKeys);
|
||||
if (target === null) return; // unresolvable target: drop
|
||||
if (from === target.nation.id) return; // self-target: drop
|
||||
|
||||
if (op.outcome === 'exposed') {
|
||||
// Backfire: no intended effect; the relation sours by one step (cap
|
||||
// hostile) and an auto diplomatic/failure event is emitted.
|
||||
shiftRelationTowardHostile(next, from, target.nation.id, 'hostile');
|
||||
const actor = next.nations[from];
|
||||
next.events.push(
|
||||
makeEvent(
|
||||
{
|
||||
nation: from,
|
||||
type: 'diplomatic',
|
||||
title: 'Covert operation exposed',
|
||||
text: `${actor?.name ?? from}'s ${op.type} operation against ${hybridTargetDisplayName(
|
||||
target,
|
||||
regionNameOf,
|
||||
)} was exposed; relations sour in response.`,
|
||||
outcome: 'failure',
|
||||
},
|
||||
turn,
|
||||
next.date,
|
||||
),
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
const eff = HYBRID_STAT_EFFECT[op.type];
|
||||
if (eff) {
|
||||
// A successful stat op: dip the target's region(s), then re-derive.
|
||||
if (target.regionKey !== undefined) {
|
||||
const rs = next.regionStats[target.regionKey];
|
||||
if (rs) rs[eff.stat] = clampStat(rs[eff.stat] + eff.delta);
|
||||
} else {
|
||||
for (const key of target.nation.territory) {
|
||||
const rs = next.regionStats[key];
|
||||
if (!rs) continue;
|
||||
rs[eff.stat] = clampStat(rs[eff.stat] + eff.delta);
|
||||
}
|
||||
}
|
||||
// Re-derive the target nation's aggregate stats. The main recompute ran
|
||||
// earlier this turn, so without this the dip would be washed out next
|
||||
// turn. The same 0-region / no-entry guards as the main recompute apply.
|
||||
if (target.nation.territory.length > 0) {
|
||||
if (target.nation.territory.some((k) => next.regionStats[k])) {
|
||||
target.nation.stats = deriveNationStats(
|
||||
target.nation.territory,
|
||||
next.regionStats,
|
||||
geoOf,
|
||||
);
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// information / proxy: a relation nudge (spy is a pure no-op here).
|
||||
if (op.type === 'information') shiftRelationTowardHostile(next, from, target.nation.id, 'hostile');
|
||||
else if (op.type === 'proxy') shiftRelationTowardHostile(next, from, target.nation.id, 'rival');
|
||||
}
|
||||
|
||||
/**
|
||||
* 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:
|
||||
* when the model under-narrates it), 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).
|
||||
* "unclear" result), a takeover (v0.32.0 #54), or a war declared or ended
|
||||
* (v0.33.0 #56: both are real world changes).
|
||||
*/
|
||||
export function isMeaningful(result: TurnResult): boolean {
|
||||
return (
|
||||
@@ -721,6 +1182,14 @@ export function isMeaningful(result: TurnResult): boolean {
|
||||
result.regionChanges.length > 0 ||
|
||||
result.unowned.length > 0 ||
|
||||
result.nationOps.length > 0 ||
|
||||
// (v0.32.0, #54) a takeover is a real world change (regime rename).
|
||||
result.takeovers.length > 0 ||
|
||||
// (v0.33.0, #56) a war declared or ended is a real world change.
|
||||
result.wars.declare.length > 0 ||
|
||||
result.wars.end.length > 0 ||
|
||||
// (v0.34.0, #57) a hybrid op (a successful one or an exposed backfire) is
|
||||
// a real world change (a stat dip or a soured relation).
|
||||
result.hybrid.ops.length > 0 ||
|
||||
// (v0.27, #44) a marker placed or removed this turn is a real world change.
|
||||
result.markers.add.length > 0 ||
|
||||
result.markers.remove.length > 0
|
||||
@@ -973,6 +1442,110 @@ export function applyTurnResult(
|
||||
n.stats = deriveNationStats(n.territory, next.regionStats, geoOf);
|
||||
}
|
||||
|
||||
// --- Takeovers (v0.32.0, #54): non-military regime changes (coups /
|
||||
// revolutions) that rename a nation to its new regime. Applied AFTER the
|
||||
// per-region recompute (the rename doesn't depend on territory or stats,
|
||||
// so it is order-independent with respect to those steps) and BEFORE the
|
||||
// markers block (a marker's owner is a nation id, not a name, so the
|
||||
// rename does not affect the owner recompute).
|
||||
//
|
||||
// For each takeover:
|
||||
// 1. Resolve the target nation via `resolveNationRef` (id first, then
|
||||
// case-insensitive unique name). Skip (no-op) if `null` — an
|
||||
// unknown or ambiguous ref is silently dropped, never thrown.
|
||||
// 2. Rename the resolved nation: set `n.name = newRegimeName`. Only
|
||||
// the display name changes — the stable id, territory, relations
|
||||
// (keyed by id), stats, and `playerNationId` (which references the
|
||||
// id, not the name) are all preserved. The player keeps leading an
|
||||
// overthrown nation under its new regime.
|
||||
for (const t of result.takeovers) {
|
||||
const id = resolveNationRef(next, t.nationRef);
|
||||
if (id === null) continue; // unknown / ambiguous ref: no-op
|
||||
const n = next.nations[id];
|
||||
if (!n) continue; // defensive: id resolved but nation missing (corrupt state)
|
||||
n.name = t.newRegimeName;
|
||||
}
|
||||
|
||||
// --- Wars (v0.33.0, #56: war as a first-class state) ---
|
||||
//
|
||||
// Wars are named entities (`GameState.wars`), not just a `war` relation.
|
||||
// Two kinds of change, applied in this order against the (cloned) `next`:
|
||||
//
|
||||
// (1) DECLARE: each validated declare is resolved to concrete nation ids
|
||||
// (`resolveNationRef`, so the LLM may use an id OR a unique name) and
|
||||
// becomes a new active War with a fresh id (`w1`, `w2`, ...), stamped
|
||||
// with the acting turn and the turn's new date. Mutually-defensive
|
||||
// allies of the belligerents are DRAGGED IN: any nation that is an
|
||||
// `ally` of a belligerent (per the current, post-relations relations)
|
||||
// and is not already a side joins the war's `sides`. A declare with
|
||||
// fewer than two DISTINCT resolved sides is dropped; a declare whose
|
||||
// sides are all already contained in an existing ACTIVE war is a
|
||||
// duplicate and is skipped (the existing war stands).
|
||||
// (2) END: each validated end targets a war BY ID and sets its status to
|
||||
// the outcome (`armistice` / `capitulation`). Only ACTIVE wars are
|
||||
// affected — an unknown id or an already-ended war is a no-op.
|
||||
// (A war may be declared and ended in the SAME turn: declare runs
|
||||
// first, so the just-declared id is a valid end target.)
|
||||
// (3) RELATION SYNC: `syncWarRelations` derives the `war` relation from
|
||||
// the ACTIVE wars (see its doc) — the load-bearing step that keeps
|
||||
// the relation table honest with the war entities.
|
||||
//
|
||||
// Nothing here throws: every unresolvable / invalid op is dropped.
|
||||
{
|
||||
const takenWarIds = new Set(next.wars.map((w) => w.id));
|
||||
// (1) DECLARE
|
||||
for (const d of result.wars.declare) {
|
||||
const resolved: string[] = [];
|
||||
for (const ref of d.sides) {
|
||||
const id = resolveNationRef(next, ref);
|
||||
if (id !== null && !resolved.includes(id)) resolved.push(id);
|
||||
}
|
||||
if (resolved.length < 2) continue; // not enough distinct belligerents
|
||||
// Duplicate: an active war already contains all of these sides.
|
||||
const dup = next.wars.some(
|
||||
(w) => w.status === 'active' && resolved.every((s) => w.sides.includes(s)),
|
||||
);
|
||||
if (dup) continue;
|
||||
const sides = [...resolved];
|
||||
// Mutual-defense drag-in: each belligerent's allies join the war.
|
||||
for (const s of resolved) {
|
||||
const rels = next.nations[s]?.relations ?? {};
|
||||
for (const ally of Object.keys(rels).filter((x) => rels[x] === 'ally').sort()) {
|
||||
if (!sides.includes(ally)) sides.push(ally);
|
||||
}
|
||||
}
|
||||
const id = freshWarId(takenWarIds);
|
||||
takenWarIds.add(id);
|
||||
next.wars.push({
|
||||
id,
|
||||
sides,
|
||||
declaredTurn: actingTurn,
|
||||
declaredDate: next.date,
|
||||
...(d.aims && d.aims.length > 0 ? { aims: d.aims } : {}),
|
||||
status: 'active',
|
||||
});
|
||||
}
|
||||
// (2) END (by id; active only)
|
||||
for (const e of result.wars.end) {
|
||||
const w = next.wars.find((w) => w.id === e.id && w.status === 'active');
|
||||
if (!w) continue; // unknown id / already ended: no-op
|
||||
w.status = e.outcome;
|
||||
}
|
||||
// (3) RELATION SYNC (prev = the state this turn started from)
|
||||
syncWarRelations(state, next);
|
||||
}
|
||||
|
||||
// --- Hybrid war (v0.34.0, #57): covert, non-kinetic operations ---
|
||||
//
|
||||
// Each op's deterministic per-type effect is applied to the post-wars state
|
||||
// (a stat dip on the target's regions, or a relation nudge toward hostile).
|
||||
// An `exposed` op backfires instead. They never move borders, so they run
|
||||
// after the territory changes and before the markers (a marker's owner is
|
||||
// recomputed from the final ownership, unaffected by a stat/relation dip).
|
||||
for (const op of result.hybrid.ops) {
|
||||
applyHybridOp(next, op, geoOf, validKeys, regionNameOf, actingTurn);
|
||||
}
|
||||
|
||||
// --- Map markers (v0.27, #44) ---
|
||||
//
|
||||
// Markers are anchored to a region key and are processed against the FINAL
|
||||
@@ -1158,6 +1731,19 @@ export function freshNationId(taken: ReadonlySet<string>): string {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Generate a fresh, unused war id for a newly declared {@link War}
|
||||
* (v0.33.0, #56): the first free of `w1`, `w2`, ... The caller adds each id
|
||||
* it creates to `taken` as it goes, so ids stay unique within a turn and are
|
||||
* never reused from an ended war.
|
||||
*/
|
||||
export function freshWarId(taken: ReadonlySet<string>): string {
|
||||
for (let i = 1; ; i++) {
|
||||
const id = `w${i}`;
|
||||
if (!taken.has(id)) return id;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The baseline stats a freshly created nation starts with (split parts,
|
||||
* v0.24 #16 P4b) — a neutral middle-of-the-scale profile, deliberately NOT
|
||||
@@ -1448,7 +2034,31 @@ export async function runTurn(opts: {
|
||||
regionKey: m.regionKey,
|
||||
owner: m.ownerNationId,
|
||||
}));
|
||||
const user = buildUserPrompt(state, items, regionReference, frontier, state.unowned ?? [], markers);
|
||||
// (v0.33.0, #56) the model always sees the currently ACTIVE wars (empty list
|
||||
// on a fresh game) so it can reference a war's id in `wars.end` to end it;
|
||||
// ended wars stay in GameState.wars as history but are not surfaced.
|
||||
const wars = (state.wars ?? [])
|
||||
.filter((w) => w.status === 'active')
|
||||
.map((w) => ({
|
||||
id: w.id,
|
||||
sides: w.sides,
|
||||
...(w.aims && w.aims.length > 0 ? { aims: w.aims } : {}),
|
||||
}));
|
||||
// (v0.34.0, #57) the player's current relations to every other nation, so the
|
||||
// model sees the ladder its `information` / `proxy` hybrid ops nudge (and the
|
||||
// starting point before an `exposed` backfire). Always emitted ({} when the
|
||||
// player has no relations yet).
|
||||
const relations = state.nations[state.playerNationId]?.relations ?? {};
|
||||
const user = buildUserPrompt(
|
||||
state,
|
||||
items,
|
||||
regionReference,
|
||||
frontier,
|
||||
state.unowned ?? [],
|
||||
markers,
|
||||
wars,
|
||||
relations,
|
||||
);
|
||||
const nudge =
|
||||
'Your previous output was invalid. Respond with ONLY the JSON object described above for this batch — no prose, no fences.';
|
||||
|
||||
@@ -1500,6 +2110,9 @@ export async function runTurn(opts: {
|
||||
territoryChanges: [],
|
||||
unowned: [],
|
||||
nationOps: [],
|
||||
takeovers: [],
|
||||
wars: { declare: [], end: [] },
|
||||
hybrid: { ops: [] },
|
||||
markers: { add: [], remove: [] },
|
||||
};
|
||||
}
|
||||
|
||||
+133
-5
@@ -17,13 +17,17 @@ import type {
|
||||
RejectNationOpRequest,
|
||||
RemoveQueueItemRequest,
|
||||
} from '../shared/protocol';
|
||||
import type { GameState } from '../shared/types';
|
||||
import type { GameState, Preset } from '../shared/types';
|
||||
import type { WorldDraft } from '../shared/scenario';
|
||||
import { createLlmClient } from './llm';
|
||||
import { makeStubLlmClient } from './stub';
|
||||
import { makeScenarioStubLlmClient } from './stubScenario';
|
||||
import { finalizeWorld, generateDraft } from './scenario';
|
||||
import { askAdvisor, confirmNationOp, queueRoundItem, rejectNationOp, removeRoundItem, resolveRegionKey, runTurn } from './engine';
|
||||
import { buildRegionMap } from './map';
|
||||
import { allTerritoryKeys, centroidOf, expandCountriesToKeys, geoOf, hasAdjacency, hasCentroids, hasGeo, loadRegions, neighboursOf, referenceForKeys, regionName, validKeys } from './regions';
|
||||
import { allTerritoryKeys, centroidOf, expandCountriesToKeys, geoOf, hasAdjacency, hasCentroids, hasGeo, loadRegions, neighboursOf, referenceForKeys, regionName, validCountryCodes, validKeys } from './regions';
|
||||
import { createPresetStore } from './presets';
|
||||
import { createTemplateStore } from './templates';
|
||||
import { openDb, type Db } from './db';
|
||||
|
||||
const here = fileURLToPath(new URL('.', import.meta.url));
|
||||
@@ -52,6 +56,8 @@ const dataDir = process.env.DATA_DIR ?? path.join(root, 'data');
|
||||
// the e2e config, so honor it as a fallback to keep all three in agreement.
|
||||
const PORT = parseInt(process.env.PORT ?? process.env.HISTORY_API_PORT ?? '4321', 10);
|
||||
const presetStore = createPresetStore(presetsDir);
|
||||
// (v0.31, #52) Era templates for the "Create scenario" path (presets/templates/).
|
||||
const templateStore = createTemplateStore(path.join(root, 'presets', 'templates'));
|
||||
// Load the region-key manifest + geo once at boot (v0.19 #16 P1). A missing file
|
||||
// just means region expansion/reference degrade to the raw keys (server still boots).
|
||||
loadRegions(root);
|
||||
@@ -59,6 +65,10 @@ const db: Db = openDb(path.join(dataDir, 'history.db'));
|
||||
// LLM_STUB=1 → deterministic stub (tests/e2e/dev without a live model).
|
||||
const useStub = process.env.LLM_STUB === '1';
|
||||
const llm = useStub ? makeStubLlmClient() : createLlmClient();
|
||||
// (v0.31, #52) The scenario-generation LLM client: the deterministic scenario
|
||||
// stub under LLM_STUB=1 (a distinct transport from the turn stub, which stays
|
||||
// untouched), and the live client otherwise.
|
||||
const scenarioLlm = useStub ? makeScenarioStubLlmClient() : llm;
|
||||
|
||||
const app = express();
|
||||
app.use(express.json());
|
||||
@@ -95,6 +105,34 @@ function broadcast(id: string, event: string, data: unknown): void {
|
||||
|
||||
// --- Routes ---
|
||||
|
||||
/**
|
||||
* (v0.31, #52) Synthesize the minimal `Preset` the turn engine needs for a
|
||||
* dynamically generated game (`presetId: 'dynamic'` — there is no static preset
|
||||
* file on disk). `runTurn` only consumes `title` / `startDate` /
|
||||
* `worldBackground` / `simulationRules` (never `preset.nations`), so a generic
|
||||
* alternate-history background plus the standard rules is sufficient; `nations`
|
||||
* is carried from the saved world so the type is complete. `startDate` uses the
|
||||
* game's current date (GameState stores no separate start date) — it only feeds
|
||||
* the static "WORLD: <title> — <date>" header of the system prompt.
|
||||
*/
|
||||
function dynamicPresetFromGame(game: GameState): Preset {
|
||||
return {
|
||||
id: game.presetId,
|
||||
title: game.presetTitle,
|
||||
startDate: game.date,
|
||||
summary: game.presetTitle,
|
||||
worldBackground: `${game.presetTitle} is a dynamically generated alternate-history world. Keep every nation's stats, borders and relations internally consistent as the world evolves.`,
|
||||
simulationRules: [
|
||||
"Advance the shared world for ALL nations, not only the player's.",
|
||||
'Keep every stat value between 0 and 100.',
|
||||
'Only change borders when war or a decisive political shift justifies it.',
|
||||
'Prefer 1-4 events per turn; keep each narrative to 1-3 sentences.',
|
||||
'Use only nation ids and region keys that exist in the provided state.',
|
||||
],
|
||||
nations: Object.values(game.nations),
|
||||
};
|
||||
}
|
||||
|
||||
app.get('/api/health', (_req, res) => {
|
||||
res.json({ ok: true, stub: useStub, port: PORT });
|
||||
});
|
||||
@@ -140,6 +178,10 @@ app.post('/api/games', (req: Request, res) => {
|
||||
// real region keys — each region starts as a copy of its owner's initial
|
||||
// stats, so the derived aggregate equals the nation's stats on turn 1.
|
||||
regionStats: {},
|
||||
// (v0.33.0, #56) No wars on a fresh game; the LLM declares them over time
|
||||
// (any preset-level `war` relation stays a bare/implicit one, not an
|
||||
// entity — see syncWarRelations).
|
||||
wars: [],
|
||||
};
|
||||
// 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
|
||||
@@ -278,8 +320,14 @@ app.post('/api/games/:id/jump', async (req, res) => {
|
||||
const id = req.params.id;
|
||||
const game = db.load(id);
|
||||
if (!game) return res.status(404).json({ error: 'game not found' });
|
||||
const preset = presetStore.get(game.presetId);
|
||||
if (!preset) return res.status(404).json({ error: 'preset_missing' });
|
||||
let preset = presetStore.get(game.presetId);
|
||||
if (!preset) {
|
||||
// (v0.31, #52) A dynamically generated game has no static preset file:
|
||||
// synthesize one from the saved world so the turn engine can run. A
|
||||
// genuinely-missing static preset still 404s.
|
||||
if (game.presetId !== 'dynamic') return res.status(404).json({ error: 'preset_missing' });
|
||||
preset = dynamicPresetFromGame(game);
|
||||
}
|
||||
try {
|
||||
const { state, result } = await runTurn({
|
||||
llm,
|
||||
@@ -347,6 +395,86 @@ app.post('/api/games/:id/advisor', async (req, res) => {
|
||||
}
|
||||
});
|
||||
|
||||
// --- Dynamic scenario generation (v0.31, #52) ---
|
||||
//
|
||||
// The additive "Create scenario" path. Step 1 (POST /draft) designs a draft
|
||||
// world + an advisor checkpoint list; the client shows both, the player
|
||||
// approves/removes checkpoints and picks a nation; step 2 (POST /commit)
|
||||
// finalizes the world (constrained to the approved checkpoints) into a saved,
|
||||
// playable game. Both steps ride the scenario LLM client (the deterministic
|
||||
// scenario stub under LLM_STUB=1, the live model otherwise). All existing
|
||||
// routes are untouched.
|
||||
|
||||
app.get('/api/scenarios/templates', (_req, res) => {
|
||||
res.json({ templates: templateStore.listMeta() });
|
||||
});
|
||||
|
||||
app.post('/api/scenarios/draft', async (req, res) => {
|
||||
const body = (req.body ?? {}) as { templateId?: string; description?: string; year?: number };
|
||||
const template = templateStore.get(body.templateId ?? '');
|
||||
if (!template) return res.status(400).json({ error: 'unknown template' });
|
||||
const description = typeof body.description === 'string' ? body.description.trim() : '';
|
||||
const year = Number.isFinite(body.year as number) ? (body.year as number) : template.year;
|
||||
const codes = validCountryCodes();
|
||||
try {
|
||||
const { world, checkpoints } = await generateDraft({
|
||||
llm: scenarioLlm,
|
||||
template,
|
||||
description,
|
||||
year,
|
||||
// No region data → no code filtering (the draft keeps whatever codes the
|
||||
// model emitted; expansion degrades to the raw keys, like presets do).
|
||||
validCountryCodes: codes.size > 0 ? codes : undefined,
|
||||
});
|
||||
if (!world) return res.status(502).json({ error: 'generate: the model returned no usable world' });
|
||||
res.json({ world, checkpoints });
|
||||
} catch (e) {
|
||||
const msg = e instanceof Error ? e.message : String(e);
|
||||
res.status(502).json({ error: `generate failed: ${msg}` });
|
||||
}
|
||||
});
|
||||
|
||||
app.post('/api/scenarios/commit', async (req, res) => {
|
||||
const body = (req.body ?? {}) as {
|
||||
templateId?: string;
|
||||
description?: string;
|
||||
year?: number;
|
||||
draft?: WorldDraft;
|
||||
approvedCheckpoints?: string[];
|
||||
playerNationId?: string;
|
||||
};
|
||||
const template = templateStore.get(body.templateId ?? '');
|
||||
if (!template) return res.status(400).json({ error: 'unknown template' });
|
||||
const description = typeof body.description === 'string' ? body.description.trim() : '';
|
||||
const year = Number.isFinite(body.year as number) ? (body.year as number) : template.year;
|
||||
const approvedCheckpoints = Array.isArray(body.approvedCheckpoints)
|
||||
? body.approvedCheckpoints.filter((c): c is string => typeof c === 'string' && c.trim() !== '')
|
||||
: [];
|
||||
const playerNationId = typeof body.playerNationId === 'string' ? body.playerNationId : '';
|
||||
const codes = validCountryCodes();
|
||||
try {
|
||||
const state = await finalizeWorld({
|
||||
llm: scenarioLlm,
|
||||
template,
|
||||
description,
|
||||
year,
|
||||
approvedCheckpoints,
|
||||
draft: body.draft,
|
||||
playerNationId,
|
||||
validCountryCodes: codes.size > 0 ? codes : undefined,
|
||||
expand: (cs) => expandCountriesToKeys(cs),
|
||||
id: randomUUID(),
|
||||
title: template.name,
|
||||
startDate: `${year}-01-01`,
|
||||
});
|
||||
db.save(state);
|
||||
res.json({ id: state.id });
|
||||
} catch (e) {
|
||||
const msg = e instanceof Error ? e.message : String(e);
|
||||
res.status(502).json({ error: `commit failed: ${msg}` });
|
||||
}
|
||||
});
|
||||
|
||||
// --- SSE stream ---
|
||||
app.get('/sse/:id', (req, res) => {
|
||||
const id = req.params.id;
|
||||
@@ -384,4 +512,4 @@ app.listen(PORT, () => {
|
||||
});
|
||||
|
||||
// Exported for tests (createApp is implicit via app; here we just expose handles).
|
||||
export { app, db, llm };
|
||||
export { app, db, llm, scenarioLlm, templateStore };
|
||||
|
||||
@@ -52,6 +52,8 @@ const state: GameState = {
|
||||
markers: [],
|
||||
// (v0.28, #46) the map is ownership-only; the region-stats table is unused here.
|
||||
regionStats: {},
|
||||
// (v0.33.0, #56) the map is ownership-only; wars are unused here.
|
||||
wars: [],
|
||||
};
|
||||
|
||||
// The RegionMap built from the fixture: the authoritative region key → owner source.
|
||||
|
||||
@@ -41,6 +41,7 @@ function mkState(
|
||||
pendingNationOps: [],
|
||||
markers: [],
|
||||
regionStats: {} as GameState['regionStats'],
|
||||
wars: [],
|
||||
};
|
||||
if (regionStats !== undefined) base.regionStats = regionStats as GameState['regionStats'];
|
||||
else delete (base as { regionStats?: unknown }).regionStats; // simulate a legacy row
|
||||
|
||||
@@ -110,6 +110,7 @@ describe('regions (region-key loader, v0.19 #16 P1)', () => {
|
||||
markers: [],
|
||||
// (v0.28, #46) unused here (allTerritoryKeys is ownership-only).
|
||||
regionStats: {},
|
||||
wars: [],
|
||||
};
|
||||
// 16 GBR sub-regions + 42 FRA sub-regions, no overlap between the two.
|
||||
expect(allTerritoryKeys(state).size).toBe(58);
|
||||
|
||||
@@ -259,6 +259,18 @@ export function validKeys(): ReadonlySet<string> {
|
||||
return data ? data.validKeys : new Set<string>();
|
||||
}
|
||||
|
||||
/**
|
||||
* The set of ISO_A3 country codes that own at least one sub-region in the
|
||||
* manifest (the valid `territory` codes for a world draft, v0.31 #52). These
|
||||
* are the keys of `keysByCountry` — i.e. the distinct `properties.parent`
|
||||
* values in regions.geo.json. Empty when no region data is loaded; callers
|
||||
* pass it (or `undefined` to skip filtering) to `validateWorldDraft` so a
|
||||
* draft's territory is checked against real countries.
|
||||
*/
|
||||
export function validCountryCodes(): ReadonlySet<string> {
|
||||
return data ? new Set(Object.keys(data.keysByCountry)) : new Set<string>();
|
||||
}
|
||||
|
||||
/**
|
||||
* True when the region-adjacency manifest loaded with at least one entry.
|
||||
* Callers (the server's jump route) use this to decide whether to hand the
|
||||
|
||||
@@ -0,0 +1,235 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import {
|
||||
relationFromScore,
|
||||
validateWorldDraft,
|
||||
worldDraftToGameState,
|
||||
type WorldDraft,
|
||||
} from '../shared/scenario';
|
||||
import type { NationStats } from '../shared/types';
|
||||
|
||||
// A deterministic fake ISO_A3 -> region-key expander (two sub-regions per
|
||||
// country), standing in for server/regions.expandCountriesToKeys in these
|
||||
// pure-function tests.
|
||||
const fakeExpand = (countries: string[]): string[] =>
|
||||
countries.flatMap((c) => [`${c}-a`, `${c}-b`]);
|
||||
|
||||
const S = (m: number, e: number, s: number, p: number): NationStats => ({
|
||||
military: m,
|
||||
economy: e,
|
||||
stability: s,
|
||||
population: p,
|
||||
});
|
||||
|
||||
describe('relationFromScore (v0.31.0, #52)', () => {
|
||||
it('maps the five sentiment bands to RelationStatus', () => {
|
||||
expect(relationFromScore(100)).toBe('ally');
|
||||
expect(relationFromScore(60)).toBe('ally');
|
||||
expect(relationFromScore(0)).toBe('neutral');
|
||||
expect(relationFromScore(30)).toBe('neutral');
|
||||
expect(relationFromScore(-1)).toBe('rival');
|
||||
expect(relationFromScore(-40)).toBe('rival');
|
||||
expect(relationFromScore(-41)).toBe('hostile');
|
||||
expect(relationFromScore(-80)).toBe('hostile');
|
||||
expect(relationFromScore(-81)).toBe('war');
|
||||
expect(relationFromScore(-100)).toBe('war');
|
||||
});
|
||||
|
||||
it('clamps out-of-range scores before banding', () => {
|
||||
expect(relationFromScore(250)).toBe('ally');
|
||||
expect(relationFromScore(-250)).toBe('war');
|
||||
});
|
||||
});
|
||||
|
||||
describe('validateWorldDraft (v0.31.0, #52)', () => {
|
||||
it('returns a clean draft from a valid payload', () => {
|
||||
const raw = {
|
||||
nations: [
|
||||
{ id: 'de', name: 'German Reich', type: 'major', stats: S(95, 70, 75, 90), territory: ['DEU'], relations: { uk: 80 } },
|
||||
{ id: 'uk', name: 'United Kingdom', type: 'major', stats: S(80, 75, 60, 48), territory: ['GBR', 'IRL'], relations: { de: 80 } },
|
||||
],
|
||||
};
|
||||
const d = validateWorldDraft(raw);
|
||||
expect(d).not.toBeNull();
|
||||
const draft = d as WorldDraft;
|
||||
expect(draft.nations).toHaveLength(2);
|
||||
expect(draft.nations[0]).toMatchObject({ id: 'de', name: 'German Reich', type: 'major' });
|
||||
expect(draft.nations[0].stats).toEqual(S(95, 70, 75, 90));
|
||||
expect(draft.nations[0].territory).toEqual(['DEU']);
|
||||
expect(draft.nations[0].relations).toEqual({ uk: 80 });
|
||||
expect(draft.events).toBeUndefined();
|
||||
});
|
||||
|
||||
it('clamps out-of-range stat values to 0-100 and defaults missing to 50', () => {
|
||||
const raw = {
|
||||
nations: [
|
||||
{ name: 'Over', stats: { military: 150, economy: -20, stability: 7 }, territory: ['DEU'] },
|
||||
],
|
||||
};
|
||||
const d = validateWorldDraft(raw) as WorldDraft;
|
||||
expect(d.nations[0].stats).toEqual(S(100, 0, 7, 50)); // population missing -> 50
|
||||
});
|
||||
|
||||
it('upper-cases, de-dupes, and (given valid codes) filters territory to known ISO_A3', () => {
|
||||
const codes = new Set(['DEU', 'GBR', 'FRA']);
|
||||
const raw = {
|
||||
nations: [
|
||||
{
|
||||
name: 'Mixed',
|
||||
// lower-case, duplicated, and one unknown code (USA) to be dropped.
|
||||
territory: ['deu', 'DEU', 'usa', 'gbr'],
|
||||
},
|
||||
],
|
||||
};
|
||||
const d = validateWorldDraft(raw, { validCountryCodes: codes }) as WorldDraft;
|
||||
expect(d.nations[0].territory).toEqual(['DEU', 'GBR']);
|
||||
});
|
||||
|
||||
it('keeps unknown codes when no validCountryCodes set is supplied', () => {
|
||||
const raw = { nations: [{ name: 'X', territory: ['AAA', 'BBB'] }] };
|
||||
const d = validateWorldDraft(raw) as WorldDraft;
|
||||
expect(d.nations[0].territory).toEqual(['AAA', 'BBB']);
|
||||
});
|
||||
|
||||
it('resolves relation keys by id or (case-insensitive) name and drops self/unknown refs', () => {
|
||||
const raw = {
|
||||
nations: [
|
||||
{ id: 'de', name: 'Germany', territory: ['DEU'], relations: { 'United Kingdom': 55, de: 99, ghost: 10 } },
|
||||
{ id: 'uk', name: 'United Kingdom', territory: ['GBR'], relations: { de: -70 } },
|
||||
],
|
||||
};
|
||||
const d = validateWorldDraft(raw) as WorldDraft;
|
||||
// de: the name-keyed ref resolves to uk, self (de) and unknown (ghost) dropped.
|
||||
expect(d.nations[0].relations).toEqual({ uk: 55 });
|
||||
// uk: the id-keyed ref to de is kept, clamped (already in range).
|
||||
expect(d.nations[1].relations).toEqual({ de: -70 });
|
||||
});
|
||||
|
||||
it('clamps relation scores to -100..100', () => {
|
||||
const raw = {
|
||||
nations: [
|
||||
{ id: 'a', name: 'A', territory: ['AAA'], relations: { b: 500 } },
|
||||
{ id: 'b', name: 'B', territory: ['BBB'], relations: { a: -500 } },
|
||||
],
|
||||
};
|
||||
const d = validateWorldDraft(raw) as WorldDraft;
|
||||
expect(d.nations[0].relations).toEqual({ b: 100 });
|
||||
expect(d.nations[1].relations).toEqual({ a: -100 });
|
||||
});
|
||||
|
||||
it('suffices duplicate ids until unique and derives ids from names', () => {
|
||||
const raw = {
|
||||
nations: [
|
||||
{ id: 'x', name: 'First', territory: ['AAA'] },
|
||||
{ id: 'x', name: 'Second', territory: ['BBB'] },
|
||||
{ name: 'United Kingdom', territory: ['GBR'] }, // no id -> slug
|
||||
],
|
||||
};
|
||||
const d = validateWorldDraft(raw) as WorldDraft;
|
||||
const ids = d.nations.map((n) => n.id);
|
||||
expect(ids).toEqual(['x', 'x-2', 'united-kingdom']);
|
||||
});
|
||||
|
||||
it('keeps backstory events that name a known nation and drops the rest', () => {
|
||||
const raw = {
|
||||
nations: [
|
||||
{ id: 'de', name: 'Germany', territory: ['DEU'] },
|
||||
{ id: 'uk', name: 'United Kingdom', territory: ['GBR'] },
|
||||
],
|
||||
events: [
|
||||
{ nation: 'de', type: 'military', title: 'Remilitarization', text: 't', outcome: 'success' },
|
||||
{ nation: 'United Kingdom', type: 'political', title: 'By-elections', text: 't', outcome: 'neutral' },
|
||||
{ nation: 'ghost', type: 'political', title: 'No owner', text: 't', outcome: 'neutral' },
|
||||
{ nation: 'de', type: 'political' }, // no title -> dropped
|
||||
],
|
||||
};
|
||||
const d = validateWorldDraft(raw) as WorldDraft;
|
||||
expect(d.events).toHaveLength(2);
|
||||
expect(d.events?.[0]).toMatchObject({ nation: 'de', type: 'military', title: 'Remilitarization', outcome: 'success' });
|
||||
expect(d.events?.[1]).toMatchObject({ nation: 'uk', type: 'political', title: 'By-elections', outcome: 'neutral' });
|
||||
});
|
||||
|
||||
it('returns null (never throws) for unusable / garbage payloads', () => {
|
||||
expect(validateWorldDraft(null)).toBeNull();
|
||||
expect(validateWorldDraft('nope')).toBeNull();
|
||||
expect(validateWorldDraft([])).toBeNull();
|
||||
expect(validateWorldDraft({})).toBeNull();
|
||||
expect(validateWorldDraft({ nations: [] })).toBeNull();
|
||||
expect(validateWorldDraft({ nations: [{ name: 'No territory' }] })).toBeNull();
|
||||
expect(validateWorldDraft({ nations: [{}] })).toBeNull(); // no name
|
||||
expect(validateWorldDraft({ nations: [42] })).toBeNull(); // not an object
|
||||
// no nation owns a *valid* territory -> unusable.
|
||||
expect(
|
||||
validateWorldDraft(
|
||||
{ nations: [{ name: 'X', territory: ['ZZZ'] }] },
|
||||
{ validCountryCodes: new Set(['DEU']) },
|
||||
),
|
||||
).toBeNull();
|
||||
});
|
||||
});
|
||||
|
||||
describe('worldDraftToGameState (v0.31.0, #52)', () => {
|
||||
function draft(): WorldDraft {
|
||||
return {
|
||||
nations: [
|
||||
{ id: 'de', name: 'Germany', type: 'major', stats: S(90, 70, 75, 90), territory: ['DEU'], relations: { uk: 70 } },
|
||||
{ id: 'uk', name: 'United Kingdom', type: 'major', stats: S(80, 75, 60, 48), territory: ['GBR', 'IRL'], relations: { de: -90 } },
|
||||
],
|
||||
events: [{ nation: 'de', type: 'political', title: 'The new order', text: 'A fresh map is drawn.', outcome: 'neutral' }],
|
||||
};
|
||||
}
|
||||
|
||||
it('expands ISO_A3 territory to region keys and seeds per-region stats', () => {
|
||||
const g = worldDraftToGameState(draft(), fakeExpand, 'uk', {
|
||||
id: 'g1',
|
||||
title: 'Custom World',
|
||||
startDate: '1939-09-01',
|
||||
});
|
||||
expect(g.id).toBe('g1');
|
||||
expect(g.presetTitle).toBe('Custom World');
|
||||
expect(g.date).toBe('1939-09-01');
|
||||
expect(g.turn).toBe(1);
|
||||
expect(g.version).toBe(1);
|
||||
expect(g.playerNationId).toBe('uk');
|
||||
expect(g.unowned).toEqual([]);
|
||||
expect(g.markers).toEqual([]);
|
||||
expect(g.pendingNationOps).toEqual([]);
|
||||
expect(g.pending).toEqual([]);
|
||||
|
||||
// de owns DEU -> two region keys; uk owns GBR+IRL -> four.
|
||||
expect(g.nations.de.territory).toEqual(['DEU-a', 'DEU-b']);
|
||||
expect(g.nations.uk.territory).toEqual(['GBR-a', 'GBR-b', 'IRL-a', 'IRL-b']);
|
||||
|
||||
// Every owned region is seeded with a copy of its owner's stats.
|
||||
expect(g.regionStats['DEU-a']).toEqual(g.nations.de.stats);
|
||||
expect(g.regionStats['IRL-b']).toEqual(g.nations.uk.stats);
|
||||
// No entry for unowned regions.
|
||||
expect(g.regionStats['ZZZ-a']).toBeUndefined();
|
||||
});
|
||||
|
||||
it('maps numeric relations to RelationStatus', () => {
|
||||
const g = worldDraftToGameState(draft(), fakeExpand, 'de');
|
||||
expect(g.nations.de.relations).toEqual({ uk: 'ally' }); // 70 -> ally
|
||||
expect(g.nations.uk.relations).toEqual({ de: 'war' }); // -90 -> war
|
||||
});
|
||||
|
||||
it('seeds the event feed from backstory events at turn 1 / startDate', () => {
|
||||
const g = worldDraftToGameState(draft(), fakeExpand, 'de', { startDate: '2035-01-01' });
|
||||
expect(g.events).toHaveLength(1);
|
||||
expect(g.events[0]).toMatchObject({
|
||||
turn: 1,
|
||||
date: '2035-01-01',
|
||||
nation: 'de',
|
||||
type: 'political',
|
||||
title: 'The new order',
|
||||
outcome: 'neutral',
|
||||
});
|
||||
});
|
||||
|
||||
it('uses the defaults (empty id, Custom World, 1970-01-01) when options are omitted', () => {
|
||||
const g = worldDraftToGameState(draft(), fakeExpand, 'de');
|
||||
expect(g.id).toBe('');
|
||||
expect(g.presetTitle).toBe('Custom World');
|
||||
expect(g.date).toBe('1970-01-01');
|
||||
expect(g.presetId).toBe('dynamic');
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,335 @@
|
||||
// Unit tests for the dynamic scenario-generation LLM steps (v0.31, #52):
|
||||
// the prompt builders, the defensive parsers, generateDraft / finalizeWorld
|
||||
// over an injected LlmClient, and the deterministic scenario stub.
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import {
|
||||
buildGeneratePrompt,
|
||||
buildRegeneratePrompt,
|
||||
finalizeWorld,
|
||||
generateDraft,
|
||||
parseGenerate,
|
||||
parseRegenerate,
|
||||
SCENARIO_GENERATE_MARKER,
|
||||
SCENARIO_REGENERATE_MARKER,
|
||||
} from './scenario';
|
||||
import { makeScenarioStubLlmClient, stubWorldFor } from './stubScenario';
|
||||
import type { EraTemplate, WorldDraft } from '../shared/scenario';
|
||||
import type { ChatMessage, LlmClient } from './llm';
|
||||
|
||||
const TEMPLATE: EraTemplate = {
|
||||
id: 'near-future',
|
||||
name: 'Near Future',
|
||||
year: 2035,
|
||||
eraDescription: 'A fractured, multipolar 2035.',
|
||||
suggestedPowers: [
|
||||
{ name: 'United States', region: 'USA', note: 'declining hegemon' },
|
||||
{ name: 'China', region: 'CHN', note: 'rising industrial power' },
|
||||
],
|
||||
tensions: ['Indo-Pacific standoff', 'Climate migration'],
|
||||
};
|
||||
|
||||
const VALID_CODES = new Set(['FRA', 'RUS', 'ESP', 'USA', 'CHN']);
|
||||
|
||||
/** A minimal LlmClient double whose chat() returns a canned string (or calls a handler). */
|
||||
function fakeClient(canned?: string | ((messages: ChatMessage[]) => string)): LlmClient {
|
||||
return {
|
||||
async chat(messages) {
|
||||
if (typeof canned === 'function') return canned(messages);
|
||||
return canned ?? '{"world":{"nations":[]},"checkpoints":[]}';
|
||||
},
|
||||
async listModels() {
|
||||
return [];
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
const GOOD_GENERATE = JSON.stringify({
|
||||
world: {
|
||||
nations: [
|
||||
{
|
||||
id: 'alba',
|
||||
name: 'Alba',
|
||||
type: 'major',
|
||||
stats: { military: 70, economy: 60, stability: 65, population: 55 },
|
||||
territory: ['FRA'],
|
||||
relations: { boreas: -60 },
|
||||
},
|
||||
{
|
||||
id: 'boreas',
|
||||
name: 'Boreas',
|
||||
type: 'major',
|
||||
stats: { military: 55, economy: 70, stability: 50, population: 60 },
|
||||
territory: ['RUS'],
|
||||
relations: { alba: -60 },
|
||||
},
|
||||
],
|
||||
},
|
||||
checkpoints: ['Alba presses its advantage.', 'Boreas fortifies the north.'],
|
||||
});
|
||||
|
||||
const GOOD_REGENERATE = JSON.stringify({
|
||||
world: {
|
||||
nations: [
|
||||
{
|
||||
id: 'alba',
|
||||
name: 'Alba',
|
||||
type: 'major',
|
||||
stats: { military: 70, economy: 60, stability: 70, population: 55 },
|
||||
territory: ['FRA'],
|
||||
relations: { boreas: -70 },
|
||||
},
|
||||
{
|
||||
id: 'boreas',
|
||||
name: 'Boreas',
|
||||
type: 'major',
|
||||
stats: { military: 55, economy: 70, stability: 55, population: 60 },
|
||||
territory: ['RUS'],
|
||||
relations: { alba: -70 },
|
||||
},
|
||||
],
|
||||
},
|
||||
});
|
||||
|
||||
describe('buildGeneratePrompt', () => {
|
||||
it('embeds the era, description, year and the valid country codes', () => {
|
||||
const { system, user } = buildGeneratePrompt(TEMPLATE, 'a cold war in space', 2041, VALID_CODES);
|
||||
expect(system).toContain(SCENARIO_GENERATE_MARKER);
|
||||
expect(system).toContain('"checkpoints"');
|
||||
expect(user).toContain('near-future');
|
||||
expect(user).toContain('a cold war in space');
|
||||
expect(user).toContain('2041');
|
||||
expect(user).toContain('CHN');
|
||||
expect(user).toContain('validCountryCodes');
|
||||
});
|
||||
|
||||
it('omits the code list when no valid codes are supplied', () => {
|
||||
const { system, user } = buildGeneratePrompt(TEMPLATE, 'desc', 2035, undefined);
|
||||
expect(system).toContain('standard ISO 3166-1 alpha-3');
|
||||
expect(user).not.toContain('validCountryCodes');
|
||||
});
|
||||
});
|
||||
|
||||
describe('buildRegeneratePrompt', () => {
|
||||
it('embeds the approved checkpoints and the draft when present', () => {
|
||||
const draft: WorldDraft = {
|
||||
nations: [
|
||||
{
|
||||
id: 'alba',
|
||||
name: 'Alba',
|
||||
stats: { military: 70, economy: 60, stability: 65, population: 55 },
|
||||
territory: ['FRA'],
|
||||
relations: {},
|
||||
},
|
||||
],
|
||||
};
|
||||
const { system, user } = buildRegeneratePrompt(
|
||||
TEMPLATE,
|
||||
'desc',
|
||||
2035,
|
||||
['Alba presses its advantage.'],
|
||||
VALID_CODES,
|
||||
draft,
|
||||
);
|
||||
expect(system).toContain(SCENARIO_REGENERATE_MARKER);
|
||||
expect(user).toContain('approvedCheckpoints');
|
||||
expect(user).toContain('Alba presses its advantage.');
|
||||
expect(user).toContain('draft');
|
||||
expect(user).toContain('alba');
|
||||
});
|
||||
|
||||
it('omits the draft field when none is supplied', () => {
|
||||
const { user } = buildRegeneratePrompt(TEMPLATE, 'desc', 2035, [], VALID_CODES, undefined);
|
||||
expect(user).not.toContain('draft');
|
||||
});
|
||||
});
|
||||
|
||||
describe('parseGenerate / parseRegenerate (defensive)', () => {
|
||||
it('parses a valid generate answer into a world + checkpoints', () => {
|
||||
const { world, checkpoints } = parseGenerate(GOOD_GENERATE, VALID_CODES);
|
||||
expect(world).not.toBeNull();
|
||||
expect(world!.nations).toHaveLength(2);
|
||||
expect(world!.nations[0].id).toBe('alba');
|
||||
expect(world!.nations[0].territory).toEqual(['FRA']);
|
||||
expect(checkpoints).toEqual(['Alba presses its advantage.', 'Boreas fortifies the north.']);
|
||||
});
|
||||
|
||||
it('strips code fences and drops unknown country codes', () => {
|
||||
const raw = '```json\n' + GOOD_GENERATE + '\n```';
|
||||
const { world } = parseGenerate(raw, new Set(['FRA'])); // RUS not in the set
|
||||
expect(world).not.toBeNull();
|
||||
expect(world!.nations.find((n) => n.id === 'boreas')?.territory).toEqual([]);
|
||||
});
|
||||
|
||||
it('returns null world + empty checkpoints for garbage', () => {
|
||||
const { world, checkpoints } = parseGenerate('not json at all', VALID_CODES);
|
||||
expect(world).toBeNull();
|
||||
expect(checkpoints).toEqual([]);
|
||||
});
|
||||
|
||||
it('parses a valid regenerate answer (no checkpoints echoed)', () => {
|
||||
const world = parseRegenerate(GOOD_REGENERATE, VALID_CODES);
|
||||
expect(world).not.toBeNull();
|
||||
expect(world!.nations[0].stats.stability).toBe(70);
|
||||
});
|
||||
});
|
||||
|
||||
describe('generateDraft (injected client)', () => {
|
||||
it('returns a validated world + checkpoints from the model', async () => {
|
||||
const { world, checkpoints } = await generateDraft({
|
||||
llm: fakeClient(GOOD_GENERATE),
|
||||
template: TEMPLATE,
|
||||
description: 'a cold war in space',
|
||||
year: 2041,
|
||||
validCountryCodes: VALID_CODES,
|
||||
});
|
||||
expect(world).not.toBeNull();
|
||||
expect(world!.nations).toHaveLength(2);
|
||||
expect(checkpoints).toHaveLength(2);
|
||||
});
|
||||
|
||||
it('nudges once when the first answer is unusable', async () => {
|
||||
let call = 0;
|
||||
const client: LlmClient = {
|
||||
async chat() {
|
||||
call += 1;
|
||||
return call === 1 ? 'total garbage' : GOOD_GENERATE;
|
||||
},
|
||||
async listModels() {
|
||||
return [];
|
||||
},
|
||||
};
|
||||
const { world, checkpoints } = await generateDraft({
|
||||
llm: client,
|
||||
template: TEMPLATE,
|
||||
description: 'x',
|
||||
year: 2035,
|
||||
validCountryCodes: VALID_CODES,
|
||||
});
|
||||
expect(call).toBe(2);
|
||||
expect(world).not.toBeNull();
|
||||
expect(checkpoints).toHaveLength(2);
|
||||
});
|
||||
|
||||
it('returns null world when even the nudge fails', async () => {
|
||||
const { world } = await generateDraft({
|
||||
llm: fakeClient('still no json'),
|
||||
template: TEMPLATE,
|
||||
description: 'x',
|
||||
year: 2035,
|
||||
validCountryCodes: VALID_CODES,
|
||||
});
|
||||
expect(world).toBeNull();
|
||||
});
|
||||
});
|
||||
|
||||
describe('finalizeWorld (injected client)', () => {
|
||||
const expand = (countries: string[]) => countries.flatMap((c) => [`${c}-a`, `${c}-b`]);
|
||||
|
||||
it('converts the finalized world to a playable GameState', async () => {
|
||||
const state = await finalizeWorld({
|
||||
llm: fakeClient(GOOD_REGENERATE),
|
||||
template: TEMPLATE,
|
||||
description: 'x',
|
||||
year: 2035,
|
||||
approvedCheckpoints: ['Alba presses its advantage.'],
|
||||
playerNationId: 'alba',
|
||||
validCountryCodes: VALID_CODES,
|
||||
expand,
|
||||
id: 'g-1',
|
||||
title: 'Custom World',
|
||||
startDate: '2035-01-01',
|
||||
});
|
||||
expect(state.id).toBe('g-1');
|
||||
expect(state.presetId).toBe('dynamic');
|
||||
expect(state.playerNationId).toBe('alba');
|
||||
expect(state.turn).toBe(1);
|
||||
expect(state.date).toBe('2035-01-01');
|
||||
// FRA expands to two region keys; the per-region stats are seeded.
|
||||
expect(state.nations.alba.territory).toEqual(['FRA-a', 'FRA-b']);
|
||||
expect(state.regionStats['FRA-a']).toEqual(state.nations.alba.stats);
|
||||
});
|
||||
|
||||
it('falls back to the first nation when the model drops the player nation', async () => {
|
||||
// The regenerated world has no 'alba' — only 'boreas'.
|
||||
const dropped = JSON.stringify({
|
||||
world: {
|
||||
nations: [
|
||||
{
|
||||
id: 'boreas',
|
||||
name: 'Boreas',
|
||||
stats: { military: 55, economy: 70, stability: 55, population: 60 },
|
||||
territory: ['RUS'],
|
||||
relations: {},
|
||||
},
|
||||
],
|
||||
},
|
||||
});
|
||||
const state = await finalizeWorld({
|
||||
llm: fakeClient(dropped),
|
||||
template: TEMPLATE,
|
||||
description: 'x',
|
||||
year: 2035,
|
||||
approvedCheckpoints: [],
|
||||
playerNationId: 'alba', // not in the world
|
||||
validCountryCodes: VALID_CODES,
|
||||
expand,
|
||||
});
|
||||
expect(state.playerNationId).toBe('boreas');
|
||||
});
|
||||
});
|
||||
|
||||
describe('scenario stub (deterministic, LLM_STUB=1)', () => {
|
||||
it('is deterministic: same input → same generate output', async () => {
|
||||
const llm = makeScenarioStubLlmClient();
|
||||
const a = await generateDraft({
|
||||
llm,
|
||||
template: TEMPLATE,
|
||||
description: 'd',
|
||||
year: 2035,
|
||||
validCountryCodes: VALID_CODES,
|
||||
});
|
||||
const b = await generateDraft({
|
||||
llm,
|
||||
template: TEMPLATE,
|
||||
description: 'completely different description',
|
||||
year: 1999,
|
||||
validCountryCodes: VALID_CODES,
|
||||
});
|
||||
expect(a.world).toEqual(b.world);
|
||||
expect(a.checkpoints).toEqual(b.checkpoints);
|
||||
expect(a.world!.nations).toHaveLength(3);
|
||||
expect(a.checkpoints).toHaveLength(3);
|
||||
});
|
||||
|
||||
it('finalize respects the approved checkpoints (deterministically)', async () => {
|
||||
const baseline = stubWorldFor([]);
|
||||
const withAlba = stubWorldFor(['Alba dominates the western sea lanes.']);
|
||||
const albaBase = baseline.nations.find((n) => n.id === 'alba')?.stats.stability ?? 0;
|
||||
const boreasBase = baseline.nations.find((n) => n.id === 'boreas')?.stats.stability ?? 0;
|
||||
const albaWith = withAlba.nations.find((n) => n.id === 'alba')?.stats.stability ?? 0;
|
||||
const boreasWith = withAlba.nations.find((n) => n.id === 'boreas')?.stats.stability ?? 0;
|
||||
// Approving a checkpoint that names Alba raises Alba's stability only.
|
||||
expect(albaWith).toBe(albaBase + 5);
|
||||
expect(boreasWith).toBe(boreasBase);
|
||||
});
|
||||
|
||||
it('finalizeWorld over the stub returns a playable game honoring approvals', async () => {
|
||||
const llm = makeScenarioStubLlmClient();
|
||||
const state = await finalizeWorld({
|
||||
llm,
|
||||
template: TEMPLATE,
|
||||
description: 'd',
|
||||
year: 2035,
|
||||
approvedCheckpoints: ['Boreas fortifies its northern frontier.'],
|
||||
playerNationId: 'boreas',
|
||||
validCountryCodes: VALID_CODES,
|
||||
expand: (cs) => cs.flatMap((c) => [`${c}-a`]),
|
||||
id: 'stub-1',
|
||||
});
|
||||
expect(state.id).toBe('stub-1');
|
||||
expect(state.playerNationId).toBe('boreas');
|
||||
expect(state.nations.boreas.territory).toEqual(['RUS-a']);
|
||||
// The approved Boreas checkpoint raised its stability by 5 (50 → 55).
|
||||
expect(state.nations.boreas.stats.stability).toBe(55);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,390 @@
|
||||
// Dynamic scenario generation — the two LLM steps (v0.31, #52).
|
||||
//
|
||||
// This is the additive "Create scenario" path. Two plain `chat()` calls (no
|
||||
// tools, no separate advisor endpoint — the advisor is embodied in step 1's
|
||||
// checkpoint list):
|
||||
//
|
||||
// 1. `generateDraft` — from an era template + a free-text description + a
|
||||
// year, the model designs a draft {@link WorldDraft} (nations with ISO_A3
|
||||
// territory, stats, relations, optional backstory) AND an opening
|
||||
// checkpoint list (the advisor's briefing of the world's live tensions).
|
||||
//
|
||||
// 2. `finalizeWorld` — on commit, the model is re-asked to produce the
|
||||
// final world, constrained to the player's APPROVED checkpoints (and,
|
||||
// when the client re-sends the step-1 draft, based on it so the player's
|
||||
// chosen nation survives). The result is converted to a playable
|
||||
// {@link GameState} (region-key territory via the injected `expand`
|
||||
// resolver, per-region stats seeded) and returned for the caller to
|
||||
// persist — a normal game at `#/game/<id>`.
|
||||
//
|
||||
// Both steps are defensive like the rest of the engine: raw model output is
|
||||
// fence-stripped, the first balanced object is extracted, JSON.parsed, and
|
||||
// validated via the pure `validateWorldDraft` (which never throws and returns
|
||||
// `null` for unusable input). A transport-level failure (the model being down)
|
||||
// throws and is mapped to an HTTP 502 by the route; a bad *answer* degrades to
|
||||
// a null world, never a crash. The `LlmClient` is injected so unit tests and
|
||||
// the deterministic scenario stub (server/stubScenario.ts) can replace the
|
||||
// network call exactly like the turn path does.
|
||||
import type { LlmClient } from './llm';
|
||||
import { DEFAULT_MAX_TOKENS } from './llm';
|
||||
import type { EraTemplate, WorldDraft } from '../shared/scenario';
|
||||
import { validateWorldDraft } from '../shared/scenario';
|
||||
import type { GameState } from '../shared/types';
|
||||
import { worldDraftToGameState } from '../shared/scenario';
|
||||
|
||||
// --- Defensive parsing (shared with the engine's approach) --------------------
|
||||
|
||||
/** The system-prompt markers the deterministic scenario stub keys off. */
|
||||
export const SCENARIO_GENERATE_MARKER = '<<SCENARIO_GENERATE>>';
|
||||
export const SCENARIO_REGENERATE_MARKER = '<<SCENARIO_REGENERATE>>';
|
||||
|
||||
/** Strip a leading/trailing ``` code fence (mirrors engine.stripFence). */
|
||||
function stripFence(text: string): string {
|
||||
let t = text.trim();
|
||||
const lead = t.match(/^```[a-zA-Z]*\s*\n?/);
|
||||
if (lead) t = t.slice(lead[0].length);
|
||||
const tail = t.match(/\n?\s*```\s*$/);
|
||||
if (tail) t = t.slice(0, t.length - tail[0].length);
|
||||
return t.trim();
|
||||
}
|
||||
|
||||
/** Extract the first balanced `{ ... }` substring (string-aware). */
|
||||
function extractBalancedObject(text: string): string | null {
|
||||
const start = text.indexOf('{');
|
||||
if (start === -1) return null;
|
||||
let depth = 0;
|
||||
let inStr = false;
|
||||
let esc = false;
|
||||
for (let i = start; i < text.length; i++) {
|
||||
const c = text[i];
|
||||
if (inStr) {
|
||||
if (esc) esc = false;
|
||||
else if (c === '\\') esc = true;
|
||||
else if (c === '"') inStr = false;
|
||||
continue;
|
||||
}
|
||||
if (c === '"') inStr = true;
|
||||
else if (c === '{') depth++;
|
||||
else if (c === '}' && --depth === 0) return text.slice(start, i + 1);
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/** Parse a raw top-level JSON object, or `null` when none is recoverable. */
|
||||
function parseObject(raw: string): Record<string, unknown> | null {
|
||||
const jsonText = extractBalancedObject(stripFence(raw));
|
||||
if (!jsonText) return null;
|
||||
try {
|
||||
const obj: unknown = JSON.parse(jsonText);
|
||||
return obj && typeof obj === 'object' && !Array.isArray(obj)
|
||||
? (obj as Record<string, unknown>)
|
||||
: null;
|
||||
} catch {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
// --- Prompt building ------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* The shared nation JSON contract text, embedded in both system prompts so the
|
||||
* model sees the exact shape it must emit. Mirrors the engine's strict "ONLY a
|
||||
* valid JSON object" style.
|
||||
*/
|
||||
const WORLD_SHAPE = [
|
||||
'{',
|
||||
' "world": {',
|
||||
' "nations": [',
|
||||
' {',
|
||||
' "id": "short-stable-id",',
|
||||
' "name": "Human readable name",',
|
||||
' "type": "major|minor|power|alliance|faction",',
|
||||
' "stats": {"military":0-100,"economy":0-100,"stability":0-100,"population":0-100},',
|
||||
' "territory": ["ISO_A3","ISO_A3"],',
|
||||
' "relations": {"<other nation id or name>": -100..100}',
|
||||
' }',
|
||||
' ],',
|
||||
' "events": [',
|
||||
' {"nation":"<id or name>","type":"<military|diplomatic|economic|political|social|disaster|scientific|cultural>","title":"short headline","text":"1-3 sentences","outcome":"<success|failure|partial|neutral>"}',
|
||||
' ]',
|
||||
' },',
|
||||
' "checkpoints": ["short advisor checkpoint", "..."]',
|
||||
'}',
|
||||
].join('\n');
|
||||
|
||||
/**
|
||||
* The system prompt for step 1 (generate). Tells the model to design a fresh
|
||||
* world for the era AND to emit an opening advisor checkpoint list.
|
||||
*/
|
||||
export function buildGeneratePrompt(
|
||||
template: EraTemplate,
|
||||
description: string,
|
||||
year: number,
|
||||
validCountryCodes: ReadonlySet<string> | undefined,
|
||||
): { system: string; user: string } {
|
||||
const codes = validCountryCodes ? [...validCountryCodes].sort() : null;
|
||||
const system = [
|
||||
`${SCENARIO_GENERATE_MARKER} You are a world-builder for an alternate-history strategy game.`,
|
||||
'Given an era, a starting year, and the designer\'s description, create a plausible, self-consistent world of 3 to 8 nations for that moment in (or diverged from) history.',
|
||||
'Respond with ONLY a valid JSON object of exactly this shape. No prose, no commentary, no markdown fences, no trailing commas:',
|
||||
WORLD_SHAPE,
|
||||
'',
|
||||
'RULES',
|
||||
'- "nations": 3 to 8 nations, each with a short stable id, a human name, a type, and four 0-100 stats (military, economy, stability, population).',
|
||||
codes
|
||||
? '- Each nation\'s "territory" MUST use ONLY ISO 3166-1 alpha-3 country codes from this list: ' +
|
||||
codes.join(', ') +
|
||||
'. A nation may control several codes; together the nations should cover a plausible portion of the world.'
|
||||
: '- Each nation\'s "territory" uses standard ISO 3166-1 alpha-3 country codes (e.g. FRA, RUS, USA).',
|
||||
'- "relations": a nation\'s sentiment toward each other nation, an integer from -100 (warring) to +100 (allied). Omit or set 0 for neutrality.',
|
||||
'- "events" (optional): 1 to 4 short backstory events that already happened and set up the current tensions; each names one of the nations above.',
|
||||
'- "checkpoints": 3 to 6 short strings — the advisor\'s opening briefing of the world\'s live strategic questions (the pressures, rivalries, and opportunities the player should know before leading a nation). Keep each under 20 words.',
|
||||
'- Keep every stat value between 0 and 100. Do not invent nations outside the "nations" array.',
|
||||
].join('\n');
|
||||
const user = JSON.stringify(
|
||||
{
|
||||
era: {
|
||||
id: template.id,
|
||||
name: template.name,
|
||||
year,
|
||||
description: template.eraDescription,
|
||||
},
|
||||
suggestedPowers: template.suggestedPowers,
|
||||
tensions: template.tensions,
|
||||
description,
|
||||
year,
|
||||
...(codes ? { validCountryCodes: codes } : {}),
|
||||
},
|
||||
null,
|
||||
2,
|
||||
);
|
||||
return { system, user };
|
||||
}
|
||||
|
||||
/**
|
||||
* The system prompt for step 2 (regenerate/finalize). Same world contract, but
|
||||
* the model must now respect the player's APPROVED checkpoints (and, when a
|
||||
* draft is supplied, stay close to it so the player's chosen nation survives).
|
||||
*/
|
||||
export function buildRegeneratePrompt(
|
||||
template: EraTemplate,
|
||||
description: string,
|
||||
year: number,
|
||||
approvedCheckpoints: string[],
|
||||
validCountryCodes: ReadonlySet<string> | undefined,
|
||||
draft?: WorldDraft,
|
||||
): { system: string; user: string } {
|
||||
const codes = validCountryCodes ? [...validCountryCodes].sort() : null;
|
||||
const system = [
|
||||
`${SCENARIO_REGENERATE_MARKER} You are finalizing a world for an alternate-history strategy game.`,
|
||||
'A draft world was generated and the player has APPROVED a set of checkpoints that the final world MUST respect. Produce the final, playable world.',
|
||||
'Respond with ONLY a valid JSON object of exactly this shape (same as the draft, but the "checkpoints" field is NOT repeated — omit it). No prose, no commentary, no markdown fences, no trailing commas:',
|
||||
[
|
||||
'{',
|
||||
' "world": {',
|
||||
' "nations": [',
|
||||
' {',
|
||||
' "id": "short-stable-id",',
|
||||
' "name": "Human readable name",',
|
||||
' "type": "major|minor|power|alliance|faction",',
|
||||
' "stats": {"military":0-100,"economy":0-100,"stability":0-100,"population":0-100},',
|
||||
' "territory": ["ISO_A3","ISO_A3"],',
|
||||
' "relations": {"<other nation id or name>": -100..100}',
|
||||
' }',
|
||||
' ],',
|
||||
' "events": [',
|
||||
' {"nation":"<id or name>","type":"<military|diplomatic|economic|political|social|disaster|scientific|cultural>","title":"short headline","text":"1-3 sentences","outcome":"<success|failure|partial|neutral>"}',
|
||||
' ]',
|
||||
' }',
|
||||
'}',
|
||||
].join('\n'),
|
||||
'',
|
||||
'RULES',
|
||||
'- Base the final world on the provided draft (the "draft" field of the user message) and keep the same nations — do not rename, drop, or invent nations beyond what the draft established, UNLESS an approved checkpoint demands it.',
|
||||
'- You MUST respect EVERY approved checkpoint (the "approvedCheckpoints" field of the user message): reflect each one in the nations\' stats, borders, relations, or backstory events.',
|
||||
codes
|
||||
? '- Each nation\'s "territory" MUST use ONLY ISO 3166-1 alpha-3 country codes from this list: ' +
|
||||
codes.join(', ') +
|
||||
'.'
|
||||
: '- Each nation\'s "territory" uses standard ISO 3166-1 alpha-3 country codes (e.g. FRA, RUS, USA).',
|
||||
'- Keep every stat value between 0 and 100.',
|
||||
].join('\n');
|
||||
const user = JSON.stringify(
|
||||
{
|
||||
era: {
|
||||
id: template.id,
|
||||
name: template.name,
|
||||
year,
|
||||
description: template.eraDescription,
|
||||
},
|
||||
description,
|
||||
year,
|
||||
approvedCheckpoints,
|
||||
...(draft ? { draft } : {}),
|
||||
...(codes ? { validCountryCodes: codes } : {}),
|
||||
},
|
||||
null,
|
||||
2,
|
||||
);
|
||||
return { system, user };
|
||||
}
|
||||
|
||||
// --- Parsing the model's answers ----------------------------------------------
|
||||
|
||||
/** Parse the step-1 (generate) answer into a validated world + checkpoint list. */
|
||||
export function parseGenerate(
|
||||
raw: string,
|
||||
validCountryCodes?: ReadonlySet<string>,
|
||||
): { world: WorldDraft | null; checkpoints: string[] } {
|
||||
const obj = parseObject(raw);
|
||||
if (!obj) return { world: null, checkpoints: [] };
|
||||
const world = validateWorldDraft(obj.world, { validCountryCodes });
|
||||
const checkpoints: string[] = [];
|
||||
if (Array.isArray(obj.checkpoints)) {
|
||||
const seen = new Set<string>();
|
||||
for (const c of obj.checkpoints) {
|
||||
if (typeof c !== 'string') continue;
|
||||
const t = c.trim();
|
||||
if (t.length > 2 && !seen.has(t)) {
|
||||
seen.add(t);
|
||||
checkpoints.push(t);
|
||||
}
|
||||
}
|
||||
}
|
||||
return { world, checkpoints: checkpoints.slice(0, 12) };
|
||||
}
|
||||
|
||||
/** Parse the step-2 (finalize) answer into a validated world (or null). */
|
||||
export function parseRegenerate(
|
||||
raw: string,
|
||||
validCountryCodes?: ReadonlySet<string>,
|
||||
): WorldDraft | null {
|
||||
const obj = parseObject(raw);
|
||||
if (!obj) return null;
|
||||
return validateWorldDraft(obj.world, { validCountryCodes });
|
||||
}
|
||||
|
||||
// --- Orchestration -------------------------------------------------------------
|
||||
|
||||
export interface GenerateDraftOptions {
|
||||
llm: LlmClient;
|
||||
template: EraTemplate;
|
||||
description: string;
|
||||
year: number;
|
||||
/** ISO_A3 codes to accept (undefined = no filtering). */
|
||||
validCountryCodes?: ReadonlySet<string>;
|
||||
}
|
||||
|
||||
/**
|
||||
* Step 1: ask the model to design a draft world + an advisor checkpoint list.
|
||||
* Throws only on a transport-level failure (the model is down) — a bad answer
|
||||
* yields `{ world: null, checkpoints: [] }` and is the caller's to surface as
|
||||
* an error, never a crash.
|
||||
*/
|
||||
export async function generateDraft(
|
||||
opts: GenerateDraftOptions,
|
||||
): Promise<{ world: WorldDraft | null; checkpoints: string[] }> {
|
||||
const { llm, template, description, year, validCountryCodes } = opts;
|
||||
const { system, user } = buildGeneratePrompt(template, description, year, validCountryCodes);
|
||||
const nudge =
|
||||
'Your previous output was invalid. Respond with ONLY the JSON object described above — no prose, no fences.';
|
||||
const out = await llm.chat(
|
||||
[{ role: 'system', content: system }, { role: 'user', content: user }],
|
||||
{ temperature: 0.7, maxTokens: DEFAULT_MAX_TOKENS },
|
||||
);
|
||||
const parsed = parseGenerate(out, validCountryCodes);
|
||||
if (parsed.world) return parsed;
|
||||
// One nudge re-send with a fresh history, mirroring the engine's retry.
|
||||
const retry = await llm.chat(
|
||||
[
|
||||
{ role: 'system', content: system },
|
||||
{ role: 'user', content: user },
|
||||
{ role: 'assistant', content: '' },
|
||||
{ role: 'user', content: nudge },
|
||||
],
|
||||
{ temperature: 0.7, maxTokens: DEFAULT_MAX_TOKENS },
|
||||
);
|
||||
return parseGenerate(retry, validCountryCodes);
|
||||
}
|
||||
|
||||
export interface FinalizeWorldOptions {
|
||||
llm: LlmClient;
|
||||
template: EraTemplate;
|
||||
description: string;
|
||||
year: number;
|
||||
approvedCheckpoints: string[];
|
||||
/** The step-1 draft (re-sent by the client) — the base the final world refines. */
|
||||
draft?: WorldDraft;
|
||||
/** The nation id the player will lead (kept in the final world when present). */
|
||||
playerNationId: string;
|
||||
/** ISO_A3 codes to accept (undefined = no filtering). */
|
||||
validCountryCodes?: ReadonlySet<string>;
|
||||
/** Expand ISO_A3 territory to sub-region keys (injected from server/regions). */
|
||||
expand: (countries: string[]) => string[];
|
||||
/** The new game's id (the route sets randomUUID()). */
|
||||
id?: string;
|
||||
/** The scenario title (becomes presetTitle; default 'Custom World'). */
|
||||
title?: string;
|
||||
/** The game's start date (YYYY-MM-DD, from the chosen year). */
|
||||
startDate?: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* Step 2: ask the model to produce the final world constrained to the approved
|
||||
* checkpoints, convert it to a playable {@link GameState}, and return it for the
|
||||
* caller to persist. Throws only on a transport-level failure; a bad answer
|
||||
* that still yields a usable world is committed, and if the final world drops
|
||||
* the player's chosen nation the conversion falls back to the first nation so
|
||||
* the game is always playable.
|
||||
*/
|
||||
export async function finalizeWorld(opts: FinalizeWorldOptions): Promise<GameState> {
|
||||
const {
|
||||
llm,
|
||||
template,
|
||||
description,
|
||||
year,
|
||||
approvedCheckpoints,
|
||||
draft,
|
||||
playerNationId,
|
||||
validCountryCodes,
|
||||
expand,
|
||||
id,
|
||||
title,
|
||||
startDate,
|
||||
} = opts;
|
||||
const { system, user } = buildRegeneratePrompt(
|
||||
template,
|
||||
description,
|
||||
year,
|
||||
approvedCheckpoints,
|
||||
validCountryCodes,
|
||||
draft,
|
||||
);
|
||||
const nudge =
|
||||
'Your previous output was invalid. Respond with ONLY the JSON object described above — no prose, no fences.';
|
||||
const out = await llm.chat(
|
||||
[{ role: 'system', content: system }, { role: 'user', content: user }],
|
||||
{ temperature: 0.4, maxTokens: DEFAULT_MAX_TOKENS },
|
||||
);
|
||||
let world = parseRegenerate(out, validCountryCodes);
|
||||
if (!world) {
|
||||
const retry = await llm.chat(
|
||||
[
|
||||
{ role: 'system', content: system },
|
||||
{ role: 'user', content: user },
|
||||
{ role: 'assistant', content: '' },
|
||||
{ role: 'user', content: nudge },
|
||||
],
|
||||
{ temperature: 0.4, maxTokens: DEFAULT_MAX_TOKENS },
|
||||
);
|
||||
world = parseRegenerate(retry, validCountryCodes);
|
||||
}
|
||||
if (!world) {
|
||||
// The model could not produce a usable final world. Rather than fail the
|
||||
// whole commit, fall back to the draft the player already approved (if any)
|
||||
// so the commit still yields a playable game.
|
||||
if (draft) world = draft;
|
||||
else throw new Error('finalize: the model returned no usable world');
|
||||
}
|
||||
return worldDraftToGameState(world, expand, playerNationId, { id, title, startDate });
|
||||
}
|
||||
+30
-1
@@ -3,7 +3,7 @@
|
||||
// speaks the OpenAI chat-completions wire shape, so it plugs in as a Transport.
|
||||
import { createLlmClient, type ChatMessage, type Transport } from './llm';
|
||||
import { addDays, clampStat, type TerritoryChange, type TurnEventSpec, type TurnResult } from '../shared/protocol';
|
||||
import type { RoundItem } from '../shared/types';
|
||||
import type { RelationStatus, RoundItem } from '../shared/types';
|
||||
|
||||
export const ADVISOR_MARKER = '<<ADVISOR>>';
|
||||
|
||||
@@ -38,6 +38,20 @@ export interface StubPayload {
|
||||
* path is covered by unit tests against applyTurnResult, not by the stub.
|
||||
*/
|
||||
markers?: Array<{ id: string; type: string; name: string; regionKey: string; owner: string | null }>;
|
||||
/**
|
||||
* (v0.33.0, #56) Currently ACTIVE wars (`{ id, sides, aims? }`), emitted by
|
||||
* the engine's user prompt. The stub ignores this field — it never declares
|
||||
* or ends a war (see deterministicTurn), so the war path is covered by unit
|
||||
* tests against applyTurnResult, not by the stub.
|
||||
*/
|
||||
wars?: Array<{ id: string; sides: string[]; aims?: string[] }>;
|
||||
/**
|
||||
* (v0.34.0, #57) The player's current relations to every other nation
|
||||
* (`nationId -> RelationStatus`), emitted by the engine's user prompt. The
|
||||
* stub ignores this field — it never runs a hybrid op (see
|
||||
* deterministicTurn), so the hybrid path is covered by unit tests only.
|
||||
*/
|
||||
relations?: Record<string, RelationStatus>;
|
||||
}
|
||||
|
||||
function truncate(s: string, n: number): string {
|
||||
@@ -77,6 +91,18 @@ function truncate(s: string, n: number): string {
|
||||
* always returns `regionChanges: []`) — the per-region lever is covered by
|
||||
* unit tests only (see server/engine.test.ts), keeping the e2e assertions
|
||||
* untouched.
|
||||
*
|
||||
* (v0.32.0, #54) The stub likewise NEVER performs a non-military takeover
|
||||
* (it always returns `takeovers: []`) — the regime-rename path is covered by
|
||||
* unit tests only, keeping the e2e assertions untouched.
|
||||
*
|
||||
* (v0.33.0, #56) The stub likewise NEVER declares or ends a war (it always
|
||||
* returns `wars: { declare: [], end: [] }`) — the war path is covered by unit
|
||||
* tests only, keeping the e2e assertions untouched.
|
||||
*
|
||||
* (v0.34.0, #57) The stub likewise NEVER runs a hybrid / covert op (it always
|
||||
* returns `hybrid: { ops: [] }`) — the hybrid-war path is covered by unit
|
||||
* tests only, keeping the e2e assertions untouched.
|
||||
*/
|
||||
export function deterministicTurn(p: StubPayload): TurnResult {
|
||||
const state = p.state;
|
||||
@@ -143,6 +169,9 @@ export function deterministicTurn(p: StubPayload): TurnResult {
|
||||
territoryChanges,
|
||||
unowned: [], // the stub never creates no man's land (see doc comment)
|
||||
nationOps: [], // the stub never proposes nation ops (see doc comment)
|
||||
takeovers: [], // the stub never performs a takeover (see doc comment)
|
||||
wars: { declare: [], end: [] }, // the stub never declares/ends wars (see doc comment)
|
||||
hybrid: { ops: [] }, // the stub never runs hybrid/covert ops (see doc comment)
|
||||
markers: { add: [], remove: [] }, // the stub never touches markers (see doc comment)
|
||||
};
|
||||
}
|
||||
|
||||
@@ -0,0 +1,122 @@
|
||||
// Deterministic SCENARIO-generation stub (v0.31, #52).
|
||||
//
|
||||
// Distinct from the turn stub (server/stub.ts, which stays untouched): this one
|
||||
// answers the two scenario-generation LLM calls (see server/scenario.ts) so the
|
||||
// whole "Create scenario" path is reproducible under LLM_STUB=1 (unit tests and
|
||||
// the Playwright e2e). It speaks the OpenAI chat-completions wire shape, so it
|
||||
// plugs in as a Transport, and it discriminates the two calls by the markers
|
||||
// scenario.ts embeds in each system message (SCENARIO_GENERATE_MARKER for the
|
||||
// draft step, SCENARIO_REGENERATE_MARKER for the finalize step) — mirroring how
|
||||
// the turn stub discriminates the advisor call via ADVISOR_MARKER.
|
||||
//
|
||||
// The stub returns a fixed 3-nation world and a fixed checkpoint list for the
|
||||
// generate step, and — for the finalize step — the same world refined in a
|
||||
// simple, deterministic way that depends on the approved checkpoints, so the
|
||||
// "finalize respects approved checkpoints" behavior is observable end to end.
|
||||
import { createLlmClient, type ChatMessage, type LlmClient, type Transport } from './llm';
|
||||
import { SCENARIO_REGENERATE_MARKER } from './scenario';
|
||||
import type { WorldDraft } from '../shared/scenario';
|
||||
|
||||
/** A small fixed 3-nation world (ISO_A3 territory — FRA / RUS / ESP). */
|
||||
const WORLD: WorldDraft = {
|
||||
nations: [
|
||||
{
|
||||
id: 'alba',
|
||||
name: 'Alba',
|
||||
type: 'major',
|
||||
stats: { military: 70, economy: 60, stability: 65, population: 55 },
|
||||
territory: ['FRA'],
|
||||
relations: { boreas: -60, gamma: 20 },
|
||||
},
|
||||
{
|
||||
id: 'boreas',
|
||||
name: 'Boreas',
|
||||
type: 'major',
|
||||
stats: { military: 55, economy: 70, stability: 50, population: 60 },
|
||||
territory: ['RUS'],
|
||||
relations: { alba: -60, gamma: 10 },
|
||||
},
|
||||
{
|
||||
id: 'gamma',
|
||||
name: 'Gamma',
|
||||
type: 'minor',
|
||||
stats: { military: 30, economy: 45, stability: 70, population: 40 },
|
||||
territory: ['ESP'],
|
||||
relations: { alba: 20, boreas: 10 },
|
||||
},
|
||||
],
|
||||
events: [
|
||||
{
|
||||
nation: 'alba',
|
||||
type: 'political',
|
||||
title: 'The new order takes shape',
|
||||
text: 'The three powers settle their borders after the great realignment.',
|
||||
outcome: 'neutral',
|
||||
},
|
||||
],
|
||||
};
|
||||
|
||||
/** The advisor's opening checkpoint list (fixed, in order). */
|
||||
const CHECKPOINTS: string[] = [
|
||||
'Alba dominates the western sea lanes and presses its advantage.',
|
||||
'Boreas fortifies its northern frontier against a long winter.',
|
||||
'Gamma brokers a neutral corridor between the two rivals.',
|
||||
];
|
||||
|
||||
/**
|
||||
* Deterministically refine the fixed world to "respect" the approved
|
||||
* checkpoints: each approved checkpoint that names one of the fixed nations (by
|
||||
* the first 4 letters of the nation's name, case-insensitive) raises that
|
||||
* nation's stability by 5 (clamped at 100). Same input → same output, and the
|
||||
* result visibly depends on which checkpoints were approved.
|
||||
*/
|
||||
export function stubWorldFor(approved: string[]): WorldDraft {
|
||||
const nations = WORLD.nations.map((n) => ({
|
||||
...n,
|
||||
stats: { ...n.stats },
|
||||
relations: { ...n.relations },
|
||||
}));
|
||||
const lower = approved.map((c) => c.toLowerCase());
|
||||
for (const n of nations) {
|
||||
const key = n.name.toLowerCase().slice(0, 4);
|
||||
if (lower.some((c) => c.includes(key))) {
|
||||
n.stats.stability = Math.min(100, n.stats.stability + 5);
|
||||
}
|
||||
}
|
||||
return { nations, events: WORLD.events };
|
||||
}
|
||||
|
||||
export function makeScenarioStubTransport(): Transport {
|
||||
return async (_url, init) => {
|
||||
let content: string;
|
||||
try {
|
||||
const req = JSON.parse(String(init?.body ?? '{}')) as { messages?: ChatMessage[] };
|
||||
const sys = req.messages?.find((m) => m.role === 'system')?.content ?? '';
|
||||
const user = req.messages?.find((m) => m.role === 'user');
|
||||
if (sys.includes(SCENARIO_REGENERATE_MARKER)) {
|
||||
// Finalize step: read the approved checkpoints out of the user payload
|
||||
// and refine the fixed world accordingly (no checkpoints field echoed).
|
||||
const payload = JSON.parse(user?.content ?? '{}') as {
|
||||
approvedCheckpoints?: string[];
|
||||
};
|
||||
content = JSON.stringify({ world: stubWorldFor(payload.approvedCheckpoints ?? []) });
|
||||
} else {
|
||||
// Generate step (and any unrecognized prompt): the fixed world + list.
|
||||
content = JSON.stringify({ world: WORLD, checkpoints: CHECKPOINTS });
|
||||
}
|
||||
} catch {
|
||||
content = JSON.stringify({ world: WORLD, checkpoints: CHECKPOINTS });
|
||||
}
|
||||
return {
|
||||
ok: true,
|
||||
status: 200,
|
||||
json: async () => ({ choices: [{ message: { content } }] }),
|
||||
text: async () => content,
|
||||
} as unknown as Response;
|
||||
};
|
||||
}
|
||||
|
||||
/** A ready-made LlmClient backed by the deterministic scenario transport. */
|
||||
export function makeScenarioStubLlmClient(): LlmClient {
|
||||
return createLlmClient({ transport: makeScenarioStubTransport() });
|
||||
}
|
||||
@@ -0,0 +1,59 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
import { createTemplateStore } from './templates';
|
||||
|
||||
// The project root is the parent of server/ (mirrors how server/index.ts and
|
||||
// server/regions.test.ts locate it via import.meta.url).
|
||||
const root = fileURLToPath(new URL('..', import.meta.url));
|
||||
const templatesDir = path.join(root, 'presets', 'templates');
|
||||
|
||||
const store = createTemplateStore(templatesDir);
|
||||
|
||||
/** A well-formed ISO_A3 country code: exactly three uppercase letters. */
|
||||
function isIsoA3(code: string): boolean {
|
||||
return /^[A-Z]{3}$/.test(code);
|
||||
}
|
||||
|
||||
describe('era templates store (v0.31.0, #52)', () => {
|
||||
it('the manifest lists exactly the three era templates', () => {
|
||||
const meta = store.listMeta();
|
||||
expect(meta).toHaveLength(3);
|
||||
const ids = meta.map((m) => m.id);
|
||||
expect(ids).toEqual(['ww2', 'present', 'near-future']);
|
||||
for (const m of meta) {
|
||||
expect(m.id).toBeTruthy();
|
||||
expect(m.name).toBeTruthy();
|
||||
expect(typeof m.year).toBe('number');
|
||||
expect(m.eraDescription).toBeTruthy();
|
||||
}
|
||||
});
|
||||
|
||||
it('each template file loads and is well-formed', () => {
|
||||
for (const m of store.listMeta()) {
|
||||
const t = store.get(m.id);
|
||||
expect(t, `template ${m.id} should load`).not.toBeNull();
|
||||
const tpl = t as NonNullable<typeof t>;
|
||||
expect(tpl.id).toBe(m.id);
|
||||
expect(tpl.name).toBe(m.name);
|
||||
expect(tpl.year).toBe(m.year);
|
||||
expect(tpl.eraDescription).toBeTruthy();
|
||||
// suggested powers: non-empty, each a named power with an ISO_A3 core region + note.
|
||||
expect(tpl.suggestedPowers.length).toBeGreaterThan(0);
|
||||
for (const p of tpl.suggestedPowers) {
|
||||
expect(p.name).toBeTruthy();
|
||||
expect(isIsoA3(p.region)).toBe(true);
|
||||
expect(p.note).toBeTruthy();
|
||||
}
|
||||
// tensions: a non-empty list of non-empty strings.
|
||||
expect(tpl.tensions.length).toBeGreaterThan(0);
|
||||
for (const s of tpl.tensions) expect(typeof s).toBe('string');
|
||||
for (const s of tpl.tensions) expect(s.trim()).not.toBe('');
|
||||
}
|
||||
});
|
||||
|
||||
it('get returns null for an unknown id', () => {
|
||||
expect(store.get('does-not-exist')).toBeNull();
|
||||
expect(store.get('')).toBeNull();
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,28 @@
|
||||
// Load era templates for the "Create scenario" path from disk (v0.31.0, #52).
|
||||
// Mirrors the preset store (server/presets.ts): each template is a JSON file
|
||||
// (presets/templates/<id>.json) and index.json is the lightweight manifest used
|
||||
// to render the picker cards. The store is created with the resolved templates
|
||||
// directory so it works from repo root (dev) and /app (Docker) alike.
|
||||
import { readFileSync } from 'node:fs';
|
||||
import type { EraTemplate, TemplateMeta } from '../shared/scenario';
|
||||
|
||||
export interface TemplateStore {
|
||||
listMeta(): TemplateMeta[];
|
||||
get(id: string): EraTemplate | null;
|
||||
}
|
||||
|
||||
export function createTemplateStore(dir: string): TemplateStore {
|
||||
const manifest = JSON.parse(readFileSync(`${dir}/index.json`, 'utf8')) as TemplateMeta[];
|
||||
return {
|
||||
listMeta() {
|
||||
return manifest;
|
||||
},
|
||||
get(id: string) {
|
||||
try {
|
||||
return JSON.parse(readFileSync(`${dir}/${id}.json`, 'utf8')) as EraTemplate;
|
||||
} catch {
|
||||
return null;
|
||||
}
|
||||
},
|
||||
};
|
||||
}
|
||||
@@ -51,6 +51,50 @@ export interface TerritoryChange {
|
||||
lose: string[];
|
||||
}
|
||||
|
||||
// --- Wars (v0.33.0, #56): first-class war entities --------------------------
|
||||
//
|
||||
// A war is an explicit world entity (see types.War), not just a boolean
|
||||
// relation: the LLM DECLARES one (it becomes an active War with an engine-
|
||||
// assigned stable id) and later ENDS one by id. The engine derives the
|
||||
// symmetric `war` relation from the set of ACTIVE wars on every turn (two
|
||||
// nations are in a `war` relation iff they are both belligerents of at least
|
||||
// one active war) and downgrades it to `hostile` when the war ends — so the
|
||||
// relation can never drift apart from the war state.
|
||||
|
||||
/**
|
||||
* (v0.33.0, #56) Declare a new war this turn. `sides` names every
|
||||
* belligerent (≥2 distinct nation ids — each resolved by `resolveNationRef`,
|
||||
* so a unique name also works); any two distinct sides end the turn in a
|
||||
* `war` relation. `aims` are optional short war aims for the narrative. The
|
||||
* engine assigns the stable id, the declared turn/date, drags in the
|
||||
* mutual-defense allies of each belligerent, and drops the op when fewer than
|
||||
* two sides resolve (never throws).
|
||||
*/
|
||||
export interface WarDeclareOp {
|
||||
/** The belligerent nations (≥2 distinct ids or unique names). */
|
||||
sides: string[];
|
||||
/** Optional short war aims (narrative only). */
|
||||
aims?: string[];
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.33.0, #56) End an existing ACTIVE war this turn, by its stable id
|
||||
* (the model sees the current active wars in the user payload's `wars`
|
||||
* field). `outcome` is `armistice` (a negotiated stop) or `capitulation`
|
||||
* (one side surrenders); the war keeps its id/sides and stays in
|
||||
* `GameState.wars` as history with that final status. `terms` are optional
|
||||
* short peace terms (narrative only — the model narrates the details in
|
||||
* `events`). An unknown id, or a war that is already ended, is a no-op
|
||||
* (never throws).
|
||||
*/
|
||||
export interface WarEndOp {
|
||||
/** The stable id of the active war to end (from the user payload). */
|
||||
id: string;
|
||||
outcome: 'armistice' | 'capitulation';
|
||||
/** Optional short peace terms (narrative only). */
|
||||
terms?: string;
|
||||
}
|
||||
|
||||
// --- Nation-management ops (v0.23 P4a / v0.24 P4b, #16: the hybrid "LLM
|
||||
// proposes, player confirms" model) ------------------------------------------
|
||||
//
|
||||
@@ -68,6 +112,25 @@ export interface TerritoryChange {
|
||||
* engine's `resolveNationRef`).
|
||||
*/
|
||||
|
||||
/**
|
||||
* (v0.32.0, #54) A **non-military regime change** — a coup or revolution that
|
||||
* renames a nation to the name of the new regime. Unlike a {@link RenameOp}
|
||||
* (a player-confirmed diplomatic/political name change), a takeover is
|
||||
* **automatic and in-world**: `applyTurnResult` applies it directly (no
|
||||
* pending queue, no player confirm). Only `Nation.name` changes — the stable
|
||||
* `id`, territory, relations (keyed by id), stats, and `playerNationId`
|
||||
* (which references the id) all stay intact, so the player keeps leading the
|
||||
* nation under its new regime. `nationRef` is resolved exactly like the
|
||||
* `nationRef` of a NationOp (id first, then a case-insensitive unique name
|
||||
* match — see `resolveNationRef`).
|
||||
*/
|
||||
export interface Takeover {
|
||||
/** The target nation's id or current name (resolved by `resolveNationRef`). */
|
||||
nationRef: string;
|
||||
/** The name of the new regime to set as the nation's display name. */
|
||||
newRegimeName: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* A **rename** proposal: change a nation's human-readable `name`. Only the
|
||||
* `name` changes — the stable `id`, its territory keys, its relations (keyed
|
||||
@@ -170,6 +233,19 @@ export interface MarkerInfo {
|
||||
owner: string | null;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.33.0, #56) One ACTIVE war as the user prompt presents it to the model
|
||||
* (the `wars` field): its stable `id` (the model echoes it in
|
||||
* `TurnResult.wars.end` to end it), its belligerent `sides`, and optional
|
||||
* short `aims`. Ended wars are NOT included — they stay in `GameState.wars`
|
||||
* as history, but the model only needs to address the active ones.
|
||||
*/
|
||||
export interface WarInfo {
|
||||
id: string;
|
||||
sides: string[];
|
||||
aims?: string[];
|
||||
}
|
||||
|
||||
/**
|
||||
* The per-type presentation of a marker: its display label (tooltip /
|
||||
* dossier), its color, and its glyph character (a symbol-layer text label —
|
||||
@@ -229,6 +305,64 @@ export function isMarkerType(t: unknown): t is MarkerType {
|
||||
return typeof t === 'string' && (MARKER_TYPES as string[]).includes(t);
|
||||
}
|
||||
|
||||
// --- Hybrid war (v0.34.0, #57): non-kinetic operations ---------------------
|
||||
//
|
||||
// The LLM can run covert, non-kinetic operations each turn: spies, sabotage,
|
||||
// assassination attempts, cyberattacks, economic pressure, disinformation, and
|
||||
// proxy support. Unlike kinetic conquest (territory), these never move borders
|
||||
// — they dip a target's stats or sour a relation. The LLM declares an intended
|
||||
// outcome (`success` or `exposed`); the engine is fully deterministic (no
|
||||
// hidden randomness) and acts only on that declaration: a successful op applies
|
||||
// its small, per-type effect, and an "exposed" op backfires (no effect, the
|
||||
// actor's relation with the target sours by one step, and an auto
|
||||
// diplomatic/failure event is emitted).
|
||||
|
||||
/** The seven covert operation types a hybrid op can be (v0.34.0, #57). */
|
||||
export type HybridOpType =
|
||||
| 'spy'
|
||||
| 'sabotage'
|
||||
| 'assassinate'
|
||||
| 'cyber'
|
||||
| 'economic'
|
||||
| 'information'
|
||||
| 'proxy';
|
||||
|
||||
/** All hybrid op types, in canonical order (the LLM contract + validator). */
|
||||
export const HYBRID_OP_TYPES: HybridOpType[] = [
|
||||
'spy',
|
||||
'sabotage',
|
||||
'assassinate',
|
||||
'cyber',
|
||||
'economic',
|
||||
'information',
|
||||
'proxy',
|
||||
];
|
||||
|
||||
/**
|
||||
* (v0.34.0, #57) One covert (non-kinetic) operation the LLM may run in a turn
|
||||
* (`TurnResult.hybrid.ops`). `from` is the acting nation (its id or a unique
|
||||
* name — resolved by the engine's `resolveNationRef`). `target` is EITHER a
|
||||
* nation (id or unique name) or a specific region key; a region target hits
|
||||
* that region's sole owner (a region with zero or 2+ owners can't be
|
||||
* targeted). `detail` is a short narrative (the LLM may also narrate the op in
|
||||
* `events`). `outcome` is the LLM's *intended* result: `success` (the default)
|
||||
* applies the op's deterministic effect, while `exposed` backfires it — the
|
||||
* effect is NOT applied, the actor's relation with the target sours by one
|
||||
* step, and an auto diplomatic/failure event is emitted.
|
||||
*/
|
||||
export interface HybridOp {
|
||||
/** The operation type (see {@link HybridOpType}). */
|
||||
type: HybridOpType;
|
||||
/** The acting nation's id or current name (resolved by `resolveNationRef`). */
|
||||
from: string;
|
||||
/** The target: a nation's id/name, or a region key (hits that region's owner). */
|
||||
target: string;
|
||||
/** Short narrative detail (optional). */
|
||||
detail?: string;
|
||||
/** The LLM's intended result; `exposed` backfires the op. Defaults to success. */
|
||||
outcome?: 'success' | 'exposed';
|
||||
}
|
||||
|
||||
/** The exact JSON object the world-simulator LLM must return for a turn. */
|
||||
export interface TurnResult {
|
||||
date: string;
|
||||
@@ -267,6 +401,44 @@ export interface TurnResult {
|
||||
* survivor. Empty on turns where the model proposes none.
|
||||
*/
|
||||
nationOps: NationOp[];
|
||||
/**
|
||||
* (v0.32.0, #54) Non-military regime changes (coups / revolutions) that take
|
||||
* effect **this turn** — each renames the target nation to `newRegimeName`.
|
||||
* Unlike `nationOps` (player-confirmed proposals), a takeover is **automatic
|
||||
* and in-world**: it is applied directly by `applyTurnResult` (like territory
|
||||
* / state changes), not queued to `pendingNationOps`. Only the nation's
|
||||
* `name` changes; the id, territory, relations, stats, and `playerNationId`
|
||||
* are all preserved. Empty on turns where no takeover occurs. Required
|
||||
* (default `[]`).
|
||||
*/
|
||||
takeovers: Takeover[];
|
||||
/**
|
||||
* (v0.33.0, #56) First-class war ops this turn. `declare` starts new wars
|
||||
* (≥2 distinct belligerents; the engine assigns the stable id / declared
|
||||
* turn / date, drags in the mutual-defense allies of each belligerent, and
|
||||
* derives the `war` relation between every pair of sides); `end` closes an
|
||||
* existing ACTIVE war by id (`armistice` = a negotiated stop,
|
||||
* `capitulation` = one side surrenders), which downgrades the relation the
|
||||
* war had derived back to `hostile`. Both sub-fields are required and
|
||||
* default `[]`; a turn with war activity is meaningful (it survives the
|
||||
* retry/nudge path). The model sees the current active wars (id + sides +
|
||||
* aims) in the user payload's `wars` field, so it can `end` by id.
|
||||
*/
|
||||
wars: { declare: WarDeclareOp[]; end: WarEndOp[] };
|
||||
/**
|
||||
* (v0.34.0, #57) Covert, non-kinetic ("hybrid") operations this turn — spies,
|
||||
* sabotage, assassination attempts, cyberattacks, economic pressure,
|
||||
* disinformation, and proxy support. Unlike `nationOps` (player-confirmed
|
||||
* proposals) these are applied directly by the turn, like territory / state
|
||||
* changes: each op's deterministic per-type effect is applied by
|
||||
* `applyTurnResult` (a small stat dip on the target's regions, or a
|
||||
* relation nudge toward hostile for `information` / `proxy`); an `exposed`
|
||||
* op backfires (no effect, the actor's relation with the target sours by
|
||||
* one step, and an auto diplomatic/failure event is emitted). They never
|
||||
* move borders — sole ownership is untouched. Required (default
|
||||
* `{ ops: [] }`).
|
||||
*/
|
||||
hybrid: { ops: HybridOp[] };
|
||||
/**
|
||||
* (v0.27, #44) Map-marker ops this turn. `add` places new named markers
|
||||
* (the engine positions each at its region's centroid + a small
|
||||
|
||||
@@ -0,0 +1,461 @@
|
||||
// Dynamic scenario generation — the shared (dependency-free) contract.
|
||||
//
|
||||
// This is the additive "Create scenario" path: instead of picking one of the
|
||||
// static presets, the user picks a light **era template**, writes a free-text
|
||||
// description, and lets the LLM generate a fresh world (a {@link WorldDraft})
|
||||
// plus an advisor **checkpoint** list. The player reviews the checkpoints,
|
||||
// approves/removes some, and picks a nation to lead; a second LLM call then
|
||||
// finalizes the draft into a playable {@link GameState} (a normal game).
|
||||
//
|
||||
// Everything here is pure and has no runtime dependencies beyond the other
|
||||
// shared modules: it may import types from `./types` and helpers from
|
||||
// `./protocol`, but it never imports the engine, the LLM client, or any
|
||||
// external package. The two LLM calls (`generateDraft` / `finalizeWorld`)
|
||||
// live in `server/scenario.ts`; only the *shapes* and the pure transforms
|
||||
// live here.
|
||||
|
||||
import type {
|
||||
EventEntry,
|
||||
EventOutcome,
|
||||
EventType,
|
||||
GameState,
|
||||
Nation,
|
||||
NationStats,
|
||||
NationType,
|
||||
RelationStatus,
|
||||
} from './types';
|
||||
import { clampStat, makeEvent, seedRegionStats, type TurnEventSpec } from './protocol';
|
||||
|
||||
// --- Era templates -----------------------------------------------------------
|
||||
|
||||
/**
|
||||
* A suggested starting power for an era template: a display `name`, an ISO_A3
|
||||
* core `region` (the country the power is rooted in), and a short `note` the
|
||||
* LLM is shown when it designs the world.
|
||||
*/
|
||||
export interface SuggestedPower {
|
||||
name: string;
|
||||
/** ISO_A3 country code the power's core territory sits in. */
|
||||
region: string;
|
||||
note: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* A light **era template** the user can start from on the "Create scenario"
|
||||
* path (one JSON file per template in `presets/templates/`, plus an
|
||||
* `index.json` manifest). It is deliberately small: a name, a default `year`,
|
||||
* a short `eraDescription`, a few `suggestedPowers`, and a few `tensions` —
|
||||
* a seed the LLM generator expands into a full {@link WorldDraft}.
|
||||
*/
|
||||
export interface EraTemplate {
|
||||
id: string;
|
||||
name: string;
|
||||
/** Default starting year (the user may override it in the form). */
|
||||
year: number;
|
||||
/** A short description of the era, shown on the card and fed to the LLM. */
|
||||
eraDescription: string;
|
||||
/** A few suggested starting powers (name + ISO_A3 core region + a note). */
|
||||
suggestedPowers: SuggestedPower[];
|
||||
/** A few suggested tensions / conflicts to seed the world. */
|
||||
tensions: string[];
|
||||
}
|
||||
|
||||
/** The lightweight manifest entry for an era template (the picker card). */
|
||||
export interface TemplateMeta {
|
||||
id: string;
|
||||
name: string;
|
||||
year: number;
|
||||
eraDescription: string;
|
||||
}
|
||||
|
||||
// --- World draft -------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* A single nation in a generated world **draft** (before it is committed to a
|
||||
* playable {@link GameState}). Its `territory` holds **ISO_A3 country codes**
|
||||
* (not region keys) — the engine expands them to sub-region keys at commit
|
||||
* time via the injected `expand` resolver. `relations` are the LLM's
|
||||
* numeric sentiment toward other nations (−100..100); the engine maps them to
|
||||
* a {@link RelationStatus} on commit.
|
||||
*/
|
||||
export interface WorldNation {
|
||||
id: string;
|
||||
name: string;
|
||||
type?: NationType;
|
||||
stats: NationStats;
|
||||
/** ISO_A3 country codes the nation controls. */
|
||||
territory: string[];
|
||||
/** Bilateral sentiment: other nation id -> −100..100. */
|
||||
relations: Record<string, number>;
|
||||
}
|
||||
|
||||
/** An optional narrative backstory event carried by a world draft (turn 0). */
|
||||
export interface ScenarioEvent {
|
||||
nation: string;
|
||||
type: EventType;
|
||||
title: string;
|
||||
text: string;
|
||||
outcome: EventOutcome;
|
||||
}
|
||||
|
||||
/**
|
||||
* A draft world the LLM generator returns before the player confirms it.
|
||||
* `nations` is required and non-empty; `events` is optional backstory that
|
||||
* seeds the new game's event feed on commit.
|
||||
*/
|
||||
export interface WorldDraft {
|
||||
nations: WorldNation[];
|
||||
events?: ScenarioEvent[];
|
||||
}
|
||||
|
||||
/**
|
||||
* A single **advisor checkpoint** — a short string the generator proposes for
|
||||
* the player to approve (or remove) before the world is finalized. The
|
||||
* approved checkpoints are handed to the finalize call as constraints.
|
||||
*/
|
||||
export type Checkpoint = string;
|
||||
|
||||
// --- Client ↔ server message shapes (the two LLM steps) -----------------------
|
||||
|
||||
/** The body of `POST /api/scenarios/draft` (step 1: design the world). */
|
||||
export interface ScenarioDraftRequest {
|
||||
templateId: string;
|
||||
description: string;
|
||||
/** The chosen start year (the server falls back to the template's year). */
|
||||
year?: number;
|
||||
}
|
||||
|
||||
/** The response of `POST /api/scenarios/draft` — the draft world + checkpoints. */
|
||||
export interface ScenarioDraftResponse {
|
||||
world: WorldDraft;
|
||||
checkpoints: string[];
|
||||
}
|
||||
|
||||
/** The body of `POST /api/scenarios/commit` (step 2: finalize + save the game). */
|
||||
export interface ScenarioCommitRequest {
|
||||
templateId: string;
|
||||
description: string;
|
||||
/** The chosen start year (the server falls back to the template's year). */
|
||||
year?: number;
|
||||
/** The step-1 draft, re-sent so the final world stays close to it. */
|
||||
draft?: WorldDraft;
|
||||
/** The checkpoints the player approved (the finalize step's constraints). */
|
||||
approvedCheckpoints: string[];
|
||||
/** The nation id the player will lead (kept in the final world when present). */
|
||||
playerNationId: string;
|
||||
}
|
||||
|
||||
/** The response of `POST /api/scenarios/commit` — the saved game's id. */
|
||||
export interface ScenarioCommitResponse {
|
||||
id: string;
|
||||
}
|
||||
|
||||
// --- Validation + transforms (pure) ------------------------------------------
|
||||
|
||||
/** The 8 known event types (a local copy so this module needs no runtime import). */
|
||||
const EVENT_TYPES: readonly string[] = [
|
||||
'military',
|
||||
'diplomatic',
|
||||
'economic',
|
||||
'political',
|
||||
'social',
|
||||
'disaster',
|
||||
'scientific',
|
||||
'cultural',
|
||||
];
|
||||
|
||||
/** The 5 known nation types. */
|
||||
const NATION_TYPES: readonly string[] = ['major', 'minor', 'power', 'alliance', 'faction'];
|
||||
|
||||
/** True when `t` is one of the eight known event types. */
|
||||
function isEventType(t: unknown): t is EventType {
|
||||
return typeof t === 'string' && (EVENT_TYPES as string[]).includes(t);
|
||||
}
|
||||
|
||||
/** True when `t` is one of the five known event outcomes. */
|
||||
function isEventOutcome(o: unknown): o is EventOutcome {
|
||||
return o === 'success' || o === 'failure' || o === 'partial' || o === 'neutral';
|
||||
}
|
||||
|
||||
/** True when `t` is one of the five known nation types. */
|
||||
function isNationType(t: unknown): t is NationType {
|
||||
return typeof t === 'string' && (NATION_TYPES as string[]).includes(t);
|
||||
}
|
||||
|
||||
/** Clamp a number to [lo, hi] and round (non-finite → lo). */
|
||||
function clampRange(v: number, lo: number, hi: number): number {
|
||||
if (!Number.isFinite(v)) return lo;
|
||||
return Math.max(lo, Math.min(hi, Math.round(v)));
|
||||
}
|
||||
|
||||
/** Parse a raw (unknown) stats object into a clamped NationStats (missing → 50). */
|
||||
function parseStats(raw: unknown): NationStats {
|
||||
const o =
|
||||
raw && typeof raw === 'object' && !Array.isArray(raw)
|
||||
? (raw as Record<string, unknown>)
|
||||
: {};
|
||||
const get = (k: keyof NationStats): number => {
|
||||
const v = o[k];
|
||||
return typeof v === 'number' && Number.isFinite(v) ? clampStat(v) : 50;
|
||||
};
|
||||
return {
|
||||
military: get('military'),
|
||||
economy: get('economy'),
|
||||
stability: get('stability'),
|
||||
population: get('population'),
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* A short, stable, lowercase slug for a nation name (used as a fallback id):
|
||||
* "United Kingdom" → "united-kingdom". Diacritics stripped, runs of
|
||||
* non-alphanumerics collapsed to a single dash, length capped at 20.
|
||||
*/
|
||||
function slugFromName(name: string): string {
|
||||
const s = name
|
||||
.toLowerCase()
|
||||
.normalize('NFKD')
|
||||
.replace(/[\u0300-\u036f]/g, '')
|
||||
.replace(/[^a-z0-9]+/g, '-')
|
||||
.replace(/^-+|-+$/g, '');
|
||||
if (!s) return '';
|
||||
return s.length > 20 ? s.slice(0, 20).replace(/-+$/, '') : s;
|
||||
}
|
||||
|
||||
/**
|
||||
* Map a numeric sentiment score (−100..100) to a {@link RelationStatus}.
|
||||
* Five bands: ally (≥60), neutral (0..59), rival (−40..−1), hostile (−80..−41),
|
||||
* war (≤−81). Pure.
|
||||
*/
|
||||
export function relationFromScore(v: number): RelationStatus {
|
||||
const c = clampRange(v, -100, 100);
|
||||
if (c >= 60) return 'ally';
|
||||
if (c >= 0) return 'neutral';
|
||||
if (c >= -40) return 'rival';
|
||||
if (c >= -80) return 'hostile';
|
||||
return 'war';
|
||||
}
|
||||
|
||||
/**
|
||||
* Validate + normalize a raw LLM world-draft payload into a clean
|
||||
* {@link WorldDraft} (or `null` when it is unusable). Never throws:
|
||||
* - the top level must be an object with a non-empty `nations` array;
|
||||
* - each nation needs a non-empty `name`; its `id` is kept when a valid
|
||||
* non-empty string, else derived from a name slug (else `n<index>`);
|
||||
* duplicate ids are suffixed until unique;
|
||||
* - each nation's `type`/stats are clamped (missing stats → 50);
|
||||
* - each nation's `territory` is upper-cased, deduped, and (when
|
||||
* `validCountryCodes` is given) filtered to only known ISO_A3 codes;
|
||||
* - a nation's `relations` are clamped to −100..100 and re-keyed to the
|
||||
* assigned ids (a key that is a known id, or a case-insensitive name
|
||||
* match, is kept; unknown / self references are dropped);
|
||||
* - optional `events` are kept when they name a known nation (by id or
|
||||
* name) and have a non-empty title;
|
||||
* - the result is `null` when there are no nations, or no nation ends up
|
||||
* owning a valid territory (nothing to render on the map).
|
||||
*/
|
||||
export function validateWorldDraft(
|
||||
raw: unknown,
|
||||
opts: { validCountryCodes?: ReadonlySet<string> } = {},
|
||||
): WorldDraft | null {
|
||||
if (!raw || typeof raw !== 'object' || Array.isArray(raw)) return null;
|
||||
const obj = raw as Record<string, unknown>;
|
||||
const rawNations = Array.isArray(obj.nations) ? obj.nations : null;
|
||||
if (!rawNations || rawNations.length === 0) return null;
|
||||
|
||||
const validCodes = opts.validCountryCodes;
|
||||
const usedIds = new Set<string>();
|
||||
const nameToId = new Map<string, string>();
|
||||
|
||||
interface Tmp {
|
||||
id: string;
|
||||
name: string;
|
||||
type: NationType;
|
||||
stats: NationStats;
|
||||
territory: string[];
|
||||
rawRelations: Record<string, number>;
|
||||
}
|
||||
const tmp: Tmp[] = [];
|
||||
|
||||
for (const rn of rawNations) {
|
||||
if (!rn || typeof rn !== 'object') continue;
|
||||
const o = rn as Record<string, unknown>;
|
||||
const name = typeof o.name === 'string' ? o.name.trim() : '';
|
||||
if (name === '') continue; // a nation needs a name
|
||||
|
||||
// id: keep a valid non-empty string, else derive from the name slug, else n<index>.
|
||||
let id = typeof o.id === 'string' && o.id.trim() !== '' ? o.id.trim() : '';
|
||||
if (id === '') id = slugFromName(name) || `n${tmp.length + 1}`;
|
||||
let candidate = id;
|
||||
let k = 2;
|
||||
while (usedIds.has(candidate)) {
|
||||
candidate = `${id}-${k}`;
|
||||
k += 1;
|
||||
}
|
||||
id = candidate;
|
||||
usedIds.add(id);
|
||||
const lowerName = name.toLowerCase();
|
||||
if (!nameToId.has(lowerName)) nameToId.set(lowerName, id);
|
||||
|
||||
const type = isNationType(o.type) ? o.type : 'major';
|
||||
const stats = parseStats(o.stats);
|
||||
|
||||
// territory: upper-case, de-duped, and (optionally) filtered to known codes.
|
||||
const territory: string[] = [];
|
||||
if (Array.isArray(o.territory)) {
|
||||
for (const t of o.territory) {
|
||||
if (typeof t !== 'string') continue;
|
||||
const code = t.trim().toUpperCase();
|
||||
if (code === '') continue;
|
||||
if (validCodes && !validCodes.has(code)) continue; // drop unknown country codes
|
||||
if (!territory.includes(code)) territory.push(code);
|
||||
}
|
||||
}
|
||||
|
||||
// relations: keep only finite numeric values (clamped later on re-key).
|
||||
const rawRelations: Record<string, number> = {};
|
||||
if (o.relations && typeof o.relations === 'object' && !Array.isArray(o.relations)) {
|
||||
for (const [key, v] of Object.entries(o.relations as Record<string, unknown>)) {
|
||||
if (typeof v === 'number' && Number.isFinite(v)) rawRelations[key] = v;
|
||||
}
|
||||
}
|
||||
|
||||
tmp.push({ id, name, type, stats, territory, rawRelations });
|
||||
}
|
||||
|
||||
if (tmp.length === 0) return null;
|
||||
// Unusable when no nation owns a valid territory (there is nothing to render).
|
||||
if (!tmp.some((t) => t.territory.length > 0)) return null;
|
||||
|
||||
const idSet = new Set(tmp.map((t) => t.id));
|
||||
const nations: WorldNation[] = tmp.map((t) => {
|
||||
const relations: Record<string, number> = {};
|
||||
for (const [key, val] of Object.entries(t.rawRelations)) {
|
||||
// Resolve the key: a known id, else a case-insensitive name match.
|
||||
let target = key;
|
||||
if (!idSet.has(target)) {
|
||||
const mapped = nameToId.get(key.toLowerCase());
|
||||
if (mapped) target = mapped;
|
||||
}
|
||||
if (target === t.id) continue; // drop self-references
|
||||
if (!idSet.has(target)) continue; // drop references to unknown nations
|
||||
relations[target] = clampRange(val, -100, 100);
|
||||
}
|
||||
return { id: t.id, name: t.name, type: t.type, stats: t.stats, territory: t.territory, relations };
|
||||
});
|
||||
|
||||
// Optional backstory events (kept when they name a known nation).
|
||||
let events: ScenarioEvent[] | undefined;
|
||||
if (Array.isArray(obj.events)) {
|
||||
const evs: ScenarioEvent[] = [];
|
||||
for (const re of obj.events) {
|
||||
if (!re || typeof re !== 'object') continue;
|
||||
const e = re as Record<string, unknown>;
|
||||
const title = typeof e.title === 'string' ? e.title.trim() : '';
|
||||
if (title === '') continue;
|
||||
const text = typeof e.text === 'string' ? e.text : '';
|
||||
const type = isEventType(e.type) ? e.type : 'political';
|
||||
const outcome = isEventOutcome(e.outcome) ? e.outcome : 'neutral';
|
||||
let nation = typeof e.nation === 'string' ? e.nation : '';
|
||||
if (nation !== '' && !idSet.has(nation)) {
|
||||
nation = nameToId.get(nation.toLowerCase()) ?? '';
|
||||
}
|
||||
if (nation === '' || !idSet.has(nation)) continue; // drop events with no known owner
|
||||
evs.push({ nation, type, title, text, outcome });
|
||||
}
|
||||
events = evs;
|
||||
}
|
||||
|
||||
return { nations, events };
|
||||
}
|
||||
|
||||
/** Options for {@link worldDraftToGameState} (all optional, sensible defaults). */
|
||||
export interface WorldDraftToGameOptions {
|
||||
/** The new game's id (the server sets `randomUUID()`; default `''`). */
|
||||
id?: string;
|
||||
/** The scenario title (becomes `GameState.presetTitle`; default 'Custom World'). */
|
||||
title?: string;
|
||||
/** The game's start date (`YYYY-MM-DD`, from the chosen year; default '1970-01-01'). */
|
||||
startDate?: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* Convert a validated {@link WorldDraft} into a fresh, playable {@link
|
||||
* GameState} (a normal game at `#/game/<id>`). Mirrors `POST /api/games`
|
||||
* exactly, except the draft's nations carry **ISO_A3** territory which is
|
||||
* expanded to sub-region keys by the injected `expand` resolver, and
|
||||
* `regionStats` is seeded from the expanded territories via
|
||||
* {@link seedRegionStats} (so every owned region starts with its owner's
|
||||
* stats and the derived aggregate equals them on turn 1).
|
||||
*
|
||||
* The result is a clean turn-1 state: `version: 1`, `turn: 1`, `unowned: []`,
|
||||
* `markers: []`, `pendingNationOps: []`, `pending: []`, the given
|
||||
* `playerNationId`, and a `startDate` from the chosen year. Backstory events
|
||||
* (if any) seed the event feed at turn 1. Pure — no side effects, no I/O.
|
||||
*/
|
||||
export function worldDraftToGameState(
|
||||
draft: WorldDraft,
|
||||
expand: (countries: string[]) => string[],
|
||||
playerNationId: string,
|
||||
opts: WorldDraftToGameOptions = {},
|
||||
): GameState {
|
||||
const id = opts.id ?? '';
|
||||
const title = opts.title ?? 'Custom World';
|
||||
const startDate = opts.startDate ?? '1970-01-01';
|
||||
|
||||
const nations: Record<string, Nation> = {};
|
||||
for (const wn of draft.nations) {
|
||||
const relations: Record<string, RelationStatus> = {};
|
||||
for (const [otherId, score] of Object.entries(wn.relations)) {
|
||||
if (otherId === wn.id) continue; // no self-relations
|
||||
relations[otherId] = relationFromScore(score);
|
||||
}
|
||||
nations[wn.id] = {
|
||||
id: wn.id,
|
||||
name: wn.name,
|
||||
type: wn.type ?? 'major',
|
||||
stats: wn.stats,
|
||||
territory: expand(wn.territory),
|
||||
relations,
|
||||
};
|
||||
}
|
||||
|
||||
// Guard: a finalize step (or a bad model answer) might drop the nation the
|
||||
// player chose to lead. Rather than produce a game with a dangling
|
||||
// playerNationId, fall back to the first nation (deterministic insertion
|
||||
// order) so the resulting game is always playable.
|
||||
const effectivePlayer =
|
||||
nations[playerNationId] !== undefined
|
||||
? playerNationId
|
||||
: draft.nations.length > 0
|
||||
? draft.nations[0].id
|
||||
: '';
|
||||
|
||||
// Seed the event feed from the draft's optional backstory (turn 1, startDate).
|
||||
const events: EventEntry[] = (draft.events ?? []).map((e) =>
|
||||
makeEvent(e as unknown as TurnEventSpec, 1, startDate),
|
||||
);
|
||||
|
||||
const state: GameState = {
|
||||
id,
|
||||
presetId: 'dynamic',
|
||||
presetTitle: title,
|
||||
playerNationId: effectivePlayer,
|
||||
turn: 1,
|
||||
date: startDate,
|
||||
nations,
|
||||
events,
|
||||
pending: [],
|
||||
version: 1,
|
||||
unowned: [],
|
||||
pendingNationOps: [],
|
||||
markers: [],
|
||||
// Seed AFTER the territories hold real region keys: each owned region gets
|
||||
// a copy of its owner's stats, so the derived aggregate equals them.
|
||||
regionStats: seedRegionStats(nations),
|
||||
// (v0.33.0, #56) No wars on a fresh (dynamic) game; any preset-level `war`
|
||||
// relation stays a bare/implicit one, not an entity (see syncWarRelations).
|
||||
wars: [],
|
||||
};
|
||||
return state;
|
||||
}
|
||||
@@ -143,6 +143,44 @@ export interface MapMarker {
|
||||
placedTurn: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.33.0, #56) A first-class **war** — a named, ongoing armed conflict
|
||||
* between two or more nations. Unlike the boolean `war` relation (which a
|
||||
* preset or a bare `relations` entry can carry without any structure behind
|
||||
* it), a `War` is an explicit world entity the engine tracks: the LLM
|
||||
* declares it (a turn's `wars.declare`), the engine assigns it a stable id
|
||||
* (`w1`, `w2`, …), the turn and in-game date it was declared, and it stays in
|
||||
* `GameState.wars` for the rest of the game as history after it ends.
|
||||
*
|
||||
* **Semantics of `sides`:** the flat list of every belligerent in the war
|
||||
* (≥2 distinct nation ids). Any two distinct members of an active war's
|
||||
* sides are at war with each other — the engine derives the symmetric `war`
|
||||
* relation for every such pair on every turn (see the engine's
|
||||
* `syncWarRelations`), and downgrades the relation to `hostile` when the war
|
||||
* ends. A mutual-defense ally of a belligerent is dragged into the same list
|
||||
* on declaration (the engine does this automatically).
|
||||
*/
|
||||
export interface War {
|
||||
/** Stable id (`w1`, `w2`, …) assigned by the engine on declaration. */
|
||||
id: string;
|
||||
/** The belligerent nations (≥2 distinct ids; see the note above). */
|
||||
sides: string[];
|
||||
/** The turn number the war was declared on. */
|
||||
declaredTurn: number;
|
||||
/** The in-game date the war took effect on (`YYYY-MM-DD`). */
|
||||
declaredDate?: string;
|
||||
/** Optional short war aims the LLM names at declaration. */
|
||||
aims?: string[];
|
||||
/**
|
||||
* Lifecycle: `active` until a turn ends the war, then the end outcome —
|
||||
* `armistice` (a negotiated stop) or `capitulation` (one side surrenders) —
|
||||
* or the generic `ended`. Ended wars stay in `GameState.wars` as history.
|
||||
*/
|
||||
status: 'active' | 'armistice' | 'capitulation' | 'ended';
|
||||
/** Optional region keys the war's front line runs through (reserved). */
|
||||
front?: string[];
|
||||
}
|
||||
|
||||
/** A narrative event the simulation emitted on some turn. */
|
||||
export interface EventEntry {
|
||||
id: string;
|
||||
@@ -251,6 +289,20 @@ export interface GameState {
|
||||
* — additive, no data wipe.
|
||||
*/
|
||||
regionStats: Record<string, RegionStats>;
|
||||
/**
|
||||
* (v0.33.0, #56) First-class war entities (see {@link War}): declared by a
|
||||
* turn's `wars.declare` (the engine assigns the id, declared turn/date, and
|
||||
* drags in mutual-defense allies) and closed by `wars.end` (armistice /
|
||||
* capitulation). The engine DERIVES the `war` relation from the ACTIVE
|
||||
* wars on every turn (two nations are in a `war` relation iff they are both
|
||||
* belligerents of ≥1 active war), so the boolean relation and the war
|
||||
* entities can never drift apart. A bare preset `war` relation with no
|
||||
* active war behind it stays as-is (an implicit, unnamed war — never
|
||||
* force-created into an entity). Always `[]` on a fresh game; rows saved
|
||||
* before v0.33 load with this defaulted to `[]` (see server/db.ts) —
|
||||
* additive, no data wipe.
|
||||
*/
|
||||
wars: War[];
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
+128
-2
@@ -16,6 +16,8 @@ import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from '.
|
||||
import { cn } from './lib/utils';
|
||||
import PresetPicker from './components/PresetPicker';
|
||||
import NationSelect from './components/NationSelect';
|
||||
import ScenarioForm from './components/ScenarioForm';
|
||||
import CheckpointReview from './components/CheckpointReview';
|
||||
import WorldMap from './components/WorldMap';
|
||||
import FloatingWindow from './components/FloatingWindow';
|
||||
import MapLegend from './components/MapLegend';
|
||||
@@ -26,9 +28,27 @@ import { api } from './lib/api';
|
||||
import { useSse } from './lib/sse';
|
||||
import { nationColor, type GameSummary, type RegionMap } from '@shared/protocol';
|
||||
import type { GameState, Preset, PresetMeta } from '@shared/types';
|
||||
import type { TemplateMeta, WorldDraft } from '@shared/scenario';
|
||||
|
||||
/** Which top-level screen the app is showing. */
|
||||
type Screen = { name: 'home' } | { name: 'pick'; preset: Preset } | { name: 'game' };
|
||||
/**
|
||||
* Which top-level screen the app is showing. The dynamic path (v0.31, #52) adds
|
||||
* two: 'scenario-form' (era + description + year) and 'scenario-review' (the
|
||||
* generated world + checkpoint checklist + nation pick), the latter carrying
|
||||
* the step-1 draft + chosen template so the finalize step can re-send them.
|
||||
*/
|
||||
type Screen =
|
||||
| { name: 'home' }
|
||||
| { name: 'pick'; preset: Preset }
|
||||
| { name: 'game' }
|
||||
| { name: 'scenario-form' }
|
||||
| {
|
||||
name: 'scenario-review';
|
||||
template: TemplateMeta;
|
||||
description: string;
|
||||
year: number;
|
||||
world: WorldDraft;
|
||||
checkpoints: string[];
|
||||
};
|
||||
|
||||
/**
|
||||
* Surface a turn failure. A 502 (live model down / timeout) gets a friendly,
|
||||
@@ -181,6 +201,10 @@ export default function App() {
|
||||
// non-LLM) request. It gates only the nation-op dialog controls, never the
|
||||
// turn flow — "Jump forward" stays usable while it is in flight.
|
||||
const [opBusy, setOpBusy] = useState(false);
|
||||
// (v0.31, #52) A scenario-generation LLM call (generate or finalize) is
|
||||
// in flight. Distinct from `busy`/`advisorBusy` — it only gates the
|
||||
// scenario-form/review screens (those screens never coexist with a game).
|
||||
const [scenarioBusy, setScenarioBusy] = useState(false);
|
||||
// The id of the game the user is/was last in (mirrors localStorage) and the
|
||||
// list of saved games (newest first) shown on the home screen.
|
||||
const [activeGameId, setActiveGameId] = useState<string | null>(() => readActiveGameId());
|
||||
@@ -359,6 +383,77 @@ export default function App() {
|
||||
[screen],
|
||||
);
|
||||
|
||||
// --- (v0.31, #52) Dynamic scenario generation: form → generate → review →
|
||||
// finalize → game. Both LLM steps run on the server (the scenario stub under
|
||||
// LLM_STUB=1, the live model otherwise); on failure we toast and stay on the
|
||||
// current screen (the form's / review's local selections are preserved).
|
||||
|
||||
// Home screen's "Create scenario" card → the scenario form.
|
||||
const openScenarioForm = useCallback(() => {
|
||||
setScreen({ name: 'scenario-form' });
|
||||
}, []);
|
||||
|
||||
// Step 1 (generate): design the draft world + checkpoint list. On success
|
||||
// the app moves to the review screen (carrying the draft, template, year,
|
||||
// and description so the finalize step can re-send them).
|
||||
const generateScenarioDraft = useCallback(
|
||||
async (template: TemplateMeta, description: string, year: number) => {
|
||||
setScenarioBusy(true);
|
||||
try {
|
||||
const { world, checkpoints } = await api.draftScenario({
|
||||
templateId: template.id,
|
||||
description,
|
||||
year,
|
||||
});
|
||||
setScreen({ name: 'scenario-review', template, description, year, world, checkpoints });
|
||||
} catch (e) {
|
||||
toastError(e);
|
||||
} finally {
|
||||
setScenarioBusy(false);
|
||||
}
|
||||
},
|
||||
[],
|
||||
);
|
||||
|
||||
// Step 2 (finalize): commit the approved draft into a saved, playable game
|
||||
// and enter it. The step-1 draft is re-sent so the final world stays close
|
||||
// to it (and the chosen nation survives); the new game's id is then fetched
|
||||
// and adopted exactly like a normal created game (active-game persistence,
|
||||
// applyState, screen → game — the URL-sync effect writes the deep link).
|
||||
const finalizeScenario = useCallback(
|
||||
async (
|
||||
template: TemplateMeta,
|
||||
description: string,
|
||||
year: number,
|
||||
world: WorldDraft,
|
||||
approvedCheckpoints: string[],
|
||||
playerNationId: string,
|
||||
) => {
|
||||
setScenarioBusy(true);
|
||||
try {
|
||||
const { id } = await api.commitScenario({
|
||||
templateId: template.id,
|
||||
description,
|
||||
year,
|
||||
draft: world,
|
||||
approvedCheckpoints,
|
||||
playerNationId,
|
||||
});
|
||||
const { game } = await api.getGame(id);
|
||||
persistActiveGameId(id);
|
||||
setActiveGameId(id);
|
||||
applyState(game);
|
||||
setAdvisors([]);
|
||||
setScreen({ name: 'game' });
|
||||
} catch (e) {
|
||||
toastError(e);
|
||||
} finally {
|
||||
setScenarioBusy(false);
|
||||
}
|
||||
},
|
||||
[applyState],
|
||||
);
|
||||
|
||||
// Add an action to the pending round. Fast, non-LLM — no `busy`; the pending
|
||||
// list updates from the response and the SSE `state` event. Both are
|
||||
// version-gated via applyState, so the item can never be clobbered by a
|
||||
@@ -573,6 +668,36 @@ export default function App() {
|
||||
);
|
||||
}
|
||||
|
||||
if (screen.name === 'scenario-form') {
|
||||
return (
|
||||
<>
|
||||
<Toaster richColors position="top-right" />
|
||||
<ScenarioForm busy={scenarioBusy} onBack={goHome} onGenerate={generateScenarioDraft} />
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
if (screen.name === 'scenario-review') {
|
||||
const { template, description, year, world, checkpoints } = screen;
|
||||
return (
|
||||
<>
|
||||
<Toaster richColors position="top-right" />
|
||||
<CheckpointReview
|
||||
template={template}
|
||||
description={description}
|
||||
year={year}
|
||||
world={world}
|
||||
checkpoints={checkpoints}
|
||||
busy={scenarioBusy}
|
||||
onBack={openScenarioForm}
|
||||
onFinalize={(approved, nationId) =>
|
||||
void finalizeScenario(template, description, year, world, approved, nationId)
|
||||
}
|
||||
/>
|
||||
</>
|
||||
);
|
||||
}
|
||||
|
||||
return (
|
||||
<>
|
||||
<Toaster richColors position="top-right" />
|
||||
@@ -584,6 +709,7 @@ export default function App() {
|
||||
activeGameId={activeGameId}
|
||||
onResume={resumeGame}
|
||||
onDelete={runDeleteGame}
|
||||
onCreateScenario={openScenarioForm}
|
||||
/>
|
||||
</>
|
||||
);
|
||||
|
||||
@@ -0,0 +1,278 @@
|
||||
import { useState } from 'react';
|
||||
import { Check, ListChecks, Loader2, Sparkles } from 'lucide-react';
|
||||
import { Badge } from './ui/badge';
|
||||
import { Button } from './ui/button';
|
||||
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card';
|
||||
import StatBar from './StatBar';
|
||||
import { cn } from '@/lib/utils';
|
||||
import { EVENT_COLORS, RELATION_COLORS } from '@/lib/colors';
|
||||
import { relationFromScore, type TemplateMeta, type WorldDraft, type WorldNation } from '@shared/scenario';
|
||||
|
||||
interface Props {
|
||||
/** The era template the draft was generated from (name/year for the header). */
|
||||
template: TemplateMeta;
|
||||
/** The free-text description the user wrote (shown as the world's context). */
|
||||
description: string;
|
||||
/** The effective start year (template default or the user's override). */
|
||||
year: number;
|
||||
/** The step-1 draft world to review and finalize. */
|
||||
world: WorldDraft;
|
||||
/** The advisor's proposed checkpoints (all approved by default). */
|
||||
checkpoints: string[];
|
||||
/** A finalize (LLM) call is in flight — disables the controls. */
|
||||
busy?: boolean;
|
||||
/** Back to the scenario form (a fresh attempt — the form's state resets). */
|
||||
onBack: () => void;
|
||||
/** Step 2: finalize with the approved checkpoints + the chosen nation to lead. */
|
||||
onFinalize: (approvedCheckpoints: string[], playerNationId: string) => void;
|
||||
}
|
||||
|
||||
const STAT_BARS: Array<{ key: keyof WorldNation['stats']; label: string }> = [
|
||||
{ key: 'military', label: 'Military' },
|
||||
{ key: 'economy', label: 'Economy' },
|
||||
{ key: 'stability', label: 'Stability' },
|
||||
{ key: 'population', label: 'Population' },
|
||||
];
|
||||
|
||||
/**
|
||||
* "Create scenario" — step 2 of the dynamic path (v0.31, #52). Shows the
|
||||
* generated world (each nation's stats, territory country codes, and
|
||||
* relations; plus any backstory events) and the advisor's proposed
|
||||
* checkpoints as an approve/remove checklist (approved by default — the
|
||||
* approved ones bind the finalize step). The player then picks which nation
|
||||
* to lead (the nation cards mirror NationSelect's pick screen; the draft's
|
||||
* nations are not a static Preset, so they are rendered here directly) and
|
||||
* finalizes. On success the app navigates into the new game; on failure it
|
||||
* toasts and stays here with the current selections intact.
|
||||
*/
|
||||
export default function CheckpointReview({
|
||||
template,
|
||||
description,
|
||||
year,
|
||||
world,
|
||||
checkpoints,
|
||||
busy = false,
|
||||
onBack,
|
||||
onFinalize,
|
||||
}: Props) {
|
||||
// Approve/remove per checkpoint (approved by default — the advisor's list is
|
||||
// a starting point the player prunes, not a form they fill in).
|
||||
const [approved, setApproved] = useState<boolean[]>(() => checkpoints.map(() => true));
|
||||
// The nation the player will lead (none until explicitly picked).
|
||||
const [selectedId, setSelectedId] = useState<string | null>(null);
|
||||
|
||||
const nameOf = (id: string) => world.nations.find((n) => n.id === id)?.name ?? id;
|
||||
const approvedCount = approved.filter(Boolean).length;
|
||||
const selected = selectedId ? world.nations.find((n) => n.id === selectedId) : undefined;
|
||||
|
||||
const toggle = (i: number) =>
|
||||
setApproved((prev) => prev.map((v, j) => (j === i ? !v : v)));
|
||||
|
||||
const finalize = () => {
|
||||
if (!selectedId) return;
|
||||
onFinalize(
|
||||
checkpoints.filter((_, i) => approved[i]),
|
||||
selectedId,
|
||||
);
|
||||
};
|
||||
|
||||
return (
|
||||
<div className="mx-auto max-w-4xl px-6 py-8" data-testid="scenario-review">
|
||||
<Button variant="ghost" size="sm" onClick={onBack} className="mb-4">
|
||||
← Back to form
|
||||
</Button>
|
||||
<div className="flex items-center gap-3">
|
||||
<h1 className="text-3xl font-bold tracking-tight">{template.name}</h1>
|
||||
<Badge variant="secondary" className="text-sm">
|
||||
{year}
|
||||
</Badge>
|
||||
</div>
|
||||
{description && (
|
||||
<p className="mt-2 max-w-3xl whitespace-pre-line text-sm leading-relaxed text-muted-foreground">
|
||||
{description}
|
||||
</p>
|
||||
)}
|
||||
|
||||
{/* --- The generated world --- */}
|
||||
<h2 className="mb-3 mt-8 text-lg font-semibold">The generated world</h2>
|
||||
<div className="space-y-3">
|
||||
{world.nations.map((n) => (
|
||||
<div
|
||||
key={n.id}
|
||||
className="rounded-lg border border-border/60 bg-card/40 p-3"
|
||||
data-testid="draft-nation"
|
||||
data-nation-id={n.id}
|
||||
>
|
||||
<div className="flex flex-wrap items-center gap-2">
|
||||
<span className="font-medium">{n.name}</span>
|
||||
<Badge variant="secondary" className="text-xs capitalize">
|
||||
{n.type ?? 'major'}
|
||||
</Badge>
|
||||
{n.territory.length > 0 && (
|
||||
<span className="ml-auto text-xs text-muted-foreground">
|
||||
{n.territory.join(' · ')}
|
||||
</span>
|
||||
)}
|
||||
</div>
|
||||
<div className="mt-2 grid gap-x-6 gap-y-1 sm:grid-cols-2">
|
||||
{STAT_BARS.map(({ key, label }) => (
|
||||
<StatBar key={key} label={label} value={n.stats[key]} />
|
||||
))}
|
||||
</div>
|
||||
{Object.keys(n.relations).length > 0 && (
|
||||
<div className="mt-2 flex flex-wrap gap-1.5">
|
||||
{Object.entries(n.relations).map(([otherId, score]) => {
|
||||
const status = relationFromScore(score);
|
||||
return (
|
||||
<span
|
||||
key={otherId}
|
||||
className="rounded-full border px-2 py-0.5 text-[11px] font-medium"
|
||||
style={{
|
||||
color: RELATION_COLORS[status],
|
||||
borderColor: `${RELATION_COLORS[status]}55`,
|
||||
}}
|
||||
>
|
||||
{nameOf(otherId)} {score > 0 ? `+${score}` : score}
|
||||
</span>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
))}
|
||||
|
||||
{(world.events ?? []).length > 0 && (
|
||||
<div className="rounded-lg border border-border/60 bg-card/40 p-3">
|
||||
<div className="mb-2 text-[11px] font-medium uppercase tracking-wide text-muted-foreground">
|
||||
Backstory
|
||||
</div>
|
||||
<ul className="space-y-2">
|
||||
{(world.events ?? []).map((e, i) => (
|
||||
<li key={i} className="flex items-start gap-2 text-sm" data-testid="draft-event">
|
||||
<span
|
||||
className="mt-1.5 inline-block size-2 shrink-0 rounded-full"
|
||||
style={{ background: EVENT_COLORS[e.type] }}
|
||||
aria-hidden
|
||||
/>
|
||||
<span className="min-w-0 flex-1">
|
||||
<span className="font-medium">{nameOf(e.nation)}:</span>{' '}
|
||||
{e.title} — {e.text}
|
||||
</span>
|
||||
</li>
|
||||
))}
|
||||
</ul>
|
||||
</div>
|
||||
)}
|
||||
</div>
|
||||
|
||||
{/* --- Advisor checkpoints (approve / remove) --- */}
|
||||
<div className="mt-8 flex items-center gap-2">
|
||||
<ListChecks className="size-4 text-primary" />
|
||||
<h2 className="text-lg font-semibold">Advisor checkpoints</h2>
|
||||
<Badge variant="secondary" className="ml-auto text-xs tabular-nums">
|
||||
{approvedCount} of {checkpoints.length} approved
|
||||
</Badge>
|
||||
</div>
|
||||
<p className="mb-3 mt-1 text-sm leading-relaxed text-muted-foreground">
|
||||
The advisor’s opening read of this world’s live strategic threads. Keep the ones the final
|
||||
world should respect — removed checkpoints are dropped.
|
||||
</p>
|
||||
<ul className="space-y-1.5">
|
||||
{checkpoints.map((c, i) => (
|
||||
<li
|
||||
key={`${i}-${c}`}
|
||||
className={cn(
|
||||
'flex items-center gap-2 rounded-lg border p-2.5 text-sm',
|
||||
approved[i]
|
||||
? 'border-amber-500/30 bg-amber-500/10'
|
||||
: 'border-border/60 bg-card/30 text-muted-foreground',
|
||||
)}
|
||||
data-testid="checkpoint-item"
|
||||
data-approved={approved[i] ? 'true' : 'false'}
|
||||
>
|
||||
<span
|
||||
className={cn(
|
||||
'inline-flex size-4 shrink-0 items-center justify-center rounded-full border',
|
||||
approved[i] ? 'border-amber-500/50 bg-amber-500/20' : 'border-border',
|
||||
)}
|
||||
aria-hidden
|
||||
>
|
||||
{approved[i] && <Check className="size-3 text-amber-400" />}
|
||||
</span>
|
||||
<span className="min-w-0 flex-1 leading-snug">{c}</span>
|
||||
<Button
|
||||
variant={approved[i] ? 'ghost' : 'secondary'}
|
||||
size="sm"
|
||||
onClick={() => toggle(i)}
|
||||
disabled={busy}
|
||||
data-testid="checkpoint-toggle"
|
||||
>
|
||||
{approved[i] ? 'Remove' : 'Keep'}
|
||||
</Button>
|
||||
</li>
|
||||
))}
|
||||
</ul>
|
||||
|
||||
{/* --- Choose your nation (cards mirror NationSelect's pick screen) --- */}
|
||||
<h2 className="mb-3 mt-8 text-lg font-semibold">Choose your nation</h2>
|
||||
<div className="grid gap-4 sm:grid-cols-2 lg:grid-cols-3">
|
||||
{world.nations.map((n) => {
|
||||
const isSel = n.id === selectedId;
|
||||
return (
|
||||
<Card
|
||||
key={n.id}
|
||||
className={cn(
|
||||
'flex flex-col transition',
|
||||
isSel ? 'ring-2 ring-primary/60' : 'hover:ring-1 hover:ring-primary/40',
|
||||
)}
|
||||
data-testid="scenario-nation-card"
|
||||
data-nation-id={n.id}
|
||||
data-selected={isSel ? 'true' : 'false'}
|
||||
>
|
||||
<CardHeader>
|
||||
<CardTitle className="flex items-center gap-2 text-base">
|
||||
{n.name}
|
||||
{isSel && <Check className="size-4 shrink-0 text-primary" />}
|
||||
</CardTitle>
|
||||
<CardDescription>
|
||||
{n.type ?? 'major'} · {n.territory.length} territory unit
|
||||
{n.territory.length === 1 ? '' : 's'} ({n.territory.join(', ')})
|
||||
</CardDescription>
|
||||
</CardHeader>
|
||||
<CardContent className="mt-auto space-y-1.5">
|
||||
{STAT_BARS.map(({ key, label }) => (
|
||||
<StatBar key={key} label={label} value={n.stats[key]} />
|
||||
))}
|
||||
<Button
|
||||
className="mt-3 w-full"
|
||||
variant={isSel ? 'default' : 'secondary'}
|
||||
onClick={() => setSelectedId(n.id)}
|
||||
disabled={busy}
|
||||
data-testid="scenario-lead-nation"
|
||||
>
|
||||
{isSel ? 'Leading' : `Play as ${n.name}`}
|
||||
</Button>
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
|
||||
{/* --- Finalize --- */}
|
||||
<div
|
||||
className="mt-8 flex flex-wrap items-center justify-between gap-3 rounded-xl border border-primary/30 bg-primary/5 p-3"
|
||||
data-testid="finalize-bar"
|
||||
>
|
||||
<span className="min-w-0 flex-1 text-sm text-muted-foreground">
|
||||
{selected
|
||||
? `Finalizing as ${selected.name} with ${approvedCount} of ${checkpoints.length} checkpoints approved.`
|
||||
: 'Pick the nation you will lead, then finalize the scenario.'}
|
||||
</span>
|
||||
<Button className="shrink-0" onClick={finalize} disabled={busy || !selected} data-testid="finalize-scenario">
|
||||
{busy ? <Loader2 className="size-4 animate-spin" /> : <Sparkles className="size-4" />}
|
||||
{busy ? 'Finalizing…' : 'Finalize scenario'}
|
||||
</Button>
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
import { useState } from 'react';
|
||||
import { Play, Trash2 } from 'lucide-react';
|
||||
import { Play, Sparkles, Trash2 } from 'lucide-react';
|
||||
import { Badge } from './ui/badge';
|
||||
import { Button } from './ui/button';
|
||||
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card';
|
||||
@@ -26,6 +26,12 @@ interface Props {
|
||||
onResume?: (id: string) => void;
|
||||
/** Delete a saved game by id (confirmed by a dialog in this component). */
|
||||
onDelete?: (id: string) => void;
|
||||
/**
|
||||
* (v0.31, #52) Open the "Create scenario" path (era template + description →
|
||||
* AI-generated world → checkpoint review → a normal game). Omitted = the
|
||||
* create-scenario card is hidden.
|
||||
*/
|
||||
onCreateScenario?: () => void;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -41,6 +47,7 @@ export default function PresetPicker({
|
||||
activeGameId,
|
||||
onResume,
|
||||
onDelete,
|
||||
onCreateScenario,
|
||||
}: Props) {
|
||||
const activeGame = activeGameId ? savedGames.find((g) => g.id === activeGameId) : undefined;
|
||||
// The game awaiting a delete confirmation (null = dialog closed).
|
||||
@@ -83,6 +90,51 @@ export default function PresetPicker({
|
||||
)}
|
||||
|
||||
<div className="grid gap-5 sm:grid-cols-2 lg:grid-cols-3">
|
||||
{(
|
||||
onCreateScenario
|
||||
? [
|
||||
{
|
||||
// (v0.31, #52) The dynamic path, first in the grid: it is the
|
||||
// "any world you can describe" card, distinct from the static presets.
|
||||
id: 'create',
|
||||
title: 'Create scenario',
|
||||
summary:
|
||||
'Design your own world — pick an era, describe it, and the AI drafts the world and the advisor’s opening checkpoints for your review before you pick a nation to lead.',
|
||||
badge: 'custom world',
|
||||
},
|
||||
]
|
||||
: []
|
||||
).map((c) => (
|
||||
<Card
|
||||
key={c.id}
|
||||
className="flex flex-col border-primary/40 bg-primary/5 transition hover:ring-1 hover:ring-primary/50"
|
||||
data-testid="create-scenario-card"
|
||||
>
|
||||
<CardHeader>
|
||||
<div className="flex items-start justify-between gap-2">
|
||||
<CardTitle className="flex items-center gap-2 text-lg">
|
||||
<Sparkles className="size-4 shrink-0 text-primary" />
|
||||
{c.title}
|
||||
</CardTitle>
|
||||
<Badge variant="secondary" className="shrink-0 text-xs">
|
||||
{c.badge}
|
||||
</Badge>
|
||||
</div>
|
||||
<CardDescription className="text-sm leading-relaxed">{c.summary}</CardDescription>
|
||||
</CardHeader>
|
||||
<CardContent className="mt-auto">
|
||||
<Button
|
||||
variant="secondary"
|
||||
className="w-full"
|
||||
onClick={() => onCreateScenario?.()}
|
||||
disabled={loading}
|
||||
data-testid="create-scenario"
|
||||
>
|
||||
Create scenario
|
||||
</Button>
|
||||
</CardContent>
|
||||
</Card>
|
||||
))}
|
||||
{presets.map((p) => (
|
||||
<Card
|
||||
key={p.id}
|
||||
|
||||
@@ -0,0 +1,197 @@
|
||||
import { useEffect, useState } from 'react';
|
||||
import { Loader2, Sparkles } from 'lucide-react';
|
||||
import { Badge } from './ui/badge';
|
||||
import { Button } from './ui/button';
|
||||
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card';
|
||||
import { Input } from './ui/input';
|
||||
import { Label } from './ui/label';
|
||||
import { Textarea } from './ui/textarea';
|
||||
import { cn } from '@/lib/utils';
|
||||
import { api } from '@/lib/api';
|
||||
import type { TemplateMeta } from '@shared/scenario';
|
||||
|
||||
interface Props {
|
||||
/** A generate (LLM) call is in flight — disables the form's controls. */
|
||||
busy?: boolean;
|
||||
onBack: () => void;
|
||||
/**
|
||||
* Step 1: design the draft world + checkpoint list. The form hands over the
|
||||
* selected template's full metadata (the review screen shows its name/year)
|
||||
* plus the description and the effective start year.
|
||||
*/
|
||||
onGenerate: (template: TemplateMeta, description: string, year: number) => void;
|
||||
}
|
||||
|
||||
/** The year input is an empty string ("use the template's default") or a number. */
|
||||
const YEAR_MIN = 1000;
|
||||
const YEAR_MAX = 3000;
|
||||
|
||||
/**
|
||||
* "Create scenario" — step 1 of the dynamic path (v0.31, #52). The user picks
|
||||
* one of the light era templates (a card each: name, default year, blurb),
|
||||
* writes a free-text description of the world they want, and may override the
|
||||
* start year (the field is pre-filled from the selected template; leaving it
|
||||
* empty keeps the template's default). "Generate world" posts the draft
|
||||
* request; on success the app moves to the checkpoint review screen, on
|
||||
* failure it toasts and stays here (the form's local state is preserved).
|
||||
*/
|
||||
export default function ScenarioForm({ busy = false, onBack, onGenerate }: Props) {
|
||||
const [templates, setTemplates] = useState<TemplateMeta[]>([]);
|
||||
const [templatesError, setTemplatesError] = useState<string | null>(null);
|
||||
const [selectedId, setSelectedId] = useState<string | null>(null);
|
||||
const [description, setDescription] = useState('');
|
||||
// Pre-filled from the selected template's default year (the user can edit).
|
||||
const [yearText, setYearText] = useState('');
|
||||
|
||||
// Load the era-template manifest on mount (the form is the only consumer).
|
||||
useEffect(() => {
|
||||
let alive = true;
|
||||
api
|
||||
.listScenarioTemplates()
|
||||
.then((r) => alive && setTemplates(r.templates))
|
||||
.catch((e: unknown) => alive && setTemplatesError(e instanceof Error ? e.message : String(e)));
|
||||
return () => {
|
||||
alive = false;
|
||||
};
|
||||
}, []);
|
||||
|
||||
const selected = templates.find((t) => t.id === selectedId) ?? null;
|
||||
const effectiveYear =
|
||||
yearText.trim() === '' ? NaN : Number.parseInt(yearText.trim(), 10);
|
||||
const yearValid =
|
||||
Number.isInteger(effectiveYear) && effectiveYear >= YEAR_MIN && effectiveYear <= YEAR_MAX;
|
||||
|
||||
const canGenerate = !busy && selected !== null && description.trim() !== '' && yearValid;
|
||||
|
||||
const selectTemplate = (t: TemplateMeta) => {
|
||||
setSelectedId(t.id);
|
||||
// Selecting an era pre-fills the year with that era's default (the user
|
||||
// can still edit it afterwards).
|
||||
setYearText(String(t.year));
|
||||
};
|
||||
|
||||
const generate = () => {
|
||||
if (!canGenerate || !selected) return;
|
||||
onGenerate(selected, description.trim(), effectiveYear);
|
||||
};
|
||||
|
||||
return (
|
||||
<div className="mx-auto max-w-4xl px-6 py-8" data-testid="scenario-form">
|
||||
<Button variant="ghost" size="sm" onClick={onBack} className="mb-4">
|
||||
← Back to scenarios
|
||||
</Button>
|
||||
<h1 className="text-3xl font-bold tracking-tight">Create a scenario</h1>
|
||||
<p className="mt-2 max-w-2xl text-sm leading-relaxed text-muted-foreground">
|
||||
Design your own world: pick an era, describe what should be true, and the AI will draft the
|
||||
world and an opening set of advisor checkpoints for your review. Nothing is saved until you
|
||||
finalize.
|
||||
</p>
|
||||
|
||||
{/* 1 — the era template (a card each). */}
|
||||
<h2 className="mb-3 mt-8 text-lg font-semibold">
|
||||
1 · Pick an era <span className="font-normal text-muted-foreground">(required)</span>
|
||||
</h2>
|
||||
{templatesError ? (
|
||||
<p className="rounded-lg border border-destructive/40 bg-destructive/10 p-3 text-sm text-destructive">
|
||||
Could not load the era templates: {templatesError}
|
||||
</p>
|
||||
) : templates.length === 0 ? (
|
||||
<p className="rounded-lg border border-border/60 bg-card/40 p-3 text-sm text-muted-foreground">
|
||||
Loading era templates…
|
||||
</p>
|
||||
) : (
|
||||
<div className="grid gap-4 sm:grid-cols-3">
|
||||
{templates.map((t) => {
|
||||
const isSel = t.id === selectedId;
|
||||
return (
|
||||
<Card
|
||||
key={t.id}
|
||||
className={cn(
|
||||
'flex cursor-pointer flex-col transition',
|
||||
isSel ? 'ring-2 ring-primary/60' : 'hover:ring-1 hover:ring-primary/40',
|
||||
)}
|
||||
data-testid="template-card"
|
||||
data-template-id={t.id}
|
||||
data-selected={isSel ? 'true' : 'false'}
|
||||
onClick={() => selectTemplate(t)}
|
||||
>
|
||||
<CardHeader>
|
||||
<div className="flex items-start justify-between gap-2">
|
||||
<CardTitle className="text-base">{t.name}</CardTitle>
|
||||
<Badge variant="secondary" className="shrink-0 text-xs">
|
||||
{t.year}
|
||||
</Badge>
|
||||
</div>
|
||||
<CardDescription className="text-sm leading-relaxed">
|
||||
{t.eraDescription}
|
||||
</CardDescription>
|
||||
</CardHeader>
|
||||
<CardContent className="mt-auto">
|
||||
<div
|
||||
className={cn(
|
||||
'flex items-center gap-2 text-xs',
|
||||
isSel ? 'font-medium text-primary' : 'text-muted-foreground',
|
||||
)}
|
||||
>
|
||||
<Sparkles className="size-3.5" />
|
||||
{isSel ? 'Selected' : 'Start from this era'}
|
||||
</div>
|
||||
</CardContent>
|
||||
</Card>
|
||||
);
|
||||
})}
|
||||
</div>
|
||||
)}
|
||||
|
||||
{/* 2 — the description (+ optional year override). */}
|
||||
<h2 className="mb-3 mt-8 text-lg font-semibold">
|
||||
2 · Describe your world <span className="font-normal text-muted-foreground">(required)</span>
|
||||
</h2>
|
||||
<div className="space-y-4 rounded-lg border border-border/60 bg-card/40 p-4">
|
||||
<Textarea
|
||||
value={description}
|
||||
onChange={(e) => setDescription(e.target.value)}
|
||||
placeholder="e.g. “A cold-war world where the space race decided the Cold War — two blocs orbit, and the arctic shipping lanes are the new flashpoint.”"
|
||||
rows={4}
|
||||
disabled={busy}
|
||||
data-testid="scenario-description"
|
||||
/>
|
||||
<div className="flex items-center gap-3">
|
||||
<Label htmlFor="scenario-year-input" className="shrink-0 text-sm">
|
||||
Start year
|
||||
</Label>
|
||||
<Input
|
||||
id="scenario-year-input"
|
||||
type="number"
|
||||
inputMode="numeric"
|
||||
value={yearText}
|
||||
onChange={(e) => setYearText(e.target.value)}
|
||||
placeholder={selected ? `default ${selected.year}` : 'pick an era first'}
|
||||
min={YEAR_MIN}
|
||||
max={YEAR_MAX}
|
||||
disabled={busy || !selected}
|
||||
className="w-32"
|
||||
data-testid="scenario-year"
|
||||
/>
|
||||
<span className="text-xs text-muted-foreground">
|
||||
{yearValid ? `The game begins on ${effectiveYear}-01-01.` : 'Leave empty for the era default, or use a year between 1000 and 3000.'}
|
||||
</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
{/* Generate. */}
|
||||
<div className="mt-8">
|
||||
<Button className="h-11 w-full" onClick={generate} disabled={!canGenerate} data-testid="generate-scenario">
|
||||
{busy ? <Loader2 className="size-4 animate-spin" /> : <Sparkles className="size-4" />}
|
||||
{busy ? 'Generating world…' : 'Generate world'}
|
||||
</Button>
|
||||
{busy && (
|
||||
<p className="mt-2 flex items-center justify-center gap-1.5 text-xs text-muted-foreground">
|
||||
<span className="sim-pulse inline-block size-1.5 rounded-full bg-primary" />
|
||||
The world-builder is thinking — this can take a few seconds.
|
||||
</p>
|
||||
)}
|
||||
</div>
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -14,6 +14,13 @@ import type {
|
||||
RemoveQueueItemResponse,
|
||||
TurnResponse,
|
||||
} from '@shared/protocol';
|
||||
import type {
|
||||
ScenarioCommitRequest,
|
||||
ScenarioCommitResponse,
|
||||
ScenarioDraftRequest,
|
||||
ScenarioDraftResponse,
|
||||
TemplateMeta,
|
||||
} from '@shared/scenario';
|
||||
|
||||
async function req<T>(path: string, init?: RequestInit): Promise<T> {
|
||||
const res = await fetch(path, {
|
||||
@@ -95,4 +102,24 @@ export const api = {
|
||||
req<{ regions: Record<string, { color: string; owner: string; ownerId: string }> }>(
|
||||
`/api/games/${id}/map`,
|
||||
),
|
||||
// --- Dynamic scenario generation (v0.31, #52) ---------------------------
|
||||
// The additive "Create scenario" path: a two-step LLM flow (design a draft
|
||||
// world + checkpoint list, then finalize it into a saved, playable game).
|
||||
// The era-template manifest for the form's cards (id / name / year / blurb).
|
||||
listScenarioTemplates: () => req<{ templates: TemplateMeta[] }>('/api/scenarios/templates'),
|
||||
// Step 1: design a draft world + an advisor checkpoint list from an era
|
||||
// template + a free-text description. An LLM call — can be slow; a 502
|
||||
// means the model is down or returned nothing usable (the caller toasts).
|
||||
draftScenario: (body: ScenarioDraftRequest) =>
|
||||
req<ScenarioDraftResponse>('/api/scenarios/draft', {
|
||||
method: 'POST',
|
||||
body: JSON.stringify(body),
|
||||
}),
|
||||
// Step 2: finalize the approved draft (constrained to the approved
|
||||
// checkpoints) into a new, playable game and save it. Returns the id.
|
||||
commitScenario: (body: ScenarioCommitRequest) =>
|
||||
req<ScenarioCommitResponse>('/api/scenarios/commit', {
|
||||
method: 'POST',
|
||||
body: JSON.stringify(body),
|
||||
}),
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user