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kamilkrzywda ed91735c8a Merge pull request 'feat(#57): hybrid war — TurnResult.hybrid ops with exposure backfire (v0.34.0)' (#68) from feat/57-hybrid-war into master
CI / build + unit + e2e (push) Successful in 2m9s
2026-10-15 18:45:56 +02:00
kamilkrzywda 8eeb6df284 feat(#57): hybrid war — TurnResult.hybrid ops (spy/sabotage/assassinate/cyber/economic/information/proxy) with exposure backfire
CI / build + unit + e2e (pull_request) Successful in 2m7s
2026-10-15 16:42:27 +00:00
kamilkrzywda f45c01b8d6 Merge pull request 'feat(#56): War as a first-class state — declare/end ops, mutual-defense drag-in, relation sync' (#67) from feat/56-war-as-state into master
CI / build + unit + e2e (push) Successful in 2m32s
2026-10-15 17:50:26 +02:00
kamilkrzywda b5e2229ee2 feat(#56): War as a first-class state — declare/end ops, mutual-defense drag-in, relation sync
CI / build + unit + e2e (pull_request) Successful in 2m32s
Promote the bare 'war' relation to a named War entity in GameState.wars:
- War: { id, sides[], declaredTurn, declaredDate?, aims?, status, front? }
- TurnResult.wars: { declare: WarDeclareOp[], end: WarEndOp[] }
- syncWarRelations: derive 'war' from active wars, fallback to 'hostile' on end
- Mutual-defense drag-in: belligerent allies added to sides (one level)
- Bare 'war' back-compat: never downgraded, never force-created
- Stub: empty wars (e2e unaffected); ~30 new unit tests

v0.33.0
2026-10-15 15:47:06 +00:00
kamilkrzywda 38d3202472 Merge pull request 'feat(#54): non-military takeovers — automatic regime rename (v0.32.0)' (#55) from feat/54-takeover-consequence into master
CI / build + unit + e2e (push) Successful in 1m55s
2026-10-15 13:01:31 +02:00
kamilkrzywda 58c56024bc chore(#54): v0.32.0 — version bump + changelog
CI / build + unit + e2e (pull_request) Successful in 2m40s
2026-10-15 10:58:23 +00:00
kamilkrzywda 3c187c6901 feat(#54): non-military takeovers — automatic regime rename (TurnResult.takeovers) 2026-10-15 10:58:23 +00:00
kamilkrzywda 8eea17148b Merge pull request 'feat(#52): dynamic scenario generation (v0.31.0)' (#53) from feat/52-dynamic-scenarios into master
CI / build + unit + e2e (push) Successful in 2m4s
2026-10-15 12:29:48 +02:00
15 changed files with 2185 additions and 26 deletions
+51
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@@ -327,6 +327,57 @@ history/
`server/protocol.test.ts`, `server/db.test.ts`, `server/regions.test.ts`,
`scripts/region-geo.test.ts`). **PR 1 of 2 — deliberately NOT deployed** (the user deploys
when PR 2, the per-region LLM lever, ships).
- **Wars — `GameState.wars`, a first-class conflict entity (v0.33, #56).**
Since v0.33 the `war` relation is no longer a bare boolean flag but a named `War` entity in
`GameState.wars` (required, `[]` at creation; a legacy SQLite row without the field loads as
`[]` — additive, never wipes). Each `War` has a stable id (`w1`, `w2`, …), a `sides` list
(≥2 distinct nation ids — any two distinct members are at war with each other), `declaredTurn`,
`declaredDate`, optional `aims`, a `status` (`active` / `armistice` / `capitulation`), and an
optional `front` (region keys). `TurnResult.wars = { declare: WarDeclareOp[]; end: WarEndOp[] }`
(both required, default `[]`): a **declare** creates a new active `War` (sides resolved via
`resolveNationRef` — id first, then case-insensitive unique name; a declare with <2 resolved
distinct sides is dropped); an **end** finds a war by id (unknown → no-op, never throw) and sets
its `status` to the outcome (`armistice` or `capitulation`). After declare/end,
`syncWarRelations(prev, next)` enforces the derived `war` relation: 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). The system prompt documents the field + declare/end ops (at most 1–2 declarations
per turn, each narrated in `events`); `buildUserPrompt` carries the current **active** wars
(as `WarInfo[]`: id + sides + aims) so the model can `end` by id. The **stub never declares or
ends** a war (`wars: { declare: [], end: [] }`) — e2e (CI, `LLM_STUB=1`) is unaffected and the
path is unit-tested only (`server/engine.test.ts`).
- **Hybrid war — `TurnResult.hybrid`, a deterministic non-kinetic operations spectrum (v0.34, #57).**
`TurnResult.hybrid = { ops: HybridOp[] }` (required; default `{ ops: [] }`) adds a covert /
hybrid-warfare spectrum alongside the kinetic `regionChanges` lever: `HybridOp =
{ type, from, target, detail?, outcome? }` with `type ∈ spy | sabotage | assassinate |
cyber | economic | information | proxy` and `outcome ∈ success | exposed` (the LLM
declares its *intended* outcome; the engine applies the deterministic effect).
`from`/`target` are refs resolved by the shared `resolveNationRef` (id first, then
case-insensitive unique name); a `target` that is not a resolvable nation is treated
as a region key — it hits that region's SOLE owner (a key with 0 or 2+ owners — or the
acting nation itself — is dropped, never thrown). Per type: `sabotage` dips `economy`
(−3), `economic` dips `economy` (−5), `cyber` dips `military` (−3), `assassinate` dips
`stability` (−5); `information` nudges the from↔target relation one step apart (capped
at `hostile`), `proxy` likewise but capped at `rival`; `spy` is informational only.
A region-target dip lands on the single `regionStats[regionKey]` entry (hybrid ops
never move territory — `regionChanges` is the only lever that does); a nation-target
dip lands on every region the nation owns; afterwards the target's derived `stats` is
re-derived (0-region / no-entry guards), so the effect persists and the sole-ownership
invariant is untouched. **Exposed** (`outcome: "exposed"`) is a backfire: the intended
effect is NOT applied; instead the from↔target relation moves one step *toward*
`hostile` (capped; `war` is never created or escalated by an exposed op) and a
diplomatic/failed event is auto-appended to the turn's `events`.
**Additive only — no `GameState.hybrid` field, no `db.ts` change** (the ops are
consumed inside `applyTurnResult` after territory + wars and before markers).
`isMeaningful` counts hybrid ops; the system prompt documents the field + per-type
effects (the "unclear" fallback and the stub both return `hybrid: { ops: [] }`), and the
user payload carries the player's `relations` map so the model can reason about the
relation caps. The **stub never** proposes a hybrid op, so e2e (CI, `LLM_STUB=1`) is
unaffected and the path is unit-tested only (`server/engine.test.ts`).
- **Map click → dossier target (owner resolved from the RegionMap, by region key).**
Clicking a sub-region does NOT open a popup — it switches the dossier to that sub-region's
owning nation (`focusNation(ownerId, {name})` in `App.tsx`, which also records which region was
+56
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@@ -2,6 +2,62 @@
All notable changes to **History** are listed here, newest first.
## v0.34.0 — 2026-10-15 16:35
- **#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).
- **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`.
- **Engine (`server/engine.ts`).**
- `isHybridOpType(t)` — exported guard over the seven types.
- `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.
- `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.
- `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.
- `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.
- `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.
- `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).
- `isMeaningful` — a non-empty `hybrid.ops` makes a turn meaningful.
- `validateTurnResult` — initializes and validates `hybrid` (default `{ ops: [] }`).
- `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.
- `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.
- `runTurn` — computes the player's `relations` from state and passes them as the last `buildUserPrompt` arg; the "unclear" fallback carries `hybrid: { ops: [] }`.
- **Additive only.** No `GameState` field, **no** DB migration, **no** `db.ts` change — `hybrid` lives entirely in the `TurnResult` and is consumed by `applyTurnResult`.
- **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.
- **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.
- **Client.** No change — hybrid ops are an engine/LLM concern; their effects surface through the existing stats, relations, and event feed.
- **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.
## v0.33.0 — 2026-10-15 15:45
- **#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.
- **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).
- **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.
- **Engine (`server/engine.ts`).**
- `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.
- `activeWarPairs(wars): Set<string>` — NUL-joined sorted pair keys for active-only wars.
- `atWar(wars, a, b)` — convenience check.
- `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).
- `freshWarId(taken)` — first free of `w1`, `w2`, … (next to `freshNationId`).
- `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)`.
- `isMeaningful` — a non-empty `declare` or `end` makes a turn meaningful.
- `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).
- `buildUserPrompt` — carries current **active** wars as `WarInfo[]` so the model can `end` by id.
- `runTurn` — computes active-only `wars` from `state.wars`, passes as last arg; the "unclear" fallback carries `wars: { declare: [], end: [] }`.
- **DB (`server/db.ts`).** `load` defaults `state.wars` to `[]` when absent (after the markers default, before `migrateRegionStats`).
- **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.
- **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.
- **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).
- **AGENTS.md.** New convention entry documenting the `War` entity, the `syncWarRelations` algorithm, the mutual-defense drag-in, and the stub/test coverage.
## v0.32.0 — 2026-10-15 10:56
- **#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.
- **Protocol (`shared/protocol.ts`).** New `Takeover` interface (`nationRef` + `newRegimeName`, both strings). `TurnResult.takeovers: Takeover[]` is **required** (default `[]`), placed between `nationOps` and `markers`.
- **Engine (`server/engine.ts`).**
- `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.
- `validateTurnResult` populates `takeovers` from the validated array (and the generic "unclear" fallback in `runTurn` carries `takeovers: []`).
- `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).
- `isMeaningful` — a turn that only performs a takeover is meaningful (it survives the retry/nudge path).
- `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.
- **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.
- **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).
- **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.
## v0.31.0 — 2026-10-15 10:22
- **#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`.
- **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).
+1 -1
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@@ -1,6 +1,6 @@
{
"name": "history",
"version": "0.31.0",
"version": "0.34.0",
"private": true,
"type": "module",
"description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).",
+2
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@@ -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: [],
};
}
+4
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@@ -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
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File diff suppressed because it is too large Load Diff
+616 -3
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@@ -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: [] },
};
}
+4
View File
@@ -178,6 +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
+2
View File
@@ -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.
+1
View File
@@ -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
+1
View File
@@ -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);
+30 -1
View File
@@ -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)
};
}
+172
View File
@@ -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
+3
View File
@@ -453,6 +453,9 @@ export function worldDraftToGameState(
// 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;
}
+52
View File
@@ -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[];
}
/**