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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`, `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 `scripts/region-geo.test.ts`). **PR 1 of 2 — deliberately NOT deployed** (the user deploys
when PR 2, the per-region LLM lever, ships). 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).** - **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 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 owning nation (`focusNation(ownerId, {name})` in `App.tsx`, which also records which region was
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@@ -2,6 +2,62 @@
All notable changes to **History** are listed here, newest first. 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 ## 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`. - **#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). - **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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@@ -1,6 +1,6 @@
{ {
"name": "history", "name": "history",
"version": "0.31.0", "version": "0.34.0",
"private": true, "private": true,
"type": "module", "type": "module",
"description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).", "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: { regionStats: {
GBR: { military: 80, economy: 70, stability: 60, population: 50 }, GBR: { military: 80, economy: 70, stability: 60, population: 50 },
}, },
// (v0.33.0, #56) no wars.
wars: [],
}; };
} }
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@@ -49,6 +49,10 @@ export function openDb(filePath: string): Db {
if (state.pendingNationOps === undefined) state.pendingNationOps = []; if (state.pendingNationOps === undefined) state.pendingNationOps = [];
// (v0.27, #44) Same for map markers: a legacy game has none placed. // (v0.27, #44) Same for map markers: a legacy game has none placed.
if (state.markers === undefined) state.markers = []; 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 // (v0.28, #46) Rows saved before per-region stats existed are migrated
// ONCE at load time (and never re-migrated afterwards — the field is // 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 // then present): each owned region is seeded with a copy of its owner's
+1190 -21
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+616 -3
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@@ -15,6 +15,7 @@ import type {
RegionStats, RegionStats,
RoundItem, RoundItem,
StatKey, StatKey,
War,
} from '../shared/types'; } from '../shared/types';
import { EVENT_TYPES, RELATION_STATUSES } from '../shared/types'; import { EVENT_TYPES, RELATION_STATUSES } from '../shared/types';
import { import {
@@ -23,18 +24,25 @@ import {
clampStat, clampStat,
deriveNationStats, deriveNationStats,
fnv1a32, fnv1a32,
HYBRID_OP_TYPES,
isDateLike, isDateLike,
isMarkerType, isMarkerType,
makeEvent, makeEvent,
markerId, markerId,
MAX_MARKERS, MAX_MARKERS,
nationForPrompt, nationForPrompt,
type HybridOp,
type HybridOpType,
type MarkerInfo, type MarkerInfo,
type MarkerSpec, type MarkerSpec,
type NationOp, type NationOp,
type RegionStatChange, type RegionStatChange,
type Takeover,
type TurnEventSpec, type TurnEventSpec,
type TurnResult, type TurnResult,
type WarDeclareOp,
type WarEndOp,
type WarInfo,
} from '../shared/protocol'; } from '../shared/protocol';
import { import {
DEFAULT_MAX_TOKENS, 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_RELATIONS = new Set<string>(RELATION_STATUSES);
const VALID_OUTCOMES = new Set<string>(['success', 'failure', 'partial', 'neutral']); const VALID_OUTCOMES = new Set<string>(['success', 'failure', 'partial', 'neutral']);
const VALID_STATS = new Set<string>(['military', 'economy', 'stability', 'population']); 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) --- // --- 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":"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>"}', ' {"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>"]}', ' "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.', '- 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.', '- 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.', '- 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.', '- 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 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.', '- Keep every stat value between 0 and 100.',
@@ -260,6 +280,21 @@ export function buildUserPrompt(
* Omitted entirely when undefined. * Omitted entirely when undefined.
*/ */
markers?: MarkerInfo[], 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 { ): string {
const player = state.nations[state.playerNationId]; const player = state.nations[state.playerNationId];
const playerName = player?.name ?? state.playerNationId; const playerName = player?.name ?? state.playerNationId;
@@ -372,6 +407,8 @@ export function buildUserPrompt(
if (takeoverRisks !== undefined) payload.takeoverRisks = takeoverRisks; if (takeoverRisks !== undefined) payload.takeoverRisks = takeoverRisks;
if (noMansLand !== undefined) payload.unowned = noMansLand; if (noMansLand !== undefined) payload.unowned = noMansLand;
if (markers !== undefined) payload.markers = markers; if (markers !== undefined) payload.markers = markers;
if (wars !== undefined) payload.wars = wars;
if (relations !== undefined) payload.relations = relations;
return JSON.stringify(payload, null, 2); return JSON.stringify(payload, null, 2);
} }
@@ -509,6 +546,9 @@ export function validateTurnResult(
territoryChanges: [], territoryChanges: [],
unowned: [], unowned: [],
nationOps: [], nationOps: [],
takeovers: [],
wars: { declare: [], end: [] },
hybrid: { ops: [] },
markers: { add: [], remove: [] }, markers: { add: [], remove: [] },
}; };
@@ -599,6 +639,20 @@ export function validateTurnResult(
// list for the player to confirm/reject. // list for the player to confirm/reject.
result.nationOps = validateNationOps(o.nationOps); 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 // (v0.27, #44) Map-marker ops: new placements (validated here) and
// removals by stable id. Applied by applyTurnResult after the territory // removals by stable id. Applied by applyTurnResult after the territory
// moves (a new marker's owner is the region's post-turn owner). // moves (a new marker's owner is the region's post-turn owner).
@@ -705,13 +759,420 @@ export function validateRegionChanges(
return out; 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 * 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 * 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 * 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 * 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 { export function isMeaningful(result: TurnResult): boolean {
return ( return (
@@ -721,6 +1182,14 @@ export function isMeaningful(result: TurnResult): boolean {
result.regionChanges.length > 0 || result.regionChanges.length > 0 ||
result.unowned.length > 0 || result.unowned.length > 0 ||
result.nationOps.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. // (v0.27, #44) a marker placed or removed this turn is a real world change.
result.markers.add.length > 0 || result.markers.add.length > 0 ||
result.markers.remove.length > 0 result.markers.remove.length > 0
@@ -973,6 +1442,110 @@ export function applyTurnResult(
n.stats = deriveNationStats(n.territory, next.regionStats, geoOf); 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) --- // --- Map markers (v0.27, #44) ---
// //
// Markers are anchored to a region key and are processed against the FINAL // 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, * The baseline stats a freshly created nation starts with (split parts,
* v0.24 #16 P4b) — a neutral middle-of-the-scale profile, deliberately NOT * 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, regionKey: m.regionKey,
owner: m.ownerNationId, 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 = const nudge =
'Your previous output was invalid. Respond with ONLY the JSON object described above for this batch — no prose, no fences.'; '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: [], territoryChanges: [],
unowned: [], unowned: [],
nationOps: [], nationOps: [],
takeovers: [],
wars: { declare: [], end: [] },
hybrid: { ops: [] },
markers: { add: [], remove: [] }, 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 // 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. // stats, so the derived aggregate equals the nation's stats on turn 1.
regionStats: {}, 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 // 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 // of all its sub-regions, so ownership (and the choropleth) is at region
+2
View File
@@ -52,6 +52,8 @@ const state: GameState = {
markers: [], markers: [],
// (v0.28, #46) the map is ownership-only; the region-stats table is unused here. // (v0.28, #46) the map is ownership-only; the region-stats table is unused here.
regionStats: {}, 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. // The RegionMap built from the fixture: the authoritative region key → owner source.
+1
View File
@@ -41,6 +41,7 @@ function mkState(
pendingNationOps: [], pendingNationOps: [],
markers: [], markers: [],
regionStats: {} as GameState['regionStats'], regionStats: {} as GameState['regionStats'],
wars: [],
}; };
if (regionStats !== undefined) base.regionStats = regionStats as GameState['regionStats']; if (regionStats !== undefined) base.regionStats = regionStats as GameState['regionStats'];
else delete (base as { regionStats?: unknown }).regionStats; // simulate a legacy row 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: [], markers: [],
// (v0.28, #46) unused here (allTerritoryKeys is ownership-only). // (v0.28, #46) unused here (allTerritoryKeys is ownership-only).
regionStats: {}, regionStats: {},
wars: [],
}; };
// 16 GBR sub-regions + 42 FRA sub-regions, no overlap between the two. // 16 GBR sub-regions + 42 FRA sub-regions, no overlap between the two.
expect(allTerritoryKeys(state).size).toBe(58); 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. // speaks the OpenAI chat-completions wire shape, so it plugs in as a Transport.
import { createLlmClient, type ChatMessage, type Transport } from './llm'; import { createLlmClient, type ChatMessage, type Transport } from './llm';
import { addDays, clampStat, type TerritoryChange, type TurnEventSpec, type TurnResult } from '../shared/protocol'; 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>>'; export const ADVISOR_MARKER = '<<ADVISOR>>';
@@ -38,6 +38,20 @@ export interface StubPayload {
* path is covered by unit tests against applyTurnResult, not by the stub. * 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 }>; 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 { 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 * always returns `regionChanges: []`) — the per-region lever is covered by
* unit tests only (see server/engine.test.ts), keeping the e2e assertions * unit tests only (see server/engine.test.ts), keeping the e2e assertions
* untouched. * 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 { export function deterministicTurn(p: StubPayload): TurnResult {
const state = p.state; const state = p.state;
@@ -143,6 +169,9 @@ export function deterministicTurn(p: StubPayload): TurnResult {
territoryChanges, territoryChanges,
unowned: [], // the stub never creates no man's land (see doc comment) unowned: [], // the stub never creates no man's land (see doc comment)
nationOps: [], // the stub never proposes nation ops (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) markers: { add: [], remove: [] }, // the stub never touches markers (see doc comment)
}; };
} }
+172
View File
@@ -51,6 +51,50 @@ export interface TerritoryChange {
lose: string[]; 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 // --- Nation-management ops (v0.23 P4a / v0.24 P4b, #16: the hybrid "LLM
// proposes, player confirms" model) ------------------------------------------ // proposes, player confirms" model) ------------------------------------------
// //
@@ -68,6 +112,25 @@ export interface TerritoryChange {
* engine's `resolveNationRef`). * 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 * A **rename** proposal: change a nation's human-readable `name`. Only the
* `name` changes — the stable `id`, its territory keys, its relations (keyed * `name` changes — the stable `id`, its territory keys, its relations (keyed
@@ -170,6 +233,19 @@ export interface MarkerInfo {
owner: string | null; 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 / * The per-type presentation of a marker: its display label (tooltip /
* dossier), its color, and its glyph character (a symbol-layer text label — * 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); 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. */ /** The exact JSON object the world-simulator LLM must return for a turn. */
export interface TurnResult { export interface TurnResult {
date: string; date: string;
@@ -267,6 +401,44 @@ export interface TurnResult {
* survivor. Empty on turns where the model proposes none. * survivor. Empty on turns where the model proposes none.
*/ */
nationOps: NationOp[]; 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 * (v0.27, #44) Map-marker ops this turn. `add` places new named markers
* (the engine positions each at its region's centroid + a small * (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 // 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. // a copy of its owner's stats, so the derived aggregate equals them.
regionStats: seedRegionStats(nations), 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; return state;
} }
+52
View File
@@ -143,6 +143,44 @@ export interface MapMarker {
placedTurn: number; 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. */ /** A narrative event the simulation emitted on some turn. */
export interface EventEntry { export interface EventEntry {
id: string; id: string;
@@ -251,6 +289,20 @@ export interface GameState {
* — additive, no data wipe. * — additive, no data wipe.
*/ */
regionStats: Record<string, RegionStats>; 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[];
} }
/** /**