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c77e81c45b | ||
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7e4faa73d3 | ||
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e0f3d0313b |
@@ -102,8 +102,9 @@ history/
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│ │ ├── shared.ts # shared helpers (stat dips / re-derive / ref resolution, …)
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│ │ ├── apply-helpers.ts # shared apply-path helpers
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│ │ ├── <name>.ts # one module per ability: wars / takeovers / leaders / nuclear /
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│ │ │ # ideology / industry / economy / hybrid / disasters (v0.41.0 #63)
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│ │ ├── *.test.ts # per-ability unit tests (registry.test.ts pins the 9-ability contract)
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│ │ │ # ideology / industry / economy / hybrid / disasters (v0.41.0 #63) /
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│ │ │ # migration (v0.42.0 #64)
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│ │ ├── *.test.ts # per-ability unit tests (registry.test.ts pins the 10-ability contract)
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│ │ └── goldens/ # pinned prompt goldens (system-no-tool / system-tool / user)
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│ └── *.test.ts # unit tests (vitest)
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└── src/
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@@ -509,6 +510,79 @@ history/
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re-baselined in v0.41.0). `isMeaningful` is `events.length > 0`. The stub never proposes a
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disaster (`{ events: [] }`), so e2e (CI, `LLM_STUB=1`) is unaffected and the path is unit-tested
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only (`server/abilities/disasters.test.ts`).
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- **Migration & refugees — population flows between nations with a deterministic dip (v0.42.0, #64).**
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`TurnResult.migration = MigrationOps = { ops: MigrationOp[] }` (required, default
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`{ ops: [] }`); `MigrationOp = { kind, from, to?, scale, detail? }` with `kind ∈
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MIGRATION_KINDS = migration | refugees | diaspora | exodus` and `scale ∈
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MIGRATION_SCALES = small | moderate | large` (`to` is required for every kind except
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`exodus`, which has no destination). Like the hybrid / disasters layers this is
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**turn-transient**: it owns NO `GameState` field (no durable list, no `db.ts` change) — a
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flow that persists is simply re-declared each turn it continues. The DETERMINISTIC
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`MIGRATION_SOURCE_EFFECTS` / `MIGRATION_DESTINATION_EFFECTS` tables
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(`server/abilities/migration.ts`) map each `scale` to signed stat deltas (no hidden
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randomness): the source LOSES population + economy (small −1/−1, moderate −2/−2,
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large −4/−3) and the destination GAINS population + economy (small +1/+1, moderate
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+2/+2, large +3/+3); a `large` influx additionally strains the destination's stability by
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`LARGE_INFLUX_STABILITY_DIP = -2`. Neither side ever moves territory (sole ownership is
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untouched) and none touch borders. Both `from` and `to` resolve by the shared
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`resolveNationRef` (id first, then a case-insensitive unique name): an unknown / ambiguous
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source, a missing / unknown / ambiguous destination, or a **self-flow** (`from` and `to`
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the same nation) drops the WHOLE op (the source is untouched); `exodus` skips the
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destination entirely. The from↔to relation then moves one step toward the positive end of
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the ally/neutral/rival/hostile ladder via the self-contained `shiftRelationTowardPositive`
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(the mirror of the hybrid layer's `shiftRelationTowardHostile`): capped at `ally` for
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`refugees` (hosting refugees builds the strongest goodwill), `neutral` for `migration` /
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`diaspora`, and not at all for `exodus`; a missing relation starts at `neutral` and a
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`war` relation is NEVER touched (the nudge neither fabricates nor escalates a war).
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`applyMigrationOp` (run in the `ABILITIES` loop after territory / wars / economy, before
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markers) applies the source dip, then the destination dip (+ stability strain for `large`),
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clamps both to 0–100, mirrors each to every region the nation owns (`regionStats`), and
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re-derives each nation's aggregate `stats` (the same 0-region / no-entry guards, so a
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0-region nation keeps its directly-mutated value and the effect persists). `payload()` is
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`{}` (turn-transient), so the user-prompt golden (`user.txt`) is unchanged; the system
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prompt gains the field's schema line + constraint bullet (the system goldens were
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re-baselined in v0.42.0). `isMeaningful` is `ops.length > 0`. The stub never proposes a
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migration (`{ ops: [] }`), so e2e (CI, `LLM_STUB=1`) is unaffected and the path is
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unit-tested only (`server/abilities/migration.test.ts`). **Design note:** the Gitea #64
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body sketched a simpler `flows: {type: 'refugees'|'settlers'}` shape with a settler
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re-claim of no-man's-land; the implemented, approved design is this richer four-kind
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nation-to-nation **stat** layer that deliberately never moves territory (a no-man's-land
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re-claim stays the `regionChanges` lever's job).
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- **Sea control — sole control of a fixed set of 12 named sea zones with a deterministic per-turn bonus (v0.43.0, #65).**
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`TurnResult.sea = SeaOps = { control: SeaControlOp[] }` (required, default `{ control: [] }`);
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`SeaControlOp = { zone, by }` where `zone` is one of the 12 fixed sea-zone ids from
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`SEA_ZONES` in `shared/protocol.ts` (`north-atlantic`, `south-atlantic`, `pacific`, `indian`,
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`mediterranean`, `north-sea`, `baltic`, `arctic`, `black-sea`, `gulf-mexico`, `red-sea`,
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`sargasso`) and `by` is a nation ref (id first, then a case-insensitive unique name, via the
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shared `resolveNationRef`; unknown / ambiguous → dropped, never thrown). Like the wars and
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industry layers this is **durable** (unlike the turn-transient hybrid / disasters / migration
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layers): it owns the `GameState.seaZones` field (required, `[]` at creation; a legacy SQLite
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row without the field loads as `[]` — via the generic `ABILITIES` `stateFields` loop in
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`db.ts`, no `db.ts` code change needed). `applySeaControl` (run in the `ABILITIES` loop after
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territory / wars / economy, before markers) upserts the turn's ops into `next.seaZones`:
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per zone (in first-appearance order) a single surviving op sets or replaces the zone's
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controller (replace in place — preserving position — or append); two or more surviving ops
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on the same zone for different resolved nations make the zone **contested** — the higher
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current `stats.military` wins (a tie goes to the earlier-listed op) — deterministic, no
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hidden randomness. The layer **never touches `territory` / `unowned`** — it is fully parallel
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to but independent of land. Every committed turn (including a turn with an empty `control`),
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`applySeaZoneBonuses` grants each existing claim's controller `SEA_ZONE_BONUS = 1` military
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+ 1 economy (clamped to 0–100, mirrored to every region the nation owns, then the nation's
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derived `stats` re-derived with the same 0-region / no-entry guards as the economy / migration
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layers, so a 0-region nation keeps its directly-mutated value); a nation controlling several
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zones stacks the bonus; a claim whose nation no longer exists (removed by a merge / split
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this turn) is skipped — the claim is kept, never thrown. `isMeaningful` is
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`control.length > 0`. The system prompt documents the field + constraints (at most 1–2 claims
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per turn, each narrated in `events`); the user payload **always** carries the current
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`seaZones` list (even when empty) — `payload()` → `{ seaZones: ctx.seaZones ?? [] }` — the
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one ability whose `payload()` is not `{}` (the durable list, unlike the turn-transient
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layers). The **stub never** proposes a sea op (`{ control: [] }`), so e2e (CI, `LLM_STUB=1`)
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is unaffected and the path is unit-tested only (`server/abilities/sea.test.ts`).
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**Design note:** the Gitea #65 body sketched a `naval` layer with a free-form `zones`
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array; the implemented, approved design is this richer `sea` layer with a **fixed set of
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12 named zones**, sole-control semantics, contest-by-higher-military, and a durable
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`seaZones` list — a cleaner, more deterministic model that the LLM can reason about without
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inventing zone names each turn.
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- **Map click → dossier target (owner resolved from the RegionMap, by region key).**
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Clicking a sub-region does NOT open a popup — it switches the dossier to that sub-region's
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owning nation (`focusNation(ownerId, {name})` in `App.tsx`, which also records which region was
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@@ -2,6 +2,30 @@
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All notable changes to **History** are listed here, newest first.
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## v0.43.0 — 2026-10-16 12:09
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- **#65: Sea control — a `TurnResult.sea` lever letting the LLM declare sole control over a fixed set of 12 named sea zones (North Atlantic, South Atlantic, Pacific, Indian, Mediterranean, North Sea, Baltic, Arctic, Black Sea, Gulf of Mexico, Red Sea, Sargasso), with a deterministic per-turn +1 military / +1 economy bonus for the controlling nation.** It is a **durable** feature (unlike the turn-transient `hybrid` / `disasters` / `migration` layers): `GameState.seaZones` persists across turns and in SQLite, and the user payload **always** carries the current `seaZones` list (even when empty) so the model knows who controls what. It lands as the **11th ability** of the v0.40.0 modular system, in a new `server/abilities/sea.ts` module, **registered last** in the `ABILITIES` registry (after `migration`). Sea control is fully **parallel to but independent of land**: it never touches `territory` / `unowned`, and moving land never touches a sea zone.
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- **Types (`shared/protocol.ts`).** New `SEA_ZONES` (a frozen array of 12 `{ id, name }` pairs), `SEA_ZONE_IDS` (a `ReadonlySet` of all 12 ids), `isSeaZoneId(id)` (type guard), `seaZoneName(id)` (human-readable name; unknown → raw), `SeaControlOp` (`{ zone; by }`), and `SeaOps` (`{ control: SeaControlOp[] }`); `TurnResult.sea` is **required**, placed between `migration` and `markers`, default `{ control: [] }`. New `SeaZoneClaim` (`{ zone; by }`) in `shared/types.ts`; `GameState.seaZones: SeaZoneClaim[]` is **required** (`[]` at creation; a legacy SQLite row without the field loads as `[]` — additive, never wiped, via the generic `ABILITIES` `stateFields` loop in `db.ts` — no `db.ts` code change needed).
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- **Ability module (`server/abilities/sea.ts`).** `field: 'sea'`; `default()` / `stub()` → a **fresh** `{ control: [] }` each call; `validate` wraps the exported `validateSeaOps` (defensive, never throws — accepts the `{ control: [...] }` object or a bare array; each op needs a valid `zone` (one of the 12 `SEA_ZONE_IDS`) and a non-empty `by` (trimmed, ≤200) — anything else is dropped); `apply` runs `applySeaControl` then `applySeaZoneBonuses`; `schemaLine()` / `constraint()` supply the prompt text; **`payload()` → `{ seaZones: ctx.seaZones ?? [] }` — the one ability that always emits a user-payload key** (the durable list, even when empty — unlike the turn-transient layers whose `payload()` is `{}`); `isMeaningful` = `control.length > 0`; **`stateFields: ['seaZones']`** (the durable `GameState` field, for the `db.ts` legacy-row migration).
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- **Contest semantics (`applySeaControl`).** Each op's `by` is resolved via the shared `resolveNationRef` (id first, then a case-insensitive unique name; unknown / ambiguous → dropped, never thrown). Per zone (in first-appearance order): a single surviving op **sets or replaces** the zone's controller in `GameState.seaZones` (replace in place — preserving the entry's position — or append a new one); two or more surviving ops on the same zone for **different** resolved nations make the zone **contested**: the higher current `stats.military` wins (a tie goes to the op listed earlier in the `control` array) — deterministic, no hidden randomness. The layer **never touches `territory` / `unowned`**.
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- **Per-turn bonus (`applySeaZoneBonuses`).** Every committed turn — **including a turn with an empty `control`** — each existing claim's controller earns `SEA_ZONE_BONUS = 1` military + 1 economy (clamped to 0–100, mirrored to every region the nation owns, then the nation's derived `stats` re-derived with the same 0-region / no-entry guards as the economy / migration layers, so a 0-region nation keeps its directly-mutated value). A nation controlling several zones **stacks** the bonus (one per zone). A claim whose nation no longer exists (removed by a merge / split this turn) is **skipped** — the claim is kept, never thrown.
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- **Registry & prompt.** `sea` is added **last** in `ABILITIES` (existing order untouched); the system prompt gains the `sea` schema line and its constraint bullet ("at most 1–2 claims per turn, each narrated in `events`"); the **user prompt gains `"seaZones": []` as a new last key** (the intentional deviation from the turn-transient layers — the durable list is always emitted). The two committed system-prompt **goldens** are regenerated (each gains exactly the new `sea` schema line + constraint bullet); the **`user.txt` golden gains `"seaZones": []`** as the last key (verified by diff).
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- **Tests.** New `server/abilities/sea.test.ts` (**~40 tests**): the zone-id predicate sets; `validateSeaOps` (shape / leniency / drops / field caps); `applySeaControl` (set / replace-in-place / append / contest by military / tie-break / same-nation dedup / name-resolve / unresolvable drop / ambiguous drop / territory-untouched); `applySeaZoneBonuses` (+1/+1 / clamping / stacking / 0-region direct-dip / stale-controller skip / empty no-op / territory-untouched); and the ability const contract (field, `stateFields`, fresh `default()`/`stub()`, `isMeaningful`, `payload()` incl. `?? []`, `validate` wrapping, `apply` ctx wiring). `registry.test.ts` is updated for the **11-ability** contract (order, distinct fields, `fullDefaultTurn()`, `meaningfulFor`, durable fields, composes 12 / `extended[11]`, re-export pin, user-golden 14th arg). New `db.test.ts` legacy-row test (a pre-v0.43 save without `seaZones` loads with `[]`).
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- **Design note (deviation from the issue body).** The Gitea #65 body sketched a `naval` layer with a free-form `zones` array; the approved design implemented here is the richer `sea` layer with a **fixed set of 12 named zones**, sole-control semantics, contest-by-higher-military, and a durable `seaZones` list — a cleaner, more deterministic model that the LLM can reason about without inventing zone names each turn.
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- **Guarantees.** No client (`src/`) changes, no new runtime deps, `shared/` keeps zero runtime deps, no `@turf`/`@types/geojson` in any `.ts`. All unit tests green (additive); e2e (CI, `LLM_STUB=1`) unaffected (the stub is sea-inert — it never proposes a sea op).
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- **Version** bumped `0.42.0 → 0.43.0`.
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## v0.42.0 — 2026-10-16 10:12
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- **#64: Migration & refugees — a `TurnResult.migration` lever letting the LLM declare population flows between nations (ordinary migration / refugee flows / a spreading diaspora / an exodus), with a deterministic per-`scale` effect: the source loses a little population and economy, the destination gains a little (a `large` influx also strains its stability), and the from↔to relation is nudged one step toward the positive end of the ladder.** It is a **turn-transient** feature, exactly like the v0.34 `hybrid` and v0.41 `disasters` layers: **no new `GameState` field, no `db.ts` change, no durable list** — the ops are consumed inside `applyTurnResult` and leave nothing behind. It lands as the **10th ability** of the v0.40.0 modular system, in a new `server/abilities/migration.ts` module, **registered last** in the `ABILITIES` registry (after `disasters`).
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- **Types (`shared/protocol.ts`).** New `MigrationKind` (`'migration' | 'refugees' | 'diaspora' | 'exodus'`), `MigrationScale` (`'small' | 'moderate' | 'large'`), `MigrationOp` (`{ kind; from; to?; scale; detail? }` — `to` is required for every kind except `exodus`, which has no destination), and `MigrationOps` (`{ ops: MigrationOp[] }`); `TurnResult.migration` is **required**, placed between `disasters` and `markers`, default `{ ops: [] }`.
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- **Ability module (`server/abilities/migration.ts`).** `field: 'migration'`; `default()` / `stub()` → a **fresh** `{ ops: [] }` each call; `validate` wraps the exported `validateMigrationOps` (defensive, never throws — accepts the `{ ops: [...] }` object or a bare array; each op needs a valid `kind`, a valid `scale`, a non-empty `from` (trimmed, ≤200), and — for every kind except `exodus` — a non-empty `to` (trimmed, ≤200); an optional `detail` (trimmed, ≤300, empty dropped) — anything else is dropped); `apply` runs `applyMigrationOp` per op; `schemaLine()` / `constraint()` supply the prompt text; `payload()` → `{}` (no user-payload keys — both refs resolve from the existing nation ref table); `isMeaningful` = `ops.length > 0`; **no** `stateFields` (turn-transient, no durable `GameState` field).
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- **Deterministic effects (tables, no hidden randomness).** `MIGRATION_SOURCE_EFFECTS` per scale — the source LOSES: small `{population:-1, economy:-1}`, moderate `{population:-2, economy:-2}`, large `{population:-4, economy:-3}`. `MIGRATION_DESTINATION_EFFECTS` per scale — the destination GAINS: small `{population:+1, economy:+1}`, moderate `{population:+2, economy:+2}`, large `{population:+3, economy:+3}`. `LARGE_INFLUX_STABILITY_DIP = -2` — a `large` influx additionally strains the destination's stability by 2. All clamped to 0–100.
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- **Apply semantics (`applyMigrationOp`).** Resolution is drop-first: `from` must resolve to a nation (id first, then a unique name; unknown / ambiguous → drop); for every kind except `exodus` the `to` must resolve to a nation **distinct from** `from` (missing / unknown / ambiguous / self-flow → the **whole op** is dropped, the source untouched). Only then is the source dip applied (all four kinds, including `exodus`); `exodus` then returns (no destination, no nudge). Otherwise the destination gain is applied (plus the `large` stability strain), and the from↔to relation is nudged by the self-contained `shiftRelationTowardPositive` — the mirror of the hybrid layer's `shiftRelationTowardHostile`, but toward `ally` (`POSITIVE_ORDER = ['ally','neutral','rival','hostile']`, cap `ally` for `refugees`, `neutral` for `migration` / `diaspora`, none for `exodus`; a missing relation starts at `neutral`; a `war` relation is **never** touched — the nudge neither fabricates nor escalates a war). Each affected nation's dip is clamped to 0–100, **mirrored to every region it owns** (`regionStats`), and its derived `stats` **re-derived** afterwards (the same 0-region / no-entry guards as hybrid / economy / disasters — a 0-region nation keeps its directly-mutated value and the effect persists). It **never moves territory** (sole ownership is untouched). The **stub never** proposes a migration (`{ ops: [] }`), so e2e (CI, `LLM_STUB=1`) is unaffected and the path is covered by unit tests only.
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- **Registry & prompt.** `migration` is added **last** in `ABILITIES` (existing order untouched); the system prompt gains the `migration` schema line and its constraint bullet ("at most 1–2 per turn, each narrated in `events` as a `social` or `diplomatic` event"); the user prompt is unchanged (`payload()` is `{}`). The two committed system-prompt **goldens** (`system-no-tool.txt`, `system-tool.txt`) are regenerated (each gains exactly the new `migration` schema line + constraint bullet); the **`user.txt` golden stays byte-identical** (no new user-payload keys — verified by checksum).
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- **Tests.** New `server/abilities/migration.test.ts` (**38 tests**): the kind/scale predicate sets; the three effect tables (exact keys / signs / monotonicity); `validateMigrationOps` (shape / leniency / drops / field caps); `shiftRelationTowardPositive` (one-step nudge, caps, war-untouched, missing→neutral, unknown no-op); `applyMigrationOp` (small / moderate / large source & destination dips, the `large` stability strain, name-based resolve, the relation nudge by kind, war-untouched, exodus-only-source, self-flow drop, unknown / ambiguous source & destination drop, 0-region direct-dip persistence, territory-untouched, clamping at 0 and 100); and the ability const contract (field, no `stateFields`, fresh `default()`/`stub()`, `isMeaningful`, `payload() {}`, `validate` wrapping, `apply` ctx wiring). `registry.test.ts` is updated for the **10-ability** contract (order, distinct fields, `fullDefaultTurn()`, `meaningfulFor`, re-export pin); the goldens are regenerated (verified idempotent).
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- **Design note (interpretation of the issue body).** The Gitea #64 body sketched a simpler `flows: { type: 'refugees' | 'settlers' }` shape that included a settler **re-claim of no-man's-land**; the refined, approved design implemented here is the richer `migration.ops` union of **four nation-to-nation population-flow kinds** (migration / refugees / diaspora / exodus) — a purely **stat** layer that **never moves territory** (sole ownership stays untouched; a no-man's-land re-claim is deliberately out of scope, as territory movement remains the `regionChanges` lever's job).
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- **Guarantees.** No client (`src/`) changes, no new runtime deps, `shared/` keeps zero runtime deps, and no `@turf`/`@types/geojson` in any `.ts`. All unit tests green (additive); e2e (CI, `LLM_STUB=1`) unaffected (the stub is migration-inert).
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- **Version** bumped `0.41.0 → 0.42.0`.
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## v0.41.0 — 2026-10-16 09:07
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- **#63: Disasters & pandemics — a `TurnResult.disasters` lever letting the LLM declare natural/man-made disasters (earthquake / flood / volcanic / wildfire / famine / plague / epidemic) on a nation or a region, with a deterministic stat dip (stability / economy / military).** It is a **turn-transient** feature, exactly like the v0.34 `hybrid` layer: **no new `GameState` field, no `db.ts` change, no durable list** — the ops are consumed inside `applyTurnResult` and leave nothing behind. It lands as the **9th ability** of the v0.40.0 modular system, in a new `server/abilities/disasters.ts` module, **registered last** in the `ABILITIES` registry (after `ideology`, before the loop appends `markers` / `nationOps`).
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- **Types (`shared/protocol.ts`).** New `DisasterType` (`'earthquake' | 'flood' | 'volcanic' | 'wildfire' | 'famine' | 'plague' | 'epidemic'`), `DisasterSeverity` (`'minor' | 'moderate' | 'severe'`), `DisasterEvent` (`{ type; target; severity; detail? }` — `target` is a nation ref **or** a region key), and `DisastersOps` (`{ events: DisasterEvent[] }`); `TurnResult.disasters` is **required**, placed between `ideology` and `markers`, default `{ events: [] }`.
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+1
-1
@@ -1,6 +1,6 @@
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{
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"name": "history",
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"version": "0.41.0",
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"version": "0.43.0",
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"private": true,
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"type": "module",
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"description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).",
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@@ -70,6 +70,8 @@ function mkState(
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trades: [],
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embargoes: [],
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industry: [],
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// (v0.43.0, #65) no sea-zone control on a fresh state.
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seaZones: [],
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};
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}
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@@ -40,6 +40,8 @@ Respond with ONLY a valid JSON object of exactly this shape. No prose, no commen
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"leaders": {"changes":[{"target":"<nation id or name>","name":"<new leader name>","cause":"<assassination|death|appointed>"}]},
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"ideology": {"changes":[{"target":"<nation id or name>","to":"<new form of government>"}]},
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"disasters": {"events":[{"type":"<earthquake|flood|volcanic|wildfire|famine|plague|epidemic>","target":"<nation id or name, or region key>","severity":"<minor|moderate|severe>","detail":"<short detail>"}]},
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"migration": {"ops":[{"kind":"<migration|refugees|diaspora|exodus>","from":"<nation id or name>","to":"<nation id or name>","scale":"<small|moderate|large>","detail":"<short detail>"}]},
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"sea": {"control":[{"zone":"<seaZoneId>","by":"<nation id or name>"}]},
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"markers": {"add":[{"type":"<city|factory|army|port|capital|fleet|rocket|gathering>","name":"<short name>","regionKey":"<region key>"}],"remove":["<marker id>"]}
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}
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@@ -66,6 +68,8 @@ HARD CONSTRAINTS
|
||||
- Leaders ("leaders") name each nation's current head of state and change it. Each change is {"target":"<nation id or name>","name":"<new leader name>","cause":"<assassination|death|appointed>"}: "assassination" kills the current leader (a dramatic, destabilizing blow — a −15 stability dip, a "military" event) and is only valid when the target already has a leader; "death" is a natural-causes succession (a quieter −3 dip, a "political" event), also only valid for a nation that has a leader; "appointed" sets (or creates) a leader and is always valid (a neutral 0 effect, a "political" event). Propose at most 1-2 changes per turn and narrate each one in "events". This is the HEAVY leader lever — use the lighter "hybrid" {"type":"assassinate"} op (a −5 stability dip, no leader replacement) for a mere hit on a leader or region without changing who is in charge. The user message's "nations" field lists each nation's current "leader" (omitted when a nation has none).
|
||||
- Ideology ("ideology") is each nation's form of government — a free-form label such as "democracy", "fascism", or "military junta" — that can shift through a coup, a revolution, a reform, or a constitutional change. Each change is {"target":"<nation id or name>","to":"<new form of government>"}: the engine sets the nation's ideology, applies a small, deterministic stability dip (−5 — a regime shift always unsettles a nation), and narrates it with a "political" event. It is a third axis, distinct from a takeover (which RENAMES the nation) and from a leader change (who is in charge): the nation keeps its id, name, territory, relations, and leader — only its form of government and its stability move. Similar forms of government are a SOFT, prompt-level compatibility nudge only (nations with alike ideologies tend to ally and trade; very opposed ones tend to clash) — there is no engine gate behind it. Propose at most 1-2 changes per turn and narrate each one in "events". The user message's "nations" field lists each nation's current "ideology" (omitted when a nation has none).
|
||||
- Disasters & pandemics ("disasters.events") are natural and man-made catastrophes — earthquakes, floods, volcanic eruptions, wildfires, famines, plagues, and epidemics — that hit a nation or a single region this turn. Each event names a "target" (a nation id / name, or a region key that hits that region's SOLE owner — a region with 0 or 2+ owners can't be hit) and a "severity" (minor / moderate / severe); the engine applies a small, DETERMINISTIC stat dip from the (type, severity) table (a severe plague is the hardest hit; none of them touch population, and none move borders — sole ownership is untouched). There is NO memory of past disasters (the layer is turn-transient): a plague or epidemic that persists is simply RE-DECLARED each turn it continues, with a fresh "severity". Propose at most 1-2 events per turn and narrate each one in "events" (a "disaster" event).
|
||||
- Migration & refugees ("migration.ops") are people moving between nations this turn: a "kind" ("migration", "refugees", "diaspora", or "exodus"), a "from" (the source nation — id or name), a "to" (the destination nation — required for every kind except "exodus", which has no destination), and a "scale" (small / moderate / large). The engine applies a DETERMINISTIC effect (no hidden randomness): the source LOSES a small amount of population and economy, the destination GAINS a small amount of population and economy (a "large" influx additionally strains the destination's stability by 2), and the from↔to relation moves one step toward the positive end of the ally/neutral/rival/hostile ladder — capped at "ally" for "refugees" (hosting refugees builds the strongest goodwill), capped at "neutral" for "migration"/"diaspora" (milder ties), and not at all for "exodus"; the nudge never creates or escalates a "war" (a warring pair is left untouched). The layer is turn-transient (no memory): a continuing flow is simply RE-DECLARED each turn it persists. It never moves borders — sole ownership is untouched. Propose at most 1-2 per turn and narrate each one in "events" (a "social" or "diplomatic" event).
|
||||
- Sea control ("sea") is the naval layer, fully parallel to but INDEPENDENT of land: each of the 12 fixed sea zones — "north-atlantic" (North Atlantic), "south-atlantic" (South Atlantic), "pacific" (Pacific Ocean), "indian" (Indian Ocean), "mediterranean" (Mediterranean Sea), "north-sea" (North Sea), "baltic" (Baltic Sea), "arctic" (Arctic Ocean), "black-sea" (Black Sea), "gulf-mexico" (Gulf of Mexico), "red-sea" (Red Sea), "sargasso" (Sargasso Sea) — is under the SOLE control of at most one nation. A control op ({"zone":"<id>","by":"<nation>"}) sets or replaces that zone's controller (the user message's "seaZones" field lists who controls what now); if two or more ops this turn claim the SAME zone for DIFFERENT nations, the zone is CONTESTED and the higher current "military" wins (a tie goes to the earlier-listed op). Every committed turn each zone's controller earns a small deterministic +1 military and +1 economy. Sea control NEVER moves land (no territory changes) — it is a parallel track. Propose at most 1-2 claims per turn and narrate each one in "events" (a "military" or "diplomatic" event).
|
||||
- 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.
|
||||
|
||||
@@ -40,6 +40,8 @@ You have a getNeighbours tool: given region keys it returns the region keys that
|
||||
"leaders": {"changes":[{"target":"<nation id or name>","name":"<new leader name>","cause":"<assassination|death|appointed>"}]},
|
||||
"ideology": {"changes":[{"target":"<nation id or name>","to":"<new form of government>"}]},
|
||||
"disasters": {"events":[{"type":"<earthquake|flood|volcanic|wildfire|famine|plague|epidemic>","target":"<nation id or name, or region key>","severity":"<minor|moderate|severe>","detail":"<short detail>"}]},
|
||||
"migration": {"ops":[{"kind":"<migration|refugees|diaspora|exodus>","from":"<nation id or name>","to":"<nation id or name>","scale":"<small|moderate|large>","detail":"<short detail>"}]},
|
||||
"sea": {"control":[{"zone":"<seaZoneId>","by":"<nation id or name>"}]},
|
||||
"markers": {"add":[{"type":"<city|factory|army|port|capital|fleet|rocket|gathering>","name":"<short name>","regionKey":"<region key>"}],"remove":["<marker id>"]}
|
||||
}
|
||||
|
||||
@@ -66,6 +68,8 @@ HARD CONSTRAINTS
|
||||
- Leaders ("leaders") name each nation's current head of state and change it. Each change is {"target":"<nation id or name>","name":"<new leader name>","cause":"<assassination|death|appointed>"}: "assassination" kills the current leader (a dramatic, destabilizing blow — a −15 stability dip, a "military" event) and is only valid when the target already has a leader; "death" is a natural-causes succession (a quieter −3 dip, a "political" event), also only valid for a nation that has a leader; "appointed" sets (or creates) a leader and is always valid (a neutral 0 effect, a "political" event). Propose at most 1-2 changes per turn and narrate each one in "events". This is the HEAVY leader lever — use the lighter "hybrid" {"type":"assassinate"} op (a −5 stability dip, no leader replacement) for a mere hit on a leader or region without changing who is in charge. The user message's "nations" field lists each nation's current "leader" (omitted when a nation has none).
|
||||
- Ideology ("ideology") is each nation's form of government — a free-form label such as "democracy", "fascism", or "military junta" — that can shift through a coup, a revolution, a reform, or a constitutional change. Each change is {"target":"<nation id or name>","to":"<new form of government>"}: the engine sets the nation's ideology, applies a small, deterministic stability dip (−5 — a regime shift always unsettles a nation), and narrates it with a "political" event. It is a third axis, distinct from a takeover (which RENAMES the nation) and from a leader change (who is in charge): the nation keeps its id, name, territory, relations, and leader — only its form of government and its stability move. Similar forms of government are a SOFT, prompt-level compatibility nudge only (nations with alike ideologies tend to ally and trade; very opposed ones tend to clash) — there is no engine gate behind it. Propose at most 1-2 changes per turn and narrate each one in "events". The user message's "nations" field lists each nation's current "ideology" (omitted when a nation has none).
|
||||
- Disasters & pandemics ("disasters.events") are natural and man-made catastrophes — earthquakes, floods, volcanic eruptions, wildfires, famines, plagues, and epidemics — that hit a nation or a single region this turn. Each event names a "target" (a nation id / name, or a region key that hits that region's SOLE owner — a region with 0 or 2+ owners can't be hit) and a "severity" (minor / moderate / severe); the engine applies a small, DETERMINISTIC stat dip from the (type, severity) table (a severe plague is the hardest hit; none of them touch population, and none move borders — sole ownership is untouched). There is NO memory of past disasters (the layer is turn-transient): a plague or epidemic that persists is simply RE-DECLARED each turn it continues, with a fresh "severity". Propose at most 1-2 events per turn and narrate each one in "events" (a "disaster" event).
|
||||
- Migration & refugees ("migration.ops") are people moving between nations this turn: a "kind" ("migration", "refugees", "diaspora", or "exodus"), a "from" (the source nation — id or name), a "to" (the destination nation — required for every kind except "exodus", which has no destination), and a "scale" (small / moderate / large). The engine applies a DETERMINISTIC effect (no hidden randomness): the source LOSES a small amount of population and economy, the destination GAINS a small amount of population and economy (a "large" influx additionally strains the destination's stability by 2), and the from↔to relation moves one step toward the positive end of the ally/neutral/rival/hostile ladder — capped at "ally" for "refugees" (hosting refugees builds the strongest goodwill), capped at "neutral" for "migration"/"diaspora" (milder ties), and not at all for "exodus"; the nudge never creates or escalates a "war" (a warring pair is left untouched). The layer is turn-transient (no memory): a continuing flow is simply RE-DECLARED each turn it persists. It never moves borders — sole ownership is untouched. Propose at most 1-2 per turn and narrate each one in "events" (a "social" or "diplomatic" event).
|
||||
- Sea control ("sea") is the naval layer, fully parallel to but INDEPENDENT of land: each of the 12 fixed sea zones — "north-atlantic" (North Atlantic), "south-atlantic" (South Atlantic), "pacific" (Pacific Ocean), "indian" (Indian Ocean), "mediterranean" (Mediterranean Sea), "north-sea" (North Sea), "baltic" (Baltic Sea), "arctic" (Arctic Ocean), "black-sea" (Black Sea), "gulf-mexico" (Gulf of Mexico), "red-sea" (Red Sea), "sargasso" (Sargasso Sea) — is under the SOLE control of at most one nation. A control op ({"zone":"<id>","by":"<nation>"}) sets or replaces that zone's controller (the user message's "seaZones" field lists who controls what now); if two or more ops this turn claim the SAME zone for DIFFERENT nations, the zone is CONTESTED and the higher current "military" wins (a tie goes to the earlier-listed op). Every committed turn each zone's controller earns a small deterministic +1 military and +1 economy. Sea control NEVER moves land (no territory changes) — it is a parallel track. Propose at most 1-2 claims per turn and narrate each one in "events" (a "military" or "diplomatic" event).
|
||||
- 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.
|
||||
|
||||
@@ -205,5 +205,6 @@
|
||||
"regionKey": "a-r1",
|
||||
"type": "industry"
|
||||
}
|
||||
]
|
||||
],
|
||||
"seaZones": []
|
||||
}
|
||||
@@ -1,8 +1,8 @@
|
||||
// The ordered LLM-ability registry.
|
||||
//
|
||||
// `ABILITIES` is the single source of truth for the 9 per-feature LLM abilities.
|
||||
// `ABILITIES` is the single source of truth for the 11 per-feature LLM abilities.
|
||||
// The engine iterates it in this order:
|
||||
// takeovers → wars → hybrid → economy → industry → nuclear → leaders → ideology → disasters
|
||||
// takeovers → wars → hybrid → economy → industry → nuclear → leaders → ideology → disasters → migration → sea
|
||||
// for (a) the system-prompt schema lines + constraint bullets, (b) the per-ability
|
||||
// validate calls inside validateTurnResult, (c) the payload fields in buildUserPrompt,
|
||||
// (d) the ordered apply block inside applyTurnResult, (e) the isMeaningful check,
|
||||
@@ -23,13 +23,17 @@ import { nuclear } from './nuclear';
|
||||
import { leaders } from './leaders';
|
||||
import { ideology } from './ideology';
|
||||
import { disasters } from './disasters';
|
||||
import { migration } from './migration';
|
||||
import { sea } from './sea';
|
||||
import type { Ability, AbilityField } from './types';
|
||||
|
||||
/**
|
||||
* The 9 per-feature LLM abilities in their canonical apply order.
|
||||
* The 11 per-feature LLM abilities in their canonical apply order.
|
||||
* The order matters: it determines the order of the schema lines in the
|
||||
* system prompt, the order of the validate calls, the order of the apply
|
||||
* steps, and the order of the payload fields in the user prompt.
|
||||
* steps, and the order of the payload fields in the user prompt. New
|
||||
* abilities are APPENDED last — never reorder existing entries (their order
|
||||
* is pinned by the goldens and the stub's byte-identical output).
|
||||
*/
|
||||
export const ABILITIES: readonly Ability<AbilityField>[] = [
|
||||
takeovers,
|
||||
@@ -41,6 +45,8 @@ export const ABILITIES: readonly Ability<AbilityField>[] = [
|
||||
leaders,
|
||||
ideology,
|
||||
disasters,
|
||||
migration,
|
||||
sea,
|
||||
];
|
||||
|
||||
// ── type re-exports ────────────────────────────────────────────────────────────
|
||||
@@ -139,3 +145,31 @@ export {
|
||||
DISASTER_SEVERITIES,
|
||||
DISASTER_EFFECTS,
|
||||
} from './disasters';
|
||||
|
||||
// ── migration ────────────────────────────────────────────────────────────────
|
||||
|
||||
export {
|
||||
validateMigrationOps,
|
||||
applyMigrationOp,
|
||||
shiftRelationTowardPositive,
|
||||
isMigrationKind,
|
||||
isMigrationScale,
|
||||
MIGRATION_KINDS,
|
||||
MIGRATION_SCALES,
|
||||
MIGRATION_SOURCE_EFFECTS,
|
||||
MIGRATION_DESTINATION_EFFECTS,
|
||||
LARGE_INFLUX_STABILITY_DIP,
|
||||
} from './migration';
|
||||
|
||||
// ── sea ──────────────────────────────────────────────────────────────────────
|
||||
|
||||
export {
|
||||
validateSeaOps,
|
||||
applySeaControl,
|
||||
applySeaZoneBonuses,
|
||||
SEA_ZONE_BONUS,
|
||||
SEA_ZONES,
|
||||
SEA_ZONE_IDS,
|
||||
isSeaZoneId,
|
||||
seaZoneName,
|
||||
} from './sea';
|
||||
|
||||
@@ -0,0 +1,572 @@
|
||||
// Unit tests for the MIGRATION & REFUGEES ability (v0.42.0, #64) — the
|
||||
// modular, turn-transient LLM-ability that moves population between nations:
|
||||
// the source loses a small amount of population and economy, the destination
|
||||
// gains a small amount (a `large` influx also strains the destination's
|
||||
// stability), each side's aggregate stats are re-derived, and the from↔to
|
||||
// relation is nudged one step toward the positive end of the ladder (capped by
|
||||
// kind; a war is never touched). This is the ability's own test file (the
|
||||
// registry's cross-cutting guarantees — order, distinct fields, the
|
||||
// system/user goldens — are covered by ./registry.test.ts). The stub never
|
||||
// proposes a migration, so the apply path is exercised here, not by the e2e
|
||||
// suite.
|
||||
|
||||
import { describe, expect, it } from 'vitest';
|
||||
|
||||
import {
|
||||
LARGE_INFLUX_STABILITY_DIP,
|
||||
MIGRATION_DESTINATION_EFFECTS,
|
||||
MIGRATION_KINDS,
|
||||
MIGRATION_SCALES,
|
||||
MIGRATION_SOURCE_EFFECTS,
|
||||
applyMigrationOp,
|
||||
isMigrationKind,
|
||||
isMigrationScale,
|
||||
migration,
|
||||
shiftRelationTowardPositive,
|
||||
validateMigrationOps,
|
||||
} from './migration';
|
||||
|
||||
import type { MigrationScale } from '../../shared/protocol';
|
||||
import type { GameState, Nation, NationStats, RelationStatus, RegionStats } from '../../shared/types';
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Fixture helpers
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/** Build a NationStats from the four canonical indices (military, economy, stability, population). */
|
||||
function NS(military: number, economy: number, stability: number, population: number): NationStats {
|
||||
return { military, economy, stability, population };
|
||||
}
|
||||
|
||||
/** Build a RegionStats from the four canonical indices. */
|
||||
function RS(military: number, economy: number, stability: number, population: number): RegionStats {
|
||||
return { military, economy, stability, population };
|
||||
}
|
||||
|
||||
/** A minimal nation: the given id/name/stats/region-key territory, given relations. */
|
||||
function mkNation(
|
||||
id: string,
|
||||
name: string,
|
||||
stats: NationStats,
|
||||
territory: string[],
|
||||
relations: Record<string, RelationStatus> = {},
|
||||
): Nation {
|
||||
return { id, name, type: 'major', stats, territory, relations };
|
||||
}
|
||||
|
||||
/**
|
||||
* A minimal GameState carrying the given nations (keyed by id) and per-region
|
||||
* stats. Every other required field is at its fresh-game baseline, so a test
|
||||
* can focus purely on the migration effect.
|
||||
*/
|
||||
function mkState(
|
||||
nations: Record<string, Nation>,
|
||||
regionStats: Record<string, RegionStats>,
|
||||
): GameState {
|
||||
return {
|
||||
id: 'g1',
|
||||
presetId: 'test',
|
||||
presetTitle: 'Test',
|
||||
playerNationId: Object.keys(nations)[0] ?? 'uk',
|
||||
turn: 1,
|
||||
date: '1939-09-01',
|
||||
nations,
|
||||
events: [],
|
||||
pending: [],
|
||||
version: 1,
|
||||
unowned: [],
|
||||
pendingNationOps: [],
|
||||
markers: [],
|
||||
regionStats,
|
||||
wars: [],
|
||||
trades: [],
|
||||
embargoes: [],
|
||||
industry: [],
|
||||
// (v0.43.0, #65) no sea-zone control on a fresh state.
|
||||
seaZones: [],
|
||||
};
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Kind / scale constants + predicates
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
describe('MIGRATION_KINDS / MIGRATION_SCALES', () => {
|
||||
it('exposes exactly the four kinds and three scales', () => {
|
||||
expect([...MIGRATION_KINDS]).toEqual(['migration', 'refugees', 'diaspora', 'exodus']);
|
||||
expect([...MIGRATION_SCALES]).toEqual(['small', 'moderate', 'large']);
|
||||
});
|
||||
});
|
||||
|
||||
describe('isMigrationKind / isMigrationScale', () => {
|
||||
it('accepts each known kind and rejects unknown / non-strings', () => {
|
||||
for (const k of MIGRATION_KINDS) expect(isMigrationKind(k)).toBe(true);
|
||||
expect(isMigrationKind('immigration')).toBe(false);
|
||||
expect(isMigrationKind(42)).toBe(false);
|
||||
expect(isMigrationKind(undefined)).toBe(false);
|
||||
});
|
||||
|
||||
it('accepts each known scale and rejects unknown / non-strings', () => {
|
||||
for (const s of MIGRATION_SCALES) expect(isMigrationScale(s)).toBe(true);
|
||||
expect(isMigrationScale('massive')).toBe(false);
|
||||
expect(isMigrationScale(42)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Effect tables
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
describe('MIGRATION_SOURCE_EFFECTS / MIGRATION_DESTINATION_EFFECTS', () => {
|
||||
it('every source scale dips exactly population and economy (both negative)', () => {
|
||||
for (const s of MIGRATION_SCALES) {
|
||||
const dips = MIGRATION_SOURCE_EFFECTS[s];
|
||||
expect(Object.keys(dips).sort()).toEqual(['economy', 'population']);
|
||||
expect(dips.population).toBeLessThan(0);
|
||||
expect(dips.economy).toBeLessThan(0);
|
||||
}
|
||||
});
|
||||
|
||||
it('every destination scale gains exactly population and economy (both positive)', () => {
|
||||
for (const s of MIGRATION_SCALES) {
|
||||
const gains = MIGRATION_DESTINATION_EFFECTS[s];
|
||||
expect(Object.keys(gains).sort()).toEqual(['economy', 'population']);
|
||||
expect(gains.population).toBeGreaterThan(0);
|
||||
expect(gains.economy).toBeGreaterThan(0);
|
||||
}
|
||||
});
|
||||
|
||||
it('source loses and destination gains monotonically with scale', () => {
|
||||
const [small, moderate, large] = MIGRATION_SCALES;
|
||||
const srcPop = (s: MigrationScale) => MIGRATION_SOURCE_EFFECTS[s].population!;
|
||||
const dstPop = (s: MigrationScale) => MIGRATION_DESTINATION_EFFECTS[s].population!;
|
||||
// A larger scale means the source LOSES more: the (negative) dip grows more
|
||||
// negative as the scale grows, i.e. small > moderate > large.
|
||||
expect(srcPop(small)).toBeGreaterThan(srcPop(moderate));
|
||||
expect(srcPop(moderate)).toBeGreaterThan(srcPop(large));
|
||||
// A larger scale means the destination GAINS more: the (positive) gain
|
||||
// grows larger as the scale grows, i.e. small < moderate < large.
|
||||
expect(dstPop(small)).toBeLessThan(dstPop(moderate));
|
||||
expect(dstPop(moderate)).toBeLessThan(dstPop(large));
|
||||
});
|
||||
|
||||
it('the large-influx stability strain is a small negative dip', () => {
|
||||
expect(LARGE_INFLUX_STABILITY_DIP).toBeLessThan(0);
|
||||
});
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// validateMigrationOps
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
describe('validateMigrationOps', () => {
|
||||
it('accepts the { ops: [...] } object shape and a bare array', () => {
|
||||
const op = { kind: 'migration', from: 'a', to: 'b', scale: 'small' };
|
||||
expect(validateMigrationOps({ ops: [op] })).toEqual([op]);
|
||||
expect(validateMigrationOps([op])).toEqual([op]);
|
||||
});
|
||||
|
||||
it('drops an op with an unknown / missing kind', () => {
|
||||
expect(validateMigrationOps([{ kind: 'tsunami', from: 'a', to: 'b', scale: 'small' }])).toEqual(
|
||||
[],
|
||||
);
|
||||
expect(
|
||||
validateMigrationOps([
|
||||
{ from: 'a', to: 'b', scale: 'small' },
|
||||
{ kind: 'migration', from: 'a', to: 'b', scale: 'small' },
|
||||
]),
|
||||
).toEqual([{ kind: 'migration', from: 'a', to: 'b', scale: 'small' }]);
|
||||
});
|
||||
|
||||
it('drops an op with an unknown / missing scale', () => {
|
||||
expect(validateMigrationOps([{ kind: 'migration', from: 'a', to: 'b', scale: 'massive' }])).toEqual(
|
||||
[],
|
||||
);
|
||||
expect(validateMigrationOps([{ kind: 'migration', from: 'a', to: 'b' }])).toEqual([]);
|
||||
});
|
||||
|
||||
it('drops an op with an empty / missing from (the source)', () => {
|
||||
expect(validateMigrationOps([{ kind: 'migration', from: '', to: 'b', scale: 'small' }])).toEqual(
|
||||
[],
|
||||
);
|
||||
expect(validateMigrationOps([{ kind: 'migration', to: 'b', scale: 'small' }])).toEqual([]);
|
||||
});
|
||||
|
||||
it('requires a non-empty `to` for every kind except exodus', () => {
|
||||
// non-exodus kind missing `to`: dropped
|
||||
expect(validateMigrationOps([{ kind: 'migration', from: 'a', scale: 'small' }])).toEqual([]);
|
||||
expect(validateMigrationOps([{ kind: 'refugees', from: 'a', scale: 'small' }])).toEqual([]);
|
||||
// exodus without a `to`: kept (an exodus has no destination)
|
||||
expect(validateMigrationOps([{ kind: 'exodus', from: 'a', scale: 'small' }])).toEqual([
|
||||
{ kind: 'exodus', from: 'a', scale: 'small' },
|
||||
]);
|
||||
});
|
||||
|
||||
it('caps `from` / `to` at 200 chars and `detail` at 300, dropping empty detail', () => {
|
||||
const longFrom = 'f'.repeat(500);
|
||||
const longDetail = 'd'.repeat(500);
|
||||
const out = validateMigrationOps([
|
||||
{ kind: 'migration', from: longFrom, to: 'b', scale: 'small', detail: longDetail },
|
||||
]);
|
||||
expect(out).toHaveLength(1);
|
||||
expect(out[0].from).toHaveLength(200);
|
||||
expect(out[0].detail).toHaveLength(300);
|
||||
});
|
||||
|
||||
it('a missing / malformed top-level value yields an empty list', () => {
|
||||
expect(validateMigrationOps(undefined)).toEqual([]);
|
||||
expect(validateMigrationOps(null)).toEqual([]);
|
||||
expect(validateMigrationOps('nope')).toEqual([]);
|
||||
expect(validateMigrationOps({ ops: 'nope' })).toEqual([]);
|
||||
expect(validateMigrationOps([{ kind: 'migration' }])).toEqual([]);
|
||||
});
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// shiftRelationTowardPositive
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
describe('shiftRelationTowardPositive', () => {
|
||||
function pair(rel: Record<string, RelationStatus>): GameState {
|
||||
return mkState(
|
||||
{
|
||||
a1: mkNation('a1', 'Alpha', NS(50, 50, 50, 50), ['a-r1'], rel),
|
||||
b2: mkNation('b2', 'Bravo', NS(50, 50, 50, 50), ['b-r1'], rel),
|
||||
},
|
||||
{ 'a-r1': RS(50, 50, 50, 50), 'b-r1': RS(50, 50, 50, 50) },
|
||||
);
|
||||
}
|
||||
|
||||
it('nudges a neutral pair one step toward positive, symmetrically', () => {
|
||||
const s = pair({ b2: 'neutral', a1: 'neutral' });
|
||||
shiftRelationTowardPositive(s, 'a1', 'b2', 'ally');
|
||||
expect(s.nations.a1.relations.b2).toBe('ally');
|
||||
expect(s.nations.b2.relations.a1).toBe('ally');
|
||||
});
|
||||
|
||||
it('never moves past the cap (migration/diaspora cap at neutral)', () => {
|
||||
// hostile → rival (one step toward positive, still below the neutral cap)
|
||||
let s = pair({ b2: 'hostile', a1: 'hostile' });
|
||||
shiftRelationTowardPositive(s, 'a1', 'b2', 'neutral');
|
||||
expect(s.nations.a1.relations.b2).toBe('rival');
|
||||
// rival → neutral (reaches the cap)
|
||||
s = pair({ b2: 'rival', a1: 'rival' });
|
||||
shiftRelationTowardPositive(s, 'a1', 'b2', 'neutral');
|
||||
expect(s.nations.a1.relations.b2).toBe('neutral');
|
||||
// neutral → stays neutral (at the cap)
|
||||
s = pair({ b2: 'neutral', a1: 'neutral' });
|
||||
shiftRelationTowardPositive(s, 'a1', 'b2', 'neutral');
|
||||
expect(s.nations.a1.relations.b2).toBe('neutral');
|
||||
// ally → stays ally (more positive than the cap)
|
||||
s = pair({ b2: 'ally', a1: 'ally' });
|
||||
shiftRelationTowardPositive(s, 'a1', 'b2', 'neutral');
|
||||
expect(s.nations.a1.relations.b2).toBe('ally');
|
||||
});
|
||||
|
||||
it('refugees can nudge all the way to ally (cap ally)', () => {
|
||||
let s = pair({ b2: 'hostile', a1: 'hostile' });
|
||||
shiftRelationTowardPositive(s, 'a1', 'b2', 'ally');
|
||||
expect(s.nations.a1.relations.b2).toBe('rival');
|
||||
s = pair({ b2: 'rival', a1: 'rival' });
|
||||
shiftRelationTowardPositive(s, 'a1', 'b2', 'ally');
|
||||
expect(s.nations.a1.relations.b2).toBe('neutral');
|
||||
s = pair({ b2: 'neutral', a1: 'neutral' });
|
||||
shiftRelationTowardPositive(s, 'a1', 'b2', 'ally');
|
||||
expect(s.nations.a1.relations.b2).toBe('ally');
|
||||
// already ally: no change
|
||||
s = pair({ b2: 'ally', a1: 'ally' });
|
||||
shiftRelationTowardPositive(s, 'a1', 'b2', 'ally');
|
||||
expect(s.nations.a1.relations.b2).toBe('ally');
|
||||
});
|
||||
|
||||
it('a missing relation starts at neutral and nudges toward the cap', () => {
|
||||
const s = pair({});
|
||||
shiftRelationTowardPositive(s, 'a1', 'b2', 'ally');
|
||||
expect(s.nations.a1.relations.b2).toBe('ally');
|
||||
expect(s.nations.b2.relations.a1).toBe('ally');
|
||||
});
|
||||
|
||||
it('never touches a war relation', () => {
|
||||
const s = pair({ b2: 'war', a1: 'war' });
|
||||
shiftRelationTowardPositive(s, 'a1', 'b2', 'ally');
|
||||
expect(s.nations.a1.relations.b2).toBe('war');
|
||||
expect(s.nations.b2.relations.a1).toBe('war');
|
||||
});
|
||||
|
||||
it('is a no-op for an unknown nation id or an unknown cap', () => {
|
||||
const s = pair({ b2: 'hostile', a1: 'hostile' });
|
||||
shiftRelationTowardPositive(s, 'a1', 'zzz', 'ally'); // zzz absent
|
||||
expect(s.nations.a1.relations.b2).toBe('hostile');
|
||||
shiftRelationTowardPositive(s, 'a1', 'b2', 'nope' as RelationStatus); // bad cap
|
||||
expect(s.nations.a1.relations.b2).toBe('hostile');
|
||||
});
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// applyMigrationOp
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
describe('applyMigrationOp', () => {
|
||||
it('a small migration: source loses pop+eco, destination gains pop+eco, relation unchanged (neutral→neutral)', () => {
|
||||
const state = mkState(
|
||||
{
|
||||
a1: mkNation('a1', 'Alpha', NS(80, 70, 60, 50), ['a-r1']),
|
||||
b2: mkNation('b2', 'Bravo', NS(40, 30, 50, 60), ['b-r1']),
|
||||
},
|
||||
{ 'a-r1': RS(80, 70, 60, 50), 'b-r1': RS(40, 30, 50, 60) },
|
||||
);
|
||||
applyMigrationOp(state, { kind: 'migration', from: 'a1', to: 'b2', scale: 'small' });
|
||||
// source: economy 70→69, population 50→49 (re-derived from its single region)
|
||||
expect(state.nations.a1.stats).toEqual(NS(80, 69, 60, 49));
|
||||
// destination: economy 30→31, population 60→61
|
||||
expect(state.nations.b2.stats).toEqual(NS(40, 31, 50, 61));
|
||||
// both regions mirrored
|
||||
expect(state.regionStats['a-r1']).toEqual(RS(80, 69, 60, 49));
|
||||
expect(state.regionStats['b-r1']).toEqual(RS(40, 31, 50, 61));
|
||||
// a neutral pair is already at the neutral cap: no relation change
|
||||
expect(state.nations.a1.relations.b2 ?? 'neutral').toBe('neutral');
|
||||
expect(state.nations.b2.relations.a1 ?? 'neutral').toBe('neutral');
|
||||
});
|
||||
|
||||
it('resolves `from` / `to` by name (not just id)', () => {
|
||||
const state = mkState(
|
||||
{
|
||||
a1: mkNation('a1', 'Alpha', NS(80, 70, 60, 50), ['a-r1']),
|
||||
b2: mkNation('b2', 'Bravo', NS(40, 30, 50, 60), ['b-r1']),
|
||||
},
|
||||
{ 'a-r1': RS(80, 70, 60, 50), 'b-r1': RS(40, 30, 50, 60) },
|
||||
);
|
||||
applyMigrationOp(state, { kind: 'migration', from: 'Alpha', to: 'Bravo', scale: 'moderate' });
|
||||
// moderate: source pop -2 / eco -2; destination pop +2 / eco +2
|
||||
expect(state.nations.a1.stats).toEqual(NS(80, 68, 60, 48));
|
||||
expect(state.nations.b2.stats).toEqual(NS(40, 32, 50, 62));
|
||||
});
|
||||
|
||||
it('a large influx strains the destination stability by 2', () => {
|
||||
const state = mkState(
|
||||
{
|
||||
a1: mkNation('a1', 'Alpha', NS(80, 70, 60, 50), ['a-r1']),
|
||||
b2: mkNation('b2', 'Bravo', NS(40, 30, 50, 60), ['b-r1']),
|
||||
},
|
||||
{ 'a-r1': RS(80, 70, 60, 50), 'b-r1': RS(40, 30, 50, 60) },
|
||||
);
|
||||
applyMigrationOp(state, { kind: 'refugees', from: 'a1', to: 'b2', scale: 'large' });
|
||||
// destination: eco 30→33, pop 60→63, stability 50→48 (large influx strain)
|
||||
expect(state.nations.b2.stats).toEqual(NS(40, 33, 48, 63));
|
||||
expect(state.regionStats['b-r1']).toEqual(RS(40, 33, 48, 63));
|
||||
// source: eco 70→67, pop 50→46
|
||||
expect(state.nations.a1.stats).toEqual(NS(80, 67, 60, 46));
|
||||
});
|
||||
|
||||
it('a refugees flow nudges the relation toward ally (cap ally); migration/diaspora stop at neutral', () => {
|
||||
const mk = (rel: RelationStatus) =>
|
||||
mkState(
|
||||
{
|
||||
a1: mkNation('a1', 'Alpha', NS(80, 70, 60, 50), ['a-r1'], { b2: rel }),
|
||||
b2: mkNation('b2', 'Bravo', NS(40, 30, 50, 60), ['b-r1'], { a1: rel }),
|
||||
},
|
||||
{ 'a-r1': RS(80, 70, 60, 50), 'b-r1': RS(40, 30, 50, 60) },
|
||||
);
|
||||
// refugees: hostile → rival
|
||||
let s = mk('hostile');
|
||||
applyMigrationOp(s, { kind: 'refugees', from: 'a1', to: 'b2', scale: 'small' });
|
||||
expect(s.nations.a1.relations.b2).toBe('rival');
|
||||
// migration: hostile → rival (capped at neutral, one step only)
|
||||
s = mk('hostile');
|
||||
applyMigrationOp(s, { kind: 'migration', from: 'a1', to: 'b2', scale: 'small' });
|
||||
expect(s.nations.a1.relations.b2).toBe('rival');
|
||||
// migration: rival → neutral (reaches cap)
|
||||
s = mk('rival');
|
||||
applyMigrationOp(s, { kind: 'diaspora', from: 'a1', to: 'b2', scale: 'small' });
|
||||
expect(s.nations.a1.relations.b2).toBe('neutral');
|
||||
// refugees: neutral → ally
|
||||
s = mk('neutral');
|
||||
applyMigrationOp(s, { kind: 'refugees', from: 'a1', to: 'b2', scale: 'small' });
|
||||
expect(s.nations.a1.relations.b2).toBe('ally');
|
||||
});
|
||||
|
||||
it('never nudges a warring pair (a war is left untouched)', () => {
|
||||
const state = mkState(
|
||||
{
|
||||
a1: mkNation('a1', 'Alpha', NS(80, 70, 60, 50), ['a-r1'], { b2: 'war' }),
|
||||
b2: mkNation('b2', 'Bravo', NS(40, 30, 50, 60), ['b-r1'], { a1: 'war' }),
|
||||
},
|
||||
{ 'a-r1': RS(80, 70, 60, 50), 'b-r1': RS(40, 30, 50, 60) },
|
||||
);
|
||||
applyMigrationOp(state, { kind: 'refugees', from: 'a1', to: 'b2', scale: 'large' });
|
||||
expect(state.nations.a1.relations.b2).toBe('war');
|
||||
expect(state.nations.b2.relations.a1).toBe('war');
|
||||
// the stat effects still apply (a war does not block population movement)
|
||||
expect(state.nations.a1.stats).toEqual(NS(80, 67, 60, 46));
|
||||
expect(state.nations.b2.stats).toEqual(NS(40, 33, 48, 63));
|
||||
});
|
||||
|
||||
it('an exodus only affects the source: no destination, no relation nudge', () => {
|
||||
const state = mkState(
|
||||
{
|
||||
a1: mkNation('a1', 'Alpha', NS(80, 70, 60, 50), ['a-r1'], { b2: 'rival' }),
|
||||
b2: mkNation('b2', 'Bravo', NS(40, 30, 50, 60), ['b-r1'], { a1: 'rival' }),
|
||||
},
|
||||
{ 'a-r1': RS(80, 70, 60, 50), 'b-r1': RS(40, 30, 50, 60) },
|
||||
);
|
||||
applyMigrationOp(state, { kind: 'exodus', from: 'a1', scale: 'small' });
|
||||
// source dips
|
||||
expect(state.nations.a1.stats).toEqual(NS(80, 69, 60, 49));
|
||||
// destination untouched
|
||||
expect(state.nations.b2.stats).toEqual(NS(40, 30, 50, 60));
|
||||
expect(state.regionStats['b-r1']).toEqual(RS(40, 30, 50, 60));
|
||||
// no relation nudge
|
||||
expect(state.nations.a1.relations.b2).toBe('rival');
|
||||
});
|
||||
|
||||
it('a self-flow (from === to) is dropped entirely', () => {
|
||||
const state = mkState(
|
||||
{ a1: mkNation('a1', 'Alpha', NS(80, 70, 60, 50), ['a-r1']) },
|
||||
{ 'a-r1': RS(80, 70, 60, 50) },
|
||||
);
|
||||
applyMigrationOp(state, { kind: 'migration', from: 'a1', to: 'a1', scale: 'large' });
|
||||
// no change at all
|
||||
expect(state.nations.a1.stats).toEqual(NS(80, 70, 60, 50));
|
||||
expect(state.regionStats['a-r1']).toEqual(RS(80, 70, 60, 50));
|
||||
});
|
||||
|
||||
it('an unknown or ambiguous source / destination drops the op', () => {
|
||||
const base = () =>
|
||||
mkState(
|
||||
{
|
||||
a1: mkNation('a1', 'Alpha', NS(80, 70, 60, 50), ['a-r1']),
|
||||
b2: mkNation('b2', 'Bravo', NS(40, 30, 50, 60), ['b-r1']),
|
||||
},
|
||||
{ 'a-r1': RS(80, 70, 60, 50), 'b-r1': RS(40, 30, 50, 60) },
|
||||
);
|
||||
// unknown source
|
||||
let s = base();
|
||||
applyMigrationOp(s, { kind: 'migration', from: 'zzz', to: 'b2', scale: 'small' });
|
||||
expect(s.nations.b2.stats).toEqual(NS(40, 30, 50, 60));
|
||||
// unknown destination
|
||||
s = base();
|
||||
applyMigrationOp(s, { kind: 'migration', from: 'a1', to: 'zzz', scale: 'small' });
|
||||
expect(s.nations.a1.stats).toEqual(NS(80, 70, 60, 50));
|
||||
// ambiguous source (two nations share the name)
|
||||
const amb = mkState(
|
||||
{
|
||||
a1: mkNation('a1', 'Twin', NS(80, 70, 60, 50), ['a-r1']),
|
||||
a2: mkNation('a2', 'Twin', NS(20, 20, 20, 20), ['a-r2']),
|
||||
b2: mkNation('b2', 'Bravo', NS(40, 30, 50, 60), ['b-r1']),
|
||||
},
|
||||
{ 'a-r1': RS(80, 70, 60, 50), 'a-r2': RS(20, 20, 20, 20), 'b-r1': RS(40, 30, 50, 60) },
|
||||
);
|
||||
applyMigrationOp(amb, { kind: 'migration', from: 'Twin', to: 'Bravo', scale: 'small' });
|
||||
expect(amb.nations.b2.stats).toEqual(NS(40, 30, 50, 60));
|
||||
});
|
||||
|
||||
it('a 0-region nation keeps its directly-mutated stats (no re-derive)', () => {
|
||||
const state = mkState(
|
||||
{
|
||||
// a1 owns no regions — its stats are maintained directly, not derived
|
||||
a1: mkNation('a1', 'Alpha', NS(80, 70, 60, 50), []),
|
||||
b2: mkNation('b2', 'Bravo', NS(40, 30, 50, 60), ['b-r1']),
|
||||
},
|
||||
{ 'b-r1': RS(40, 30, 50, 60) },
|
||||
);
|
||||
applyMigrationOp(state, { kind: 'migration', from: 'a1', to: 'b2', scale: 'moderate' });
|
||||
// source (0 regions) keeps the direct dip: eco 70→68, pop 50→48
|
||||
expect(state.nations.a1.stats).toEqual(NS(80, 68, 60, 48));
|
||||
// destination re-derived from its region
|
||||
expect(state.nations.b2.stats).toEqual(NS(40, 32, 50, 62));
|
||||
});
|
||||
|
||||
it('never moves territory (sole ownership untouched)', () => {
|
||||
const state = mkState(
|
||||
{
|
||||
a1: mkNation('a1', 'Alpha', NS(80, 70, 60, 50), ['a-r1']),
|
||||
b2: mkNation('b2', 'Bravo', NS(40, 30, 50, 60), ['b-r1']),
|
||||
},
|
||||
{ 'a-r1': RS(80, 70, 60, 50), 'b-r1': RS(40, 30, 50, 60) },
|
||||
);
|
||||
applyMigrationOp(state, { kind: 'refugees', from: 'a1', to: 'b2', scale: 'large' });
|
||||
expect(state.nations.a1.territory).toEqual(['a-r1']);
|
||||
expect(state.nations.b2.territory).toEqual(['b-r1']);
|
||||
});
|
||||
|
||||
it('clamps affected stats to 0 and 100 (a source at the floor, a destination at the ceiling)', () => {
|
||||
const state = mkState(
|
||||
{
|
||||
// a1 at the population / economy floor
|
||||
a1: mkNation('a1', 'Alpha', NS(5, 3, 50, 1), ['a-r1']),
|
||||
// b2 near the ceiling: a large gain (+3) pushes it past 100
|
||||
b2: mkNation('b2', 'Bravo', NS(90, 98, 50, 98), ['b-r1']),
|
||||
},
|
||||
{ 'a-r1': RS(5, 3, 50, 1), 'b-r1': RS(90, 98, 50, 98) },
|
||||
);
|
||||
applyMigrationOp(state, { kind: 'migration', from: 'a1', to: 'b2', scale: 'large' });
|
||||
// source clamps at 0 (pop 1-4→0, eco 3-3→0)
|
||||
expect(state.nations.a1.stats.population).toBe(0);
|
||||
expect(state.nations.a1.stats.economy).toBe(0);
|
||||
// destination gains but clamps at 100 (pop 98+3→100, eco 98+3→100)
|
||||
expect(state.nations.b2.stats.population).toBe(100);
|
||||
expect(state.nations.b2.stats.economy).toBe(100);
|
||||
});
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// The Ability object contract
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
describe('migration ability', () => {
|
||||
it('owns the "migration" field; default() is a fresh empty { ops: [] }', () => {
|
||||
expect(migration.field).toBe('migration');
|
||||
expect(migration.default()).toEqual({ ops: [] });
|
||||
expect(migration.default()).not.toBe(migration.default());
|
||||
});
|
||||
|
||||
it('default() is not meaningful; a populated value is', () => {
|
||||
expect(migration.isMeaningful(migration.default())).toBe(false);
|
||||
expect(
|
||||
migration.isMeaningful({ ops: [{ kind: 'exodus', from: 'a1', scale: 'small' }] }),
|
||||
).toBe(true);
|
||||
});
|
||||
|
||||
it('validate() wraps the bare-list validator into the { ops } shape', () => {
|
||||
expect(
|
||||
migration.validate([{ kind: 'migration', from: 'a1', to: 'b2', scale: 'small' }]),
|
||||
).toEqual({ ops: [{ kind: 'migration', from: 'a1', to: 'b2', scale: 'small' }] });
|
||||
expect(migration.validate(undefined)).toEqual({ ops: [] });
|
||||
});
|
||||
|
||||
it('the stub value equals default() (the stub never proposes a migration)', () => {
|
||||
expect(migration.stub()).toEqual({ ops: [] });
|
||||
});
|
||||
|
||||
it('payload() is always empty (turn-transient — no durable state to show)', () => {
|
||||
expect(migration.payload({} as never)).toEqual({});
|
||||
});
|
||||
|
||||
it('stateFields is undefined (the layer owns no durable GameState field)', () => {
|
||||
expect(migration.stateFields).toBeUndefined();
|
||||
});
|
||||
|
||||
it('apply() runs each validated op against the world (no throw on a bad ref)', () => {
|
||||
const state = mkState(
|
||||
{
|
||||
a1: mkNation('a1', 'Alpha', NS(80, 70, 60, 50), ['a-r1']),
|
||||
b2: mkNation('b2', 'Bravo', NS(40, 30, 50, 60), ['b-r1']),
|
||||
},
|
||||
{ 'a-r1': RS(80, 70, 60, 50), 'b-r1': RS(40, 30, 50, 60) },
|
||||
);
|
||||
const ctx = { previous: state, actingTurn: state.turn };
|
||||
migration.apply(
|
||||
state,
|
||||
{
|
||||
ops: [
|
||||
{ kind: 'migration', from: 'a1', to: 'b2', scale: 'small' },
|
||||
// an unknown source — must be dropped, not throw
|
||||
{ kind: 'refugees', from: 'ghost', to: 'b2', scale: 'small' },
|
||||
],
|
||||
},
|
||||
ctx,
|
||||
);
|
||||
expect(state.nations.a1.stats).toEqual(NS(80, 69, 60, 49));
|
||||
expect(state.nations.b2.stats).toEqual(NS(40, 31, 50, 61));
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,325 @@
|
||||
// The MIGRATION & REFUGEES ability (v0.42.0, #64) as a modular LLM-ability
|
||||
// (v0.40.0, #67). People moving between nations each turn: ordinary migration,
|
||||
// refugee flows (fleeing a war or disaster), a spreading diaspora, and an
|
||||
// exodus (people leaving with no destination). Unlike most other abilities this
|
||||
// one is **turn-transient**: it owns NO `GameState` field (no durable list, no
|
||||
// `db.ts` change) — exactly like the hybrid and disasters layers. Each op
|
||||
// carries a `kind`, a source `from` (the nation people leave), a destination
|
||||
// `to` (required for every kind except `exodus`), and a `scale` (small /
|
||||
// moderate / large). The engine applies a DETERMINISTIC effect chosen from the
|
||||
// per-`scale` tables below (no hidden randomness — the LLM chooses the kind and
|
||||
// scale, the tables decide the magnitude): the source LOSES a small amount of
|
||||
// population and economy, the destination GAINS a small amount of population and
|
||||
// economy (a `large` influx additionally strains the destination's stability),
|
||||
// both clamped to 0–100, mirrored to each side's regions (`regionStats`), and
|
||||
// each side's derived `stats` re-derived afterwards (the same 0-region /
|
||||
// no-entry guards as hybrid / economy / disasters, so a 0-region nation keeps
|
||||
// its directly-mutated value and the effect persists to the next turn). The
|
||||
// from↔to relation then moves one step toward the positive end of the
|
||||
// ally/neutral/rival/hostile ladder (`shiftRelationTowardPositive`) — capped at
|
||||
// `ally` for `refugees` (hosting refugees builds the strongest goodwill),
|
||||
// `neutral` for `migration` / `diaspora` (milder ties), and not at all for
|
||||
// `exodus`; a `war` relation is never touched (the nudge neither fabricates nor
|
||||
// escalates a war). Both `from` and `to` are resolved by the shared
|
||||
// `resolveNationRef` (id first, then a case-insensitive unique name); an
|
||||
// unknown / ambiguous ref, a missing `to` (for a non-`exodus` kind), or a
|
||||
// self-flow (`from` and `to` the same nation) drops the whole op. It never
|
||||
// moves territory (sole ownership is untouched).
|
||||
|
||||
import { clampStat, deriveNationStats } from '../../shared/protocol';
|
||||
import type { MigrationOp, MigrationScale, MigrationKind } from '../../shared/protocol';
|
||||
import type { GameState, Nation, RelationStatus, StatKey } from '../../shared/types';
|
||||
import { resolveNationRef, str } from './shared';
|
||||
import type { Ability } from './types';
|
||||
|
||||
/** The four kinds of population flow a turn can declare (v0.42.0, #64). */
|
||||
export const MIGRATION_KINDS: readonly MigrationKind[] = [
|
||||
'migration',
|
||||
'refugees',
|
||||
'diaspora',
|
||||
'exodus',
|
||||
];
|
||||
|
||||
/** The three flow sizes a migration op can carry (v0.42.0, #64). */
|
||||
export const MIGRATION_SCALES: readonly MigrationScale[] = ['small', 'moderate', 'large'];
|
||||
|
||||
const VALID_KINDS = new Set<string>(MIGRATION_KINDS);
|
||||
const VALID_SCALES = new Set<string>(MIGRATION_SCALES);
|
||||
|
||||
/** True when `k` is one of the four known migration kinds (v0.42.0, #64). */
|
||||
export function isMigrationKind(k: unknown): k is MigrationKind {
|
||||
return typeof k === 'string' && VALID_KINDS.has(k);
|
||||
}
|
||||
|
||||
/** True when `s` is one of the three known migration scales (v0.42.0, #64). */
|
||||
export function isMigrationScale(s: unknown): s is MigrationScale {
|
||||
return typeof s === 'string' && VALID_SCALES.has(s);
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.42.0, #64) The DETERMINISTIC per-`scale` stat dip applied to the SOURCE
|
||||
* nation of a migration flow (the nation people leave). Each scale maps to a
|
||||
* small set of signed (negative) stat deltas: the source loses population and
|
||||
* economy. No hidden randomness — the LLM picks the scale, the table decides
|
||||
* the magnitude. Military and stability are untouched by the source dip.
|
||||
*/
|
||||
export const MIGRATION_SOURCE_EFFECTS: Record<MigrationScale, Partial<Record<StatKey, number>>> = {
|
||||
small: { population: -1, economy: -1 },
|
||||
moderate: { population: -2, economy: -2 },
|
||||
large: { population: -4, economy: -3 },
|
||||
};
|
||||
|
||||
/**
|
||||
* (v0.42.0, #64) The DETERMINISTIC per-`scale` stat gain applied to the
|
||||
* DESTINATION nation of a migration flow (the nation people arrive in). Each
|
||||
* scale maps to a small set of signed (positive) stat deltas: the destination
|
||||
* gains population and economy. No hidden randomness. Military and stability
|
||||
* are untouched by the base gain (the `large`-scale stability strain is applied
|
||||
* separately, see {@link LARGE_INFLUX_STABILITY_DIP}).
|
||||
*/
|
||||
export const MIGRATION_DESTINATION_EFFECTS: Record<MigrationScale, Partial<Record<StatKey, number>>> =
|
||||
{
|
||||
small: { population: 1, economy: 1 },
|
||||
moderate: { population: 2, economy: 2 },
|
||||
large: { population: 3, economy: 3 },
|
||||
};
|
||||
|
||||
/**
|
||||
* (v0.42.0, #64) The extra STABILITY dip applied to the destination of a
|
||||
* `large`-scale influx only — a big population surge strains a society even as
|
||||
* it grows. Added on top of the base destination gain.
|
||||
*/
|
||||
export const LARGE_INFLUX_STABILITY_DIP = -2;
|
||||
|
||||
/**
|
||||
* The positive-relations ladder, strongest (most positive) to weakest
|
||||
* (least positive) — the same four non-war statuses, in the order a relation
|
||||
* moves when it is nudged TOWARD the positive end. A missing relation is
|
||||
* treated as `neutral`; `war` is never touched (a war is its own entity — a
|
||||
* population flow neither fabricates nor escalates one). The `cap` in
|
||||
* {@link shiftRelationTowardPositive} is a member of this array.
|
||||
*/
|
||||
const POSITIVE_ORDER: RelationStatus[] = ['ally', 'neutral', 'rival', 'hostile'];
|
||||
|
||||
/**
|
||||
* (v0.42.0, #64) Nudge the bilateral relation between nations `a` and `b`
|
||||
* ONE step toward the POSITIVE end (toward `ally`) of the
|
||||
* {@link POSITIVE_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 population flow neither fabricates nor
|
||||
* escalates a war — a warring pair is left exactly as it is). Mutates `state`
|
||||
* in place (the caller passes a clone — applyTurnResult does). Never throws.
|
||||
*
|
||||
* `cap` is the most-positive status the nudge may reach:
|
||||
* - `refugees` → `ally` (hosting refugees builds the strongest goodwill)
|
||||
* - `migration` / `diaspora` → `neutral` (milder ties)
|
||||
* - `exodus` → no nudge at all
|
||||
*/
|
||||
export function shiftRelationTowardPositive(
|
||||
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 = POSITIVE_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 = POSITIVE_ORDER.indexOf(s);
|
||||
if (i === -1) return 'neutral'; // defensive: unknown status
|
||||
if (i <= capIdx) return s; // already at or more positive than the cap: no change
|
||||
return POSITIVE_ORDER[i - 1]; // one step toward the positive end
|
||||
};
|
||||
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;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.42.0, #64) Validate the raw `migration` field of a turn into a safe
|
||||
* list of {@link MigrationOp}s. 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
|
||||
* `kind` (one of {@link MIGRATION_KINDS}), a known `scale` (one of
|
||||
* {@link MIGRATION_SCALES}), a non-empty `from` (the source nation, capped at
|
||||
* 200 chars), and — for every kind except `exodus` — a non-empty `to`
|
||||
* (the destination nation, capped at 200 chars); a non-empty `detail` is capped
|
||||
* at 300 chars. An op with an unknown / missing `kind`, an unknown / missing
|
||||
* `scale`, an empty `from`, or (for a non-`exodus` kind) an empty `to` is
|
||||
* dropped. Resolution of `from` / `to` to concrete nation ids happens at apply
|
||||
* time (`applyMigrationOp`), not here. A missing / malformed top-level value
|
||||
* yields `{ ops: [] }`.
|
||||
*/
|
||||
export function validateMigrationOps(raw: unknown): MigrationOp[] {
|
||||
let list: unknown[] | null = null;
|
||||
if (Array.isArray(raw)) {
|
||||
list = raw;
|
||||
} else if (raw && typeof raw === 'object') {
|
||||
const inner = (raw as Record<string, unknown>).ops;
|
||||
if (Array.isArray(inner)) list = inner;
|
||||
}
|
||||
if (!list) return [];
|
||||
const out: MigrationOp[] = [];
|
||||
for (const e of list) {
|
||||
if (!e || typeof e !== 'object') continue;
|
||||
const o = e as Record<string, unknown>;
|
||||
if (!isMigrationKind(o.kind)) continue; // unknown / missing kind: drop
|
||||
if (!isMigrationScale(o.scale)) continue; // unknown / missing scale: drop
|
||||
const from = str(o.from, 200);
|
||||
if (!from) continue; // empty / missing source: drop
|
||||
const detail = str(o.detail, 300);
|
||||
if (o.kind === 'exodus') {
|
||||
// an exodus has no destination — `to` is optional (and ignored)
|
||||
out.push({
|
||||
kind: o.kind,
|
||||
from,
|
||||
scale: o.scale,
|
||||
...(detail ? { detail } : {}),
|
||||
});
|
||||
} else {
|
||||
const to = str(o.to, 200);
|
||||
if (!to) continue; // non-exodus kind needs a destination: drop
|
||||
out.push({
|
||||
kind: o.kind,
|
||||
from,
|
||||
to,
|
||||
scale: o.scale,
|
||||
...(detail ? { detail } : {}),
|
||||
});
|
||||
}
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* Apply a set of signed stat `dips` to a nation's `stats` AND to every region
|
||||
* it owns that has a `regionStats` entry (clamped to 0–100), then re-derive
|
||||
* the nation's aggregate `stats` as the area×population-weighted median of its
|
||||
* regions — the same 0-region / no-entry guards as the hybrid / economy /
|
||||
* disasters layers, so a 0-region nation keeps its directly-mutated value and
|
||||
* the effect persists to the next turn. Mutates in place; never throws.
|
||||
*/
|
||||
function applyNationDips(
|
||||
nation: Nation,
|
||||
dips: Partial<Record<StatKey, number>>,
|
||||
regionStats: GameState['regionStats'],
|
||||
geoOf?: (key: string) => { area: number; population: number } | undefined,
|
||||
): void {
|
||||
(Object.keys(dips) as StatKey[]).forEach((k) => {
|
||||
const d = dips[k];
|
||||
if (typeof d === 'number') nation.stats[k] = clampStat(nation.stats[k] + d);
|
||||
});
|
||||
for (const key of nation.territory) {
|
||||
const rs = regionStats[key];
|
||||
if (!rs) continue; // a key with no entry is skipped
|
||||
(Object.keys(dips) as StatKey[]).forEach((k) => {
|
||||
const d = dips[k];
|
||||
if (typeof d === 'number') rs[k] = clampStat(rs[k] + d);
|
||||
});
|
||||
}
|
||||
// Re-derive the nation's aggregate stats so the effect persists (the main
|
||||
// recompute ran earlier this turn; without this the change would be washed
|
||||
// out next turn). A nation with no regionStats entry keeps its
|
||||
// directly-mutated `stats`.
|
||||
if (nation.territory.length > 0 && nation.territory.some((k) => regionStats[k])) {
|
||||
nation.stats = deriveNationStats(nation.territory, regionStats, geoOf);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.42.0, #64) Apply ONE migration / refugee 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 source drops the op.
|
||||
* 2. For every kind except `exodus`, `to` must resolve to a nation distinct
|
||||
* from `from` (a missing / unknown / ambiguous destination, or a
|
||||
* self-flow, drops the op); `exodus` has no destination and skips this.
|
||||
* Then the deterministic per-`scale` effects from
|
||||
* {@link MIGRATION_SOURCE_EFFECTS} / {@link MIGRATION_DESTINATION_EFFECTS}
|
||||
* are applied:
|
||||
* - the SOURCE nation loses population and economy (all four kinds,
|
||||
* including `exodus`) — for a non-`exodus` op this is applied only AFTER
|
||||
* the destination is validated, so a self-flow or a bad destination drops
|
||||
* the op entirely and never touches the source;
|
||||
* - for a non-`exodus` kind the DESTINATION gains population and economy,
|
||||
* and a `large` influx additionally strains its stability by
|
||||
* {@link LARGE_INFLUX_STABILITY_DIP};
|
||||
* - each affected nation's derived `stats` are re-derived afterwards (the
|
||||
* same 0-region / no-entry guards, so the effect persists);
|
||||
* - for a non-`exodus` kind the from↔to relation moves one step toward the
|
||||
* positive end of the ladder (cap `ally` for `refugees`, `neutral` for
|
||||
* `migration` / `diaspora`; a `war` relation is left untouched).
|
||||
* The op never moves territory (sole ownership is untouched) and never creates
|
||||
* or escalates a war.
|
||||
*/
|
||||
export function applyMigrationOp(
|
||||
next: GameState,
|
||||
op: MigrationOp,
|
||||
geoOf?: (key: string) => { area: number; population: number } | undefined,
|
||||
): void {
|
||||
const from = resolveNationRef(next, op.from);
|
||||
if (from === null) return; // unknown / ambiguous source: drop
|
||||
const source = next.nations[from];
|
||||
if (!source) return; // defensive: resolved id has no nation record
|
||||
|
||||
if (op.kind === 'exodus') {
|
||||
// An exodus has no destination: the source loses population and economy
|
||||
// and that is all (no gain, no relation nudge).
|
||||
applyNationDips(source, MIGRATION_SOURCE_EFFECTS[op.scale], next.regionStats, geoOf);
|
||||
return;
|
||||
}
|
||||
|
||||
// Non-exodus: resolve the destination FIRST and drop the WHOLE op (including
|
||||
// the source dip) when it is missing / unknown / ambiguous or a self-flow —
|
||||
// so a self-flow or a bad destination never touches the source.
|
||||
const to = op.to;
|
||||
if (!to) return; // defensive: a non-exodus op should always have a `to`
|
||||
const destId = resolveNationRef(next, to);
|
||||
if (destId === null || destId === from) return; // unknown / self destination: drop
|
||||
const dest = next.nations[destId];
|
||||
if (!dest) return; // defensive
|
||||
|
||||
// The source loses population and economy (every non-exodus kind reaches
|
||||
// here; the exodus path already applied its source dip and returned).
|
||||
applyNationDips(source, MIGRATION_SOURCE_EFFECTS[op.scale], next.regionStats, geoOf);
|
||||
|
||||
// The destination gains population and economy; a large influx also strains
|
||||
// its stability.
|
||||
const destDips: Partial<Record<StatKey, number>> = { ...MIGRATION_DESTINATION_EFFECTS[op.scale] };
|
||||
if (op.scale === 'large') {
|
||||
destDips.stability = (destDips.stability ?? 0) + LARGE_INFLUX_STABILITY_DIP;
|
||||
}
|
||||
applyNationDips(dest, destDips, next.regionStats, geoOf);
|
||||
|
||||
// The from↔to relation moves one step toward the positive end, capped by
|
||||
// kind (a `war` relation is left untouched by shiftRelationTowardPositive).
|
||||
const cap: RelationStatus = op.kind === 'refugees' ? 'ally' : 'neutral';
|
||||
shiftRelationTowardPositive(next, from, destId, cap);
|
||||
}
|
||||
|
||||
export const migration: Ability<'migration'> = {
|
||||
field: 'migration',
|
||||
default: () => ({ ops: [] }),
|
||||
// The low-level validator returns a bare list; the field's shape is the
|
||||
// `{ ops }` object (mirrors the historical TurnResult shape).
|
||||
validate: (raw) => ({ ops: validateMigrationOps(raw) }),
|
||||
apply: (state, data, ctx) => {
|
||||
for (const op of data.ops) {
|
||||
applyMigrationOp(state, op, ctx.geoOf);
|
||||
}
|
||||
},
|
||||
schemaLine: () =>
|
||||
' "migration": {"ops":[{"kind":"<migration|refugees|diaspora|exodus>","from":"<nation id or name>","to":"<nation id or name>","scale":"<small|moderate|large>","detail":"<short detail>"}]},',
|
||||
constraint: () =>
|
||||
'- Migration & refugees ("migration.ops") are people moving between nations this turn: a "kind" ("migration", "refugees", "diaspora", or "exodus"), a "from" (the source nation — id or name), a "to" (the destination nation — required for every kind except "exodus", which has no destination), and a "scale" (small / moderate / large). The engine applies a DETERMINISTIC effect (no hidden randomness): the source LOSES a small amount of population and economy, the destination GAINS a small amount of population and economy (a "large" influx additionally strains the destination\'s stability by 2), and the from↔to relation moves one step toward the positive end of the ally/neutral/rival/hostile ladder — capped at "ally" for "refugees" (hosting refugees builds the strongest goodwill), capped at "neutral" for "migration"/"diaspora" (milder ties), and not at all for "exodus"; the nudge never creates or escalates a "war" (a warring pair is left untouched). The layer is turn-transient (no memory): a continuing flow is simply RE-DECLARED each turn it persists. It never moves borders — sole ownership is untouched. Propose at most 1-2 per turn and narrate each one in "events" (a "social" or "diplomatic" event).',
|
||||
isMeaningful: (data) => data.ops.length > 0,
|
||||
stub: () => ({ ops: [] }),
|
||||
// The layer is turn-transient — it contributes nothing to the user payload
|
||||
// (no durable state to show the model), so the payload is always empty.
|
||||
payload: () => ({}),
|
||||
};
|
||||
@@ -12,7 +12,7 @@
|
||||
// by the disasters feature (its payload is always empty).
|
||||
//
|
||||
// 2. REGISTRY CONTRACT — the ABILITIES registry is the canonical ordered
|
||||
// list of the 9 abilities; each ability's default() equals the canonical
|
||||
// list of the 11 abilities; each ability's default() equals the canonical
|
||||
// TurnResult default for its field, is a FRESH value (never a shared
|
||||
// reference), its default is not "meaningful" while a populated value is,
|
||||
// and the registry composes (a hypothetical extra ability can be appended
|
||||
@@ -31,6 +31,7 @@ import {
|
||||
activeWarPairs,
|
||||
applyDisasterEvent,
|
||||
applyIndustryEffects,
|
||||
applyMigrationOp,
|
||||
atWar,
|
||||
buildSystemPrompt,
|
||||
buildUserPrompt,
|
||||
@@ -44,10 +45,18 @@ import {
|
||||
isDisasterType,
|
||||
isHybridOpType,
|
||||
isIndustryType,
|
||||
isMigrationKind,
|
||||
isMigrationScale,
|
||||
LARGE_INFLUX_STABILITY_DIP,
|
||||
MIGRATION_DESTINATION_EFFECTS,
|
||||
MIGRATION_KINDS,
|
||||
MIGRATION_SCALES,
|
||||
MIGRATION_SOURCE_EFFECTS,
|
||||
NEW_NATION_STATS,
|
||||
resolveNationRef,
|
||||
resolveRegionKey,
|
||||
shiftRelationTowardHostile,
|
||||
shiftRelationTowardPositive,
|
||||
syncWarRelations,
|
||||
validateDisasterEvents,
|
||||
validateEconomyOps,
|
||||
@@ -55,9 +64,18 @@ import {
|
||||
validateIdeologyOps,
|
||||
validateIndustryOps,
|
||||
validateLeaderOps,
|
||||
validateMigrationOps,
|
||||
validateNuclearOps,
|
||||
validateTakeovers,
|
||||
validateWarOps,
|
||||
validateSeaOps,
|
||||
applySeaControl,
|
||||
applySeaZoneBonuses,
|
||||
SEA_ZONE_BONUS,
|
||||
SEA_ZONES,
|
||||
SEA_ZONE_IDS,
|
||||
isSeaZoneId,
|
||||
seaZoneName,
|
||||
} from '../engine';
|
||||
import { createPresetStore } from '../presets';
|
||||
import { ABILITIES } from './index';
|
||||
@@ -71,6 +89,7 @@ import type {
|
||||
RegionResources,
|
||||
RelationStatus,
|
||||
RoundItem,
|
||||
SeaZoneClaim,
|
||||
TradeAgreement,
|
||||
} from '../../shared/types';
|
||||
import type { MarkerInfo, TurnResult, WarInfo } from '../../shared/protocol';
|
||||
@@ -144,6 +163,8 @@ const state: GameState = {
|
||||
trades: [],
|
||||
embargoes: [],
|
||||
industry: [],
|
||||
// (v0.43.0, #65) no sea-zone control on a fresh state.
|
||||
seaZones: [],
|
||||
};
|
||||
|
||||
// --- buildUserPrompt arguments: every optional branch exercised. ---
|
||||
@@ -180,6 +201,7 @@ const nationResources: Record<string, RegionResources> = {
|
||||
};
|
||||
const industryProjects: IndustryProject[] = [{ regionKey: 'a-r1', type: 'industry' }];
|
||||
const nuclear: Record<string, boolean> = { a1: true, b2: false, c3: false };
|
||||
const seaZones: SeaZoneClaim[] = [];
|
||||
|
||||
/**
|
||||
* Assert the current prompt output is byte-identical to the committed golden —
|
||||
@@ -217,6 +239,8 @@ function fullDefaultTurn(): TurnResult {
|
||||
leaders: { changes: [] },
|
||||
ideology: { changes: [] },
|
||||
disasters: { events: [] },
|
||||
migration: { ops: [] },
|
||||
sea: { control: [] },
|
||||
markers: { add: [], remove: [] },
|
||||
};
|
||||
}
|
||||
@@ -242,11 +266,15 @@ function meaningfulFor(field: AbilityField): TurnResult[AbilityField] {
|
||||
return { changes: [{ target: 'a1', to: 'democracy' }] };
|
||||
case 'disasters':
|
||||
return { events: [{ type: 'earthquake', target: 'a1', severity: 'minor' }] };
|
||||
case 'migration':
|
||||
return { ops: [{ kind: 'migration', from: 'a1', to: 'b2', scale: 'small' }] };
|
||||
case 'sea':
|
||||
return { control: [{ zone: 'pacific', by: 'a1' }] };
|
||||
}
|
||||
}
|
||||
|
||||
describe('ABILITIES registry (v0.40.0, #67)', () => {
|
||||
it('is the canonical 9-ability order (takeovers → disasters)', () => {
|
||||
it('is the canonical 11-ability order (takeovers → sea)', () => {
|
||||
expect(ABILITIES.map((a) => a.field)).toEqual([
|
||||
'takeovers',
|
||||
'wars',
|
||||
@@ -257,13 +285,15 @@ describe('ABILITIES registry (v0.40.0, #67)', () => {
|
||||
'leaders',
|
||||
'ideology',
|
||||
'disasters',
|
||||
'migration',
|
||||
'sea',
|
||||
]);
|
||||
});
|
||||
|
||||
it('lists 9 distinct fields, each a key of TurnResult', () => {
|
||||
it('lists 11 distinct fields, each a key of TurnResult', () => {
|
||||
const fields = ABILITIES.map((a) => a.field);
|
||||
expect(fields).toHaveLength(9);
|
||||
expect(new Set(fields).size).toBe(9);
|
||||
expect(fields).toHaveLength(11);
|
||||
expect(new Set(fields).size).toBe(11);
|
||||
const all = fullDefaultTurn();
|
||||
for (const f of fields) expect(f in all).toBe(true);
|
||||
});
|
||||
@@ -293,6 +323,7 @@ describe('ABILITIES registry (v0.40.0, #67)', () => {
|
||||
nationResources,
|
||||
industryProjects,
|
||||
nuclear,
|
||||
seaZones,
|
||||
),
|
||||
);
|
||||
});
|
||||
@@ -322,13 +353,13 @@ describe('ABILITIES registry (v0.40.0, #67)', () => {
|
||||
it('declares exactly the durable GameState fields the db migration must default', () => {
|
||||
const owned: string[] = [];
|
||||
for (const a of ABILITIES) if (a.stateFields) owned.push(...a.stateFields);
|
||||
expect([...owned].sort()).toEqual(['embargoes', 'industry', 'trades', 'wars']);
|
||||
expect([...owned].sort()).toEqual(['embargoes', 'industry', 'seaZones', 'trades', 'wars']);
|
||||
});
|
||||
|
||||
it('composes: a hypothetical extra ability can be appended and every uniform loop still runs', () => {
|
||||
// The registry is a plain ordered array the engine iterates uniformly. A
|
||||
// structural (field-name-agnostic) loop over the abilities — schema line,
|
||||
// constraint bullet — must keep working when a 10th ability is appended.
|
||||
// constraint bullet — must keep working when an 11th ability is appended.
|
||||
// This documents the extension point without widening the closed
|
||||
// AbilityField union.
|
||||
interface Loopable {
|
||||
@@ -347,9 +378,9 @@ describe('ABILITIES registry (v0.40.0, #67)', () => {
|
||||
'custom',
|
||||
]);
|
||||
// every uniform loop runs over all N abilities, the appended one included:
|
||||
expect(extended.map((a) => a.schemaLine())).toHaveLength(10);
|
||||
expect(extended.map((a) => a.constraint())).toHaveLength(10);
|
||||
expect(extended[9].schemaLine()).toBe(' "custom": [],');
|
||||
expect(extended.map((a) => a.schemaLine())).toHaveLength(12);
|
||||
expect(extended.map((a) => a.constraint())).toHaveLength(12);
|
||||
expect(extended[11].schemaLine()).toBe(' "custom": [],');
|
||||
});
|
||||
|
||||
it('the engine still re-exports every name its callers import from it', () => {
|
||||
@@ -388,6 +419,26 @@ describe('ABILITIES registry (v0.40.0, #67)', () => {
|
||||
DISASTER_TYPES,
|
||||
DISASTER_SEVERITIES,
|
||||
DISASTER_EFFECTS,
|
||||
// migration (v0.42.0, #64)
|
||||
validateMigrationOps,
|
||||
applyMigrationOp,
|
||||
shiftRelationTowardPositive,
|
||||
isMigrationKind,
|
||||
isMigrationScale,
|
||||
MIGRATION_KINDS,
|
||||
MIGRATION_SCALES,
|
||||
MIGRATION_SOURCE_EFFECTS,
|
||||
MIGRATION_DESTINATION_EFFECTS,
|
||||
LARGE_INFLUX_STABILITY_DIP,
|
||||
// sea (v0.43.0, #65)
|
||||
validateSeaOps,
|
||||
applySeaControl,
|
||||
applySeaZoneBonuses,
|
||||
SEA_ZONE_BONUS,
|
||||
SEA_ZONES,
|
||||
SEA_ZONE_IDS,
|
||||
isSeaZoneId,
|
||||
seaZoneName,
|
||||
};
|
||||
for (const [name, value] of Object.entries(reexported)) {
|
||||
expect(value, `engine should re-export ${name}`).toBeDefined();
|
||||
|
||||
@@ -0,0 +1,494 @@
|
||||
// Unit tests for the SEA (naval / sea control) ability (v0.43.0, #65) — the
|
||||
// modular, DURABLE LLM-ability that gives nations sole control over a fixed
|
||||
// set of 12 named sea zones: the zone is upserted in `GameState.seaZones`
|
||||
// (replace in place, contest by higher current military), and every committed
|
||||
// turn the controller earns a deterministic +1 military / +1 economy bonus
|
||||
// (clamped, mirrored to its regions, re-derived). The layer never touches
|
||||
// `territory` / `unowned` — it is fully parallel to but independent of land.
|
||||
// This is the ability's own test file (the registry's cross-cutting
|
||||
// guarantees — order, distinct fields, the system/user goldens — are covered
|
||||
// by ./registry.test.ts). The stub never proposes a sea op, so the apply path
|
||||
// is exercised here, not by the e2e suite.
|
||||
|
||||
import { describe, expect, it } from 'vitest';
|
||||
|
||||
import {
|
||||
SEA_ZONES,
|
||||
SEA_ZONE_IDS,
|
||||
applySeaControl,
|
||||
applySeaZoneBonuses,
|
||||
isSeaZoneId,
|
||||
sea,
|
||||
seaZoneName,
|
||||
validateSeaOps,
|
||||
} from './sea';
|
||||
|
||||
import type {
|
||||
GameState,
|
||||
Nation,
|
||||
NationStats,
|
||||
RegionStats,
|
||||
SeaZoneClaim,
|
||||
} from '../../shared/types';
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Fixture helpers
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/** Build a NationStats from the four canonical indices (military, economy, stability, population). */
|
||||
function NS(military: number, economy: number, stability: number, population: number): NationStats {
|
||||
return { military, economy, stability, population };
|
||||
}
|
||||
|
||||
/** Build a RegionStats from the four canonical indices. */
|
||||
function RS(military: number, economy: number, stability: number, population: number): RegionStats {
|
||||
return { military, economy, stability, population };
|
||||
}
|
||||
|
||||
/** A minimal nation: the given id/name/stats/region-key territory. */
|
||||
function mkNation(
|
||||
id: string,
|
||||
name: string,
|
||||
stats: NationStats,
|
||||
territory: string[],
|
||||
): Nation {
|
||||
return { id, name, type: 'major', stats, territory, relations: {} };
|
||||
}
|
||||
|
||||
/**
|
||||
* A minimal GameState carrying the given nations (keyed by id), per-region
|
||||
* stats, and an optional existing sea-zone list. Every other required field
|
||||
* is at its fresh-game baseline.
|
||||
*/
|
||||
function mkState(
|
||||
nations: Record<string, Nation>,
|
||||
regionStats: Record<string, RegionStats>,
|
||||
seaZones: SeaZoneClaim[] = [],
|
||||
): GameState {
|
||||
return {
|
||||
id: 'g1',
|
||||
presetId: 'test',
|
||||
presetTitle: 'Test',
|
||||
playerNationId: Object.keys(nations)[0] ?? 'a1',
|
||||
turn: 1,
|
||||
date: '1939-09-01',
|
||||
nations,
|
||||
events: [],
|
||||
pending: [],
|
||||
version: 1,
|
||||
unowned: [],
|
||||
pendingNationOps: [],
|
||||
markers: [],
|
||||
regionStats,
|
||||
wars: [],
|
||||
trades: [],
|
||||
embargoes: [],
|
||||
industry: [],
|
||||
seaZones,
|
||||
};
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// SEA_ZONES / isSeaZoneId / seaZoneName
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
describe('SEA_ZONES / SEA_ZONE_IDS / isSeaZoneId / seaZoneName', () => {
|
||||
it('exposes exactly the 12 fixed sea zones', () => {
|
||||
expect(SEA_ZONES).toHaveLength(12);
|
||||
const ids = SEA_ZONES.map((z) => z.id);
|
||||
expect(ids).toEqual([
|
||||
'north-atlantic',
|
||||
'south-atlantic',
|
||||
'pacific',
|
||||
'indian',
|
||||
'mediterranean',
|
||||
'north-sea',
|
||||
'baltic',
|
||||
'arctic',
|
||||
'black-sea',
|
||||
'gulf-mexico',
|
||||
'red-sea',
|
||||
'sargasso',
|
||||
]);
|
||||
});
|
||||
|
||||
it('SEA_ZONE_IDS is a ReadonlySet of all 12 ids', () => {
|
||||
expect(SEA_ZONE_IDS).toBeInstanceOf(Set);
|
||||
expect(SEA_ZONE_IDS.size).toBe(12);
|
||||
for (const z of SEA_ZONES) expect(SEA_ZONE_IDS.has(z.id)).toBe(true);
|
||||
});
|
||||
|
||||
it('isSeaZoneId accepts each known id and rejects unknown / non-strings', () => {
|
||||
for (const z of SEA_ZONES) expect(isSeaZoneId(z.id)).toBe(true);
|
||||
expect(isSeaZoneId('atlantic-ocean')).toBe(false);
|
||||
expect(isSeaZoneId('')).toBe(false);
|
||||
});
|
||||
|
||||
it('seaZoneName returns the human-readable name; an unknown id is returned raw', () => {
|
||||
expect(seaZoneName('pacific')).toBe('Pacific Ocean');
|
||||
expect(seaZoneName('mediterranean')).toBe('Mediterranean Sea');
|
||||
expect(seaZoneName('nope')).toBe('nope');
|
||||
});
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// validateSeaOps
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
describe('validateSeaOps', () => {
|
||||
it('accepts the { control: [...] } object shape and a bare array', () => {
|
||||
const op = { zone: 'pacific', by: 'a1' };
|
||||
expect(validateSeaOps({ control: [op] })).toEqual({ control: [op] });
|
||||
expect(validateSeaOps([op])).toEqual({ control: [op] });
|
||||
});
|
||||
|
||||
it('drops an op with an unknown / missing zone', () => {
|
||||
expect(validateSeaOps([{ zone: 'nope', by: 'a1' }])).toEqual({ control: [] });
|
||||
expect(validateSeaOps([{ by: 'a1' }])).toEqual({ control: [] });
|
||||
expect(validateSeaOps([{ zone: '', by: 'a1' }])).toEqual({ control: [] });
|
||||
});
|
||||
|
||||
it('drops an op with an empty / missing `by` (the controller)', () => {
|
||||
expect(validateSeaOps([{ zone: 'pacific', by: '' }])).toEqual({ control: [] });
|
||||
expect(validateSeaOps([{ zone: 'pacific' }])).toEqual({ control: [] });
|
||||
});
|
||||
|
||||
it('drops a non-object entry', () => {
|
||||
expect(validateSeaOps([42, 'nope', null, { zone: 'pacific', by: 'a1' }])).toEqual({
|
||||
control: [{ zone: 'pacific', by: 'a1' }],
|
||||
});
|
||||
});
|
||||
|
||||
it('a missing / malformed top-level value yields { control: [] }', () => {
|
||||
expect(validateSeaOps(undefined)).toEqual({ control: [] });
|
||||
expect(validateSeaOps(null)).toEqual({ control: [] });
|
||||
expect(validateSeaOps('nope')).toEqual({ control: [] });
|
||||
expect(validateSeaOps({ control: 'nope' })).toEqual({ control: [] });
|
||||
});
|
||||
|
||||
it('caps `zone` at 100 and `by` at 200 chars', () => {
|
||||
const longBy = 'f'.repeat(500);
|
||||
const out = validateSeaOps([{ zone: 'pacific', by: longBy }]);
|
||||
expect(out.control).toHaveLength(1);
|
||||
expect(out.control[0].by).toHaveLength(200);
|
||||
});
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// applySeaControl
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
describe('applySeaControl', () => {
|
||||
it('a single op sets a new zone claim', () => {
|
||||
const state = mkState(
|
||||
{ a1: mkNation('a1', 'Alpha', NS(80, 70, 60, 50), ['a-r1']) },
|
||||
{ 'a-r1': RS(80, 70, 60, 50) },
|
||||
);
|
||||
applySeaControl(state, [{ zone: 'pacific', by: 'a1' }]);
|
||||
expect(state.seaZones).toEqual([{ zone: 'pacific', by: 'a1' }]);
|
||||
});
|
||||
|
||||
it('replaces an existing claim in place (position preserved)', () => {
|
||||
const state = mkState(
|
||||
{
|
||||
a1: mkNation('a1', 'Alpha', NS(80, 70, 60, 50), ['a-r1']),
|
||||
b2: mkNation('b2', 'Bravo', NS(90, 40, 20, 30), ['b-r1']),
|
||||
},
|
||||
{ 'a-r1': RS(80, 70, 60, 50), 'b-r1': RS(90, 40, 20, 30) },
|
||||
[
|
||||
{ zone: 'pacific', by: 'a1' },
|
||||
{ zone: 'indian', by: 'b2' },
|
||||
],
|
||||
);
|
||||
// b2 now claims pacific — the pacific claim moves to b2 but stays at index 0
|
||||
applySeaControl(state, [{ zone: 'pacific', by: 'b2' }]);
|
||||
expect(state.seaZones).toEqual([
|
||||
{ zone: 'pacific', by: 'b2' },
|
||||
{ zone: 'indian', by: 'b2' },
|
||||
]);
|
||||
});
|
||||
|
||||
it('appends a new zone after existing claims', () => {
|
||||
const state = mkState(
|
||||
{ a1: mkNation('a1', 'Alpha', NS(80, 70, 60, 50), ['a-r1']) },
|
||||
{ 'a-r1': RS(80, 70, 60, 50) },
|
||||
[{ zone: 'pacific', by: 'a1' }],
|
||||
);
|
||||
applySeaControl(state, [{ zone: 'arctic', by: 'a1' }]);
|
||||
expect(state.seaZones).toEqual([
|
||||
{ zone: 'pacific', by: 'a1' },
|
||||
{ zone: 'arctic', by: 'a1' },
|
||||
]);
|
||||
});
|
||||
|
||||
it('a contest: the higher current military wins', () => {
|
||||
const state = mkState(
|
||||
{
|
||||
a1: mkNation('a1', 'Alpha', NS(80, 70, 60, 50), ['a-r1']),
|
||||
b2: mkNation('b2', 'Bravo', NS(90, 40, 20, 30), ['b-r1']),
|
||||
},
|
||||
{ 'a-r1': RS(80, 70, 60, 50), 'b-r1': RS(90, 40, 20, 30) },
|
||||
);
|
||||
// b2 has higher military (90 > 80) → b2 wins
|
||||
applySeaControl(state, [
|
||||
{ zone: 'pacific', by: 'a1' },
|
||||
{ zone: 'pacific', by: 'b2' },
|
||||
]);
|
||||
expect(state.seaZones).toEqual([{ zone: 'pacific', by: 'b2' }]);
|
||||
});
|
||||
|
||||
it('a contest tie: the earlier-listed op wins', () => {
|
||||
const state = mkState(
|
||||
{
|
||||
a1: mkNation('a1', 'Alpha', NS(50, 50, 50, 50), ['a-r1']),
|
||||
b2: mkNation('b2', 'Bravo', NS(50, 50, 50, 50), ['b-r1']),
|
||||
},
|
||||
{ 'a-r1': RS(50, 50, 50, 50), 'b-r1': RS(50, 50, 50, 50) },
|
||||
);
|
||||
// equal military (50 == 50) → a1 wins (listed first)
|
||||
applySeaControl(state, [
|
||||
{ zone: 'pacific', by: 'a1' },
|
||||
{ zone: 'pacific', by: 'b2' },
|
||||
]);
|
||||
expect(state.seaZones).toEqual([{ zone: 'pacific', by: 'a1' }]);
|
||||
});
|
||||
|
||||
it('two ops for the same nation on the same zone: a single claim (no contest)', () => {
|
||||
const state = mkState(
|
||||
{ a1: mkNation('a1', 'Alpha', NS(80, 70, 60, 50), ['a-r1']) },
|
||||
{ 'a-r1': RS(80, 70, 60, 50) },
|
||||
);
|
||||
applySeaControl(state, [
|
||||
{ zone: 'pacific', by: 'a1' },
|
||||
{ zone: 'pacific', by: 'a1' },
|
||||
]);
|
||||
expect(state.seaZones).toEqual([{ zone: 'pacific', by: 'a1' }]);
|
||||
});
|
||||
|
||||
it('resolves `by` by unique name (not just id)', () => {
|
||||
const state = mkState(
|
||||
{ a1: mkNation('a1', 'Alpha', NS(80, 70, 60, 50), ['a-r1']) },
|
||||
{ 'a-r1': RS(80, 70, 60, 50) },
|
||||
);
|
||||
applySeaControl(state, [{ zone: 'pacific', by: 'Alpha' }]);
|
||||
expect(state.seaZones).toEqual([{ zone: 'pacific', by: 'a1' }]);
|
||||
});
|
||||
|
||||
it('an unresolvable `by` is dropped; if all ops on a zone drop, the zone is untouched', () => {
|
||||
const state = mkState(
|
||||
{ a1: mkNation('a1', 'Alpha', NS(80, 70, 60, 50), ['a-r1']) },
|
||||
{ 'a-r1': RS(80, 70, 60, 50) },
|
||||
[{ zone: 'pacific', by: 'a1' }],
|
||||
);
|
||||
// ghost does not exist → dropped; pacific stays as a1
|
||||
applySeaControl(state, [{ zone: 'pacific', by: 'ghost' }]);
|
||||
expect(state.seaZones).toEqual([{ zone: 'pacific', by: 'a1' }]);
|
||||
|
||||
// a NEW zone with only an unresolvable op → zone not added
|
||||
applySeaControl(state, [{ zone: 'arctic', by: 'ghost' }]);
|
||||
expect(state.seaZones).toEqual([{ zone: 'pacific', by: 'a1' }]);
|
||||
});
|
||||
|
||||
it('an ambiguous name (two nations share it) drops the op', () => {
|
||||
const state = mkState(
|
||||
{
|
||||
a1: mkNation('a1', 'Twin', NS(80, 70, 60, 50), ['a-r1']),
|
||||
a2: mkNation('a2', 'Twin', NS(20, 20, 20, 20), ['a-r2']),
|
||||
},
|
||||
{ 'a-r1': RS(80, 70, 60, 50), 'a-r2': RS(20, 20, 20, 20) },
|
||||
);
|
||||
applySeaControl(state, [{ zone: 'pacific', by: 'Twin' }]);
|
||||
// ambiguous → dropped
|
||||
expect(state.seaZones).toEqual([]);
|
||||
});
|
||||
|
||||
it('never touches `territory` or `unowned`', () => {
|
||||
const state = mkState(
|
||||
{
|
||||
a1: mkNation('a1', 'Alpha', NS(80, 70, 60, 50), ['a-r1']),
|
||||
b2: mkNation('b2', 'Bravo', NS(90, 40, 20, 30), ['b-r1']),
|
||||
},
|
||||
{ 'a-r1': RS(80, 70, 60, 50), 'b-r1': RS(90, 40, 20, 30) },
|
||||
);
|
||||
applySeaControl(state, [
|
||||
{ zone: 'pacific', by: 'a1' },
|
||||
{ zone: 'pacific', by: 'b2' },
|
||||
]);
|
||||
expect(state.nations.a1.territory).toEqual(['a-r1']);
|
||||
expect(state.nations.b2.territory).toEqual(['b-r1']);
|
||||
expect(state.unowned).toEqual([]);
|
||||
});
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// applySeaZoneBonuses
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
describe('applySeaZoneBonuses', () => {
|
||||
it('a controller earns +1 military and +1 economy (clamped, mirrored, re-derived)', () => {
|
||||
const state = mkState(
|
||||
{ a1: mkNation('a1', 'Alpha', NS(50, 50, 50, 50), ['a-r1']) },
|
||||
{ 'a-r1': RS(50, 50, 50, 50) },
|
||||
[{ zone: 'pacific', by: 'a1' }],
|
||||
);
|
||||
applySeaZoneBonuses(state);
|
||||
// +1 to both military and economy, mirrored to the region, re-derived
|
||||
// (single region → re-derive gives back the region's value)
|
||||
expect(state.nations.a1.stats).toEqual(NS(51, 51, 50, 50));
|
||||
expect(state.regionStats['a-r1']).toEqual(RS(51, 51, 50, 50));
|
||||
});
|
||||
|
||||
it('clamps to 0 and 100', () => {
|
||||
// military at 99 → 100; economy at 1 → 2
|
||||
const state = mkState(
|
||||
{ a1: mkNation('a1', 'Alpha', NS(99, 1, 50, 50), ['a-r1']) },
|
||||
{ 'a-r1': RS(99, 1, 50, 50) },
|
||||
[{ zone: 'pacific', by: 'a1' }],
|
||||
);
|
||||
applySeaZoneBonuses(state);
|
||||
expect(state.nations.a1.stats.military).toBe(100);
|
||||
expect(state.nations.a1.stats.economy).toBe(2);
|
||||
});
|
||||
|
||||
it('a nation controlling several zones stacks the bonus', () => {
|
||||
const state = mkState(
|
||||
{ a1: mkNation('a1', 'Alpha', NS(50, 50, 50, 50), ['a-r1']) },
|
||||
{ 'a-r1': RS(50, 50, 50, 50) },
|
||||
[
|
||||
{ zone: 'pacific', by: 'a1' },
|
||||
{ zone: 'indian', by: 'a1' },
|
||||
],
|
||||
);
|
||||
applySeaZoneBonuses(state);
|
||||
// +2 to both (one per zone)
|
||||
expect(state.nations.a1.stats).toEqual(NS(52, 52, 50, 50));
|
||||
});
|
||||
|
||||
it('a 0-region nation keeps its directly-mutated stats (no re-derive)', () => {
|
||||
const state = mkState(
|
||||
{ a1: mkNation('a1', 'Alpha', NS(50, 50, 50, 50), []) },
|
||||
{},
|
||||
[{ zone: 'pacific', by: 'a1' }],
|
||||
);
|
||||
applySeaZoneBonuses(state);
|
||||
// direct mutation, no re-derive (no regions)
|
||||
expect(state.nations.a1.stats).toEqual(NS(51, 51, 50, 50));
|
||||
});
|
||||
|
||||
it('a stale controller (nation no longer in `nations`) is skipped; the claim is kept', () => {
|
||||
// Build a state where the claim references a nation id that is not in `nations`
|
||||
const state = mkState(
|
||||
{ a1: mkNation('a1', 'Alpha', NS(50, 50, 50, 50), ['a-r1']) },
|
||||
{ 'a-r1': RS(50, 50, 50, 50) },
|
||||
[{ zone: 'pacific', by: 'ghost' }],
|
||||
);
|
||||
applySeaZoneBonuses(state);
|
||||
// ghost is not in nations → skipped; a1 is unaffected
|
||||
expect(state.nations.a1.stats).toEqual(NS(50, 50, 50, 50));
|
||||
// the claim is kept (not removed)
|
||||
expect(state.seaZones).toEqual([{ zone: 'pacific', by: 'ghost' }]);
|
||||
});
|
||||
|
||||
it('an empty seaZones list is a no-op', () => {
|
||||
const state = mkState(
|
||||
{ a1: mkNation('a1', 'Alpha', NS(50, 50, 50, 50), ['a-r1']) },
|
||||
{ 'a-r1': RS(50, 50, 50, 50) },
|
||||
[],
|
||||
);
|
||||
applySeaZoneBonuses(state);
|
||||
expect(state.nations.a1.stats).toEqual(NS(50, 50, 50, 50));
|
||||
});
|
||||
|
||||
it('never touches `territory` or `unowned`', () => {
|
||||
const state = mkState(
|
||||
{ a1: mkNation('a1', 'Alpha', NS(50, 50, 50, 50), ['a-r1']) },
|
||||
{ 'a-r1': RS(50, 50, 50, 50) },
|
||||
[{ zone: 'pacific', by: 'a1' }],
|
||||
);
|
||||
applySeaZoneBonuses(state);
|
||||
expect(state.nations.a1.territory).toEqual(['a-r1']);
|
||||
expect(state.unowned).toEqual([]);
|
||||
});
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// The Ability object contract
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
describe('sea ability', () => {
|
||||
it('owns the "sea" field; default() is a fresh empty { control: [] }', () => {
|
||||
expect(sea.field).toBe('sea');
|
||||
expect(sea.default()).toEqual({ control: [] });
|
||||
expect(sea.default()).not.toBe(sea.default());
|
||||
});
|
||||
|
||||
it('default() is not meaningful; a populated value is', () => {
|
||||
expect(sea.isMeaningful(sea.default())).toBe(false);
|
||||
expect(sea.isMeaningful({ control: [{ zone: 'pacific', by: 'a1' }] })).toBe(true);
|
||||
});
|
||||
|
||||
it('validate() wraps the validator into the SeaOps shape', () => {
|
||||
expect(sea.validate([{ zone: 'pacific', by: 'a1' }])).toEqual({
|
||||
control: [{ zone: 'pacific', by: 'a1' }],
|
||||
});
|
||||
expect(sea.validate(undefined)).toEqual({ control: [] });
|
||||
});
|
||||
|
||||
it('the stub value equals default() (the stub never proposes a sea op)', () => {
|
||||
expect(sea.stub()).toEqual({ control: [] });
|
||||
});
|
||||
|
||||
it('stateFields is [seaZones] (the durable GameState field)', () => {
|
||||
expect(sea.stateFields).toEqual(['seaZones']);
|
||||
});
|
||||
|
||||
it('payload() emits seaZones (even when empty / undefined)', () => {
|
||||
expect(sea.payload({ seaZones: [] } as never)).toEqual({ seaZones: [] });
|
||||
expect(sea.payload({} as never)).toEqual({ seaZones: [] });
|
||||
expect(sea.payload({ seaZones: [{ zone: 'pacific', by: 'a1' }] } as never)).toEqual({
|
||||
seaZones: [{ zone: 'pacific', by: 'a1' }],
|
||||
});
|
||||
});
|
||||
|
||||
it('apply() runs the ops then the per-turn bonus (no throw on a bad ref)', () => {
|
||||
const state = mkState(
|
||||
{
|
||||
a1: mkNation('a1', 'Alpha', NS(50, 50, 50, 50), ['a-r1']),
|
||||
b2: mkNation('b2', 'Bravo', NS(80, 40, 20, 30), ['b-r1']),
|
||||
},
|
||||
{ 'a-r1': RS(50, 50, 50, 50), 'b-r1': RS(80, 40, 20, 30) },
|
||||
);
|
||||
const ctx = { previous: state, actingTurn: state.turn };
|
||||
sea.apply(
|
||||
state,
|
||||
{
|
||||
control: [
|
||||
{ zone: 'pacific', by: 'a1' },
|
||||
{ zone: 'pacific', by: 'b2' },
|
||||
// an unresolvable ref — must be dropped, not throw
|
||||
{ zone: 'arctic', by: 'ghost' },
|
||||
],
|
||||
},
|
||||
ctx,
|
||||
);
|
||||
// contest: b2 (military 80) beats a1 (military 50) → b2 controls pacific
|
||||
expect(state.seaZones).toEqual([{ zone: 'pacific', by: 'b2' }]);
|
||||
// b2 gets the +1/+1 bonus (it controls pacific)
|
||||
expect(state.nations.b2.stats).toEqual(NS(81, 41, 20, 30));
|
||||
// a1 is unaffected
|
||||
expect(state.nations.a1.stats).toEqual(NS(50, 50, 50, 50));
|
||||
});
|
||||
|
||||
it('apply() with an empty control still applies the per-turn bonus to existing claims', () => {
|
||||
const state = mkState(
|
||||
{ a1: mkNation('a1', 'Alpha', NS(50, 50, 50, 50), ['a-r1']) },
|
||||
{ 'a-r1': RS(50, 50, 50, 50) },
|
||||
[{ zone: 'pacific', by: 'a1' }],
|
||||
);
|
||||
const ctx = { previous: state, actingTurn: state.turn };
|
||||
sea.apply(state, { control: [] }, ctx);
|
||||
// no new claims, but the existing claim's controller earns the bonus
|
||||
expect(state.seaZones).toEqual([{ zone: 'pacific', by: 'a1' }]);
|
||||
expect(state.nations.a1.stats).toEqual(NS(51, 51, 50, 50));
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,210 @@
|
||||
// The SEA (naval / sea control) ability (v0.43.0, #65) as a modular
|
||||
// LLM-ability (v0.40.0, #67) — the naval layer, fully parallel to but
|
||||
// INDEPENDENT of land. The world has a fixed set of 12 named SEA ZONES
|
||||
// (`SEA_ZONES` in shared/protocol.ts); each is under the SOLE CONTROL of at
|
||||
// most one nation. Controlling a sea zone never moves land (`territory` /
|
||||
// `unowned` are untouched) and moving land never touches a sea zone.
|
||||
//
|
||||
// Each turn the LLM declares `sea.control` ops — one op names the zone and
|
||||
// the nation that (now) controls it. The engine resolves `by` (id first, then
|
||||
// a case-insensitive unique name, via the shared `resolveNationRef`) and
|
||||
// UPSERTS the zone's claim in `GameState.seaZones` (replace in place if the
|
||||
// zone is already claimed, append if new). If two or more ops this turn claim
|
||||
// the SAME zone for DIFFERENT resolved nations, the zone is CONTESTED: the
|
||||
// higher current `stats.military` wins (a tie goes to the op listed earlier in
|
||||
// the `control` array) — deterministic, no hidden randomness. An unresolvable
|
||||
// `by` is dropped (never thrown).
|
||||
//
|
||||
// Every committed turn — INCLUDING a turn with an empty `control` — each
|
||||
// existing claim's controller earns a small DETERMINISTIC bonus
|
||||
// (`SEA_ZONE_BONUS = 1` military + 1 economy, clamped to 0–100, mirrored to
|
||||
// the controller's regions and re-derived with the same 0-region / no-entry
|
||||
// guards as the economy / migration layers); a claim whose nation no longer
|
||||
// exists is skipped (the claim is kept, never thrown). The layer is DURABLE
|
||||
// (unlike the turn-transient hybrid / disasters / migration layers):
|
||||
// `GameState.seaZones` persists across turns and in SQLite, and the user
|
||||
// payload always carries the current `seaZones` list (even when empty).
|
||||
|
||||
import {
|
||||
clampStat,
|
||||
deriveNationStats,
|
||||
isSeaZoneId,
|
||||
} from '../../shared/protocol';
|
||||
export { SEA_ZONES, SEA_ZONE_IDS, isSeaZoneId, seaZoneName } from '../../shared/protocol';
|
||||
import type { SeaControlOp, SeaOps } from '../../shared/protocol';
|
||||
import type { GameState, Nation } from '../../shared/types';
|
||||
import { resolveNationRef, str } from './shared';
|
||||
import type { Ability } from './types';
|
||||
|
||||
/**
|
||||
* (v0.43.0, #65) The DETERMINISTIC per-turn bonus each sea-zone controller
|
||||
* earns (applied to BOTH `military` and `economy`, clamped to 0–100, mirrored
|
||||
* to the controller's regions, and re-derived with the same 0-region /
|
||||
* no-entry guards as the economy / migration layers). No hidden randomness.
|
||||
*/
|
||||
export const SEA_ZONE_BONUS = 1;
|
||||
|
||||
/**
|
||||
* (v0.43.0, #65) Validate the raw `sea` field of a turn into a safe
|
||||
* {@link SeaOps}. Defensive like the rest of the parser — never throws. The
|
||||
* raw value may be the object `{ control: [...] }` (the TurnResult shape) or
|
||||
* a bare array (be lenient about either). Each op needs a valid `zone` (one of
|
||||
* {@link SEA_ZONES}) and a non-empty `by` (the controlling nation's id or
|
||||
* unique name, capped at 200 chars). An op with an unknown / missing `zone` or
|
||||
* an empty / missing `by` is dropped. Resolution of `by` to a concrete nation
|
||||
* id happens at apply time (`applySeaControl`), not here. A missing /
|
||||
* malformed top-level value yields `{ control: [] }`.
|
||||
*/
|
||||
export function validateSeaOps(raw: unknown): SeaOps {
|
||||
const out: SeaOps = { control: [] };
|
||||
let list: unknown[] | null = null;
|
||||
if (Array.isArray(raw)) {
|
||||
list = raw;
|
||||
} else if (raw && typeof raw === 'object') {
|
||||
const inner = (raw as Record<string, unknown>).control;
|
||||
if (Array.isArray(inner)) list = inner;
|
||||
}
|
||||
if (!list) return out;
|
||||
for (const e of list) {
|
||||
if (!e || typeof e !== 'object') continue;
|
||||
const o = e as Record<string, unknown>;
|
||||
const zone = str(o.zone, 100);
|
||||
if (!zone || !isSeaZoneId(zone)) continue; // unknown / missing zone: drop
|
||||
const by = str(o.by, 200);
|
||||
if (!by) continue; // empty / missing controller: drop
|
||||
out.control.push({ zone, by });
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.43.0, #65) Upsert the turn's sea-control ops into `next.seaZones`,
|
||||
* mutating in place and never throwing. Each op's `by` is resolved against the
|
||||
* CURRENT state (id first, then a case-insensitive unique name) — an
|
||||
* unresolvable ref is dropped. Per zone (in first-appearance order): a single
|
||||
* surviving op SETS or REPLACES the zone's controller (replace the existing
|
||||
* entry in place — preserving its position — or append a new one); two or
|
||||
* more surviving ops on the same zone for DIFFERENT resolved nations make the
|
||||
* zone CONTESTED — the higher current `stats.military` wins (a tie goes to the
|
||||
* op listed earlier in the `control` array), and the winner becomes the
|
||||
* controller. A zone whose ops all resolve to the same nation is simply (re-)
|
||||
* set to that nation. Sea control never touches `territory` / `unowned`.
|
||||
*/
|
||||
export function applySeaControl(next: GameState, ops: SeaControlOp[]): void {
|
||||
// Group the ops by zone, keeping the original (first-appearance) order of
|
||||
// zones and each zone's ops (so the contest tie-break "earlier in the
|
||||
// control array" is well-defined).
|
||||
const byZone = new Map<string, { index: number; by: string }[]>();
|
||||
ops.forEach((op, index) => {
|
||||
const list = byZone.get(op.zone) ?? [];
|
||||
list.push({ index, by: op.by });
|
||||
byZone.set(op.zone, list);
|
||||
});
|
||||
|
||||
for (const [zone, list] of byZone) {
|
||||
// Resolve each op's `by`; an unresolvable ref is dropped (the zone is
|
||||
// still decided by the ops that do resolve).
|
||||
const resolved = list
|
||||
.map(({ index, by }) => ({ index, id: resolveNationRef(next, by) }))
|
||||
.filter((r): r is { index: number; id: string } => r.id !== null);
|
||||
if (resolved.length === 0) continue; // nothing resolved: zone untouched
|
||||
|
||||
// Contest: the highest current `stats.military` wins; a strict `>` keeps
|
||||
// the EARLIER-listed op on a tie (the list is in control-array order).
|
||||
let winner = resolved[0];
|
||||
for (const r of resolved) {
|
||||
const mw = next.nations[winner.id]?.stats.military ?? 0;
|
||||
const mr = next.nations[r.id]?.stats.military ?? 0;
|
||||
if (mr > mw) winner = r;
|
||||
}
|
||||
|
||||
const existing = next.seaZones.find((c) => c.zone === zone);
|
||||
if (existing) {
|
||||
existing.by = winner.id; // replace in place (position preserved)
|
||||
} else {
|
||||
next.seaZones.push({ zone, by: winner.id });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.43.0, #65) The per-turn sea bonus, applied EVERY committed turn (not
|
||||
* just to this turn's claims): each entry of `next.seaZones` grants its
|
||||
* controller `SEA_ZONE_BONUS` military + `SEA_ZONE_BONUS` economy (clamped
|
||||
* to 0–100, mirrored to every region the nation owns, then the nation's
|
||||
* derived `stats` re-derived — the same 0-region / no-entry guards as the
|
||||
* economy / migration layers, so a 0-region nation keeps its directly-mutated
|
||||
* value). A nation controlling several zones stacks the bonus; a claim whose
|
||||
* nation no longer exists (removed by a merge / split this turn) is skipped —
|
||||
* the claim is kept, never thrown. Never throws.
|
||||
*/
|
||||
export function applySeaZoneBonuses(
|
||||
next: GameState,
|
||||
geoOf?: (key: string) => { area: number; population: number } | undefined,
|
||||
): void {
|
||||
if (next.seaZones.length === 0) return;
|
||||
|
||||
// nation id -> {military, economy} delta (claims for the same nation stack).
|
||||
const delta = new Map<string, { military: number; economy: number }>();
|
||||
for (const c of next.seaZones) {
|
||||
const d = delta.get(c.by) ?? { military: 0, economy: 0 };
|
||||
d.military += SEA_ZONE_BONUS;
|
||||
d.economy += SEA_ZONE_BONUS;
|
||||
delta.set(c.by, d);
|
||||
}
|
||||
|
||||
const applyNation = (n: Nation, d: { military: number; economy: number }): void => {
|
||||
(['military', 'economy'] as const).forEach((k) => {
|
||||
n.stats[k] = clampStat(n.stats[k] + d[k]);
|
||||
});
|
||||
for (const key of n.territory) {
|
||||
const rs = next.regionStats[key];
|
||||
if (!rs) continue; // a key with no entry is skipped
|
||||
(['military', 'economy'] as const).forEach((k) => {
|
||||
rs[k] = clampStat(rs[k] + d[k]);
|
||||
});
|
||||
}
|
||||
// Re-derive the nation's aggregate stats so the effect persists (the main
|
||||
// recompute ran earlier this turn; without this the change would be washed
|
||||
// out next turn). A nation with no regionStats entry keeps its
|
||||
// directly-mutated `stats`.
|
||||
if (n.territory.length > 0 && n.territory.some((k) => next.regionStats[k])) {
|
||||
n.stats = deriveNationStats(n.territory, next.regionStats, geoOf);
|
||||
}
|
||||
};
|
||||
|
||||
for (const [id, d] of delta) {
|
||||
const n = next.nations[id];
|
||||
if (!n) continue; // a nation removed this turn: the bonus is dropped (claim kept)
|
||||
applyNation(n, d);
|
||||
}
|
||||
}
|
||||
|
||||
export const sea: Ability<'sea'> = {
|
||||
field: 'sea',
|
||||
default: () => ({ control: [] }),
|
||||
validate: (raw) => validateSeaOps(raw),
|
||||
apply: (state, data, ctx) => {
|
||||
// (1) APPLY OPS: this turn's control ops upsert `GameState.seaZones`
|
||||
// (a single op sets/replaces the zone's controller; a same-zone
|
||||
// contest goes to the higher current `stats.military`, a tie to the
|
||||
// earlier-listed op).
|
||||
// (2) PER-TURN BONUS: EVERY committed turn — including this one, and
|
||||
// including turns with an empty `control` — each existing claim's
|
||||
// controller earns the deterministic military/economy bonus, so a
|
||||
// zone that stays held keeps paying out.
|
||||
applySeaControl(state, data.control);
|
||||
applySeaZoneBonuses(state, ctx.geoOf);
|
||||
},
|
||||
schemaLine: () =>
|
||||
' "sea": {"control":[{"zone":"<seaZoneId>","by":"<nation id or name>"}]},',
|
||||
constraint: () =>
|
||||
'- Sea control ("sea") is the naval layer, fully parallel to but INDEPENDENT of land: each of the 12 fixed sea zones — "north-atlantic" (North Atlantic), "south-atlantic" (South Atlantic), "pacific" (Pacific Ocean), "indian" (Indian Ocean), "mediterranean" (Mediterranean Sea), "north-sea" (North Sea), "baltic" (Baltic Sea), "arctic" (Arctic Ocean), "black-sea" (Black Sea), "gulf-mexico" (Gulf of Mexico), "red-sea" (Red Sea), "sargasso" (Sargasso Sea) — is under the SOLE control of at most one nation. A control op ({"zone":"<id>","by":"<nation>"}) sets or replaces that zone\'s controller (the user message\'s "seaZones" field lists who controls what now); if two or more ops this turn claim the SAME zone for DIFFERENT nations, the zone is CONTESTED and the higher current "military" wins (a tie goes to the earlier-listed op). Every committed turn each zone\'s controller earns a small deterministic +1 military and +1 economy. Sea control NEVER moves land (no territory changes) — it is a parallel track. Propose at most 1-2 claims per turn and narrate each one in "events" (a "military" or "diplomatic" event).',
|
||||
isMeaningful: (data) => data.control.length > 0,
|
||||
stateFields: ['seaZones'],
|
||||
stub: () => ({ control: [] }),
|
||||
// Sea control is DURABLE (unlike the turn-transient hybrid / disasters /
|
||||
// migration layers): the user payload ALWAYS carries the current `seaZones`
|
||||
// list (even when empty) so the model knows who controls which zone.
|
||||
payload: (ctx) => ({ seaZones: ctx.seaZones ?? [] }),
|
||||
};
|
||||
@@ -12,16 +12,17 @@ import type {
|
||||
IndustryProject,
|
||||
RegionResources,
|
||||
RelationStatus,
|
||||
SeaZoneClaim,
|
||||
TradeAgreement,
|
||||
} from '../../shared/types';
|
||||
import type { MarkerInfo, TurnResult, WarInfo } from '../../shared/protocol';
|
||||
|
||||
/**
|
||||
* The 9 per-feature LLM abilities a turn can exercise, by the `TurnResult`
|
||||
* The 11 per-feature LLM abilities a turn can exercise, by the `TurnResult`
|
||||
* field each one owns. This is the closed universe the ordered `ABILITIES`
|
||||
* registry (./index.ts) is built from: a turn's world changes are exactly the
|
||||
* core engine effects (events / stats / territory / no-man's-land / nation-ops
|
||||
* / markers) plus, in order, these nine abilities.
|
||||
* / markers) plus, in order, these eleven abilities.
|
||||
*/
|
||||
export type AbilityField =
|
||||
| 'takeovers'
|
||||
@@ -32,7 +33,9 @@ export type AbilityField =
|
||||
| 'nuclear'
|
||||
| 'leaders'
|
||||
| 'ideology'
|
||||
| 'disasters';
|
||||
| 'disasters'
|
||||
| 'migration'
|
||||
| 'sea';
|
||||
|
||||
/**
|
||||
* Everything a single ability's `apply` may need from the surrounding turn.
|
||||
@@ -88,6 +91,7 @@ export interface UserPromptCtx {
|
||||
readonly embargoes?: Embargo[];
|
||||
readonly nationResources?: Record<string, RegionResources>;
|
||||
readonly industryProjects?: IndustryProject[];
|
||||
readonly seaZones?: SeaZoneClaim[];
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -38,6 +38,8 @@ function makeState(id: string): GameState {
|
||||
embargoes: [],
|
||||
// (v0.36.0, #59) no industry projects.
|
||||
industry: [],
|
||||
// (v0.43.0, #65) no sea-zone control on a fresh state.
|
||||
seaZones: [],
|
||||
};
|
||||
}
|
||||
|
||||
@@ -244,6 +246,17 @@ describe('openDb', () => {
|
||||
db.close();
|
||||
});
|
||||
|
||||
it('(v0.43.0 #65) a legacy row saved before the seaZones field existed loads with it defaulted to []', () => {
|
||||
const db = openDb(':memory:');
|
||||
const legacy = makeState('legacy');
|
||||
delete (legacy as { seaZones?: unknown[] }).seaZones; // a pre-v0.43 save (field absent)
|
||||
db.save(legacy);
|
||||
const loaded = db.load('legacy');
|
||||
expect(loaded).not.toBeNull();
|
||||
expect(loaded!.seaZones).toEqual([]);
|
||||
db.close();
|
||||
});
|
||||
|
||||
it('delete removes a game by id and reports absence otherwise', () => {
|
||||
const db = openDb(':memory:');
|
||||
db.save(makeState('a'));
|
||||
|
||||
+44
-38
@@ -133,6 +133,8 @@ function baseState(): GameState {
|
||||
embargoes: [],
|
||||
// (v0.36.0, #59) no industry projects on a fresh state.
|
||||
industry: [],
|
||||
// (v0.43.0, #65) no sea-zone control on a fresh state.
|
||||
seaZones: [],
|
||||
};
|
||||
}
|
||||
|
||||
@@ -570,7 +572,7 @@ describe('validateNationOps (v0.23 #16 P4a)', () => {
|
||||
relations: [],
|
||||
territoryChanges: [],
|
||||
unowned: [],
|
||||
nationOps: [{ kind: 'rename', nationRef: 'France', to: 'French Republic' }], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
nationOps: [{ kind: 'rename', nationRef: 'France', to: 'French Republic' }], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
});
|
||||
expect(withOps).not.toBeNull();
|
||||
expect(withOps!.nationOps).toEqual([{ kind: 'rename', nationRef: 'France', to: 'French Republic' }]);
|
||||
@@ -592,7 +594,7 @@ describe('applyTurnResult (nation-op proposals, v0.23 #16 P4a)', () => {
|
||||
relations: [],
|
||||
territoryChanges: [],
|
||||
unowned: [],
|
||||
nationOps: [{ kind: 'rename', nationRef: 'de', to: 'Reich' }], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
nationOps: [{ kind: 'rename', nationRef: 'de', to: 'Reich' }], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
});
|
||||
expect(next.nations.de.name).toBe('DE'); // still the old name
|
||||
expect(next.pendingNationOps).toEqual([{ kind: 'rename', nationRef: 'de', to: 'Reich' }]);
|
||||
@@ -613,7 +615,7 @@ describe('applyTurnResult (nation-op proposals, v0.23 #16 P4a)', () => {
|
||||
relations: [],
|
||||
territoryChanges: [],
|
||||
unowned: [],
|
||||
nationOps: [{ kind: 'rename', nationRef: 'us', to: 'USA' }], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] }, // new proposal this turn
|
||||
nationOps: [{ kind: 'rename', nationRef: 'us', to: 'USA' }], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] }, // new proposal this turn
|
||||
});
|
||||
expect(next.pendingNationOps).toEqual([
|
||||
{ kind: 'rename', nationRef: 'de', to: 'Reich' }, // the old one survived
|
||||
@@ -632,7 +634,7 @@ describe('applyTurnResult (nation-op proposals, v0.23 #16 P4a)', () => {
|
||||
relations: [],
|
||||
territoryChanges: [],
|
||||
unowned: [],
|
||||
nationOps: [{ kind: 'rename', nationRef: 'de', to: 'Reich' }], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
nationOps: [{ kind: 'rename', nationRef: 'de', to: 'Reich' }], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
});
|
||||
expect(next.pendingNationOps).toEqual([{ kind: 'rename', nationRef: 'de', to: 'Reich' }]);
|
||||
});
|
||||
@@ -1089,7 +1091,7 @@ describe('applyTurnResult', () => {
|
||||
relations: [],
|
||||
territoryChanges: [],
|
||||
unowned: [],
|
||||
nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
};
|
||||
applyTurnResult(state, result);
|
||||
expect(JSON.stringify(state)).toBe(snapshot);
|
||||
@@ -1106,7 +1108,7 @@ describe('applyTurnResult', () => {
|
||||
relations: [],
|
||||
territoryChanges: [],
|
||||
unowned: [],
|
||||
nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
};
|
||||
const next = applyTurnResult(state, result);
|
||||
expect(next.pending).toEqual([]);
|
||||
@@ -1129,7 +1131,7 @@ describe('applyTurnResult', () => {
|
||||
// is not a real key at all. Both are proposed as a gain by DE.
|
||||
territoryChanges: [{ nation: 'de', gain: ['wales-bbbb', 'not-a-region-xyz'], lose: [] }],
|
||||
unowned: [],
|
||||
nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
};
|
||||
const next = applyTurnResult(state, result, new Set(['wales-bbbb']));
|
||||
// the valid key was gained (taken from its sole previous owner); the bogus one was ignored
|
||||
@@ -1155,7 +1157,7 @@ describe('applyTurnResult', () => {
|
||||
// released (not in state.unowned), so it does not enter GameState.unowned.
|
||||
territoryChanges: [{ nation: 'de', gain: ['POL', 'wales-bbbb'], lose: [] }],
|
||||
unowned: [],
|
||||
nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
};
|
||||
const next = applyTurnResult(state, result); // no validKeys -> nothing filtered
|
||||
expect(next.nations.de.territory).toContain('wales-bbbb');
|
||||
@@ -1173,7 +1175,7 @@ describe('applyTurnResult (sole-ownership invariants, v0.21 #16 P2)', () => {
|
||||
regionChanges: [],
|
||||
relations: [],
|
||||
unowned: [],
|
||||
nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
};
|
||||
|
||||
it('a double claim (two different gainers, one key) is rejected: the key stays with its original owner', () => {
|
||||
@@ -1263,7 +1265,7 @@ describe('applyTurnResult (no man\'s land, v0.22 #16 P3)', () => {
|
||||
relations: [],
|
||||
territoryChanges: [],
|
||||
unowned: [],
|
||||
nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
};
|
||||
|
||||
it('a release removes the key from its sole owner and marks it in GameState.unowned', () => {
|
||||
@@ -1378,7 +1380,7 @@ describe('applyTurnResult (no man\'s land, v0.22 #16 P3)', () => {
|
||||
|
||||
it('a lone release is meaningful (it survives the retry/nudge path)', () => {
|
||||
expect(
|
||||
isMeaningful({ date: 'x', events: [], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [], unowned: ['GBR'], nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] } }),
|
||||
isMeaningful({ date: 'x', events: [], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [], unowned: ['GBR'], nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] } }),
|
||||
).toBe(true);
|
||||
});
|
||||
|
||||
@@ -1685,9 +1687,9 @@ describe('buildSystemPrompt (tool mode, v0.21 #16 P2)', () => {
|
||||
|
||||
describe('isMeaningful', () => {
|
||||
it('is true with an event, false when everything is empty', () => {
|
||||
expect(isMeaningful({ date: 'x', events: [{ nation: 'uk', type: 'military', title: 't', text: 'b', outcome: 'neutral' }], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [], unowned: [], nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] } })).toBe(true);
|
||||
expect(isMeaningful({ date: 'x', events: [], stateChanges: [{ nation: 'uk', stat: 'military', op: 'set', value: 5 }], regionChanges: [], relations: [], territoryChanges: [], unowned: [], nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] } })).toBe(true);
|
||||
expect(isMeaningful({ date: 'x', events: [], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [], unowned: [], nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] } })).toBe(false);
|
||||
expect(isMeaningful({ date: 'x', events: [{ nation: 'uk', type: 'military', title: 't', text: 'b', outcome: 'neutral' }], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [], unowned: [], nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] } })).toBe(true);
|
||||
expect(isMeaningful({ date: 'x', events: [], stateChanges: [{ nation: 'uk', stat: 'military', op: 'set', value: 5 }], regionChanges: [], relations: [], territoryChanges: [], unowned: [], nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] } })).toBe(true);
|
||||
expect(isMeaningful({ date: 'x', events: [], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [], unowned: [], nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] } })).toBe(false);
|
||||
});
|
||||
|
||||
it('(v0.23 #16 P4a) a turn that only proposes a nation-op is meaningful (it survives the retry/nudge path)', () => {
|
||||
@@ -1700,7 +1702,7 @@ describe('isMeaningful', () => {
|
||||
relations: [],
|
||||
territoryChanges: [],
|
||||
unowned: [],
|
||||
nationOps: [{ kind: 'rename', nationRef: 'de', to: 'Reich' }], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
nationOps: [{ kind: 'rename', nationRef: 'de', to: 'Reich' }], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
}),
|
||||
).toBe(true);
|
||||
});
|
||||
@@ -1721,7 +1723,7 @@ describe('isMeaningful', () => {
|
||||
hybrid: { ops: [] },
|
||||
economy: { trade: [], embargo: [] }, industry: { projects: [] },
|
||||
nuclear: { arm: [], strikes: [] }, leaders: { changes: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] },markers: { add: [{ type: 'city', name: 'Lyon', regionKey: 'rhone-rhne' }], remove: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [{ type: 'city', name: 'Lyon', regionKey: 'rhone-rhne' }], remove: [] },
|
||||
}),
|
||||
).toBe(true);
|
||||
});
|
||||
@@ -1742,7 +1744,7 @@ describe('isMeaningful', () => {
|
||||
hybrid: { ops: [] },
|
||||
economy: { trade: [], embargo: [] }, industry: { projects: [] },
|
||||
nuclear: { arm: [], strikes: [] }, leaders: { changes: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
}),
|
||||
).toBe(true);
|
||||
});
|
||||
@@ -1765,7 +1767,7 @@ describe('takeovers (regime change, v0.32.0 #54)', () => {
|
||||
hybrid: { ops: [] },
|
||||
economy: { trade: [], embargo: [] }, industry: { projects: [] },
|
||||
nuclear: { arm: [], strikes: [] }, leaders: { changes: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
};
|
||||
const next = applyTurnResult(state, result);
|
||||
expect(next.nations.de.name).toBe('The Reich');
|
||||
@@ -1798,7 +1800,7 @@ describe('takeovers (regime change, v0.32.0 #54)', () => {
|
||||
hybrid: { ops: [] },
|
||||
economy: { trade: [], embargo: [] }, industry: { projects: [] },
|
||||
nuclear: { arm: [], strikes: [] }, leaders: { changes: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
};
|
||||
const next = applyTurnResult(state, result);
|
||||
expect(next.playerNationId).toBe('uk'); // player still leads it
|
||||
@@ -1822,7 +1824,7 @@ describe('takeovers (regime change, v0.32.0 #54)', () => {
|
||||
hybrid: { ops: [] },
|
||||
economy: { trade: [], embargo: [] }, industry: { projects: [] },
|
||||
nuclear: { arm: [], strikes: [] }, leaders: { changes: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
};
|
||||
const next = applyTurnResult(state, result);
|
||||
// no nation was renamed
|
||||
@@ -1849,7 +1851,7 @@ describe('takeovers (regime change, v0.32.0 #54)', () => {
|
||||
hybrid: { ops: [] },
|
||||
economy: { trade: [], embargo: [] }, industry: { projects: [] },
|
||||
nuclear: { arm: [], strikes: [] }, leaders: { changes: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
};
|
||||
const next = applyTurnResult(state, result);
|
||||
// neither was renamed (ambiguous)
|
||||
@@ -1875,7 +1877,7 @@ describe('takeovers (regime change, v0.32.0 #54)', () => {
|
||||
hybrid: { ops: [] },
|
||||
economy: { trade: [], embargo: [] }, industry: { projects: [] },
|
||||
nuclear: { arm: [], strikes: [] }, leaders: { changes: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
});
|
||||
expect(validated!.takeovers).toEqual([]);
|
||||
const next = applyTurnResult(state, validated!);
|
||||
@@ -1901,7 +1903,7 @@ describe('takeovers (regime change, v0.32.0 #54)', () => {
|
||||
hybrid: { ops: [] },
|
||||
economy: { trade: [], embargo: [] }, industry: { projects: [] },
|
||||
nuclear: { arm: [], strikes: [] }, leaders: { changes: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
};
|
||||
const next = applyTurnResult(state, result);
|
||||
expect(next.nations.uk.name).toBe('The Commonwealth');
|
||||
@@ -1925,7 +1927,7 @@ describe('takeovers (regime change, v0.32.0 #54)', () => {
|
||||
hybrid: { ops: [] },
|
||||
economy: { trade: [], embargo: [] }, industry: { projects: [] },
|
||||
nuclear: { arm: [], strikes: [] }, leaders: { changes: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
};
|
||||
const next = applyTurnResult(state, result);
|
||||
expect(next.version).toBe(2); // exactly one bump for the whole turn
|
||||
@@ -1947,7 +1949,7 @@ describe('takeovers (regime change, v0.32.0 #54)', () => {
|
||||
hybrid: { ops: [] },
|
||||
economy: { trade: [], embargo: [] }, industry: { projects: [] },
|
||||
nuclear: { arm: [], strikes: [] }, leaders: { changes: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
};
|
||||
const next = applyTurnResult(state, result);
|
||||
expect(next.nations.de.name).toBe('The Reich');
|
||||
@@ -1981,7 +1983,7 @@ describe('markers (point placement, v0.27 #44)', () => {
|
||||
hybrid: { ops: [] },
|
||||
economy: { trade: [], embargo: [] }, industry: { projects: [] },
|
||||
nuclear: { arm: [], strikes: [] }, leaders: { changes: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] },markers: { add: [mk('city', 'Strasbourg', 'moselle-rygy')], remove: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [mk('city', 'Strasbourg', 'moselle-rygy')], remove: [] },
|
||||
};
|
||||
const next = applyTurnResult(state, result, undefined, centroidOf);
|
||||
expect(next.markers).toHaveLength(1);
|
||||
@@ -2005,13 +2007,13 @@ describe('markers (point placement, v0.27 #44)', () => {
|
||||
const add = [mk('city', 'Strasbourg', 'moselle-rygy')];
|
||||
const first = applyTurnResult(state, {
|
||||
date: '1939-09-03', events: [], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [],
|
||||
unowned: [], nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] },markers: { add, remove: [] },
|
||||
unowned: [], nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add, remove: [] },
|
||||
}, undefined, centroidOf);
|
||||
expect(first.markers).toHaveLength(1);
|
||||
// a second turn proposes the exact same marker again
|
||||
const second = applyTurnResult(first, {
|
||||
date: '1939-09-05', events: [], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [],
|
||||
unowned: [], nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] },markers: { add, remove: [] },
|
||||
unowned: [], nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add, remove: [] },
|
||||
}, undefined, centroidOf);
|
||||
expect(second.markers).toHaveLength(1);
|
||||
expect(second.markers[0].id).toBe(first.markers[0].id); // stable id, no second copy
|
||||
@@ -2038,7 +2040,7 @@ describe('markers (point placement, v0.27 #44)', () => {
|
||||
hybrid: { ops: [] },
|
||||
economy: { trade: [], embargo: [] }, industry: { projects: [] },
|
||||
nuclear: { arm: [], strikes: [] }, leaders: { changes: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] },markers: {
|
||||
ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: {
|
||||
add: [
|
||||
{ type: 'city', name: 'Good', regionKey: 'moselle-rygy' }, // valid + centroid → kept
|
||||
{ type: 'city', name: 'NoCent', regionKey: 'other-key' }, // in validKeys, no centroid → dropped
|
||||
@@ -2085,7 +2087,7 @@ describe('markers (point placement, v0.27 #44)', () => {
|
||||
hybrid: { ops: [] },
|
||||
economy: { trade: [], embargo: [] }, industry: { projects: [] },
|
||||
nuclear: { arm: [], strikes: [] }, leaders: { changes: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] },markers: {
|
||||
ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: {
|
||||
add: [
|
||||
{ type: 'city', name: 'NewA', regionKey: 'new-a' },
|
||||
{ type: 'city', name: 'NewB', regionKey: 'new-b' },
|
||||
@@ -2110,7 +2112,7 @@ describe('markers (point placement, v0.27 #44)', () => {
|
||||
];
|
||||
const next = applyTurnResult(state, {
|
||||
date: '1939-09-03', events: [], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [],
|
||||
unowned: [], nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [idA, 'zzzz-not-there'] },
|
||||
unowned: [], nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [idA, 'zzzz-not-there'] },
|
||||
}, undefined, centroidOf);
|
||||
expect(next.markers).toHaveLength(1);
|
||||
expect(next.markers[0].id).toBe(idB); // only A removed; the bogus id was a no-op
|
||||
@@ -2126,14 +2128,14 @@ describe('markers (point placement, v0.27 #44)', () => {
|
||||
// 1) uk releases the region → the marker becomes ownerless
|
||||
const released = applyTurnResult(state, {
|
||||
date: '1939-09-03', events: [], stateChanges: [], regionChanges: [], relations: [], territoryChanges: [],
|
||||
unowned: ['moselle-rygy'], nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
unowned: ['moselle-rygy'], nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
}, undefined, centroidOf);
|
||||
expect(released.markers[0].ownerNationId).toBeNull();
|
||||
// 2) de re-claims the region → the marker's owner follows to de
|
||||
const reclaimed = applyTurnResult(released, {
|
||||
date: '1939-09-05', events: [], stateChanges: [], regionChanges: [], relations: [],
|
||||
territoryChanges: [{ nation: 'de', gain: ['moselle-rygy'], lose: [] }],
|
||||
unowned: [], nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
unowned: [], nationOps: [], takeovers: [], wars: { declare: [], end: [] }, hybrid: { ops: [] }, economy: { trade: [], embargo: [] }, industry: { projects: [] }, nuclear: { arm: [], strikes: [] }, leaders: { changes: [] }, ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
}, undefined, centroidOf);
|
||||
expect(reclaimed.markers[0].ownerNationId).toBe('de');
|
||||
});
|
||||
@@ -2203,7 +2205,7 @@ describe('markers (point placement, v0.27 #44)', () => {
|
||||
hybrid: { ops: [] },
|
||||
economy: { trade: [], embargo: [] }, industry: { projects: [] },
|
||||
nuclear: { arm: [], strikes: [] }, leaders: { changes: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] },markers: { add: [{ type: 'city', name: 'Strasbourg', regionKey: 'moselle-rygy' }], remove: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [{ type: 'city', name: 'Strasbourg', regionKey: 'moselle-rygy' }], remove: [] },
|
||||
});
|
||||
const { state } = await runTurn({
|
||||
llm: fakeLlm([result]),
|
||||
@@ -2278,6 +2280,8 @@ function mkTurnState(
|
||||
embargoes: [],
|
||||
// (v0.36.0, #59) no industry projects on a fresh state.
|
||||
industry: [],
|
||||
// (v0.43.0, #65) no sea-zone control on a fresh state.
|
||||
seaZones: [],
|
||||
};
|
||||
}
|
||||
|
||||
@@ -2300,6 +2304,8 @@ function mkTurnResult(partial: Partial<TurnResult>): TurnResult {
|
||||
leaders: partial.leaders ?? { changes: [] },
|
||||
ideology: partial.ideology ?? { changes: [] },
|
||||
disasters: partial.disasters ?? { events: [] },
|
||||
migration: partial.migration ?? { ops: [] },
|
||||
sea: partial.sea ?? { control: [] },
|
||||
markers: partial.markers ?? { add: [], remove: [] },
|
||||
};
|
||||
}
|
||||
@@ -3025,7 +3031,7 @@ describe('validateTakeovers (v0.32.0 #54)', () => {
|
||||
hybrid: { ops: [] },
|
||||
economy: { trade: [], embargo: [] }, industry: { projects: [] },
|
||||
nuclear: { arm: [], strikes: [] }, leaders: { changes: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
});
|
||||
expect(withTakeovers).not.toBeNull();
|
||||
// the valid one survives, the empty-name one is dropped
|
||||
@@ -3413,7 +3419,7 @@ describe('isMeaningful — wars (v0.33.0 #56)', () => {
|
||||
hybrid: { ops: [] },
|
||||
economy: { trade: [], embargo: [] }, industry: { projects: [] },
|
||||
nuclear: { arm: [], strikes: [] }, leaders: { changes: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
}),
|
||||
).toBe(true);
|
||||
});
|
||||
@@ -3434,7 +3440,7 @@ describe('isMeaningful — wars (v0.33.0 #56)', () => {
|
||||
hybrid: { ops: [] },
|
||||
economy: { trade: [], embargo: [] }, industry: { projects: [] },
|
||||
nuclear: { arm: [], strikes: [] }, leaders: { changes: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
}),
|
||||
).toBe(true);
|
||||
});
|
||||
@@ -3455,7 +3461,7 @@ describe('isMeaningful — wars (v0.33.0 #56)', () => {
|
||||
hybrid: { ops: [] },
|
||||
economy: { trade: [], embargo: [] }, industry: { projects: [] },
|
||||
nuclear: { arm: [], strikes: [] }, leaders: { changes: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] },markers: { add: [], remove: [] },
|
||||
ideology: { changes: [] }, disasters: { events: [] }, migration: { ops: [] }, sea: { control: [] }, markers: { add: [], remove: [] },
|
||||
}),
|
||||
).toBe(false);
|
||||
});
|
||||
|
||||
+38
-1
@@ -16,6 +16,7 @@ import type {
|
||||
RegionResources,
|
||||
RegionStats,
|
||||
RoundItem,
|
||||
SeaZoneClaim,
|
||||
StatKey,
|
||||
TradeAgreement,
|
||||
} from '../shared/types';
|
||||
@@ -94,6 +95,24 @@ export {
|
||||
DISASTER_TYPES,
|
||||
DISASTER_SEVERITIES,
|
||||
DISASTER_EFFECTS,
|
||||
validateMigrationOps,
|
||||
applyMigrationOp,
|
||||
shiftRelationTowardPositive,
|
||||
isMigrationKind,
|
||||
isMigrationScale,
|
||||
MIGRATION_KINDS,
|
||||
MIGRATION_SCALES,
|
||||
MIGRATION_SOURCE_EFFECTS,
|
||||
MIGRATION_DESTINATION_EFFECTS,
|
||||
LARGE_INFLUX_STABILITY_DIP,
|
||||
validateSeaOps,
|
||||
applySeaControl,
|
||||
applySeaZoneBonuses,
|
||||
SEA_ZONE_BONUS,
|
||||
SEA_ZONES,
|
||||
SEA_ZONE_IDS,
|
||||
isSeaZoneId,
|
||||
seaZoneName,
|
||||
} from './abilities';
|
||||
|
||||
// --- The LLM's getNeighbours tool (v0.21, #16 P2: contiguous region transfers) ---
|
||||
@@ -366,6 +385,14 @@ export function buildUserPrompt(
|
||||
* key on any nation) when undefined.
|
||||
*/
|
||||
nuclear?: Record<string, boolean>,
|
||||
/**
|
||||
* (v0.43.0, #65) The game's current sea-zone control (each a `{ zone, by }`
|
||||
* pair of the fixed sea zones and their controlling nation id). Emitted
|
||||
* verbatim (even when empty) so the model knows which of the 12 fixed sea
|
||||
* zones each nation currently controls and can re-claim or contest them via
|
||||
* `TurnResult.sea`. Omitted entirely when undefined.
|
||||
*/
|
||||
seaZones?: SeaZoneClaim[],
|
||||
): string {
|
||||
const player = state.nations[state.playerNationId];
|
||||
const playerName = player?.name ?? state.playerNationId;
|
||||
@@ -475,6 +502,7 @@ export function buildUserPrompt(
|
||||
embargoes,
|
||||
nationResources,
|
||||
industryProjects,
|
||||
seaZones,
|
||||
};
|
||||
Object.assign(payload, ABILITIES[0].payload(upCtx)); // takeovers → takeoverRisks
|
||||
if (noMansLand !== undefined) payload.unowned = noMansLand;
|
||||
@@ -483,6 +511,7 @@ export function buildUserPrompt(
|
||||
Object.assign(payload, ABILITIES[2].payload(upCtx)); // hybrid → relations
|
||||
Object.assign(payload, ABILITIES[3].payload(upCtx)); // economy → trades, embargoes
|
||||
Object.assign(payload, ABILITIES[4].payload(upCtx)); // industry → resources, industry
|
||||
Object.assign(payload, ABILITIES[10].payload(upCtx)); // sea → seaZones (always emitted)
|
||||
return JSON.stringify(payload, null, 2);
|
||||
}
|
||||
|
||||
@@ -622,6 +651,8 @@ export function validateTurnResult(
|
||||
leaders: { changes: [] },
|
||||
ideology: { changes: [] },
|
||||
disasters: { events: [] },
|
||||
migration: { ops: [] },
|
||||
sea: { control: [] },
|
||||
markers: { add: [], remove: [] },
|
||||
};
|
||||
|
||||
@@ -712,7 +743,7 @@ export function validateTurnResult(
|
||||
// list for the player to confirm/reject.
|
||||
result.nationOps = validateNationOps(o.nationOps);
|
||||
|
||||
// The 9 per-feature LLM abilities (v0.40.0, #67): each one's validate call
|
||||
// The 11 per-feature LLM abilities (v0.40.0, #67): each one's validate call
|
||||
// is owned by its Ability module in the ABILITIES registry. The field's raw
|
||||
// value is passed through a.validate() which returns the validated field shape.
|
||||
for (const a of ABILITIES) {
|
||||
@@ -906,6 +937,9 @@ export function applyTurnResult(
|
||||
// (v0.36, #59) active industry projects; a legacy/corrupt clone without the
|
||||
// field starts empty (the turn then only ever adds to it).
|
||||
next.industry = next.industry ?? [];
|
||||
// (v0.43.0, #65) sea-zone control; a legacy/corrupt clone without the field
|
||||
// starts empty (the turn then upserts this turn's claims into it).
|
||||
next.seaZones = next.seaZones ?? [];
|
||||
const actingTurn = state.turn; // this action resolves the current turn
|
||||
next.turn = state.turn + 1; // then we advance to the next turn to play
|
||||
next.date = isDateLike(result.date) ? result.date : addDays(state.date, 2);
|
||||
@@ -1583,6 +1617,9 @@ export async function runTurn(opts: {
|
||||
state.industry ?? [],
|
||||
// (v0.37.0, #60) per-nation nuclear capability (flag or rocket marker).
|
||||
nuclearCapability,
|
||||
// (v0.43.0, #65) the current sea-zone control (always emitted — even when
|
||||
// empty — so the model knows who controls which of the fixed sea zones).
|
||||
state.seaZones ?? [],
|
||||
);
|
||||
const nudge =
|
||||
'Your previous output was invalid. Respond with ONLY the JSON object described above for this batch — no prose, no fences.';
|
||||
|
||||
@@ -190,6 +190,8 @@ app.post('/api/games', (req: Request, res) => {
|
||||
// declares them over time via TurnResult.industry (one per region, a
|
||||
// per-region SET).
|
||||
industry: [],
|
||||
// (v0.43.0, #65) no sea-zone control on a fresh state.
|
||||
seaZones: [],
|
||||
};
|
||||
// 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
|
||||
|
||||
@@ -59,6 +59,8 @@ const state: GameState = {
|
||||
embargoes: [],
|
||||
// (v0.36.0, #59) the map is ownership-only; industry is unused here.
|
||||
industry: [],
|
||||
// (v0.43.0, #65) no sea-zone control on a fresh state.
|
||||
seaZones: [],
|
||||
};
|
||||
|
||||
// The RegionMap built from the fixture: the authoritative region key → owner source.
|
||||
|
||||
@@ -48,6 +48,8 @@ function mkState(
|
||||
trades: [],
|
||||
embargoes: [],
|
||||
industry: [],
|
||||
// (v0.43.0, #65) no sea-zone control on a fresh state.
|
||||
seaZones: [],
|
||||
};
|
||||
if (regionStats !== undefined) base.regionStats = regionStats as GameState['regionStats'];
|
||||
else delete (base as { regionStats?: unknown }).regionStats; // simulate a legacy row
|
||||
|
||||
@@ -118,6 +118,8 @@ describe('regions (region-key loader, v0.19 #16 P1)', () => {
|
||||
embargoes: [],
|
||||
// (v0.36.0, #59) unused here (allTerritoryKeys is ownership-only).
|
||||
industry: [],
|
||||
// (v0.43.0, #65) no sea-zone control on a fresh state.
|
||||
seaZones: [],
|
||||
};
|
||||
// 16 GBR sub-regions + 42 FRA sub-regions, no overlap between the two.
|
||||
expect(allTerritoryKeys(state).size).toBe(58);
|
||||
|
||||
+22
-2
@@ -100,6 +100,14 @@ export interface StubPayload {
|
||||
* deterministicTurn), so the industry path is covered by unit tests only.
|
||||
*/
|
||||
industry?: Array<{ regionKey: string; type: string }>;
|
||||
/**
|
||||
* (v0.43.0, #65) The currently active sea-zone control
|
||||
* (`{ zone, by }` — fixed sea-zone id + controlling nation id), emitted by
|
||||
* the engine's user prompt (always, even when empty). The stub ignores this
|
||||
* field — it never claims, contests or re-claims a sea zone (see
|
||||
* deterministicTurn), so the sea path is covered by unit tests only.
|
||||
*/
|
||||
seaZones?: Array<{ zone: string; by: string }>;
|
||||
}
|
||||
|
||||
function truncate(s: string, n: number): string {
|
||||
@@ -173,6 +181,18 @@ function truncate(s: string, n: number): string {
|
||||
* (v0.39.0, #62) The stub likewise NEVER changes a nation's ideology (it
|
||||
* always returns `ideology: { changes: [] }`) — the ideology path is covered
|
||||
* by unit tests only, keeping the e2e assertions untouched.
|
||||
*
|
||||
* (v0.41.0, #63) The stub likewise NEVER declares a disaster or pandemic (it
|
||||
* always returns `disasters: { events: [] }`) — the disasters path is covered
|
||||
* by unit tests only, keeping the e2e assertions untouched.
|
||||
*
|
||||
* (v0.42.0, #64) The stub likewise NEVER declares a migration / refugee flow
|
||||
* (it always returns `migration: { ops: [] }`) — the migration path is
|
||||
* covered by unit tests only, keeping the e2e assertions untouched.
|
||||
*
|
||||
* (v0.43.0, #65) The stub likewise NEVER claims, contests or re-claims a sea
|
||||
* zone (it always returns `sea: { control: [] }`) — the sea-control path is
|
||||
* covered by unit tests only, keeping the e2e assertions untouched.
|
||||
*/
|
||||
export function deterministicTurn(p: StubPayload): TurnResult {
|
||||
const state = p.state;
|
||||
@@ -252,13 +272,13 @@ export function deterministicTurn(p: StubPayload): TurnResult {
|
||||
nationOps: [], // the stub never proposes nation ops (see doc comment)
|
||||
};
|
||||
|
||||
// The 9 ability fields, filled by the registry in its canonical order. The
|
||||
// The 11 ability fields, filled by the registry in its canonical order. The
|
||||
// stub is ability-inert: every ability contributes its own no-op default
|
||||
// (each ability's `stub()` — see the per-ability doc comments above), so the
|
||||
// e2e assertions are unaffected. The insertion order here (ABILITIES) is the
|
||||
// historical key order pinned by the stub's deterministic output
|
||||
// (takeovers → wars → hybrid → economy → industry → nuclear → leaders →
|
||||
// ideology → disasters), which must stay byte-identical.
|
||||
// ideology → disasters → migration → sea), which must stay byte-identical.
|
||||
const abilities = {} as Record<AbilityField, unknown>;
|
||||
for (const a of ABILITIES) abilities[a.field] = a.stub();
|
||||
|
||||
|
||||
@@ -650,6 +650,139 @@ export interface DisastersOps {
|
||||
events: DisasterEvent[];
|
||||
}
|
||||
|
||||
// --- Migration & refugees (v0.42.0, #64) --------------------------------------
|
||||
//
|
||||
// People moving between nations each turn: ordinary migration, refugee flows
|
||||
// (fleeing a war or disaster), a spreading diaspora, and an exodus (people
|
||||
// leaving with no destination). Each op names a `kind`, a source `from` (the
|
||||
// nation people leave), a destination `to` (required for every kind except
|
||||
// `exodus`), and a `scale` (small / moderate / large). The engine applies a
|
||||
// DETERMINISTIC effect chosen from the per-`scale` tables
|
||||
// `MIGRATION_SOURCE_EFFECTS` / `MIGRATION_DESTINATION_EFFECTS` (defined in
|
||||
// `server/abilities/migration.ts`) — no hidden randomness: the LLM chooses the
|
||||
// kind and scale, the tables decide the magnitude. The source LOSES a small
|
||||
// amount of population and economy, the destination GAINS a small amount of
|
||||
// population and economy (a `large` influx additionally strains the
|
||||
// destination's stability), both clamped to 0–100, mirrored to each side's
|
||||
// regions (`regionStats`), and each side's derived `stats` re-derived
|
||||
// afterwards (the same 0-region / no-entry guards as the hybrid / economy /
|
||||
// disasters layers). The from↔to relation moves one step toward the positive
|
||||
// end of the ally/neutral/rival/hostile ladder (`shiftRelationTowardPositive`)
|
||||
// — capped at `ally` for `refugees`, `neutral` for `migration` / `diaspora`,
|
||||
// and not at all for `exodus` — and a `war` relation is never touched. It is
|
||||
// **turn-transient** like the hybrid / disasters layers: there is NO `GameState`
|
||||
// field, no durable list, and no `db.ts` change — a continuing flow is simply
|
||||
// re-declared each turn it persists. It never moves territory (sole ownership
|
||||
// is untouched) and never creates or escalates a war.
|
||||
|
||||
/** The kind of population flow a migration op describes (v0.42.0, #64). */
|
||||
export type MigrationKind = 'migration' | 'refugees' | 'diaspora' | 'exodus';
|
||||
|
||||
/** The size of a migration flow (v0.42.0, #64). */
|
||||
export type MigrationScale = 'small' | 'moderate' | 'large';
|
||||
|
||||
/**
|
||||
* A single migration / refugee flow (v0.42.0, #64): the `kind`, the source
|
||||
* `from` (a nation id / name — the nation people leave), the destination `to`
|
||||
* (a nation id / name — required for every kind except `exodus`, which has no
|
||||
* destination), the `scale`, and an optional short `detail`. The deterministic
|
||||
* stat effects are looked up from `MIGRATION_SOURCE_EFFECTS` /
|
||||
* `MIGRATION_DESTINATION_EFFECTS` by `scale`.
|
||||
*/
|
||||
export interface MigrationOp {
|
||||
/** The kind of flow (one of {@link MigrationKind}). */
|
||||
kind: MigrationKind;
|
||||
/** The source nation (by id or name) people leave. */
|
||||
from: string;
|
||||
/** The destination nation (by id or name). Required for every kind except `exodus`. */
|
||||
to?: string;
|
||||
/** How many people moved (one of {@link MigrationScale}). */
|
||||
scale: MigrationScale;
|
||||
/** Optional short annotation (≤300 chars). */
|
||||
detail?: string;
|
||||
}
|
||||
|
||||
/** The migration block of a `TurnResult`. Required; default `{ ops: [] }`. */
|
||||
export interface MigrationOps {
|
||||
ops: MigrationOp[];
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// (v0.43.0, #65) Sea zones & sea control — the naval layer, fully parallel to
|
||||
// but INDEPENDENT of land. The world has a fixed set of 12 named SEA ZONES
|
||||
// ({@link SEA_ZONES}); each is under the SOLE CONTROL of at most one nation.
|
||||
// Controlling a sea zone never moves land (`territory` / `unowned` are
|
||||
// untouched) and moving land never touches a sea zone. `SeaZoneClaim` (the
|
||||
// durable per-zone record, `{ zone, by }`) lives in `shared/types.ts` like
|
||||
// `Trade` / `Embargo` / `War` / `IndustryProject`; `GameState.seaZones` is a
|
||||
// list of them, unique per zone (`[]` at creation; a legacy SQLite row
|
||||
// without the field loads as `[]` — additive, never wiped). Each turn the LLM
|
||||
// declares `TurnResult.sea.control` ops — one op names the zone and the
|
||||
// nation that (now) controls it. The engine resolves `by` (id first, then a
|
||||
// case-insensitive unique name) and UPSERTS the zone's claim (replace in
|
||||
// place if the zone is already claimed, append if new). If two or more ops
|
||||
// this turn claim the SAME zone for DIFFERENT resolved nations, the zone is
|
||||
// CONTESTED: the higher current `stats.military` wins (a tie goes to the op
|
||||
// listed earlier in the `control` array) — deterministic, no hidden
|
||||
// randomness; an unresolvable `by` is dropped (never thrown). Every committed
|
||||
// turn — including a turn with an empty `control` — each existing claim's
|
||||
// controller earns a small DETERMINISTIC bonus (`SEA_ZONE_BONUS = 1` military
|
||||
// + 1 economy, clamped to 0–100, mirrored to the controller's regions and
|
||||
// re-derived with the same 0-region / no-entry guards as the economy /
|
||||
// migration layers); a claim whose nation no longer exists is skipped (the
|
||||
// claim is kept, never thrown). The layer is DURABLE (unlike the turn-
|
||||
// transient hybrid / disasters / migration layers): `GameState.seaZones`
|
||||
// persists across turns and in SQLite. The user payload carries the current
|
||||
// `seaZones` list so the model knows who controls which zone.
|
||||
|
||||
/** The 12 named sea zones the world model knows (v0.43.0, #65). */
|
||||
export const SEA_ZONES = [
|
||||
{ id: 'north-atlantic', name: 'North Atlantic' },
|
||||
{ id: 'south-atlantic', name: 'South Atlantic' },
|
||||
{ id: 'pacific', name: 'Pacific Ocean' },
|
||||
{ id: 'indian', name: 'Indian Ocean' },
|
||||
{ id: 'mediterranean', name: 'Mediterranean Sea' },
|
||||
{ id: 'north-sea', name: 'North Sea' },
|
||||
{ id: 'baltic', name: 'Baltic Sea' },
|
||||
{ id: 'arctic', name: 'Arctic Ocean' },
|
||||
{ id: 'black-sea', name: 'Black Sea' },
|
||||
{ id: 'gulf-mexico', name: 'Gulf of Mexico' },
|
||||
{ id: 'red-sea', name: 'Red Sea' },
|
||||
{ id: 'sargasso', name: 'Sargasso Sea' },
|
||||
] as const;
|
||||
|
||||
/** The set of valid sea-zone ids (v0.43.0, #65). */
|
||||
export const SEA_ZONE_IDS: ReadonlySet<string> = new Set(SEA_ZONES.map((z) => z.id));
|
||||
|
||||
/** Whether `id` is one of the fixed sea-zone ids (v0.43.0, #65). */
|
||||
export function isSeaZoneId(id: string): boolean {
|
||||
return SEA_ZONE_IDS.has(id);
|
||||
}
|
||||
|
||||
/** The display name of a sea-zone id; an unknown id is returned as-is (v0.43.0, #65). */
|
||||
export function seaZoneName(id: string): string {
|
||||
return SEA_ZONES.find((z) => z.id === id)?.name ?? id;
|
||||
}
|
||||
|
||||
/**
|
||||
* A single sea-control op (v0.43.0, #65): `zone` is one of the fixed
|
||||
* {@link SEA_ZONES} ids and `by` is the nation that (now) controls it (by id
|
||||
* or name). One op SETS or REPLACES the zone's controller; two or more ops on
|
||||
* the same zone for different nations are CONTESTED — the higher current
|
||||
* `stats.military` wins (a tie: the earlier-listed op).
|
||||
*/
|
||||
export interface SeaControlOp {
|
||||
/** The sea zone (one of {@link SEA_ZONE_IDS}). */
|
||||
zone: string;
|
||||
/** The controlling nation (by id or name). */
|
||||
by: string;
|
||||
}
|
||||
|
||||
/** The sea-control block of a `TurnResult`. Required; default `{ control: [] }`. */
|
||||
export interface SeaOps {
|
||||
control: SeaControlOp[];
|
||||
}
|
||||
|
||||
/** The exact JSON object the world-simulator LLM must return for a turn. */
|
||||
export interface TurnResult {
|
||||
date: string;
|
||||
@@ -819,6 +952,46 @@ export interface TurnResult {
|
||||
* `{ events: [] }`.
|
||||
*/
|
||||
disasters: DisastersOps;
|
||||
/**
|
||||
* (v0.42.0, #64) Migration & refugee flows this turn — people moving between
|
||||
* nations: ordinary `migration`, `refugees` fleeing a war or disaster, a
|
||||
* spreading `diaspora`, and an `exodus` (people leaving with no destination).
|
||||
* Each op names a `from` (the source nation, by id or name) and, for every
|
||||
* kind except `exodus`, a `to` (the destination nation, by id or name), plus
|
||||
* a `scale` (small / moderate / large). Applied directly by `applyTurnResult`
|
||||
* (like the disasters / hybrid layers): the source LOSES a small amount of
|
||||
* population and economy, the destination GAINS a small amount of population
|
||||
* and economy (a `large` influx additionally strains the destination's
|
||||
* stability by 2), both clamped to 0–100, mirrored to each side's regions,
|
||||
* and each side's derived `stats` re-derived afterwards; the from↔to
|
||||
* relation moves one step toward the positive end of the
|
||||
* ally/neutral/rival/hostile ladder (capped at `ally` for `refugees`,
|
||||
* `neutral` for `migration` / `diaspora`, not at all for `exodus`; a `war`
|
||||
* relation is never touched). The layer is turn-transient (no `GameState`
|
||||
* field, no `db.ts` change) — a continuing flow is simply re-declared each
|
||||
* turn it persists. It never moves borders (sole ownership is untouched) and
|
||||
* never creates or escalates a war. At most 1–2 per turn, each narrated in
|
||||
* `events` (a `social` or `diplomatic` event). Required; default
|
||||
* `{ ops: [] }`.
|
||||
*/
|
||||
migration: MigrationOps;
|
||||
/**
|
||||
* (v0.43.0, #65) Sea-zone control ops this turn — the naval layer, fully
|
||||
* parallel to but INDEPENDENT of land: each op names one of the 12 fixed
|
||||
* sea zones (`SEA_ZONES`) and the nation that now controls it. The engine
|
||||
* resolves `by` (id first, then a case-insensitive unique name) and
|
||||
* upserts the zone's claim in `GameState.seaZones` (a single op sets or
|
||||
* replaces the controller; two or more ops on the same zone for different
|
||||
* nations are CONTESTED — the higher current `stats.military` wins, a tie
|
||||
* goes to the op listed earlier in `control`; an unresolvable `by` is
|
||||
* dropped, never thrown). Every committed turn, each existing claim's
|
||||
* controller earns a small deterministic military/economy bonus
|
||||
* (`SEA_ZONE_BONUS`). Sea control never moves land: `territory` and
|
||||
* `unowned` are untouched. At most 1–2 per turn, each narrated in `events`
|
||||
* (a `military` or `diplomatic` event). Required; default
|
||||
* `{ control: [] }`.
|
||||
*/
|
||||
sea: SeaOps;
|
||||
/**
|
||||
* (v0.27, #44) Map-marker ops this turn. `add` places new named markers
|
||||
* (the engine positions each at its region's centroid + a small
|
||||
|
||||
@@ -461,6 +461,8 @@ export function worldDraftToGameState(
|
||||
embargoes: [],
|
||||
// (v0.36, #59) No industry projects on a fresh (dynamic) game.
|
||||
industry: [],
|
||||
// (v0.43.0, #65) no sea-zone control on a fresh state.
|
||||
seaZones: [],
|
||||
};
|
||||
return state;
|
||||
}
|
||||
|
||||
@@ -249,6 +249,23 @@ export interface IndustryProject {
|
||||
type: IndustryType;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.43.0, #65) One sea-zone claim: which nation controls one of the fixed
|
||||
* sea zones (see `SEA_ZONES` in `shared/protocol.ts`). The world keeps at
|
||||
* most ONE claim per zone — a new op on an already-claimed zone REPLACES the
|
||||
* controller in place (the zone's entry is updated, never duplicated), and if
|
||||
* a turn declares the same zone for two different resolved nations the higher
|
||||
* current `stats.military` wins (a tie: the op listed earlier in the turn's
|
||||
* `control` array). Sea control is fully parallel to but INDEPENDENT of land:
|
||||
* it never touches `territory` / `unowned`.
|
||||
*/
|
||||
export interface SeaZoneClaim {
|
||||
/** The sea zone (one of `SEA_ZONE_IDS`). */
|
||||
zone: string;
|
||||
/** The id of the nation that controls it (resolved, not a name). */
|
||||
by: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* (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
|
||||
@@ -443,6 +460,20 @@ export interface GameState {
|
||||
* with this defaulted to `[]` (see server/db.ts) — additive, no data wipe.
|
||||
*/
|
||||
industry: IndustryProject[];
|
||||
/**
|
||||
* (v0.43.0, #65) Sea-zone control (see {@link SeaZoneClaim}): one entry per
|
||||
* controlled sea zone — which of the 12 fixed zones (`SEA_ZONES`) each
|
||||
* nation controls. At most ONE entry per zone (unique by `zone`); a turn's
|
||||
* `sea.control` ops upsert entries (a re-claim by a different nation
|
||||
* replaces the controller in place; a same-zone contest goes to the higher
|
||||
* current `stats.military`, a tie to the earlier-listed op). Every
|
||||
* committed turn each claim's controller earns a small deterministic
|
||||
* military/economy bonus (`SEA_ZONE_BONUS`). Sea control never moves land
|
||||
* (`territory` / `unowned` are untouched). Always `[]` on a fresh game;
|
||||
* rows saved before v0.43 load with this defaulted to `[]` (see
|
||||
* server/db.ts) — additive, no data wipe.
|
||||
*/
|
||||
seaZones: SeaZoneClaim[];
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
Reference in New Issue
Block a user