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@@ -67,11 +67,13 @@ history/
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│ ├── region-adjacency.json # region key -> bordering region keys, 1,800 entries (the getNeighbours data, #16 P2)
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│ ├── region-centroids.json # region key -> {lat,lon,spread} anchor for map markers, 1,800 entries (#44)
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│ ├── region-geo.json # region key -> {area (km²), population}, 1,800 entries (the area×population weighting for per-region stats, #46)
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│ ├── region-resources.json # region key -> synthesized {oil, iron, food, industry} (each 0–1, 2dp), 1,800 entries (the resource profiles that scale industry boosts + feed the prompt aggregate, #59)
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│ └── ne-admin0-pop.json # ISO_A3 -> admin-0 POP_EST, 249 codes (the committed population SOURCE for region-geo.json — a small derived table, the 13 MB Natural Earth source is NOT committed, #46)
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├── scripts/ # the geo/manifest data pipeline — .mjs (turf allowed HERE only;
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│ │ # never imported by .ts): generate → coarsen → cleanup → smooth →
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│ │ # fill-gaps → split-arkhangel → split-arkhangel-band → build-region-keys
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│ │ # → build-region-adjacency → build-region-centroids → build-region-geo
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│ │ # → build-region-resources
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│ │ # (build-region-geo reads the COMMITTED ne-admin0-pop.json; that small
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│ │ # table is distilled once from the 13 MB Natural Earth admin-0 source by
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│ │ # extract-admin0-pop.mjs — the raw source is never committed, #46)
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@@ -131,6 +133,7 @@ history/
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| `npm run split:regions:band` | (re)apply the #41 Arctic-coast-band split (`RU-ARK` mainland's 28-part lat ≥ 68 band → `RU-PEO` + `RU-YAM`) — idempotent no-op once applied |
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| `npm run build:region-keys` / `build:region-adjacency` / `build:region-centroids` | (re)generate the `public/region-keys.json` / `region-adjacency.json` / `region-centroids.json` manifests — deterministic + idempotent (byte-identical re-run) |
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| `npm run build:region-geo` | (re)generate `public/region-geo.json` (region key → area km² + population) from `regions.geo.json` + `region-keys.json` + the committed `ne-admin0-pop.json` — deterministic + idempotent (byte-identical re-run; #46) |
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| `npm run build:region-resources` | (re)generate `public/region-resources.json` (region key → synthesized `{ oil, iron, food, industry }` 0–1 profile) from `region-keys.json` + `region-geo.json` (area factor) — deterministic + idempotent (byte-identical re-run; #59) |
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| `npm run extract:admin0-pop` | one-time distillation of the 13 MB Natural Earth admin-0 source → the committed `public/ne-admin0-pop.json` (ISO_A3 → `POP_EST`, 249 codes); the raw source is never committed (#46) |
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| `docker compose up -d --build` | prod image on :4321, routed via Traefik at `history.dev.kkhost.pl` |
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@@ -407,6 +410,38 @@ history/
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**stub never** declares or lifts a trade/embargo (`economy: { trade: [], embargo: [] }`),
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so e2e (CI, `LLM_STUB=1`) is unaffected and the path is unit-tested only
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(`server/engine.test.ts`).
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- **Resources & Industry — per-region resource profiles + the `industry` lever (v0.36, #59).**
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Since v0.36 each of the 1,800 sub-regions carries a **synthesized 4-value resource profile**
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(`{ oil, iron, food, industry }`, each 0–1, 2dp) from the committed `public/region-resources.json`
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— built by the deterministic, idempotent `scripts/build-region-resources.mjs` (an FNV-1a hash of
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`` `${key}\u0000${resource}` `` scaled by an area factor from `region-geo.json`, clamped to 1,
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byte-identical re-run) and loaded by `server/regions.ts` via the same optional-manifest pattern as
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the other manifests (`hasResources()` / `resourceOf()`, probe `public/` then `dist/`; a missing or
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malformed file degrades — boosts use the unscaled base value and the aggregate is omitted from the
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prompt, never a crash). `TurnResult.industry = { projects: IndustryProject[] }` (required, default
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`{ projects: [] }`; `IndustryProject = { regionKey, type }`, `type ∈ INDUSTRY_TYPES =
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oil | iron | food | industry`) declares a project on a region. `applyTurnResult` maintains
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`GameState.industry` (required, `[]` at creation; a legacy SQLite row without the field loads as
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`[]` — `db.ts`, additive, never wiped) as a **per-region SET**: a region key not in the valid-keys
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manifest is dropped; a region that already hosts a project is untouched (the first declared type
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wins — re-declaring is a no-op, the type is never replaced). Every committed turn,
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`applyIndustryEffects` (placed after the economy block, before markers; the owner is resolved from
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the FINAL post-claim ownership) grants each active project's region's **SOLE owner** a small,
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deterministic economy boost — `INDUSTRY_ECONOMY_BONUS = 1` plus one extra point when the region's
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`industry` resource value is ≥ 0.5 (without the manifest, just the base) — clamped to 0–100,
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mirrored to every region the owner holds (`regionStats`), and each affected nation's derived `stats`
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re-derived afterwards (same 0-region / no-entry guards as the economy/hybrid dips). A project on a
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region with 0 or 2+ owners yields no boost but is **kept** in the list (never removed, never
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thrown); sole ownership is untouched (the layer moves stats, never territory). `isMeaningful`
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counts non-empty `industry.projects`; the system prompt documents the field + constraints (a region
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holds at most one project — never re-declare on a region that already has one; at most 1–2 per
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turn, each narrated in `events`), and the user payload carries the active projects (`industry`)
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plus each nation's aggregate resource profile (`resources` — `deriveNationResources` in
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`shared/protocol.ts`, the area×population-weighted **average** of the owned regions' profiles;
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omitted entirely when the manifest is not loaded). The **stub never** declares a project
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(`industry: { projects: [] }`) — e2e (CI, `LLM_STUB=1`) is unaffected and the path is unit-tested
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only (`server/engine.test.ts`, `server/protocol.test.ts`, `server/regions.test.ts`,
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`server/db.test.ts`, `scripts/build-region-resources.test.ts`).
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- **Map click → dossier target (owner resolved from the RegionMap, by region key).**
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Clicking a sub-region does NOT open a popup — it switches the dossier to that sub-region's
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owning nation (`focusNation(ownerId, {name})` in `App.tsx`, which also records which region was
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@@ -2,6 +2,64 @@
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All notable changes to **History** are listed here, newest first.
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## v0.38.0 — 2026-10-15 20:06
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- **#61: Named leaders — a per-nation `leader` + a `TurnResult.leaders` lever (assassination / death / appointment) with a deterministic stability effect and succession narration.** Each nation may carry a single named head of state (`Nation.leader`); the model changes it each turn via `leaders.changes`. The engine is **fully deterministic (no hidden randomness)** and **additive** (no `db.ts` change — `leader` is an optional `Nation` field; a pre-v0.38 row loads with it absent, i.e. "no leader").
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- **Types (`shared/types.ts`).** `Nation.leader?: { name: string }` (optional; `undefined`/absent = the nation has no leader).
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- **Protocol (`shared/protocol.ts`).** New `LeaderCause` (`'assassination' | 'death' | 'appointed'`), `LeaderChange` (`{ target; name; cause }` — `target` is a nation ref, `name` is the new leader's name), and `LeaderOps` (`{ changes: LeaderChange[] }`); `TurnResult.leaders` is **required**, placed between `nuclear` and `markers`, default `{ changes: [] }`. New exported **`LEADER_STABILITY_EFFECT = { assassination: −15, death: −3, appointed: 0 }`** (the deterministic stability dip by cause). `nationForPrompt` now includes the nation's `leader` (omitted when absent), so `buildUserPrompt` carries each nation's current leader with no separate wiring.
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- **Engine (`server/engine.ts`).**
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- `validateLeaderOps(raw)` — new exported, defensive validator (never throws): accepts a `{ changes: [...] }` object or a bare array; each change needs a non-empty `target` (≤120), a non-empty `name` (≤120), and a `cause` that is one of the three literals — anything else is dropped. Refs stay raw (resolved at apply time, like wars / hybrid / nuclear ops).
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- `applyLeaderChange(next, op, geoOf?, actingTurn?)` — new, mirrors `applyHybridOp` (single-stat, nation-target). Resolves the target (unknown / ambiguous → dropped, never thrown). **GATE**: an `assassination`/`death` requires the target to already have a leader (a leaderless target is dropped); `appointed` is always valid (it creates the first leader). On a valid change it sets `n.leader = { name }` and applies `LEADER_STABILITY_EFFECT[cause]` to `n.stats.stability` (clamped 0–100) mirrored to every region the nation owns (`regionStats`), then re-derives the nation's stats (the same 0-region / no-entry guards as hybrid / economy / industry, so a 0-region nation keeps its directly-mutated value). Finally it appends a narration event: a dramatic **`military`** event for an assassination, a **`political`** succession event for a death or an appointment. The replacement never moves territory (sole ownership is untouched).
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- `applyTurnResult` — the leader block runs **after `nuclear` and before `markers`** (order: events → relations → territory → stateChanges → recompute → takeovers → wars → hybrid → economy → industry → nuclear → **leaders** → markers → nationOps).
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- `isMeaningful` — a non-empty `leaders.changes` makes a turn meaningful.
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- `validateTurnResult` — initializes and validates `leaders` (default `{ changes: [] }`).
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- `buildSystemPrompt` — documents the `leaders` field (the three causes, the stability effects, the leaderless-gate, the "at most 1–2 per turn, narrated" rule) and contrasts it with the lighter `hybrid.assassinate` op (a −5 dip, no leader replacement) in both tool and plain modes.
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- `runTurn` — the "unclear" fallback carries `leaders: { changes: [] }`.
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- **Stub (`server/stub.ts`).** `deterministicTurn` always returns `leaders: { changes: [] }` and the `StubPayload` nations type gains an optional `leader` — the stub **never** changes a leader, so the e2e (CI, `LLM_STUB=1`) is unaffected and the path is covered by unit tests only.
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- **Tests.** New unit tests in `engine.test.ts`: `validateLeaderOps` (`{changes}` object, bare array, unknown-cause drop, missing target/name drop, malformed top-level, mixed batch keeps only valid); `isMeaningful` (a leader change is meaningful, empty leaders is not); `applyTurnResult` (assassination with a leader → replaced + −15 + `military` event; assassination / death on a leaderless nation → dropped, no stat change, no event; death → replaced + −3 + `political` succession event; appointment on a leader-having and on a leaderless nation → sets the leader, neutral (no dip); a multi-region nation → every region dipped and stats re-derived; an unknown target and an ambiguous (two-nation-same-name) target → dropped without throwing). Two `db.test.ts` round-trips: a legacy row with no leader loads with it absent, and a set leader round-trips through save/load.
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- **Version** bumped `0.37.0 → 0.38.0`.
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## v0.37.0 — 2026-10-15 19:15
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- **#60: Nuclear / WMD — a per-nation `nuclear` capability flag + a `TurnResult.nuclear` lever (`arm` + `strikes`) with deterministic strikes and MAD retaliation.** A nation is *nuclear-capable* when its `nuclear` flag is `true` **or** it currently owns a `rocket` marker (a launch site is an arsenal). The model can **arm** nations (grant the flag — idempotent; a newly-armed nation is capable the same turn, since `arm` is applied before `strikes`) and fire **strikes** (`{ from, target }`). The engine is **fully deterministic (no hidden randomness)** and **additive** (a `db.ts` change is not needed — `nuclear` is an optional `Nation` field; a pre-v0.37 row loads with the flag absent).
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- **Capability (`shared/protocol.ts`).** `isNuclearCapable(nation, markers)` — exported pure helper: `nation.nuclear === true` **or** it owns a `rocket` marker (`marker.type === 'rocket' && marker.ownerNationId === nation.id`). Markers supply the *pre-turn* rocket set, so a rocket placed this turn makes the owner capable from the *next* turn.
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- **Types (`shared/types.ts`).** `Nation.nuclear?: boolean` (optional; `undefined`/absent = not armed; default `false` behavior).
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- **Protocol (`shared/protocol.ts`).** New `NuclearStrike` (`{ from; target }` — `from` is the striking nation, `target` is a nation ref or a region key) and `NuclearOps` (`{ arm: string[]; strikes: NuclearStrike[] }`); `TurnResult.nuclear` is **required**, placed between `industry` and `markers`, default `{ arm: [], strikes: [] }`. New exported `NuclearStatKey` (`'economy' | 'military' | 'stability'`) and the two deterministic collapse tables: **`NUCLEAR_COLLAPSE = { economy: −40, military: −50, stability: −40 }**` (a full strike's effect on the struck nation / region owner) and **`NUCLEAR_RETALIATION = { economy: −20, military: −25, stability: −20 }`**` (the half-strength MAD backfire).
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- **Engine (`server/engine.ts`).**
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- `validateNuclearOps(raw)` — new exported, defensive validator (never throws): a missing/malformed object yields `{ arm: [], strikes: [] }`; `arm` entries are non-empty strings (≤120 chars) deduped; a strike needs a non-empty `from` **and** `target` (≤120) and is **dropped when it targets itself** (same ref, case-insensitive) — a self-strike is a no-op, never thrown.
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- `applyNuclearOps(next, ops, state, geoOf?, validKeys?, regionNameOf?, actingTurn?)` — new exported, the load-bearing nuclear block. **`arm` first** (idempotent; a resolve miss or a self-arm is a no-op), then **`strikes`** in order: resolve `from` (an unresolvable or non-capable striker is **dropped** — capability checked against the *pre-turn* marker set plus any flag granted this turn); a `target` that is a **nation** collapses it (the `NUCLEAR_COLLAPSE` deltas applied to its `stats` and every region it owns, each affected nation's derived stats re-derived, 0-region / no-entry guards as elsewhere), ends **every active war it fights** by **capitulation** (`endWarsBetween` captures the active pairs *before* ending so a war declared+ended the same turn is handled), and downgrades the now-inactive `war` relations to `hostile`; a `target` that is a **region key** releases it to no man's land (a key with 0 or 2+ owners, or one the striker itself owns, is **dropped**), deletes its `regionStats` entry, and collapses its **sole owner** the same way. **MAD**: if the struck nation (or the struck region's sole owner) is itself nuclear-capable, it retaliates against the striker for the half-strength `NUCLEAR_RETALIATION` (clamped, mirrored, re-derived) and the two nations' relations are forced to `hostile` (`forceHostile` — both directions, unless already `war`). Each strike and each retaliation appends a dramatic **`military`** event (`war` is not a valid `EventType`). Sole ownership is never broken by a strike (a region is released, not re-claimed) and the block never throws.
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- `applyTurnResult` — the nuclear block runs **after `industry` and before `markers`** (order: events → relations → territory → stateChanges → recompute → wars → hybrid → economy → industry → **nuclear** → markers → nationOps); it passes the *original* (pre-turn) `state` for the capability marker set and the current `regionNameOf` for event text.
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- `isMeaningful` — a non-empty `nuclear.arm` or `nuclear.strikes` makes a turn meaningful.
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- `validateTurnResult` — initializes and validates `nuclear` (default `{ arm: [], strikes: [] }`).
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- `buildSystemPrompt` — documents the `nuclear` field and a constraint bullet (the capability rule; `arm` is idempotent; a strike hits a nation or a region; the collapse + capitulation + MAD outcomes; at most one strike per turn, always narrated) in both tool and plain modes.
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- `buildUserPrompt` — new optional `nuclear` param (`Record<string, boolean>`, the per-nation capability map); when provided, each `state.nations` entry in the payload is stamped with its `nuclear` capability; when undefined the key is omitted entirely (stub / no-capability prompt stays byte-identical). `runTurn` always supplies the map (computed from `isNuclearCapable` over `state.markers`).
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- **Stub (`server/stub.ts`).** `deterministicTurn` always returns `nuclear: { arm: [], strikes: [] }` — the stub **never** arms a nation or fires a strike, so the e2e (CI, `LLM_STUB=1`) is unaffected and the nuclear path is covered by unit tests only.
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- **Tests.** 29 new unit tests: `isNuclearCapable` (flag / own rocket / non-rocket / other's rocket / null owner); `validateNuclearOps` (well-formed, `arm` dedupe, missing `from`/`target`, self-target drop, malformed top-level); `applyTurnResult` nuclear (arm idempotency across turns, arm+strike same turn, region strike → release + stats deleted + owner collapse + no MAD + the single `military` event, nation strike + pre-existing war → capitulation + hostile, nation strike + same-turn declare → capitulation + hostile, MAD on a capable nation target, MAD on a capable region owner, rocket-marker-only capability, non-capable striker dropped, 2+-owner region dropped, 0-owner/unowned region dropped, self-target dropped, malformed strikes never throw); `isMeaningful` (arm / strike); `buildUserPrompt` (per-nation capability stamped when the map is given, omitted when undefined); and two `db.test.ts` round-trips (a legacy row with no flag loads with it absent; a set flag round-trips through save/load).
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- **Version** bumped `0.36.0 → 0.37.0`.
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## v0.36.0 — 2026-10-15 18:17
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- **#59: Resources & Industry — per-region synthesized resource profiles + a per-region industry-project lever with a deterministic per-turn economy boost.** Every prior lever moved borders, dipped stats one-shot, or proposed a player-confirmed change; this version adds a **resource abundance layer** (every sub-region gets a synthesized 4-value profile) and a **development lever**: the model can build industry projects (oil facilities, iron mines, food operations, factories) in individual regions, and every committed turn each active project pays its region's sole owner a small, deterministic economy gain scaled by the region's `industry` resource value. The engine is **fully deterministic (no hidden randomness)**: the resource profiles are a pure function of the region key (FNV-1a) scaled by an area factor, and the per-turn effect is a fixed, clamped, mirrored, re-derived stat adjustment.
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- **Manifest (`public/region-resources.json`, new).** 1,800 entries — region key → `{ oil, iron, food, industry }` (each 0–1, 2dp) — built by the new turf-free, deterministic, **idempotent** `scripts/build-region-resources.mjs` (`npm run build:region-resources`): per resource, `(fnv1a32(`${key}\u0000${resource}`) & 0x3fff) / 0x4000` → [0,1), times an area factor `1 + 0.2·min(1, log10(1+area)/8)` (max ≈1.2) from `region-geo.json` (missing geo / zero area → pure hash), clamped to 1, keys sorted, byte-identical re-run. Pinned by `scripts/build-region-resources.test.ts` (key-set equality vs `region-keys.json`, sorted order, per-entry shape, spot-checked values, determinism via a re-run).
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- **Types (`shared/types.ts`).** New `RegionResources` (`{ oil; iron; food; industry }`), `IndustryType` (`'oil' | 'iron' | 'food' | 'industry'`) + `INDUSTRY_TYPES` const, `IndustryProject` (`{ regionKey; type }`), and the required `GameState.industry: IndustryProject[]` field (placed after `embargoes`). `[]` on a fresh game; rows saved before v0.36 load with it defaulted to `[]` (additive, never wiped).
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- **Protocol (`shared/protocol.ts`).** New `IndustryOps` (`{ projects: IndustryProject[] }`); `TurnResult.industry` is required, placed between `economy` and `markers`. New exported `deriveNationResources(regionKeys, resourceOf?, geoOf?)` — a nation's aggregate profile as the **area×population-weighted AVERAGE** (an average, not a median, is the meaningful aggregation for an abundance profile) of the resource profiles of its owned regions, same weight formula as `deriveNationStats`, 2dp-rounded, zero profile when no owned region has a profile.
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- **Engine (`server/engine.ts`).**
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- `isIndustryType(t)` — exported guard over the four types (mirrors `isHybridOpType`).
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- `validateIndustryOps(raw)` — new exported, defensive validator (never throws): a missing/malformed object yields `{ projects: [] }`; each op needs a non-empty `regionKey` (≤120 chars) and a known `type`.
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- `industryBoost(regionKey, resourceOf?)` — internal; `INDUSTRY_ECONOMY_BONUS = 1` plus one extra point when the region's `industry` value is ≥ 0.5 (without the manifest, just the base).
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- `applyIndustryOps(next, ops, validKeys?)` — internal; applies the turn's projects to `GameState.industry` as a **per-region SET** — a key not in the valid-keys manifest is dropped; a region that already hosts a project is untouched (first type wins; re-declare is a no-op, the type is never replaced).
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- `applyIndustryEffects(next, resourceOf?, geoOf?)` — new exported; the per-turn effect, applied **every committed turn** to the **full** active list: each project grants its region's **SOLE owner** (owner resolved from the FINAL post-claim ownership; 0 or 2+ owners → no boost, project **kept**, never thrown) a deterministic economy boost, clamped to 0–100, mirrored to every region the owner holds (`regionStats`), and each affected nation's derived `stats` re-derived afterwards (same 0-region / no-entry guards as the economy/hybrid dips). Sole ownership is untouched (the layer moves stats, never territory). No-op when there are no active projects; never throws.
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- `applyTurnResult` — new `resourceOf` param (last) and **industry block** (after the economy block, before markers): `applyIndustryOps` → `applyIndustryEffects` (ops first, so a project declared this turn is paid this turn).
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- `isMeaningful` — non-empty `industry.projects` makes a turn meaningful.
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- `validateTurnResult` — initializes and validates `industry` (default `{ projects: [] }`).
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- `buildSystemPrompt` — documents the `industry` field and a constraint bullet (a per-resource development lever; one project per region — never re-declare on a region that already has one; at most 1–2 per turn, each narrated in `events`) in both tool and plain modes.
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- `buildUserPrompt` — new optional `nationResources` (each nation's aggregate profile) and `industryProjects` (the active projects) params — emitted as `resources` / `industry` in the payload, only when provided (so the stub / no-manifest prompt stays byte-identical).
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- `runTurn` — new optional `resourceOf` (last); computes `nationResources` via `deriveNationResources` **only when** the resource manifest is loaded (otherwise omitted from the prompt); passes both new payload fields; the "unclear" fallback carries `industry: { projects: [] }`; `applyTurnResult` receives `resourceOf`.
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- **Regions loader (`server/regions.ts`).** The optional-manifest pattern extended: `region-resources.json` is probed after `public/` then `dist/`; malformed entries (any of the four values not a finite number in [0,1]) are filtered out, a failure logs `[regions] failed to load region-resources.json, continuing without it` and the server keeps working without it; new `hasResources()` / `resourceOf(key)` accessors (mirror `hasGeo()` / `geoOf()`).
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- **Server wiring (`server/index.ts`).** The jump route passes `resourceOf: hasResources() ? (key) => resourceOf(key) : undefined` into `runTurn` (like `geoOf`); fresh preset games are created with `industry: []` (dynamic games already via `shared/scenario.ts`).
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- **Persistence (`server/db.ts`).** `load()` defaults `industry` to `[]` on rows saved before v0.36 (additive migration, alongside `unowned`/`pendingNationOps`/`markers`/`wars`/`trades`/`embargoes`) — legacy games are never wiped and never gain phantom projects.
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- **Stub (`server/stub.ts`).** The deterministic stub returns `industry: { projects: [] }` — it **never** declares an industry project, so the e2e (CI, `LLM_STUB=1`) assertions are unaffected and the path is covered by unit tests only. `StubPayload` gains optional `resources` / `industry` fields (ignored).
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- **Unit tests.** New: `scripts/build-region-resources.test.ts` (5 tests); `server/regions.test.ts` (resources load/spot-check/unknown-key, degradation, prod `dist/` layout, incl. a new "with the manifest" case); `server/protocol.test.ts` — `deriveNationResources` (7 tests: area×population weighting, unweighted degradation, profile-skipping, zero profile, single region, weight fallback, 2dp rounding); `server/db.test.ts` — legacy-row default; `server/engine.test.ts` — `validateIndustryOps` (shape/drops), `applyTurnResult` industry ops (declare, per-region SET / re-declare no-op, invalid-key drop, persistence across turns), `applyIndustryEffects` (sole-owner boost, ≥0.5 scaling, multi-project accumulation, ownerless/2+ owner kept-but-unpaid, no-op empty), `isMeaningful`, the system-prompt contract (both modes), the user-prompt payload (carried / omitted), and the `runTurn` defensive init; all pre-existing fixtures gained the new required fields (mechanical, deliberate updates).
|
||||
- **Client.** No change — the industry layer is an engine/LLM concern; its effects surface through the existing stats and event feed.
|
||||
- **AGENTS.md.** New convention entry documenting the resource manifest, the per-region SET semantics, the sole-owner per-turn boost, and the stub/test coverage; the `public/` layout, the scripts pipeline line, and the Commands table all gained `region-resources` / `build:region-resources`.
|
||||
|
||||
## v0.35.0 — 2026-10-15 17:22
|
||||
- **#58: Trade & Embargoes — a bilateral trade + embargo economy layer with a deterministic per-turn effect and war auto-suspension.** Every prior turn lever moved borders, dipped stats one-shot, or proposed a player-confirmed change. This version adds `TurnResult.economy = { trade: EconomyTradeOp[]; embargo: EconomyEmbargoOp[] }` (required, default `{ trade: [], embargo: [] }`) so the model can declare/lift **bilateral trade agreements** and **unilateral embargoes**, which persist in `GameState` and apply a small, deterministic economic effect **every committed turn**. The engine is **fully deterministic (no hidden randomness)** and **additive** — declares add to the lists, lifts remove, and nothing else (not even a war, beyond the suspension below) mutates them.
|
||||
- **Types (`shared/types.ts`).** New `TradeAgreement` (`{ a; b }` — a symmetric pair, stored sorted `a < b`) and `Embargo` (`{ from; target }` — an ordered unilateral pair) interfaces, plus the required `GameState.trades` and `GameState.embargoes` fields (placed after `wars`). Both are `[]` on a fresh game; rows saved before v0.35 load with them defaulted to `[]` (additive, never wiped).
|
||||
|
||||
+2
-1
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "history",
|
||||
"version": "0.35.0",
|
||||
"version": "0.38.0",
|
||||
"private": true,
|
||||
"type": "module",
|
||||
"description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).",
|
||||
@@ -20,6 +20,7 @@
|
||||
"build:region-adjacency": "node scripts/build-region-adjacency.mjs",
|
||||
"build:region-centroids": "node scripts/build-region-centroids.mjs",
|
||||
"build:region-geo": "node scripts/build-region-geo.mjs",
|
||||
"build:region-resources": "node scripts/build-region-resources.mjs",
|
||||
"extract:admin0-pop": "node scripts/extract-admin0-pop.mjs",
|
||||
"typecheck": "tsc --noEmit",
|
||||
"lint": "eslint .",
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,149 @@
|
||||
/**
|
||||
* scripts/build-region-resources.mjs — build the region **resources** manifest:
|
||||
* `public/region-resources.json` = `{ "<regionKey>": { "oil": <0-1>, "iron": <0-1>, "food": <0-1>, "industry": <0-1> }, ... }`.
|
||||
*
|
||||
* Every sub-region (region key, see `public/region-keys.json`) gets a
|
||||
* synthesized four-value resource profile. For each resource dimension a
|
||||
* value in [0, 1] (2 decimal places) is derived from the FNV-1a 32-bit hash
|
||||
* of the region key (salted per resource — the same tiny, stable, pure
|
||||
* string hash the region keys themselves use), then scaled MODESTLY by the
|
||||
* region's area (from the committed `public/region-geo.json`, when present):
|
||||
* larger regions carry a slightly higher value (a log-scaled factor of at
|
||||
* most ~1.2), so a big region reads as holding more of each resource. The
|
||||
* geo file is OPTIONAL — without it (or for a zero-area region) the factor
|
||||
* is exactly 1 and the profile is pure hash.
|
||||
*
|
||||
* This is the v0.36 (#59) "Resources & Industry" data source: the engine
|
||||
* scales each region's per-turn industry boost by its `industry` value, and
|
||||
* the LLM prompt carries each nation's aggregate profile (the
|
||||
* area×population-weighted mean of the owned regions' profiles, see
|
||||
* `deriveNationResources` in shared/protocol.ts). The profiles are
|
||||
* synthesized (there is no real per-sub-region resource census) — they exist
|
||||
* to give the model a stable, deterministic world fact to reason about.
|
||||
*
|
||||
* Output contract (asserted by scripts/build-region-resources.test.ts):
|
||||
* - one entry for **every** region key, keyed identically to
|
||||
* `public/region-keys.json` (same key set, 1,800 entries);
|
||||
* - each entry is `{ oil, iron, food, industry }`, every value a finite
|
||||
* number in [0, 1] with at most 2 decimal places;
|
||||
* - keys are in sorted (deterministic) order.
|
||||
*
|
||||
* Deterministic + idempotent: fixed inputs (the key manifest, and the
|
||||
* committed geo file when present), pure string hashing, fixed 2-dp
|
||||
* rounding, and stable sorted key order → a re-run rewrites a byte-identical
|
||||
* file (the test re-runs this script and compares bytes).
|
||||
*
|
||||
* Usage: `node scripts/build-region-resources.mjs` (or `npm run build:region-resources`).
|
||||
*/
|
||||
import { readFileSync, writeFileSync } from 'node:fs';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
|
||||
const here = path.dirname(fileURLToPath(import.meta.url));
|
||||
const root = path.resolve(here, '..');
|
||||
|
||||
const round2 = (v) => Math.round(v * 100) / 100;
|
||||
|
||||
/** FNV-1a 32-bit — the same tiny, stable, pure hash the region keys use. */
|
||||
function fnv1a32(str) {
|
||||
let h = 0x811c9dc5;
|
||||
for (let i = 0; i < str.length; i++) {
|
||||
h ^= str.charCodeAt(i);
|
||||
h = Math.imul(h, 0x01000193) >>> 0;
|
||||
}
|
||||
return h >>> 0;
|
||||
}
|
||||
|
||||
const RESOURCES = ['oil', 'iron', 'food', 'industry'];
|
||||
|
||||
// --- load the inputs (plain parse) ------------------------------------------
|
||||
const keysPath = path.join(root, 'public', 'region-keys.json');
|
||||
const geoPath = path.join(root, 'public', 'region-geo.json');
|
||||
|
||||
let idToKey;
|
||||
try {
|
||||
idToKey = JSON.parse(readFileSync(keysPath, 'utf8'));
|
||||
} catch (err) {
|
||||
console.error(`[build-region-resources] could not load ${keysPath}.`);
|
||||
throw err;
|
||||
}
|
||||
|
||||
// region-geo is OPTIONAL: a missing/broken file means "no area scaling"
|
||||
// (factor 1 for every region) — the profile is then pure hash.
|
||||
let areaByKey = {};
|
||||
try {
|
||||
const parsed = JSON.parse(readFileSync(geoPath, 'utf8'));
|
||||
for (const [k, v] of Object.entries(parsed)) {
|
||||
if (v && typeof v.area === 'number' && Number.isFinite(v.area) && v.area >= 0) {
|
||||
areaByKey[k] = v.area;
|
||||
}
|
||||
}
|
||||
} catch {
|
||||
areaByKey = {};
|
||||
}
|
||||
|
||||
/**
|
||||
* The base value in [0, 1) for one (region key, resource): the low 14 bits of
|
||||
* the salted FNV-1a hash, normalized. Stable across runs and platforms; a
|
||||
* uniform-enough spread for a synthesized profile.
|
||||
*/
|
||||
const base = (key, resource) => (fnv1a32(`${key}\u0000${resource}`) & 0x3fff) / 0x4000;
|
||||
|
||||
/**
|
||||
* The area scaling factor: 1.0 for a region with no geo entry (or zero area),
|
||||
* rising on a log scale (clamped) to at most ~1.2 for the largest regions —
|
||||
* bigger regions hold proportionally more of each resource.
|
||||
*/
|
||||
const areaScale = (key) => {
|
||||
const a = areaByKey[key];
|
||||
if (!a || a <= 0) return 1;
|
||||
// log10(1 + area) runs ~0.004 (tiny slivers) to ~5.5 (a 300k km² region);
|
||||
// /8 + clamp keeps the factor in [1, 1.2].
|
||||
const t = Math.min(1, Math.log10(1 + a) / 8);
|
||||
return 1 + 0.2 * t;
|
||||
};
|
||||
|
||||
// --- assemble the manifest (sorted keys) -------------------------------------
|
||||
const expectedKeys = Object.values(idToKey);
|
||||
const manifest = {};
|
||||
for (const k of [...expectedKeys].sort()) {
|
||||
const scale = areaScale(k);
|
||||
manifest[k] = {
|
||||
oil: round2(Math.min(1, base(k, 'oil') * scale)),
|
||||
iron: round2(Math.min(1, base(k, 'iron') * scale)),
|
||||
food: round2(Math.min(1, base(k, 'food') * scale)),
|
||||
industry: round2(Math.min(1, base(k, 'industry') * scale)),
|
||||
};
|
||||
}
|
||||
|
||||
// --- hard assertions (the test re-checks these against the committed file) ----
|
||||
if (Object.keys(manifest).length !== expectedKeys.length) {
|
||||
throw new Error(
|
||||
`expected ${expectedKeys.length} region-resources entries (one per region key), got ${Object.keys(manifest).length}`,
|
||||
);
|
||||
}
|
||||
let scaled = 0;
|
||||
for (const [k, v] of Object.entries(manifest)) {
|
||||
if (areaByKey[k]) scaled += 1;
|
||||
for (const r of RESOURCES) {
|
||||
const val = v[r];
|
||||
if (typeof val !== 'number' || !Number.isFinite(val) || val < 0 || val > 1) {
|
||||
throw new Error(`bad ${r} value for ${k}: ${JSON.stringify(val)}`);
|
||||
}
|
||||
if (Math.round(val * 100) / 100 !== val) {
|
||||
throw new Error(`${r} over 2dp for ${k}: ${val}`);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --- write idempotently (sorted keys, 2-space indent, trailing newline) ------
|
||||
writeFileSync(
|
||||
path.join(root, 'public', 'region-resources.json'),
|
||||
JSON.stringify(manifest, null, 2) + '\n',
|
||||
);
|
||||
|
||||
// --- summary ------------------------------------------------------------------
|
||||
console.log(
|
||||
`[build-region-resources] wrote public/region-resources.json — ${Object.keys(manifest).length} region keys` +
|
||||
` (${scaled} area-scaled, ${Object.keys(manifest).length - scaled} pure-hash)`,
|
||||
);
|
||||
@@ -0,0 +1,106 @@
|
||||
/**
|
||||
* scripts/build-region-resources.test.ts — validation for the committed
|
||||
* `public/region-resources.json` (built by `scripts/build-region-resources.mjs`).
|
||||
*
|
||||
* The manifest maps each region key to a synthesized four-value resource
|
||||
* profile `{ oil, iron, food, industry }` — each a finite number in [0, 1]
|
||||
* (2 decimal places). It is the v0.36 (#59) "Resources & Industry" data
|
||||
* source: the engine scales each region's per-turn industry boost by its
|
||||
* `industry` value, and the LLM prompt carries each nation's aggregate
|
||||
* profile (the area×population-weighted mean of the owned regions' profiles,
|
||||
* `deriveNationResources` in shared/protocol.ts).
|
||||
*
|
||||
* Like the region-geo manifest, this is a load-bearing data artifact — the
|
||||
* test pins its contract. It is dependency-free: it reads the JSON with plain
|
||||
* `fs`/`JSON.parse` (no `@turf`/geojson types, which would pull `@types/geojson`
|
||||
* into the tsc program and break `WorldMap.tsx` — see the v0.17 note). The
|
||||
* determinism test re-runs the (turf-free) `.mjs` builder and compares bytes,
|
||||
* matching that the builder is idempotent.
|
||||
*/
|
||||
import { readFileSync } from 'node:fs';
|
||||
import { execFileSync } from 'node:child_process';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
import { describe, expect, it } from 'vitest';
|
||||
|
||||
const here = path.dirname(fileURLToPath(import.meta.url));
|
||||
const root = path.resolve(here, '..');
|
||||
|
||||
function readJson(rel: string): Record<string, unknown> {
|
||||
return JSON.parse(readFileSync(path.join(root, rel), 'utf8'));
|
||||
}
|
||||
|
||||
interface ResourceEntry {
|
||||
oil: number;
|
||||
iron: number;
|
||||
food: number;
|
||||
industry: number;
|
||||
}
|
||||
|
||||
const RESOURCES = ['oil', 'iron', 'food', 'industry'] as const;
|
||||
|
||||
// feature id -> region key
|
||||
const manifest = readJson('public/region-keys.json') as Record<string, string>;
|
||||
const resources = readJson('public/region-resources.json') as Record<string, ResourceEntry>;
|
||||
const keys = Object.values(manifest);
|
||||
|
||||
describe('region-resources.json', () => {
|
||||
it('has exactly one entry per region key (same key set as region-keys.json)', () => {
|
||||
expect(new Set(Object.keys(resources))).toEqual(new Set(keys));
|
||||
expect(Object.keys(resources)).toHaveLength(1800);
|
||||
});
|
||||
|
||||
it('is keyed in sorted (deterministic) order', () => {
|
||||
const ks = Object.keys(resources);
|
||||
expect(ks).toEqual([...ks].sort());
|
||||
});
|
||||
|
||||
it('every entry is a finite { oil, iron, food, industry } in [0,1] with ≤ 2 dp', () => {
|
||||
for (const [k, v] of Object.entries(resources)) {
|
||||
for (const r of RESOURCES) {
|
||||
const val = v[r];
|
||||
expect(typeof val, `non-number ${r} for ${k}`).toBe('number');
|
||||
expect(Number.isFinite(val), `non-finite ${r} for ${k}`).toBe(true);
|
||||
expect(val >= 0, `negative ${r} for ${k}: ${val}`).toBe(true);
|
||||
expect(val <= 1, `${r} above 1 for ${k}: ${val}`).toBe(true);
|
||||
expect(
|
||||
Math.round(val * 100) / 100 === val,
|
||||
`${r} over 2dp for ${k}: ${val}`,
|
||||
).toBe(true);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
it('spot-checks well-known regions for exact profiles', () => {
|
||||
const is = (k: string, oil: number, iron: number, food: number, industry: number) => {
|
||||
const v = resources[k];
|
||||
expect(v, `missing resources for ${k}`).toBeDefined();
|
||||
expect(v!.oil, `oil for ${k}`).toBe(oil);
|
||||
expect(v!.iron, `iron for ${k}`).toBe(iron);
|
||||
expect(v!.food, `food for ${k}`).toBe(food);
|
||||
expect(v!.industry, `industry for ${k}`).toBe(industry);
|
||||
};
|
||||
is('california-kikh', 0.31, 0.1, 0.82, 0.97); // US-CA
|
||||
is('arkhangel-sk-lhbk', 0.49, 0.52, 0.98, 0.82); // RU-ARK mainland core
|
||||
is('pechora-qwhs', 0.11, 0.16, 1, 0.04); // RU-PEO (Arctic-coast band, #41)
|
||||
is('yamal-gosw', 0.64, 1, 1, 0.49); // RU-YAM (Arctic-coast band, #41)
|
||||
is('new-earth-eikt', 0.6, 0.56, 0.91, 0.66); // RU-ARK-NE (island group, #31)
|
||||
is('severnaya-zemlya-awqp', 0.1, 0.48, 1, 0.3); // RU-ARK-SZ (island group, #31)
|
||||
is('ain-lqtt', 0.94, 0.92, 0.51, 0.4); // FR-01 (Ain)
|
||||
});
|
||||
|
||||
it('is deterministic: re-running the builder rewrites a byte-identical file', () => {
|
||||
const file = path.join(root, 'public', 'region-resources.json');
|
||||
const before = readFileSync(file, 'utf8');
|
||||
// The builder is cwd-independent (it resolves the repo root from its own
|
||||
// location) and idempotent: same input files (region-keys.json + the
|
||||
// committed region-geo.json when present) + pure string hashing + fixed
|
||||
// 2-dp rounding + stable (sorted) key order → identical bytes.
|
||||
execFileSync(process.execPath, [path.join(root, 'scripts', 'build-region-resources.mjs')], {
|
||||
cwd: root,
|
||||
stdio: 'pipe',
|
||||
});
|
||||
const after = readFileSync(file, 'utf8');
|
||||
expect(after).toBe(before);
|
||||
});
|
||||
});
|
||||
@@ -36,6 +36,8 @@ function makeState(id: string): GameState {
|
||||
// (v0.35.0, #58) no active trades or embargoes.
|
||||
trades: [],
|
||||
embargoes: [],
|
||||
// (v0.36.0, #59) no industry projects.
|
||||
industry: [],
|
||||
};
|
||||
}
|
||||
|
||||
@@ -165,6 +167,61 @@ describe('openDb', () => {
|
||||
db.close();
|
||||
});
|
||||
|
||||
it('(v0.36.0 #59) a legacy row saved before the industry field existed loads with it defaulted to []', () => {
|
||||
const db = openDb(':memory:');
|
||||
const legacy = makeState('legacy');
|
||||
delete (legacy as { industry?: unknown[] }).industry; // a pre-v0.36 save (field absent)
|
||||
db.save(legacy);
|
||||
const loaded = db.load('legacy');
|
||||
expect(loaded).not.toBeNull();
|
||||
expect(loaded!.industry).toEqual([]);
|
||||
db.close();
|
||||
});
|
||||
|
||||
it('(v0.37.0 #60) a legacy row saved before the nation nuclear flag existed loads with it absent (not capable)', () => {
|
||||
const db = openDb(':memory:');
|
||||
// makeState has no nation.nuclear field — a pre-v0.37 save. The flag is
|
||||
// optional and not re-stamped by load, so an absent flag stays absent.
|
||||
db.save(makeState('legacy'));
|
||||
const loaded = db.load('legacy');
|
||||
expect(loaded).not.toBeNull();
|
||||
expect(loaded!.nations.uk.nuclear).toBeUndefined();
|
||||
db.close();
|
||||
});
|
||||
|
||||
it('(v0.37.0 #60) a set nation nuclear flag round-trips through save/load', () => {
|
||||
const db = openDb(':memory:');
|
||||
const s = makeState('nuc');
|
||||
s.nations.uk.nuclear = true; // armed (e.g. by a turn's nuclear.arm op)
|
||||
db.save(s);
|
||||
const loaded = db.load('nuc');
|
||||
expect(loaded).not.toBeNull();
|
||||
expect(loaded!.nations.uk.nuclear).toBe(true);
|
||||
db.close();
|
||||
});
|
||||
|
||||
it('(v0.38.0 #61) a legacy row saved before the nation leader field existed loads with it absent (no leader)', () => {
|
||||
const db = openDb(':memory:');
|
||||
// makeState has no nation.leader field — a pre-v0.38 save. The field is
|
||||
// optional and not re-stamped by load, so an absent leader stays absent.
|
||||
db.save(makeState('legacy'));
|
||||
const loaded = db.load('legacy');
|
||||
expect(loaded).not.toBeNull();
|
||||
expect(loaded!.nations.uk.leader).toBeUndefined();
|
||||
db.close();
|
||||
});
|
||||
|
||||
it('(v0.38.0 #61) a set nation leader round-trips through save/load', () => {
|
||||
const db = openDb(':memory:');
|
||||
const s = makeState('ldr');
|
||||
s.nations.uk.leader = { name: 'Admiral Old' };
|
||||
db.save(s);
|
||||
const loaded = db.load('ldr');
|
||||
expect(loaded).not.toBeNull();
|
||||
expect(loaded!.nations.uk.leader).toEqual({ name: 'Admiral Old' });
|
||||
db.close();
|
||||
});
|
||||
|
||||
it('delete removes a game by id and reports absence otherwise', () => {
|
||||
const db = openDb(':memory:');
|
||||
db.save(makeState('a'));
|
||||
|
||||
@@ -57,6 +57,9 @@ export function openDb(filePath: string): Db {
|
||||
// legacy game has no active trades or embargoes.
|
||||
if (state.trades === undefined) state.trades = [];
|
||||
if (state.embargoes === undefined) state.embargoes = [];
|
||||
// (v0.36, #59) Same for the industry layer: a legacy game has no
|
||||
// active industry projects.
|
||||
if (state.industry === undefined) state.industry = [];
|
||||
// (v0.28, #46) Rows saved before per-region stats existed are migrated
|
||||
// ONCE at load time (and never re-migrated afterwards — the field is
|
||||
// then present): each owned region is seeded with a copy of its owner's
|
||||
|
||||
+729
-39
File diff suppressed because it is too large
Load Diff
+776
-5
@@ -8,39 +8,52 @@ import type {
|
||||
EventOutcome,
|
||||
EventType,
|
||||
GameState,
|
||||
IndustryProject,
|
||||
IndustryType,
|
||||
MapMarker,
|
||||
Nation,
|
||||
NationStats,
|
||||
Preset,
|
||||
RelationStatus,
|
||||
RegionResources,
|
||||
RegionStats,
|
||||
RoundItem,
|
||||
StatKey,
|
||||
TradeAgreement,
|
||||
War,
|
||||
} from '../shared/types';
|
||||
import { EVENT_TYPES, RELATION_STATUSES } from '../shared/types';
|
||||
import { EVENT_TYPES, INDUSTRY_TYPES, RELATION_STATUSES } from '../shared/types';
|
||||
import {
|
||||
addDays,
|
||||
canConquer,
|
||||
clampStat,
|
||||
deriveNationResources,
|
||||
deriveNationStats,
|
||||
fnv1a32,
|
||||
HYBRID_OP_TYPES,
|
||||
isDateLike,
|
||||
isMarkerType,
|
||||
isNuclearCapable,
|
||||
LEADER_STABILITY_EFFECT,
|
||||
makeEvent,
|
||||
markerId,
|
||||
MAX_MARKERS,
|
||||
NUCLEAR_COLLAPSE,
|
||||
NUCLEAR_RETALIATION,
|
||||
nationForPrompt,
|
||||
type EconomyEmbargoOp,
|
||||
type EconomyOps,
|
||||
type EconomyTradeOp,
|
||||
type HybridOp,
|
||||
type HybridOpType,
|
||||
type IndustryOps,
|
||||
type LeaderCause,
|
||||
type LeaderChange,
|
||||
type MarkerInfo,
|
||||
type MarkerSpec,
|
||||
type NationOp,
|
||||
type NuclearOps,
|
||||
type NuclearStatKey,
|
||||
type RegionStatChange,
|
||||
type Takeover,
|
||||
type TurnEventSpec,
|
||||
@@ -70,6 +83,13 @@ export function isHybridOpType(t: unknown): t is HybridOpType {
|
||||
return typeof t === 'string' && VALID_HYBRID_TYPES.has(t);
|
||||
}
|
||||
|
||||
const VALID_INDUSTRY_TYPES = new Set<string>(INDUSTRY_TYPES);
|
||||
|
||||
/** True when `t` is one of the four known industry project types (v0.36, #59). */
|
||||
export function isIndustryType(t: unknown): t is IndustryType {
|
||||
return typeof t === 'string' && VALID_INDUSTRY_TYPES.has(t);
|
||||
}
|
||||
|
||||
// --- The LLM's getNeighbours tool (v0.21, #16 P2: contiguous region transfers) ---
|
||||
|
||||
/**
|
||||
@@ -224,6 +244,9 @@ export function buildSystemPrompt(preset: Preset, withNeighboursTool = false): s
|
||||
' "wars": {"declare":[{"sides":["<nationId>","<nationId>"],"aims":["<short aim>"]}],"end":[{"id":"<war id>","outcome":"<armistice|capitulation>","terms":"<short terms>"}]},',
|
||||
' "hybrid": {"ops":[{"type":"<spy|sabotage|assassinate|cyber|economic|information|proxy>","from":"<nation id or name>","target":"<nation id or name, or region key>","detail":"<short detail>","outcome":"<success|exposed>"}]},',
|
||||
' "economy": {"trade":[{"a":"<nationId>","b":"<nationId>","lift":<true|false>}],"embargo":[{"from":"<nationId>","target":"<nationId>","lift":<true|false>}]},',
|
||||
' "industry": {"projects":[{"regionKey":"<region key>","type":"<oil|iron|food|industry>"}]},',
|
||||
' "nuclear": {"arm":["<nation id or name>"],"strikes":[{"from":"<nuclear-capable nation id or name>","target":"<nation id or name, or region key>"}]},',
|
||||
' "leaders": {"changes":[{"target":"<nation id or name>","name":"<new leader name>","cause":"<assassination|death|appointed>"}]},',
|
||||
' "markers": {"add":[{"type":"<city|factory|army|port|capital|fleet|rocket|gathering>","name":"<short name>","regionKey":"<region key>"}],"remove":["<marker id>"]}',
|
||||
'}',
|
||||
'',
|
||||
@@ -245,6 +268,9 @@ export function buildSystemPrompt(preset: Preset, withNeighboursTool = false): s
|
||||
'- Wars ("wars") are named conflicts, each with a stable id. To DECLARE one, add {"declare":[{"sides":["<id>","<id>"],"aims":[...]}]} with at least 2 distinct belligerents: while it is active the engine AUTOMATICALLY sets both directions of every warring pair\'s relation to "war" and drags in the mutual-defense allies of each belligerent, so do NOT also emit a "war" relation for those pairs (you can never "make peace" between them without ending the war). To END an active war, add {"end":[{"id":"<war id from the user message\'s "wars" field>","outcome":"<armistice|capitulation>"}]} — only active wars can be ended, and when one ends its belligerent pairs fall back to "hostile". Propose at most 1-2 declarations per turn and narrate each declaration and each ending in "events".',
|
||||
'- Covert / hybrid ops ("hybrid.ops") are non-kinetic operations — spies, sabotage, assassination attempts, cyberattacks, economic pressure, disinformation, and proxy support. Unlike territory they NEVER move borders: a successful op applies a small, deterministic effect (a small dip in the target\'s economy / stability / military for sabotage / assassinate / cyber / economic, or a relation nudge toward hostile for information / proxy), while an "exposed" op backfires (no effect, and the actor\'s relation with the target sours by one step toward hostile). "target" may be a nation id / name or a region key (a region key hits that region\'s sole owner). Keep each detail short, propose at most a few per turn, and narrate each op in "events".',
|
||||
'- Economy ("economy") is the trade & embargo layer: a bilateral trade (trade: {"a":"..","b":".."}) gives BOTH parties a small, deterministic economy gain every turn, while a unilateral embargo (embargo: {"from":"..","target":".."}) lowers only the TARGET\'s economy every turn. Omit "lift" to declare / impose, and set "lift":true to end or lift an existing one (the user message\'s "trades"/"embargoes" fields list what is currently active). Propose at most 1-2 operations per turn and narrate each one in "events". Trades and embargoes between nations at war are suspended automatically by the engine.',
|
||||
'- Industry ("industry") is the per-resource development lever: each project is a building in one region you (or a nation) controls — {"regionKey":"<region key>","type":"<oil|iron|food|industry>"} (an oil facility, an iron mine, a food operation, or a factory). Every committed turn each active project gives its region\'s owner a small, deterministic economy gain, the bigger the region\'s industry profile (see the "resources" field). A region holds at most one project — do not re-declare one on a region that already has one (the user message\'s "industry" field lists what is already built). Propose at most 1-2 new projects per turn and narrate each one in "events".',
|
||||
'- Nuclear / WMD ("nuclear"): a nation is "nuclear-capable" when its "nuclear" flag is true or it currently owns a "rocket" marker. "arm" names (by id or name) nations to grant the "nuclear" flag — idempotent (already-armed nations are unchanged); a newly armed nation is capable this same turn. "strikes" is a list of "NuclearStrike" objects, each "{from, target}" — "from" is the striking nation (must be nuclear-capable and never itself) and "target" is either a nation (its nation collapses: economy -40, military -50, stability -40; every active war the target fights ends by capitulation and the "war" relations it caused downgrade to "hostile") or a region key (that region is released to no man\'s land, its regionStats entry deleted, and its sole owner collapses the same way — a region with 0 or 2+ owners, or one the striker itself owns, is dropped). If the struck nation (or the struck region\'s owner) is itself nuclear-capable, a "MAD" retaliation is applied: it strikes the striker back for half the collapse, and the two nations\' relations are forced to "hostile". At most one strike per turn; always narrate a strike (and a retaliation, if any) in "events".',
|
||||
'- 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).',
|
||||
'- 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.',
|
||||
@@ -321,6 +347,31 @@ export function buildUserPrompt(
|
||||
* with `economy.embargo` + `lift: true`. Omitted entirely when undefined.
|
||||
*/
|
||||
embargoes?: Embargo[],
|
||||
/**
|
||||
* (v0.36, #59) Each nation's AGGREGATE resource profile (nation id -> the
|
||||
* area×population-weighted mean of the resource profiles of the regions it
|
||||
* owns, via `deriveNationResources`). Emitted verbatim (even when empty) so
|
||||
* the model can reason about which nations are rich in which resource and
|
||||
* where to build industry projects. Omitted entirely when undefined (no
|
||||
* resource manifest loaded).
|
||||
*/
|
||||
nationResources?: Record<string, RegionResources>,
|
||||
/**
|
||||
* (v0.36, #59) The game's currently ACTIVE industry projects (each a region
|
||||
* key + project type). Emitted verbatim (even when empty) so the model knows
|
||||
* which regions already host a project (and should not be re-declared) and
|
||||
* can reference them. Omitted entirely when undefined.
|
||||
*/
|
||||
industryProjects?: IndustryProject[],
|
||||
/**
|
||||
* (v0.37.0, #60) Each nation's nuclear capability (nation id -> boolean),
|
||||
* computed by the caller via `isNuclearCapable` (the nation's `nuclear` flag
|
||||
* OR a current `rocket` marker). When defined, each nation in the `state.
|
||||
* nations` map is stamped with `nuclear: true|false` so the model knows who
|
||||
* can arm/strike and who can MAD-retaliate. Omitted entirely (no `nuclear`
|
||||
* key on any nation) when undefined.
|
||||
*/
|
||||
nuclear?: Record<string, boolean>,
|
||||
): string {
|
||||
const player = state.nations[state.playerNationId];
|
||||
const playerName = player?.name ?? state.playerNationId;
|
||||
@@ -410,7 +461,10 @@ export function buildUserPrompt(
|
||||
date: state.date,
|
||||
playerNationId: state.playerNationId,
|
||||
nations: Object.fromEntries(
|
||||
Object.entries(state.nations).map(([id, n]) => [id, nationForPrompt(n)]),
|
||||
Object.entries(state.nations).map(([id, n]) => [
|
||||
id,
|
||||
nuclear ? { ...nationForPrompt(n), nuclear: nuclear[id] ?? false } : nationForPrompt(n),
|
||||
]),
|
||||
),
|
||||
recentEvents: state.events.slice(-5).map((e) => ({
|
||||
turn: e.turn,
|
||||
@@ -437,6 +491,8 @@ export function buildUserPrompt(
|
||||
if (relations !== undefined) payload.relations = relations;
|
||||
if (trades !== undefined) payload.trades = trades;
|
||||
if (embargoes !== undefined) payload.embargoes = embargoes;
|
||||
if (nationResources !== undefined) payload.resources = nationResources;
|
||||
if (industryProjects !== undefined) payload.industry = industryProjects;
|
||||
return JSON.stringify(payload, null, 2);
|
||||
}
|
||||
|
||||
@@ -578,6 +634,9 @@ export function validateTurnResult(
|
||||
wars: { declare: [], end: [] },
|
||||
hybrid: { ops: [] },
|
||||
economy: { trade: [], embargo: [] },
|
||||
industry: { projects: [] },
|
||||
nuclear: { arm: [], strikes: [] },
|
||||
leaders: { changes: [] },
|
||||
markers: { add: [], remove: [] },
|
||||
};
|
||||
|
||||
@@ -688,6 +747,29 @@ export function validateTurnResult(
|
||||
// ambiguous / self-pairing ops are dropped there, never thrown.
|
||||
result.economy = validateEconomyOps(o.economy);
|
||||
|
||||
// (v0.36, #59) Industry projects: the LLM names a region key + one of the
|
||||
// four project types. Each project becomes an active entry in
|
||||
// `GameState.industry` (a per-region SET). The region key is validated as a
|
||||
// non-empty string here; whether the key is real and owned is checked at
|
||||
// apply time (a project on a region with no sole owner yields no boost but
|
||||
// is kept). Refs stay raw and the effect is deterministic at apply time.
|
||||
result.industry = validateIndustryOps(o.industry);
|
||||
|
||||
// (v0.37, #60) Nuclear / WMD ops: `arm` grants an arsenal to the named
|
||||
// nations and `strikes` are nuclear strikes fired this turn. Refs stay raw
|
||||
// here (resolved against the real state at apply time, like wars / hybrid
|
||||
// ops); an unresolvable ref, a non-capable striker, or an invalid region is
|
||||
// dropped at apply time, never thrown. Applied directly by applyTurnResult
|
||||
// (after industry, before markers).
|
||||
result.nuclear = validateNuclearOps(o.nuclear);
|
||||
|
||||
// (v0.38, #61) Leader changes: assassinations / deaths / appointments of
|
||||
// named leaders. Refs stay raw here (resolved against the real state at
|
||||
// apply time, like wars / hybrid / nuclear ops); an unresolvable target or a
|
||||
// leaderless assassination/death is dropped at apply time, never thrown.
|
||||
// Applied by applyTurnResult after nuclear, before markers.
|
||||
result.leaders = { changes: validateLeaderOps(o.leaders) };
|
||||
|
||||
// (v0.27, #44) Map-marker ops: new placements (validated here) and
|
||||
// removals by stable id. Applied by applyTurnResult after the territory
|
||||
// moves (a new marker's owner is the region's post-turn owner).
|
||||
@@ -962,6 +1044,101 @@ export function validateEconomyOps(raw: unknown): EconomyOps {
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.36, #59) Validate the raw `industry` object of a turn into a safe
|
||||
* {@link IndustryOps}. Defensive like the rest of the parser — never throws.
|
||||
* `projects`: each op needs a non-empty `regionKey` (capped at 120 chars) and a
|
||||
* known project {@link IndustryType} (one of INDUSTRY_TYPES); ops with a
|
||||
* missing/malformed field are dropped. The region key is kept raw here (like
|
||||
* the hybrid / economy refs) — whether it is a *valid* region key, and whether
|
||||
* its region ends the turn with a sole owner, is checked at apply time against
|
||||
* the manifest and the final ownership (a project on a region with no sole
|
||||
* owner yields no boost but is kept). A missing / malformed top-level object
|
||||
* yields `{ projects: [] }`.
|
||||
*/
|
||||
export function validateIndustryOps(raw: unknown): IndustryOps {
|
||||
const out: IndustryOps = { projects: [] };
|
||||
if (!raw || typeof raw !== 'object' || Array.isArray(raw)) return out;
|
||||
const o = raw as Record<string, unknown>;
|
||||
if (Array.isArray(o.projects)) {
|
||||
for (const e of o.projects) {
|
||||
if (!e || typeof e !== 'object') continue;
|
||||
const p = e as Record<string, unknown>;
|
||||
const regionKey = str(p.regionKey, 120);
|
||||
if (!regionKey || !isIndustryType(p.type)) continue;
|
||||
out.projects.push({ regionKey, type: p.type });
|
||||
}
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.37, #60) Validate the raw `nuclear` object of a turn into a safe
|
||||
* {@link NuclearOps}. Defensive like the rest of the parser — never throws.
|
||||
* `arm`: non-empty nation refs (capped at 120 chars), deduped; a ref is
|
||||
* resolved (id or name) at APPLY time, so an unknown ref is dropped there, not
|
||||
* here. `strikes`: each needs a non-empty `from` (the striking nation ref) and
|
||||
* a non-empty `target` (a nation ref OR a region key), each capped at 120
|
||||
* chars; a self-target (`from` and `target` the same ref) is dropped here. A
|
||||
* missing / malformed top-level object yields `{ arm: [], strikes: [] }`.
|
||||
*/
|
||||
export function validateNuclearOps(raw: unknown): NuclearOps {
|
||||
const out: NuclearOps = { arm: [], strikes: [] };
|
||||
if (!raw || typeof raw !== 'object' || Array.isArray(raw)) return out;
|
||||
const o = raw as Record<string, unknown>;
|
||||
if (Array.isArray(o.arm)) {
|
||||
for (const e of o.arm) {
|
||||
const s = typeof e === 'string' ? e.trim() : '';
|
||||
if (s && !out.arm.includes(s)) out.arm.push(s.slice(0, 120));
|
||||
}
|
||||
}
|
||||
if (Array.isArray(o.strikes)) {
|
||||
for (const e of o.strikes) {
|
||||
if (!e || typeof e !== 'object') continue;
|
||||
const s = e as Record<string, unknown>;
|
||||
const from = str(s.from, 120);
|
||||
const target = str(s.target, 120);
|
||||
if (!from || !target) continue;
|
||||
if (from.toLowerCase() === target.toLowerCase()) continue; // self-target: drop
|
||||
out.strikes.push({ from, target });
|
||||
}
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.38, #61) Validate the raw `leaders` object of a turn into a safe
|
||||
* `LeaderChange[]`. Defensive like the rest of the parser — never throws.
|
||||
* Accepts a `{ changes: [...] }` object or a bare array (lenient). Each change
|
||||
* needs a non-empty `target` (a nation ref, capped at 120 chars), a non-empty
|
||||
* `name` (the new leader's name, capped at 120 chars), and a `cause` that is
|
||||
* one of the three known literals (assassination / death / appointed). Refs
|
||||
* stay raw here (resolved against the real state at apply time, like the wars
|
||||
* / hybrid / nuclear ops); a leaderless assassination/death is dropped at
|
||||
* apply time, never thrown.
|
||||
*/
|
||||
export function validateLeaderOps(raw: unknown): LeaderChange[] {
|
||||
const out: LeaderChange[] = [];
|
||||
const list = Array.isArray(raw)
|
||||
? raw
|
||||
: raw && typeof raw === 'object'
|
||||
? (raw as Record<string, unknown>).changes
|
||||
: undefined;
|
||||
if (!Array.isArray(list)) return out;
|
||||
for (const e of list) {
|
||||
if (!e || typeof e !== 'object') continue;
|
||||
const s = e as Record<string, unknown>;
|
||||
const target = str(s.target, 120);
|
||||
const name = str(s.name, 120);
|
||||
if (!target || !name) continue;
|
||||
const cause = typeof s.cause === 'string' ? s.cause : '';
|
||||
if (cause === 'assassination' || cause === 'death' || cause === 'appointed') {
|
||||
out.push({ target, name, cause: cause as LeaderCause });
|
||||
}
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.33.0, #56) The UNORDERED pairs of belligerents of a set of ACTIVE
|
||||
* wars: a war with sides [a, b, c] contributes the pairs {a,b}, {a,c},
|
||||
@@ -1246,6 +1423,85 @@ function applyHybridOp(
|
||||
else if (op.type === 'proxy') shiftRelationTowardHostile(next, from, target.nation.id, 'rival');
|
||||
}
|
||||
|
||||
// --- Named leaders (v0.38, #61) -----------------------------------------------
|
||||
|
||||
/**
|
||||
* (v0.38, #61) Apply a single leader change to `next` (in place). The target
|
||||
* nation is resolved by the shared resolver (id first, then a case-insensitive
|
||||
* unique name; an unknown or ambiguous ref is dropped, never thrown). A GATE
|
||||
* then applies: an `assassination` or `death` requires the target to already
|
||||
* have a leader (a leaderless target is dropped); an `appointed` change is
|
||||
* always valid (it creates the first leader). On a valid change the target's
|
||||
* `leader` is set to the new name and a DETERMINISTIC stability dip
|
||||
* (`LEADER_STABILITY_EFFECT[cause]`) is applied to its `stats.stability`
|
||||
* (clamped 0–100) and mirrored to every region the nation owns
|
||||
* (`regionStats`); the nation's derived stats are re-derived afterwards (the
|
||||
* same 0-region / no-entry guards as the hybrid/economy/industry effects, so a
|
||||
* 0-region nation keeps its directly-mutated value). Finally a narration event
|
||||
* is appended: a dramatic `military` event for an assassination, a `political`
|
||||
* succession event for a death or an appointment. The replacement never moves
|
||||
* territory (sole ownership is untouched).
|
||||
*/
|
||||
function applyLeaderChange(
|
||||
next: GameState,
|
||||
op: LeaderChange,
|
||||
geoOf?: (key: string) => { area: number; population: number } | undefined,
|
||||
actingTurn?: number,
|
||||
): void {
|
||||
const turn = actingTurn ?? next.turn;
|
||||
const id = resolveNationRef(next, op.target);
|
||||
if (id === null) return; // unknown / ambiguous target: drop, never throw
|
||||
const n = next.nations[id];
|
||||
|
||||
// GATE: assassination / death require an existing leader; an appointment is
|
||||
// always valid (it creates the first leader).
|
||||
if (op.cause !== 'appointed' && !n.leader) return;
|
||||
|
||||
const prevName = n.leader?.name;
|
||||
n.leader = { name: op.name };
|
||||
|
||||
const delta = LEADER_STABILITY_EFFECT[op.cause];
|
||||
if (delta !== 0) {
|
||||
n.stats.stability = clampStat(n.stats.stability + delta);
|
||||
for (const key of n.territory) {
|
||||
const rs = next.regionStats[key];
|
||||
if (!rs) continue;
|
||||
rs.stability = clampStat(rs.stability + delta);
|
||||
}
|
||||
// Re-derive the nation's aggregate stats (the main recompute ran earlier
|
||||
// this turn, so without this the dip would be washed out next turn).
|
||||
if (n.territory.length > 0 && n.territory.some((k) => next.regionStats[k])) {
|
||||
n.stats = deriveNationStats(n.territory, next.regionStats, geoOf);
|
||||
}
|
||||
}
|
||||
|
||||
const title =
|
||||
op.cause === 'assassination'
|
||||
? `${prevName ?? 'The leader'} of ${n.name} is assassinated`
|
||||
: op.cause === 'death'
|
||||
? `${prevName ?? 'The leader'} of ${n.name} dies`
|
||||
: `${n.name} appoints ${op.name}`;
|
||||
const text =
|
||||
op.cause === 'assassination'
|
||||
? `${n.name}'s leader ${prevName ?? ''} was assassinated; ${op.name} takes power amid turmoil.`
|
||||
: op.cause === 'death'
|
||||
? `${n.name}'s leader ${prevName ?? ''} has died; ${op.name} succeeds to power.`
|
||||
: `${n.name} has appointed ${op.name} as its new leader.`;
|
||||
next.events.push(
|
||||
makeEvent(
|
||||
{
|
||||
nation: n.id,
|
||||
type: op.cause === 'assassination' ? 'military' : 'political',
|
||||
title,
|
||||
text,
|
||||
outcome: 'success',
|
||||
},
|
||||
turn,
|
||||
next.date,
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
// --- Economy ops: trade + embargo (v0.35.0, #58) ------------------------------
|
||||
|
||||
/**
|
||||
@@ -1368,8 +1624,421 @@ function suspendEconomyOnWar(next: GameState): void {
|
||||
next.embargoes = next.embargoes.filter((e) => !atWarNow(e.from, e.target));
|
||||
}
|
||||
|
||||
// --- Industry projects: the per-region economy-boost lever (v0.36, #59) ------
|
||||
|
||||
/**
|
||||
* A turn is "meaningful" if it produced at least an event, a stat change, a
|
||||
* (v0.36, #59) The BASE per-turn economy boost one industry project grants its
|
||||
* region's sole owner. A project's actual boost is this base plus one extra
|
||||
* point when the region's `industry` resource value is at least 0.5 (a region
|
||||
* with a strong industry profile yields a bigger return). The base value is
|
||||
* deliberately the same magnitude as {@link TRADE_ECONOMY_BONUS} /
|
||||
* {@link EMBARGO_ECONOMY_PENALTY}.
|
||||
*/
|
||||
const INDUSTRY_ECONOMY_BONUS = 1;
|
||||
|
||||
/**
|
||||
* (v0.36, #59) The per-turn economy boost for ONE industry project sitting in
|
||||
* `regionKey`: {@link INDUSTRY_ECONOMY_BONUS} plus one extra point when the
|
||||
* region's `industry` resource value (from `resourceOf`) is at least 0.5.
|
||||
* Without the resource manifest (or for a region with no profile) the boost is
|
||||
* the base value. Pure + deterministic.
|
||||
*/
|
||||
function industryBoost(
|
||||
regionKey: string,
|
||||
resourceOf?: (key: string) => RegionResources | undefined,
|
||||
): number {
|
||||
const r = resourceOf?.(regionKey);
|
||||
return INDUSTRY_ECONOMY_BONUS + (r && r.industry >= 0.5 ? 1 : 0);
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.36, #59) Apply the turn's industry ops to `GameState.industry` as a
|
||||
* PER-REGION SET: each op names a region key + a project type. A region key
|
||||
* that is not a valid manifest key (`validKeys`, when supplied) is dropped; a
|
||||
* region that already hosts a project is untouched (the first declared type
|
||||
* wins — re-declaring on the same region is a no-op, the type is never
|
||||
* replaced). Otherwise the project is appended. Mutates `next` in place.
|
||||
* Nothing here throws.
|
||||
*/
|
||||
function applyIndustryOps(
|
||||
next: GameState,
|
||||
ops: IndustryOps,
|
||||
validKeys?: ReadonlySet<string>,
|
||||
): void {
|
||||
if (ops.projects.length === 0) return;
|
||||
const has = (key: string) => next.industry.some((p) => p.regionKey === key);
|
||||
for (const p of ops.projects) {
|
||||
if (validKeys && !validKeys.has(p.regionKey)) continue; // unknown region key: drop
|
||||
if (has(p.regionKey)) continue; // a region hosts at most one project
|
||||
next.industry.push({ regionKey: p.regionKey, type: p.type });
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.36, #59) The per-turn economic effect of the industry layer, applied
|
||||
* EVERY committed turn (not just to this turn's adds): each active project
|
||||
* grants its region's SOLE owner a small, deterministic economy boost (see
|
||||
* {@link industryBoost}) — clamped to 0–100, mirrored to every region the
|
||||
* owner holds (`regionStats`), and each affected nation's derived stats are
|
||||
* re-derived afterwards (the same 0-region / no-entry guards as
|
||||
* `applyEconomyEffects`). A project whose region ends the turn with NO owner,
|
||||
* or 2+ owners (released to no man's land / corrupt), yields no boost but is
|
||||
* kept in the list. Sole ownership is untouched. No-op when there are no
|
||||
* active projects. Never throws.
|
||||
*/
|
||||
export function applyIndustryEffects(
|
||||
next: GameState,
|
||||
resourceOf?: (key: string) => RegionResources | undefined,
|
||||
geoOf?: (key: string) => { area: number; population: number } | undefined,
|
||||
): void {
|
||||
if (next.industry.length === 0) return;
|
||||
|
||||
// Map each region key to its SOLE owner (a key with 0 or 2+ owners maps to
|
||||
// nothing and yields no boost).
|
||||
const ownerOf = new Map<string, string>();
|
||||
{
|
||||
const owners = new Map<string, string[]>();
|
||||
for (const n of Object.values(next.nations)) {
|
||||
for (const key of n.territory) {
|
||||
const list = owners.get(key);
|
||||
if (list) list.push(n.id);
|
||||
else owners.set(key, [n.id]);
|
||||
}
|
||||
}
|
||||
for (const [key, list] of owners) {
|
||||
if (list.length === 1) ownerOf.set(key, list[0]);
|
||||
}
|
||||
}
|
||||
|
||||
// nation id -> accumulated economy boost (a nation owning several project
|
||||
// regions gets each of their boosts).
|
||||
const delta = new Map<string, number>();
|
||||
for (const p of next.industry) {
|
||||
const owner = ownerOf.get(p.regionKey);
|
||||
if (!owner) continue; // 0 or 2+ owners: no boost (the project is kept)
|
||||
const n = next.nations[owner];
|
||||
if (!n) continue; // a nation removed this turn (a merge): the boost is dropped
|
||||
delta.set(owner, (delta.get(owner) ?? 0) + industryBoost(p.regionKey, resourceOf));
|
||||
}
|
||||
|
||||
const affected = new Set<string>();
|
||||
for (const [id, d] of delta) {
|
||||
const n = next.nations[id];
|
||||
if (!n) continue;
|
||||
n.stats.economy = clampStat(n.stats.economy + d);
|
||||
for (const key of n.territory) {
|
||||
const rs = next.regionStats[key];
|
||||
if (rs) rs.economy = clampStat(rs.economy + d);
|
||||
}
|
||||
affected.add(id);
|
||||
}
|
||||
|
||||
if (affected.size > 0) {
|
||||
for (const id of affected) {
|
||||
const n = next.nations[id];
|
||||
if (n && n.territory.length > 0 && n.territory.some((k) => next.regionStats[k])) {
|
||||
n.stats = deriveNationStats(n.territory, next.regionStats, geoOf);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --- Nuclear / WMD (v0.37, #60): the WMD lever --------------------------------
|
||||
//
|
||||
// A nuclear strike is a DETERMINISTIC devastation (no hidden randomness): the
|
||||
// LLM decides which nuclear-capable nation strikes and what it targets; the
|
||||
// engine decides the size of the effect (NUCLEAR_COLLAPSE / NUCLEAR_RETALIATION
|
||||
// in protocol.ts). This block runs AFTER the industry effects and BEFORE the
|
||||
// marker owner-recompute, because a region strike RELEASES its region to no
|
||||
// man's land, which changes the final ownership the markers depend on.
|
||||
//
|
||||
// ARM: each `arm` ref (id or name) is resolved and that nation's `nuclear`
|
||||
// flag is set to true (idempotent; an unresolvable ref is dropped).
|
||||
// Arming runs first, so a nation that arms AND strikes this turn is
|
||||
// capable.
|
||||
//
|
||||
// STRIKE: each strike is validated independently (never throws):
|
||||
// (a) `from` must resolve to a nuclear-capable nation (the `nuclear` flag
|
||||
// or a rocket marker), else dropped.
|
||||
// (b) The target is a NATION (a ref resolving to a distinct nation) or a
|
||||
// REGION (a region key / name with a SOLE owner that is not the
|
||||
// striker):
|
||||
// - a nation target: the target's economy / military / stability are
|
||||
// devastated (NUCLEAR_COLLAPSE, mirrored to its regions); if `from`
|
||||
// and the target are on opposite sides of an active war, that war
|
||||
// ends in `capitulation` and the warring relation falls back to
|
||||
// hostile; if the target is nuclear-capable, the striker suffers a
|
||||
// half-strength MAD retaliation.
|
||||
// - a region target: the region is released to no man's land (its
|
||||
// regionStats entry leaves the table), its former owner is
|
||||
// devastated (NUCLEAR_COLLAPSE), and if that owner is nuclear-capable
|
||||
// the striker suffers a half-strength MAD retaliation.
|
||||
// (c) every applied strike appends a dramatic event (the EXISTING `military`
|
||||
// category — no new category is invented), and a MAD strike appends an
|
||||
// extra "MAD retaliation" event.
|
||||
//
|
||||
// After all strikes, every affected nation's derived stats are re-derived
|
||||
// (the same 0-region / no-entry guards as the main recompute), so the
|
||||
// collapse persists and the sole-ownership invariant is untouched.
|
||||
|
||||
/** The three stats a nuclear strike collapses (population is never touched). */
|
||||
const NUCLEAR_STATS: NuclearStatKey[] = ['economy', 'military', 'stability'];
|
||||
|
||||
/**
|
||||
* Devastate one nation's stats AND every region it owns (mirroring the
|
||||
* collapse into `regionStats`, like the economy / hybrid layers), clamped to
|
||||
* 0–100. Never throws.
|
||||
*/
|
||||
function collapseNationStats(
|
||||
next: GameState,
|
||||
nationId: string,
|
||||
collapse: Record<NuclearStatKey, number>,
|
||||
): void {
|
||||
const n = next.nations[nationId];
|
||||
if (!n) return;
|
||||
for (const k of NUCLEAR_STATS) {
|
||||
const d = collapse[k];
|
||||
n.stats[k] = clampStat(n.stats[k] + d);
|
||||
for (const key of n.territory) {
|
||||
const rs = next.regionStats[key];
|
||||
if (rs) rs[k] = clampStat(rs[k] + d);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Release a region key to no man's land, reusing the turn's release semantics:
|
||||
* the key leaves its SOLE owner's territory, is marked in `GameState.unowned`,
|
||||
* and its `regionStats` entry is deleted. A key with 0 or 2+ owners (or an
|
||||
* already-unowned key) is left untouched. Never throws.
|
||||
*/
|
||||
function releaseRegionToNoMansLand(next: GameState, key: string): void {
|
||||
if (next.unowned.includes(key)) return; // already no man's land
|
||||
const owners = Object.values(next.nations).filter((n) => n.territory.includes(key));
|
||||
if (owners.length !== 1) return; // 0 or 2+ owners: not releasable
|
||||
next.nations[owners[0]!.id].territory = next.nations[owners[0]!.id].territory.filter(
|
||||
(k) => k !== key,
|
||||
);
|
||||
next.unowned.push(key);
|
||||
delete next.regionStats[key];
|
||||
}
|
||||
|
||||
/**
|
||||
* End every ACTIVE war whose sides include both `a` and `b` (a nuclear
|
||||
* capitulation), then downgrade the `war` relation of every pair that is no
|
||||
* longer covered by an active war back to `hostile` (the war → relation sync).
|
||||
* Capturing the active pairs immediately BEFORE the end keeps this correct for
|
||||
* a war declared and ended in the SAME turn (where the start-of-turn `prev`
|
||||
* that `syncWarRelations` uses would not contain it). Never throws.
|
||||
*/
|
||||
function endWarsBetween(next: GameState, a: string, b: string): void {
|
||||
const before = activeWarPairs(next.wars);
|
||||
let ended = false;
|
||||
for (const w of next.wars) {
|
||||
if (w.status === 'active' && w.sides.includes(a) && w.sides.includes(b)) {
|
||||
w.status = 'capitulation';
|
||||
ended = true;
|
||||
}
|
||||
}
|
||||
if (!ended) return;
|
||||
const after = activeWarPairs(next.wars);
|
||||
for (const key of before) {
|
||||
if (after.has(key)) continue; // still covered by another active war
|
||||
const [x, y] = key.split('\u0000');
|
||||
const nx = next.nations[x];
|
||||
const ny = next.nations[y];
|
||||
if (!nx || !ny) continue;
|
||||
if (nx.relations[y] === 'war' || ny.relations[x] === 'war') {
|
||||
nx.relations[y] = 'hostile';
|
||||
ny.relations[x] = 'hostile';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Force the relation between two nations to `hostile` in BOTH directions —
|
||||
* the aftermath of a MAD exchange. A `war` relation is never downgraded (the
|
||||
* war entity owns it while active — e.g. a region strike that devastates one
|
||||
* warring side without ending the war). Never throws.
|
||||
*/
|
||||
function forceHostile(next: GameState, a: string, b: string): void {
|
||||
const na = next.nations[a];
|
||||
const nb = next.nations[b];
|
||||
if (!na || !nb) return;
|
||||
if (na.relations[b] !== 'war') na.relations[b] = 'hostile';
|
||||
if (nb.relations[a] !== 'war') nb.relations[a] = 'hostile';
|
||||
}
|
||||
|
||||
/**
|
||||
* Apply a turn's nuclear ops to the (cloned) `next` state, mutating it in
|
||||
* place and never throwing. See the section comment above for the full
|
||||
* contract. `state` is the ORIGINAL (pre-turn) state — its `markers` supply the
|
||||
* "owns a rocket" half of nuclear capability (a rocket marker placed this very
|
||||
* turn makes its owner capable only from the next turn, while a nation that
|
||||
* ARMS this turn is capable immediately, since arming runs first).
|
||||
*/
|
||||
export function applyNuclearOps(
|
||||
next: GameState,
|
||||
ops: NuclearOps,
|
||||
state: GameState,
|
||||
geoOf?: (key: string) => { area: number; population: number } | undefined,
|
||||
validKeys?: ReadonlySet<string>,
|
||||
regionNameOf?: (key: string) => string | undefined,
|
||||
actingTurn?: number,
|
||||
): void {
|
||||
if (ops.arm.length === 0 && ops.strikes.length === 0) return;
|
||||
const turn = actingTurn ?? next.turn;
|
||||
const markers = state.markers ?? [];
|
||||
const capable = (id: string): boolean => {
|
||||
const n = next.nations[id];
|
||||
return n ? isNuclearCapable(n, markers) : false;
|
||||
};
|
||||
|
||||
// (1) ARM: set the nuclear flag (idempotent); unresolvable refs are dropped.
|
||||
for (const ref of ops.arm) {
|
||||
const id = resolveNationRef(next, ref);
|
||||
if (id === null) continue;
|
||||
const n = next.nations[id];
|
||||
if (!n) continue;
|
||||
n.nuclear = true;
|
||||
}
|
||||
|
||||
const affected = new Set<string>();
|
||||
const regionDisplay = (key: string): string => regionNameOf?.(key) ?? key;
|
||||
|
||||
// (2) STRIKES: each validated independently against the post-arm state.
|
||||
for (const strike of ops.strikes) {
|
||||
const fromId = resolveNationRef(next, strike.from);
|
||||
if (fromId === null) continue; // unknown / ambiguous striker: drop
|
||||
const from = next.nations[fromId];
|
||||
if (!from) continue;
|
||||
if (!capable(fromId)) continue; // a non-capable nation cannot strike
|
||||
if (fromId === resolveNationRef(next, strike.target)) continue; // self: drop
|
||||
|
||||
// Resolve the target: a NATION (a ref resolving to a distinct nation) or a
|
||||
// REGION (a region key / name with a sole owner that is not the striker).
|
||||
let target:
|
||||
| { kind: 'nation'; nation: Nation }
|
||||
| { kind: 'region'; key: string; owner: Nation }
|
||||
| null = null;
|
||||
const tid = resolveNationRef(next, strike.target);
|
||||
if (tid !== null) {
|
||||
const tn = next.nations[tid];
|
||||
if (tn) target = { kind: 'nation', nation: tn };
|
||||
} else {
|
||||
const rk = validKeys
|
||||
? resolveRegionKey(strike.target, validKeys, regionNameOf ?? (() => undefined))
|
||||
: (strike.target.trim() || null);
|
||||
if (rk !== null) {
|
||||
const owners = Object.values(next.nations).filter((n) => n.territory.includes(rk));
|
||||
if (owners.length === 1 && owners[0]!.id !== fromId) {
|
||||
target = { kind: 'region', key: rk, owner: owners[0]! };
|
||||
}
|
||||
// a 0/2+-owner region, or a region the striker owns (self), is dropped
|
||||
}
|
||||
}
|
||||
if (target === null) continue; // unresolvable target: drop
|
||||
|
||||
if (target.kind === 'nation') {
|
||||
// Devastate the target nation.
|
||||
collapseNationStats(next, target.nation.id, NUCLEAR_COLLAPSE);
|
||||
affected.add(target.nation.id);
|
||||
// A strike on a nation at war with the striker ends that war in
|
||||
// capitulation (the relation then falls back to hostile).
|
||||
endWarsBetween(next, fromId, target.nation.id);
|
||||
// MAD: a nuclear-capable target strikes back at half strength and the
|
||||
// two nations end the exchange at least hostile.
|
||||
if (capable(target.nation.id)) {
|
||||
collapseNationStats(next, fromId, NUCLEAR_RETALIATION);
|
||||
affected.add(fromId);
|
||||
forceHostile(next, fromId, target.nation.id);
|
||||
next.events.push(
|
||||
makeEvent(
|
||||
{
|
||||
nation: fromId,
|
||||
type: 'military',
|
||||
title: 'MAD retaliation',
|
||||
text: `${target.nation.name} launches a retaliatory nuclear strike against ${from.name}; mutual assured destruction devastates ${from.name} in turn.`,
|
||||
outcome: 'failure',
|
||||
},
|
||||
turn,
|
||||
next.date,
|
||||
),
|
||||
);
|
||||
}
|
||||
next.events.push(
|
||||
makeEvent(
|
||||
{
|
||||
nation: fromId,
|
||||
type: 'military',
|
||||
title: `Nuclear strike on ${target.nation.name}`,
|
||||
text: `${from.name} devastates ${target.nation.name} with a nuclear strike; the target's economy, military and stability collapse.`,
|
||||
outcome: 'success',
|
||||
},
|
||||
turn,
|
||||
next.date,
|
||||
),
|
||||
);
|
||||
} else {
|
||||
// Devastate the region: release it to no man's land, then devastate its
|
||||
// former owner.
|
||||
const owner = target.owner;
|
||||
releaseRegionToNoMansLand(next, target.key);
|
||||
collapseNationStats(next, owner.id, NUCLEAR_COLLAPSE);
|
||||
affected.add(owner.id);
|
||||
// MAD: a nuclear-capable owner strikes back at half strength and the
|
||||
// two nations end the exchange at least hostile.
|
||||
if (capable(owner.id)) {
|
||||
collapseNationStats(next, fromId, NUCLEAR_RETALIATION);
|
||||
affected.add(fromId);
|
||||
forceHostile(next, fromId, owner.id);
|
||||
next.events.push(
|
||||
makeEvent(
|
||||
{
|
||||
nation: fromId,
|
||||
type: 'military',
|
||||
title: 'MAD retaliation',
|
||||
text: `${owner.name} launches a retaliatory nuclear strike against ${from.name} in response to the devastation of ${regionDisplay(
|
||||
target.key,
|
||||
)}; mutual assured destruction devastates ${from.name} in turn.`,
|
||||
outcome: 'failure',
|
||||
},
|
||||
turn,
|
||||
next.date,
|
||||
),
|
||||
);
|
||||
}
|
||||
next.events.push(
|
||||
makeEvent(
|
||||
{
|
||||
nation: fromId,
|
||||
type: 'military',
|
||||
title: `Nuclear strike on ${regionDisplay(target.key)}`,
|
||||
text: `${from.name} obliterates ${regionDisplay(
|
||||
target.key,
|
||||
)} with a nuclear strike, reducing the region to no man's land and devastating its former owner, ${owner.name}.`,
|
||||
outcome: 'success',
|
||||
},
|
||||
turn,
|
||||
next.date,
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// (3) RE-DERIVE: every affected nation's aggregate stats (the same 0-region /
|
||||
// no-entry guards as the main recompute), so the collapse persists.
|
||||
for (const id of affected) {
|
||||
const n = next.nations[id];
|
||||
if (!n) continue;
|
||||
if (n.territory.length === 0) continue; // 0-region guard: no regions to aggregate
|
||||
if (!n.territory.some((k) => next.regionStats[k])) continue; // no entry: keep n.stats
|
||||
n.stats = deriveNationStats(n.territory, next.regionStats, geoOf);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* A turn is "meaningful" if it produced at least an event, a stat change, a stat change, a
|
||||
* no-man's-land release (v0.22 #16 P3: a release is a real world change even
|
||||
* when the model under-narrates it), a nation-op proposal (v0.23 #16 P4a:
|
||||
* a proposal is a real pending-world change the player will resolve, so it
|
||||
@@ -1397,6 +2066,16 @@ export function isMeaningful(result: TurnResult): boolean {
|
||||
// turn is a real world change (the active economy lists moved).
|
||||
result.economy.trade.length > 0 ||
|
||||
result.economy.embargo.length > 0 ||
|
||||
// (v0.36, #59) an industry project built this turn is a real world change
|
||||
// (the active project list moved).
|
||||
result.industry.projects.length > 0 ||
|
||||
// (v0.37, #60) a nation arming a nuclear arsenal or a nuclear strike fired
|
||||
// this turn is a real world change.
|
||||
result.nuclear.arm.length > 0 ||
|
||||
result.nuclear.strikes.length > 0 ||
|
||||
// (v0.38, #61) a leader assassinated / died / appointed this turn is a real
|
||||
// world change (a nation's leader and stability moved).
|
||||
result.leaders.changes.length > 0 ||
|
||||
// (v0.27, #44) a marker placed or removed this turn is a real world change.
|
||||
result.markers.add.length > 0 ||
|
||||
result.markers.remove.length > 0
|
||||
@@ -1441,6 +2120,13 @@ function genericUnclearEvent(state: GameState): TurnEventSpec {
|
||||
* (from the geo `properties.name`, via server/regions.ts) for the text of the
|
||||
* engine-emitted "invasion repelled" event; without it the event falls back to
|
||||
* the raw key. Pure either way.
|
||||
*
|
||||
* `resourceOf` (v0.36, #59) resolves a region key to its synthesized resource
|
||||
* profile (`{ oil, iron, food, industry }`, from public/region-resources.json
|
||||
* via server/regions.ts). It is used to scale each industry project's per-turn
|
||||
* economy boost by the region's `industry` value (a region with a strong
|
||||
* industry profile yields a bigger return). Without it the boost is the
|
||||
* unscaled base value — the engine stays pure and deterministic either way.
|
||||
*/
|
||||
export function applyTurnResult(
|
||||
state: GameState,
|
||||
@@ -1449,12 +2135,16 @@ export function applyTurnResult(
|
||||
centroidOf?: (key: string) => { lat: number; lon: number; spread: number } | undefined,
|
||||
geoOf?: (key: string) => { area: number; population: number } | undefined,
|
||||
regionNameOf?: (key: string) => string | undefined,
|
||||
resourceOf?: (key: string) => RegionResources | undefined,
|
||||
): GameState {
|
||||
const next: GameState = JSON.parse(JSON.stringify(state));
|
||||
next.version = (state.version ?? 0) + 1; // every mutation is a new revision
|
||||
// (v0.28, #46) per-region stats table; a legacy/corrupt clone without the
|
||||
// field starts empty (the turn then re-inits claimed regions as it goes).
|
||||
next.regionStats = next.regionStats ?? {};
|
||||
// (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 ?? [];
|
||||
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);
|
||||
@@ -1779,6 +2469,47 @@ export function applyTurnResult(
|
||||
suspendEconomyOnWar(next);
|
||||
applyEconomyEffects(next, geoOf);
|
||||
|
||||
// --- Industry projects (v0.36, #59): per-region economy-boost lever ---
|
||||
//
|
||||
// Placed AFTER the economy block (both move stats, and the industry boost
|
||||
// should compose with the trade/embargo effects of the same turn) and
|
||||
// before markers / nationOps. Order:
|
||||
// (1) APPLY OPS: this turn's `industry.projects` are added to
|
||||
// `GameState.industry` as a per-region SET — a region key that is not
|
||||
// a valid manifest key is dropped, and a region that already hosts a
|
||||
// project is untouched (the first declared type wins; re-declaring is
|
||||
// a no-op).
|
||||
// (2) PER-TURN EFFECT: the FULL active project list (not just this
|
||||
// turn's adds) each grants their region's SOLE owner a small,
|
||||
// deterministic economy boost scaled by the region's `industry`
|
||||
// resource value — clamped, mirrored to every region the owner holds,
|
||||
// and re-derived like the economy/hybrid effects. A project whose
|
||||
// region ends the turn with no owner (or 2+ owners) yields no boost
|
||||
// but is KEPT (the region may be re-claimed later). Sole ownership is
|
||||
// untouched (the layer moves stats, never territory).
|
||||
applyIndustryOps(next, result.industry, validKeys);
|
||||
applyIndustryEffects(next, resourceOf, geoOf);
|
||||
|
||||
// --- Nuclear / WMD (v0.37, #60): the WMD lever ---
|
||||
//
|
||||
// Placed AFTER the industry/economy effects (both move stats) and BEFORE the
|
||||
// markers block (a region strike releases its region to no man's land, which
|
||||
// changes the FINAL ownership the marker owner-recompute depends on). See
|
||||
// applyNuclearOps for the full contract (arm, strike, MAD, re-derive).
|
||||
// `state` (the original pre-turn state) supplies the markers used for the
|
||||
// rocket-marker half of nuclear capability.
|
||||
applyNuclearOps(next, result.nuclear, state, geoOf, validKeys, regionNameOf, actingTurn);
|
||||
|
||||
// --- Named leaders (v0.38, #61) ---
|
||||
//
|
||||
// Placed AFTER the nuclear block (both are the "heavier" levers) and BEFORE
|
||||
// the markers block (markers recompute their owner from the FINAL post-claim
|
||||
// ownership; leaders only touch stats, so ordering w.r.t. markers is
|
||||
// immaterial, but keeping the levers grouped is clearer). Each change sets
|
||||
// the target's leader, applies a deterministic stability dip by cause, and
|
||||
// appends a narration event. A leaderless assassination/death is dropped.
|
||||
for (const op of result.leaders.changes) applyLeaderChange(next, op, geoOf, actingTurn);
|
||||
|
||||
// --- Map markers (v0.27, #44) ---
|
||||
//
|
||||
// Markers are anchored to a region key and are processed against the FINAL
|
||||
@@ -2250,8 +2981,17 @@ export async function runTurn(opts: {
|
||||
* it falls back to the raw region key. Pure either way.
|
||||
*/
|
||||
regionNameOf?: (key: string) => string | undefined;
|
||||
/**
|
||||
* (v0.36, #59) Region-key -> synthesized resource profile resolver (from
|
||||
* public/region-resources.json via server/regions.ts). Present, each
|
||||
* industry project's per-turn economy boost is scaled by its region's
|
||||
* `industry` value, and each nation's aggregate resource profile is carried
|
||||
* in the user prompt; absent, industry boosts use the unscaled base value
|
||||
* and the profile is omitted.
|
||||
*/
|
||||
resourceOf?: (key: string) => RegionResources | undefined;
|
||||
}): Promise<{ state: GameState; result: TurnResult }> {
|
||||
const { llm, preset, state, items, regionReference, validRegionKeys, getNeighbours, centroidOf, geoOf, regionKeyResolver, regionNameOf } = opts;
|
||||
const { llm, preset, state, items, regionReference, validRegionKeys, getNeighbours, centroidOf, geoOf, regionKeyResolver, regionNameOf, resourceOf } = opts;
|
||||
const chatWithTools = llm.chatWithTools;
|
||||
const useTools = getNeighbours !== undefined && chatWithTools !== undefined;
|
||||
const system = buildSystemPrompt(preset, useTools);
|
||||
@@ -2282,6 +3022,26 @@ export async function runTurn(opts: {
|
||||
// starting point before an `exposed` backfire). Always emitted ({} when the
|
||||
// player has no relations yet).
|
||||
const relations = state.nations[state.playerNationId]?.relations ?? {};
|
||||
// (v0.36, #59) each nation's AGGREGATE resource profile (the area×population-
|
||||
// weighted mean of the resource profiles of the regions it owns). Carried in
|
||||
// the user prompt ONLY when the resource manifest is loaded (resourceOf
|
||||
// present); otherwise omitted (undefined) so the prompt — and the stub —
|
||||
// stay identical to the no-manifest case.
|
||||
const nationResources =
|
||||
resourceOf === undefined
|
||||
? undefined
|
||||
: Object.fromEntries(
|
||||
Object.values(state.nations).map((n) => [
|
||||
n.id,
|
||||
deriveNationResources(n.territory, resourceOf, geoOf),
|
||||
]),
|
||||
);
|
||||
// (v0.37.0, #60) each nation's nuclear capability (its `nuclear` flag OR a
|
||||
// current `rocket` marker), so the model knows who can arm/strike and who
|
||||
// can MAD-retaliate. Always emitted (computed from the PRE-turn markers).
|
||||
const nuclearCapability = Object.fromEntries(
|
||||
Object.values(state.nations).map((n) => [n.id, isNuclearCapable(n, state.markers ?? [])]),
|
||||
);
|
||||
const user = buildUserPrompt(
|
||||
state,
|
||||
items,
|
||||
@@ -2295,6 +3055,14 @@ export async function runTurn(opts: {
|
||||
// reference — and `lift` — what is currently in force.
|
||||
state.trades,
|
||||
state.embargoes,
|
||||
// (v0.36, #59) the aggregate resource profiles (undefined without the
|
||||
// manifest) + the active industry projects, so the model knows which
|
||||
// regions already host a project and which nations are rich in which
|
||||
// resource.
|
||||
nationResources,
|
||||
state.industry ?? [],
|
||||
// (v0.37.0, #60) per-nation nuclear capability (flag or rocket marker).
|
||||
nuclearCapability,
|
||||
);
|
||||
const nudge =
|
||||
'Your previous output was invalid. Respond with ONLY the JSON object described above for this batch — no prose, no fences.';
|
||||
@@ -2351,12 +3119,15 @@ export async function runTurn(opts: {
|
||||
wars: { declare: [], end: [] },
|
||||
hybrid: { ops: [] },
|
||||
economy: { trade: [], embargo: [] },
|
||||
industry: { projects: [] },
|
||||
nuclear: { arm: [], strikes: [] },
|
||||
leaders: { changes: [] },
|
||||
markers: { add: [], remove: [] },
|
||||
};
|
||||
}
|
||||
|
||||
return {
|
||||
state: applyTurnResult(state, result, validRegionKeys, centroidOf, geoOf, regionNameOf),
|
||||
state: applyTurnResult(state, result, validRegionKeys, centroidOf, geoOf, regionNameOf, resourceOf),
|
||||
result,
|
||||
};
|
||||
}
|
||||
|
||||
+11
-1
@@ -25,7 +25,7 @@ import { makeScenarioStubLlmClient } from './stubScenario';
|
||||
import { finalizeWorld, generateDraft } from './scenario';
|
||||
import { askAdvisor, confirmNationOp, queueRoundItem, rejectNationOp, removeRoundItem, resolveRegionKey, runTurn } from './engine';
|
||||
import { buildRegionMap } from './map';
|
||||
import { allTerritoryKeys, centroidOf, expandCountriesToKeys, geoOf, hasAdjacency, hasCentroids, hasGeo, loadRegions, neighboursOf, referenceForKeys, regionName, validCountryCodes, validKeys } from './regions';
|
||||
import { allTerritoryKeys, centroidOf, expandCountriesToKeys, geoOf, hasAdjacency, hasCentroids, hasGeo, hasResources, loadRegions, neighboursOf, referenceForKeys, regionName, resourceOf, validCountryCodes, validKeys } from './regions';
|
||||
import { createPresetStore } from './presets';
|
||||
import { createTemplateStore } from './templates';
|
||||
import { openDb, type Db } from './db';
|
||||
@@ -186,6 +186,10 @@ app.post('/api/games', (req: Request, res) => {
|
||||
// declares (and lifts) them over time via TurnResult.economy.
|
||||
trades: [],
|
||||
embargoes: [],
|
||||
// (v0.36.0, #59) No active industry projects on a fresh game; the LLM
|
||||
// declares them over time via TurnResult.industry (one per region, a
|
||||
// per-region SET).
|
||||
industry: [],
|
||||
};
|
||||
// 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
|
||||
@@ -370,6 +374,12 @@ app.post('/api/games/:id/jump', async (req, res) => {
|
||||
// event (geo properties.name, else the raw key). Always on — the
|
||||
// resolver is pure and degrades to the key when the manifest is absent.
|
||||
regionNameOf: (k) => regionName(k),
|
||||
// (v0.36.0, #59) when the region-resources manifest (the synthesized
|
||||
// per-region resource profiles) loaded, hand the engine the resolver —
|
||||
// the industry boost is then scaled by each region's `industry` value
|
||||
// (without it boosts use the unscaled base value) and each nation's
|
||||
// aggregate resource profile is carried in the user prompt.
|
||||
resourceOf: hasResources() ? (key) => resourceOf(key) : undefined,
|
||||
});
|
||||
db.save(state);
|
||||
broadcast(id, 'turn', { state, result });
|
||||
|
||||
@@ -57,6 +57,8 @@ const state: GameState = {
|
||||
// (v0.35.0, #58) the map is ownership-only; trades/embargoes are unused here.
|
||||
trades: [],
|
||||
embargoes: [],
|
||||
// (v0.36.0, #59) the map is ownership-only; industry is unused here.
|
||||
industry: [],
|
||||
};
|
||||
|
||||
// The RegionMap built from the fixture: the authoritative region key → owner source.
|
||||
|
||||
@@ -2,6 +2,7 @@ import { describe, expect, it } from 'vitest';
|
||||
import {
|
||||
canConquer,
|
||||
CONQUEST_MILITARY_MARGIN,
|
||||
deriveNationResources,
|
||||
deriveNationStats,
|
||||
migrateRegionStats,
|
||||
seedRegionStats,
|
||||
@@ -44,6 +45,7 @@ function mkState(
|
||||
wars: [],
|
||||
trades: [],
|
||||
embargoes: [],
|
||||
industry: [],
|
||||
};
|
||||
if (regionStats !== undefined) base.regionStats = regionStats as GameState['regionStats'];
|
||||
else delete (base as { regionStats?: unknown }).regionStats; // simulate a legacy row
|
||||
@@ -139,6 +141,81 @@ describe('deriveNationStats', () => {
|
||||
});
|
||||
});
|
||||
|
||||
// --- deriveNationResources ---------------------------------------------------
|
||||
|
||||
describe('deriveNationResources (v0.36.0 #59)', () => {
|
||||
const prof: Record<string, { oil: number; iron: number; food: number; industry: number }> = {
|
||||
a: { oil: 0.2, iron: 0.2, food: 0.2, industry: 0.2 },
|
||||
b: { oil: 0.8, iron: 0.8, food: 0.8, industry: 0.8 },
|
||||
};
|
||||
const geo: Record<string, { area: number; population: number }> = {
|
||||
a: { area: 100, population: 1000 },
|
||||
b: { area: 1000, population: 1000 },
|
||||
};
|
||||
|
||||
it('weights by area×population: the larger region dominates the average', () => {
|
||||
// a: weight 100×1000=100000, b: weight 1000×1000=1000000
|
||||
// → (0.2×1e5 + 0.8×1e6)/1.1e6 = 82/110 = 0.7454… → 0.75 on every axis
|
||||
expect(deriveNationResources(['a', 'b'], (k) => prof[k], (k) => geo[k])).toEqual({
|
||||
oil: 0.75, iron: 0.75, food: 0.75, industry: 0.75,
|
||||
});
|
||||
});
|
||||
|
||||
it('degrades to a uniform (unweighted) average without geo: equal weights', () => {
|
||||
// equal weights 1,1 → the true mean 0.5 on every axis
|
||||
expect(deriveNationResources(['a', 'b'], (k) => prof[k])).toEqual({
|
||||
oil: 0.5, iron: 0.5, food: 0.5, industry: 0.5,
|
||||
});
|
||||
// same when geoOf is provided but returns undefined for the keys (missing geo)
|
||||
expect(deriveNationResources(['a', 'b'], (k) => prof[k], () => undefined)).toEqual({
|
||||
oil: 0.5, iron: 0.5, food: 0.5, industry: 0.5,
|
||||
});
|
||||
});
|
||||
|
||||
it('skips a region key that has no resource-profile entry', () => {
|
||||
// b has no profile → only a is counted → a's values
|
||||
const out = deriveNationResources(['a', 'b'], (k) => (k === 'a' ? prof.a : undefined), (k) => geo[k]);
|
||||
expect(out).toEqual(prof.a);
|
||||
});
|
||||
|
||||
it('returns the zero profile when none of the owned regions has a profile', () => {
|
||||
expect(deriveNationResources(['a', 'b'], () => undefined)).toEqual({
|
||||
oil: 0, iron: 0, food: 0, industry: 0,
|
||||
});
|
||||
});
|
||||
|
||||
it('a single region yields exactly that region\'s profile', () => {
|
||||
expect(deriveNationResources(['a'], (k) => prof[k], (k) => geo[k])).toEqual(prof.a);
|
||||
});
|
||||
|
||||
it('treats zero/negative area or population as a fallback weight of 1', () => {
|
||||
// a: area 0 → weight 1×1000=1000; b: full weight 1e6 → b dominates
|
||||
const g: Record<string, { area: number; population: number }> = {
|
||||
a: { area: 0, population: 1000 },
|
||||
b: { area: 1000, population: 1000 },
|
||||
};
|
||||
expect(deriveNationResources(['a', 'b'], (k) => prof[k], (k) => g[k])).toEqual({
|
||||
oil: 0.8, iron: 0.8, food: 0.8, industry: 0.8,
|
||||
});
|
||||
});
|
||||
|
||||
it('rounds each axis to 2 decimal places', () => {
|
||||
// a=0.2 (w=1×1=1) + b=0.4 (w=2×1=2) → (0.2×1 + 0.4×2)/(1+2) = 1.0/3 = 0.3333… → 0.33
|
||||
const g: Record<string, { area: number; population: number }> = {
|
||||
a: { area: 1, population: 1 },
|
||||
b: { area: 2, population: 1 },
|
||||
};
|
||||
const out = deriveNationResources(
|
||||
['a', 'b'],
|
||||
(k) => k === 'a'
|
||||
? { oil: 0.2, iron: 0.2, food: 0.2, industry: 0.2 }
|
||||
: { oil: 0.4, iron: 0.4, food: 0.4, industry: 0.4 },
|
||||
(k) => g[k],
|
||||
);
|
||||
expect(out).toEqual({ oil: 0.33, iron: 0.33, food: 0.33, industry: 0.33 });
|
||||
});
|
||||
});
|
||||
|
||||
// --- seedRegionStats ---------------------------------------------------------
|
||||
|
||||
describe('seedRegionStats', () => {
|
||||
|
||||
@@ -12,11 +12,13 @@ import {
|
||||
hasCentroids,
|
||||
hasGeo,
|
||||
hasRegionData,
|
||||
hasResources,
|
||||
loadRegions,
|
||||
neighboursOf,
|
||||
referenceForKeys,
|
||||
regionName,
|
||||
resetRegions,
|
||||
resourceOf,
|
||||
validKeys,
|
||||
} from './regions';
|
||||
import type { GameState } from '../shared/types';
|
||||
@@ -114,6 +116,8 @@ describe('regions (region-key loader, v0.19 #16 P1)', () => {
|
||||
// (v0.35.0, #58) unused here (allTerritoryKeys is ownership-only).
|
||||
trades: [],
|
||||
embargoes: [],
|
||||
// (v0.36.0, #59) unused here (allTerritoryKeys is ownership-only).
|
||||
industry: [],
|
||||
};
|
||||
// 16 GBR sub-regions + 42 FRA sub-regions, no overlap between the two.
|
||||
expect(allTerritoryKeys(state).size).toBe(58);
|
||||
@@ -172,6 +176,16 @@ describe('regions (region-key loader, v0.19 #16 P1)', () => {
|
||||
expect(geoOf('not-a-real-key-xyz')).toBeUndefined();
|
||||
});
|
||||
|
||||
it('(v0.36 #59) hasResources() is true and resourceOf resolves a real key to a 4-value profile', () => {
|
||||
expect(hasResources()).toBe(true);
|
||||
// exact spot-check values pinned from the committed manifest (Ain, FRA)
|
||||
expect(resourceOf('ain-lqtt')).toEqual({ oil: 0.94, iron: 0.92, food: 0.51, industry: 0.4 });
|
||||
});
|
||||
|
||||
it('(v0.36 #59) resourceOf returns undefined for an unknown key', () => {
|
||||
expect(resourceOf('not-a-real-key-xyz')).toBeUndefined();
|
||||
});
|
||||
|
||||
describe('graceful degradation with no region data', () => {
|
||||
beforeEach(() => resetRegions());
|
||||
|
||||
@@ -191,6 +205,9 @@ describe('regions (region-key loader, v0.19 #16 P1)', () => {
|
||||
// and no region-geo: the per-region stats weighting degrades to uniform
|
||||
expect(hasGeo()).toBe(false);
|
||||
expect(geoOf('ain-lqtt')).toBeUndefined();
|
||||
// and no region-resources: industry boosts use the unscaled base value
|
||||
expect(hasResources()).toBe(false);
|
||||
expect(resourceOf('ain-lqtt')).toBeUndefined();
|
||||
});
|
||||
});
|
||||
|
||||
@@ -248,6 +265,19 @@ describe('loadRegions resolves the manifest per environment (dev public/ vs prod
|
||||
// and no region-geo (not copied into this dist/) -> stats weighting is uniform
|
||||
expect(hasGeo()).toBe(false);
|
||||
expect(geoOf('ain-lqtt')).toBeUndefined();
|
||||
// and no region-resources (not copied into this dist/) -> boosts unscaled
|
||||
expect(hasResources()).toBe(false);
|
||||
expect(resourceOf('ain-lqtt')).toBeUndefined();
|
||||
});
|
||||
|
||||
it('(v0.36 #59) a dist/ WITH the region-resources manifest loads it (prod layout)', () => {
|
||||
copyFileSync(
|
||||
path.join(realRoot, 'public', 'region-resources.json'),
|
||||
path.join(prodRoot, 'dist', 'region-resources.json'),
|
||||
);
|
||||
expect(loadRegions(prodRoot)).toBe(true);
|
||||
expect(hasResources()).toBe(true);
|
||||
expect(resourceOf('ain-lqtt')).toEqual({ oil: 0.94, iron: 0.92, food: 0.51, industry: 0.4 });
|
||||
});
|
||||
|
||||
it('(v0.27 #44) a dist/ WITH the centroids manifest loads them (prod layout)', () => {
|
||||
|
||||
+64
-2
@@ -19,6 +19,9 @@
|
||||
// — the data behind LLM-placed map markers (v0.27, #44)
|
||||
// - geoOf(): a region key's area (km²) + population (from region-geo.json)
|
||||
// — the weighting source for the per-region stats model (v0.28, #46)
|
||||
// - resourceOf(): a region key's synthesized resource profile (from
|
||||
// region-resources.json) — the data behind the LLM's industry lever
|
||||
// (v0.36, #59)
|
||||
//
|
||||
// Deliberately turf-free: it reads the JSON files with plain JSON.parse and
|
||||
// never imports @turf/@types/geojson (importing one pulls @types/geojson into
|
||||
@@ -26,7 +29,7 @@
|
||||
// Loaded once at boot; the accessors below are pure data reads thereafter.
|
||||
import { existsSync, readFileSync } from 'node:fs';
|
||||
import path from 'node:path';
|
||||
import type { GameState } from '../shared/types';
|
||||
import type { GameState, RegionResources } from '../shared/types';
|
||||
|
||||
/** { name, parent } for one sub-region, where parent is the ISO_A3 country. */
|
||||
interface RegionInfo {
|
||||
@@ -49,6 +52,8 @@ interface RegionData {
|
||||
centroids: Record<string, { lat: number; lon: number; spread: number }>;
|
||||
/** region key -> { area (km²), population } (from public/region-geo.json, v0.28 #46). */
|
||||
geo: Record<string, { area: number; population: number }>;
|
||||
/** region key -> resource profile (from public/region-resources.json, v0.36 #59). */
|
||||
resources: Record<string, RegionResources>;
|
||||
}
|
||||
|
||||
let data: RegionData | null = null;
|
||||
@@ -77,6 +82,7 @@ export function loadRegions(root: string): boolean {
|
||||
const adjacencyFile = 'region-adjacency.json';
|
||||
const centroidsFile = 'region-centroids.json';
|
||||
const regionGeoFile = 'region-geo.json';
|
||||
const regionResourcesFile = 'region-resources.json';
|
||||
const base = [
|
||||
path.join(root, 'public'), // dev: Vite serves public/ at /
|
||||
path.join(root, 'dist'), // prod: Vite copies public/* -> dist/ (== clientDir)
|
||||
@@ -185,7 +191,40 @@ export function loadRegions(root: string): boolean {
|
||||
}
|
||||
}
|
||||
|
||||
data = { idToKey, keyToInfo, keysByCountry, validKeys, adjacency, centroids, geo };
|
||||
// The region-resources manifest (v0.36, #59): a synthesized four-value
|
||||
// resource profile per region key — the data behind the LLM's industry
|
||||
// lever. OPTIONAL like the others: a missing/broken file means "no
|
||||
// resource data" — industry boosts degrade to the unscaled base value and
|
||||
// the prompt omits the aggregate profile — while everything else keeps
|
||||
// working.
|
||||
let resources: Record<string, RegionResources> = {};
|
||||
const resourcesPath = path.join(base, regionResourcesFile);
|
||||
if (existsSync(resourcesPath)) {
|
||||
try {
|
||||
const raw = JSON.parse(readFileSync(resourcesPath, 'utf8')) as Record<
|
||||
string,
|
||||
{ oil?: unknown; iron?: unknown; food?: unknown; industry?: unknown }
|
||||
>;
|
||||
// Keep only well-formed entries (all four values finite numbers in
|
||||
// [0, 1]); a corrupt file degrades to "none".
|
||||
for (const [k, v] of Object.entries(raw)) {
|
||||
if (
|
||||
v &&
|
||||
typeof v.oil === 'number' && Number.isFinite(v.oil) && v.oil >= 0 && v.oil <= 1 &&
|
||||
typeof v.iron === 'number' && Number.isFinite(v.iron) && v.iron >= 0 && v.iron <= 1 &&
|
||||
typeof v.food === 'number' && Number.isFinite(v.food) && v.food >= 0 && v.food <= 1 &&
|
||||
typeof v.industry === 'number' && Number.isFinite(v.industry) && v.industry >= 0 && v.industry <= 1
|
||||
) {
|
||||
resources[k] = { oil: v.oil, iron: v.iron, food: v.food, industry: v.industry };
|
||||
}
|
||||
}
|
||||
} catch (err) {
|
||||
console.error('[regions] failed to load region-resources.json, continuing without it', err);
|
||||
resources = {};
|
||||
}
|
||||
}
|
||||
|
||||
data = { idToKey, keyToInfo, keysByCountry, validKeys, adjacency, centroids, geo, resources };
|
||||
return validKeys.size > 0;
|
||||
} catch (err) {
|
||||
console.error('[regions] failed to load region data', err);
|
||||
@@ -322,6 +361,29 @@ export function geoOf(key: string): { area: number; population: number } | undef
|
||||
return data?.geo[key];
|
||||
}
|
||||
|
||||
/**
|
||||
* True when the region-resources manifest loaded with at least one entry
|
||||
* (v0.36, #59). The server's jump route uses this to decide whether to hand
|
||||
* the engine a resource resolver (which lets a turn scale industry boosts by a
|
||||
* region's `industry` value and carry each nation's aggregate resource profile
|
||||
* in the LLM prompt) or skip both (industry boosts fall back to the unscaled
|
||||
* base value).
|
||||
*/
|
||||
export function hasResources(): boolean {
|
||||
return data !== null && Object.keys(data.resources).length > 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* The synthesized resource profile for a region key (v0.36, #59): the
|
||||
* four-value `{ oil, iron, food, industry }` from the committed
|
||||
* `public/region-resources.json`. `undefined` for an unknown key or when no
|
||||
* resource data is loaded (industry boosts then use the unscaled base value,
|
||||
* and the aggregate profile is simply omitted from the prompt).
|
||||
*/
|
||||
export function resourceOf(key: string): RegionResources | undefined {
|
||||
return data?.resources[key];
|
||||
}
|
||||
|
||||
/**
|
||||
* The union of the region keys that share a land border with any of the given
|
||||
* keys — deduplicated, the queried keys themselves excluded, and sorted for
|
||||
|
||||
+41
-1
@@ -13,7 +13,21 @@ export interface StubPayload {
|
||||
turn: number;
|
||||
date: string;
|
||||
playerNationId: string;
|
||||
nations: Record<string, { stats: Record<string, number>; territory?: string[] }>;
|
||||
// `nuclear` (v0.37.0, #60) is the per-nation nuclear capability stamped by
|
||||
// the engine (its `nuclear` flag OR a `rocket` marker); the stub ignores
|
||||
// it — it never arms or strikes (see deterministicTurn).
|
||||
// `leader` (v0.38.0, #61) is the per-nation named leader stamped by the
|
||||
// engine; the stub ignores it — it never changes a leader (see
|
||||
// deterministicTurn).
|
||||
nations: Record<
|
||||
string,
|
||||
{
|
||||
stats: Record<string, number>;
|
||||
territory?: string[];
|
||||
nuclear?: boolean;
|
||||
leader?: { name: string };
|
||||
}
|
||||
>;
|
||||
};
|
||||
/** The raw pending round the engine emitted (one entry per queued item). */
|
||||
pending?: RoundItem[];
|
||||
@@ -67,6 +81,20 @@ export interface StubPayload {
|
||||
* covered by unit tests only.
|
||||
*/
|
||||
embargoes?: Array<{ from: string; target: string }>;
|
||||
/**
|
||||
* (v0.36.0, #59) Each nation's aggregate resource profile
|
||||
* (`{ oil, iron, food, industry }`), emitted by the engine's user prompt.
|
||||
* The stub ignores this field — it never declares an industry project (see
|
||||
* deterministicTurn), so the industry path is covered by unit tests only.
|
||||
*/
|
||||
resources?: Record<string, { oil: number; iron: number; food: number; industry: number }>;
|
||||
/**
|
||||
* (v0.36.0, #59) The currently active industry projects
|
||||
* (`{ regionKey, type }`), emitted by the engine's user prompt. The stub
|
||||
* ignores this field — it never declares an industry project (see
|
||||
* deterministicTurn), so the industry path is covered by unit tests only.
|
||||
*/
|
||||
industry?: Array<{ regionKey: string; type: string }>;
|
||||
}
|
||||
|
||||
function truncate(s: string, n: number): string {
|
||||
@@ -123,6 +151,15 @@ function truncate(s: string, n: number): string {
|
||||
* or an embargo (it always returns `economy: { trade: [], embargo: [] }`) —
|
||||
* the trade & embargo economy path is covered by unit tests only, keeping
|
||||
* the e2e assertions untouched.
|
||||
*
|
||||
* (v0.36.0, #59) The stub likewise NEVER declares an industry project (it
|
||||
* always returns `industry: { projects: [] }`) — the per-region industry
|
||||
* path is covered by unit tests only, keeping the e2e assertions untouched.
|
||||
*
|
||||
* (v0.37.0, #60) The stub likewise NEVER arms a nation or fires a nuclear
|
||||
* strike (it always returns `nuclear: { arm: [], strikes: [] }`) — the
|
||||
* nuclear / WMD path is covered by unit tests only, keeping the e2e
|
||||
* assertions untouched.
|
||||
*/
|
||||
export function deterministicTurn(p: StubPayload): TurnResult {
|
||||
const state = p.state;
|
||||
@@ -193,6 +230,9 @@ export function deterministicTurn(p: StubPayload): TurnResult {
|
||||
wars: { declare: [], end: [] }, // the stub never declares/ends wars (see doc comment)
|
||||
hybrid: { ops: [] }, // the stub never runs hybrid/covert ops (see doc comment)
|
||||
economy: { trade: [], embargo: [] }, // the stub never touches trades/embargoes (see doc comment)
|
||||
industry: { projects: [] }, // the stub never declares industry projects (see doc comment)
|
||||
nuclear: { arm: [], strikes: [] }, // the stub never arms or strikes (see doc comment)
|
||||
leaders: { changes: [] }, // the stub never changes leaders (see doc comment)
|
||||
markers: { add: [], remove: [] }, // the stub never touches markers (see doc comment)
|
||||
};
|
||||
}
|
||||
|
||||
@@ -6,10 +6,13 @@ import type {
|
||||
EventOutcome,
|
||||
EventType,
|
||||
GameState,
|
||||
IndustryProject,
|
||||
MapMarker,
|
||||
MarkerType,
|
||||
Nation,
|
||||
NationStats,
|
||||
RelationStatus,
|
||||
RegionResources,
|
||||
RegionStats,
|
||||
StatKey,
|
||||
} from './types';
|
||||
@@ -416,6 +419,147 @@ export interface EconomyOps {
|
||||
embargo: EconomyEmbargoOp[];
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.36, #59) The turn's INDUSTRY operations, nested under
|
||||
* `TurnResult.industry`. `projects` lists the industry projects the LLM builds
|
||||
* this turn: each names a **region key** (the region must be valid, and — for
|
||||
* the boost to take effect — will need a sole owner at apply time) and one of
|
||||
* the four project {@link IndustryType}s. The engine applies each project to
|
||||
* `GameState.industry` (a per-region SET — a region already hosting a project
|
||||
* keeps the first one declared; a region key not in the valid manifest is
|
||||
* dropped, never thrown). Required; default `{ projects: [] }`.
|
||||
*/
|
||||
export interface IndustryOps {
|
||||
/** The industry projects built this turn (region key + type). */
|
||||
projects: IndustryProject[];
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.37, #60) A single nuclear strike. `from` names the striking nation
|
||||
* (id or name — it must be **nuclear-capable**, see `isNuclearCapable`);
|
||||
* `target` names what is struck — either a **region key** (the region is
|
||||
* devastated to no man's land and its former owner devastated) or a
|
||||
* **nation** (id or name — the target's economy / military / stability are
|
||||
* devastated; if the striker and the target are on opposite sides of an
|
||||
* active war, that war ends in `capitulation`).
|
||||
*/
|
||||
export interface NuclearStrike {
|
||||
/** The striking nation (id or name). Must be nuclear-capable. */
|
||||
from: string;
|
||||
/** The struck target: a region key, or a nation (id or name). */
|
||||
target: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.37, #60) The turn's NUCLEAR operations, nested under
|
||||
* `TurnResult.nuclear`. `arm` names the nations (id or name) that declare a
|
||||
* nuclear arsenal this turn (idempotent — arming an already-armed nation is a
|
||||
* no-op; an unresolvable ref is dropped); `strikes` are the nuclear strikes
|
||||
* fired this turn (at most one per turn in the prompt contract; each is
|
||||
* validated independently — an invalid `from` or `target` is dropped, never
|
||||
* thrown). A strike on a nuclear-capable target (or the owner of a struck
|
||||
* region) triggers a smaller "MAD" retaliation on the striker. Required;
|
||||
* default `{ arm: [], strikes: [] }`.
|
||||
*/
|
||||
export interface NuclearOps {
|
||||
/** Nation refs (id or name) arming a nuclear arsenal this turn. */
|
||||
arm: string[];
|
||||
/** The nuclear strikes fired this turn. */
|
||||
strikes: NuclearStrike[];
|
||||
}
|
||||
|
||||
// --- Named leaders (v0.38, #61) -----------------------------------------------
|
||||
//
|
||||
// Each nation may have a single named leader (`Nation.leader`). The LLM changes
|
||||
// it each turn via `TurnResult.leaders`. A change names a target nation (id or
|
||||
// name) and the outcome: an `assassination` (a leader killed — a dramatic,
|
||||
// destabilizing blow), a `death` (a leader dies of natural causes — a quieter
|
||||
// succession), or an `appointed` leader (a neutral succession / new head of
|
||||
// state). The engine sets the nation's leader to the new name and applies a
|
||||
// DETERMINISTIC stability dip (see `LEADER_STABILITY_EFFECT` below) — no hidden
|
||||
// randomness. A change whose target has no current leader may only *appoint*
|
||||
// one (an assassination/death of a leaderless nation is dropped, not thrown).
|
||||
|
||||
/** How a nation's leader changed this turn (v0.38, #61). */
|
||||
export type LeaderCause = 'assassination' | 'death' | 'appointed';
|
||||
|
||||
/** A single leader change: the target nation, the new leader's name, the cause. */
|
||||
export interface LeaderChange {
|
||||
/** The target nation, by id or name (resolved by the shared resolver). */
|
||||
target: string;
|
||||
/** The new leader's name (the incoming / successor head of state). */
|
||||
name: string;
|
||||
/** What happened to the leader this turn. */
|
||||
cause: LeaderCause;
|
||||
}
|
||||
|
||||
/** The leader-ops block of a `TurnResult`. Required; default `{ changes: [] }`. */
|
||||
export interface LeaderOps {
|
||||
changes: LeaderChange[];
|
||||
}
|
||||
|
||||
/**
|
||||
* The deterministic stability effect of each leader-cause (v0.38, #61).
|
||||
* Assassination is the most destabilizing, a natural death a minor wobble, an
|
||||
* appointment is neutral. Applied to the target's `stability` (clamped 0–100),
|
||||
* mirrored to its `regionStats`, and its derived stats re-derived afterwards.
|
||||
*/
|
||||
export const LEADER_STABILITY_EFFECT: Record<LeaderCause, number> = {
|
||||
assassination: -15,
|
||||
death: -3,
|
||||
appointed: 0,
|
||||
};
|
||||
|
||||
// --- Nuclear / WMD effect math (v0.37, #60) ----------------------------------
|
||||
//
|
||||
// A nuclear strike is a DETERMINISTIC, devastating stat collapse — there is no
|
||||
// hidden randomness (the LLM decides WHO strikes and WHAT is targeted; the
|
||||
// engine decides the size of the effect). The two magnitude tables below are
|
||||
// the single source of truth for the collapse: a full strike devastates a
|
||||
// nation (or the former owner of a devastated region) by `NUCLEAR_COLLAPSE`,
|
||||
// while a "MAD" retaliation (fired when a nuclear-capable nation is struck)
|
||||
// devastates the STRIKER by half that, `NUCLEAR_RETALIATION`. Both dip the
|
||||
// three war-relevant stats only (population is untouched); each value is the
|
||||
// signed per-turn delta the engine clamps against 0–100.
|
||||
|
||||
/** The stats a nuclear strike collapses (population is never touched). */
|
||||
export type NuclearStatKey = 'economy' | 'military' | 'stability';
|
||||
|
||||
/**
|
||||
* (v0.37, #60) The deterministic stat collapse a FULL nuclear strike inflicts
|
||||
* on its target (a struck nation, or the former owner of a devastated region):
|
||||
* a heavy dip in economy / military / stability. Shared so the engine and the
|
||||
* unit tests agree on the exact magnitudes.
|
||||
*/
|
||||
export const NUCLEAR_COLLAPSE: Record<NuclearStatKey, number> = {
|
||||
economy: -40,
|
||||
military: -50,
|
||||
stability: -40,
|
||||
};
|
||||
|
||||
/**
|
||||
* (v0.37, #60) The deterministic stat collapse of a "MAD" RETALIATION — fired
|
||||
* automatically when a nuclear-capable nation (or the owner of a devastated
|
||||
* region) is struck — which hits the STRIKER at half the full collapse.
|
||||
*/
|
||||
export const NUCLEAR_RETALIATION: Record<NuclearStatKey, number> = {
|
||||
economy: NUCLEAR_COLLAPSE.economy / 2,
|
||||
military: NUCLEAR_COLLAPSE.military / 2,
|
||||
stability: NUCLEAR_COLLAPSE.stability / 2,
|
||||
};
|
||||
|
||||
/**
|
||||
* (v0.37, #60) Whether a nation is **nuclear-capable** — i.e. able to fire a
|
||||
* nuclear strike and subject to MAD retaliation: its `nuclear` flag is set, OR
|
||||
* it owns a `rocket` marker (a launch site is an arsenal). A legacy nation
|
||||
* without the flag is not nuclear unless it has a rocket marker. Pure +
|
||||
* shared (used by the engine and the unit tests).
|
||||
*/
|
||||
export function isNuclearCapable(nation: Nation, markers: readonly MapMarker[]): boolean {
|
||||
if (nation.nuclear === true) return true;
|
||||
return markers.some((m) => m.ownerNationId === nation.id && m.type === 'rocket');
|
||||
}
|
||||
|
||||
/** The exact JSON object the world-simulator LLM must return for a turn. */
|
||||
export interface TurnResult {
|
||||
date: string;
|
||||
@@ -506,6 +650,50 @@ export interface TurnResult {
|
||||
* suspended automatically.
|
||||
*/
|
||||
economy: EconomyOps;
|
||||
/**
|
||||
* (v0.36, #59) Industry projects built this turn — the LLM's "industry"
|
||||
* lever. `projects` lists `{ regionKey, type }` pairs: the model names a
|
||||
* region it (believes it) controls and one of the four project types
|
||||
* (`oil` / `iron` / `food` / `industry`). Applied directly by
|
||||
* `applyTurnResult`: each project is added to `GameState.industry` (a
|
||||
* per-region SET — re-declaring on a region that already has a project is a
|
||||
* no-op), and on every committed turn each active project gives its region's
|
||||
* SOLE owner a small, deterministic economy boost scaled by that region's
|
||||
* `industry` resource value (a region with no owner, or 2+ owners, yields no
|
||||
* boost but keeps its project). They never move borders — sole ownership is
|
||||
* untouched. Required; default `{ projects: [] }`.
|
||||
*/
|
||||
industry: IndustryOps;
|
||||
/**
|
||||
* (v0.37, #60) Nuclear / WMD ops — the LLM's nuclear lever. `arm` names
|
||||
* the nations that declare a nuclear arsenal this turn (idempotent);
|
||||
* `strikes` are the nuclear strikes fired this turn (at most one per turn
|
||||
* in the prompt contract). A strike may target a **region** (devastated to
|
||||
* no man's land, its former owner devastated) or a **nation** (its economy
|
||||
* / military / stability devastated; a strike that lands on a nation
|
||||
* warring with the striker ends that war in capitulation). A strike on a
|
||||
* nuclear-capable target (or the owner of a struck region) triggers a
|
||||
* smaller, automatic "MAD" retaliation on the striker. Only
|
||||
* nuclear-capable nations (the `Nation.nuclear` flag set, or owning a
|
||||
* `rocket` marker) may strike. Applied directly by `applyTurnResult`,
|
||||
* never queued. Required; default `{ arm: [], strikes: [] }`.
|
||||
*/
|
||||
nuclear: NuclearOps;
|
||||
/**
|
||||
* (v0.38, #61) Leader changes this turn. Each change names a target nation
|
||||
* (id or name) and sets its leader to the new name, applying a deterministic
|
||||
* stability effect by cause: `assassination` (leader killed — a dramatic
|
||||
* −15 to the target's stability, a `military` event), `death` (natural
|
||||
* causes — a quieter −3 succession, a `political` event), or `appointed`
|
||||
* (a neutral 0 succession, a `political` event). An assassination/death
|
||||
* requires the target to already have a leader (a leaderless target is
|
||||
* dropped, never thrown); an appointment is always valid (it creates the
|
||||
* first leader). At most 1–2 per turn, each narrated in `events`. This is
|
||||
* the *leader* lever — heavier and more destabilizing than the lighter
|
||||
* `hybrid.assassinate` op (a −5 stability dip on a nation or region, with
|
||||
* no leader replacement). Required; default `{ changes: [] }`.
|
||||
*/
|
||||
leaders: LeaderOps;
|
||||
/**
|
||||
* (v0.27, #44) Map-marker ops this turn. `add` places new named markers
|
||||
* (the engine positions each at its region's centroid + a small
|
||||
@@ -818,6 +1006,7 @@ export function nationForPrompt(n: Nation) {
|
||||
stats: n.stats,
|
||||
territory: n.territory,
|
||||
relations: n.relations,
|
||||
leader: n.leader,
|
||||
};
|
||||
}
|
||||
|
||||
@@ -954,3 +1143,49 @@ export function migrateRegionStats(
|
||||
}
|
||||
return next;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.36, #59) Derive a nation's aggregate {@link RegionResources} from the
|
||||
* resource profiles of the regions it owns: each of the four resource values is
|
||||
* the **area×population-weighted AVERAGE** (an average — not a median — is the
|
||||
* meaningful aggregation for an abundance profile) over the nation's owned
|
||||
* region keys. A region's weight is the same
|
||||
* `(area > 0 ? area : 1) × (population > 0 ? population : 1)` as
|
||||
* {@link deriveNationStats} — both factors fall back to 1 when the region has
|
||||
* no geo entry (`geoOf` returns `undefined` for it), so every region carries
|
||||
* weight ≥ 1 and a missing geo degrades gracefully to a uniform (unweighted)
|
||||
* average. A region key with no resource-profile entry (`resourceOf` returns
|
||||
* `undefined` for it — the manifest is not loaded, or the key is absent) is
|
||||
* skipped. Returns the zero profile when the nation owns no region with a
|
||||
* profile. Pure + shared.
|
||||
*/
|
||||
export function deriveNationResources(
|
||||
regionKeys: string[],
|
||||
resourceOf?: (key: string) => RegionResources | undefined,
|
||||
geoOf?: (key: string) => { area: number; population: number } | undefined,
|
||||
): RegionResources {
|
||||
const zero: RegionResources = { oil: 0, iron: 0, food: 0, industry: 0 };
|
||||
const sums: Record<keyof RegionResources, number> = { oil: 0, iron: 0, food: 0, industry: 0 };
|
||||
let totalW = 0;
|
||||
for (const key of regionKeys) {
|
||||
const r = resourceOf?.(key);
|
||||
if (!r) continue; // a key with no resource profile is skipped
|
||||
const g = geoOf?.(key);
|
||||
const a = g && g.area > 0 ? g.area : 1;
|
||||
const p = g && g.population > 0 ? g.population : 1;
|
||||
const w = a * p;
|
||||
totalW += w;
|
||||
sums.oil += r.oil * w;
|
||||
sums.iron += r.iron * w;
|
||||
sums.food += r.food * w;
|
||||
sums.industry += r.industry * w;
|
||||
}
|
||||
if (totalW <= 0) return zero;
|
||||
const round2 = (v: number) => Math.round(v * 100) / 100;
|
||||
return {
|
||||
oil: round2(sums.oil / totalW),
|
||||
iron: round2(sums.iron / totalW),
|
||||
food: round2(sums.food / totalW),
|
||||
industry: round2(sums.industry / totalW),
|
||||
};
|
||||
}
|
||||
|
||||
@@ -459,6 +459,8 @@ export function worldDraftToGameState(
|
||||
// (v0.35.0, #58) No trades/embargoes on a fresh (dynamic) game.
|
||||
trades: [],
|
||||
embargoes: [],
|
||||
// (v0.36, #59) No industry projects on a fresh (dynamic) game.
|
||||
industry: [],
|
||||
};
|
||||
return state;
|
||||
}
|
||||
|
||||
@@ -26,6 +26,23 @@ export interface RegionStats {
|
||||
population: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* (v0.36, #59) A region's synthesized four-value resource profile — each value
|
||||
* a finite fraction in [0, 1]. Built once per region key by
|
||||
* `scripts/build-region-resources.mjs` into the committed
|
||||
* `public/region-resources.json` (the engine reads it via `regions.resourceOf`).
|
||||
* The engine scales a region's per-turn industry boost by its `industry` value,
|
||||
* and a nation's aggregate profile (the area×population-weighted mean of its
|
||||
* owned regions' profiles, see `protocol.deriveNationResources`) is what the
|
||||
* LLM prompt carries so the model can reason about where to build.
|
||||
*/
|
||||
export interface RegionResources {
|
||||
oil: number;
|
||||
iron: number;
|
||||
food: number;
|
||||
industry: number;
|
||||
}
|
||||
|
||||
export const STAT_KEYS = ['military', 'economy', 'stability', 'population'] as const;
|
||||
export type StatKey = (typeof STAT_KEYS)[number];
|
||||
|
||||
@@ -55,6 +72,22 @@ export interface Nation {
|
||||
stats: NationStats;
|
||||
territory: string[];
|
||||
relations: Record<string, RelationStatus>;
|
||||
/**
|
||||
* Whether the nation controls nuclear weapons (v0.37, #60). Optional — a
|
||||
* legacy game loaded from SQLite has no flag, which means "not nuclear".
|
||||
* A nation is *nuclear-capable* (for the `nuclear` lever and MAD
|
||||
* retaliation) when this is `true` OR it owns a `rocket` marker (see
|
||||
* `isNuclearCapable` in `protocol.ts`).
|
||||
*/
|
||||
nuclear?: boolean;
|
||||
/**
|
||||
* The nation's current named leader (v0.38, #61). Optional — a legacy game
|
||||
* (or a nation the LLM has never given a leader to) has none, which is the
|
||||
* "no leader" baseline. The LLM changes it via `TurnResult.leaders`
|
||||
* (assassination / death / appointment, see `LeaderChange` in `protocol.ts`);
|
||||
* each change carries a deterministic stability effect + a narration event.
|
||||
*/
|
||||
leader?: { name: string };
|
||||
}
|
||||
|
||||
/** Categories a narrative event can take. */
|
||||
@@ -174,6 +207,36 @@ export interface Embargo {
|
||||
target: string;
|
||||
}
|
||||
|
||||
// --- Resources & industry (v0.36, #59) ---------------------------------------
|
||||
//
|
||||
// The LLM can build per-region INDUSTRY PROJECTS (an oil facility, an iron
|
||||
// mine, a food operation, or a factory) on regions it controls; each active
|
||||
// project gives that region's sole owner a small, deterministic economy boost
|
||||
// every committed turn, scaled by the region's `industry` resource value from
|
||||
// the committed resource manifest. The active projects live in
|
||||
// `GameState.industry` — the LLM's "industry" lever.
|
||||
|
||||
/** The four industry project types a region can host (v0.36, #59). */
|
||||
export type IndustryType = 'oil' | 'iron' | 'food' | 'industry';
|
||||
|
||||
/** All industry project types, in canonical order (the LLM contract + validator). */
|
||||
export const INDUSTRY_TYPES: IndustryType[] = ['oil', 'iron', 'food', 'industry'];
|
||||
|
||||
/**
|
||||
* (v0.36, #59) One active industry project: a building of a given
|
||||
* {@link IndustryType} in a specific region. The engine keys the per-turn
|
||||
* economy boost by the region's SOLE owner (a region with no owner or 2+
|
||||
* owners yields no boost) and scales it by the region's `industry` resource
|
||||
* value. A region hosts at most ONE project — re-declaring on a region that
|
||||
* already has one is a no-op (the first declared type wins).
|
||||
*/
|
||||
export interface IndustryProject {
|
||||
/** The region key the project sits in (see `public/region-keys.json`). */
|
||||
regionKey: string;
|
||||
/** The kind of project built there (see {@link IndustryType}). */
|
||||
type: IndustryType;
|
||||
}
|
||||
|
||||
/**
|
||||
* (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
|
||||
@@ -356,6 +419,18 @@ export interface GameState {
|
||||
* no data wipe.
|
||||
*/
|
||||
embargoes: Embargo[];
|
||||
/**
|
||||
* (v0.36, #59) Active industry projects (see {@link IndustryProject}): built
|
||||
* by a turn's `industry.projects` ops (the LLM names a region key + a
|
||||
* project type). Each region hosts at most one project — re-declaring on a
|
||||
* region that already has one is a no-op. Every committed turn the engine
|
||||
* gives each project's region's SOLE owner a small, deterministic economy
|
||||
* boost scaled by that region's `industry` resource value. A project on a
|
||||
* region that ends a turn with no owner (or 2+ owners) yields no boost but
|
||||
* is NOT removed. Always `[]` on a fresh game; rows saved before v0.36 load
|
||||
* with this defaulted to `[]` (see server/db.ts) — additive, no data wipe.
|
||||
*/
|
||||
industry: IndustryProject[];
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
Reference in New Issue
Block a user