Compare commits

..
8 Commits
Author SHA1 Message Date
kamilkrzywda fff4163f2c Merge pull request 'feat(#62): ideology / government-type change (v0.39.0)' (#73) from feat/62-ideology into master
CI / build + unit + e2e (push) Successful in 2m6s
2026-10-15 22:57:36 +02:00
kamilkrzywda 7866a1987d feat(#62): ideology / government-type change (v0.39.0)
CI / build + unit + e2e (pull_request) Successful in 2m33s
Add a per-nation free-form ideology (form of government) field and a
TurnResult.ideology lever (coups / revolutions / reforms / constitutional
changes) with a deterministic -5 stability dip and political narration.

- shared/types.ts: Nation.ideology?: string (optional/additive)
- shared/protocol.ts: IdeologyChange / IdeologyOps, IDEOLOGY_STABILITY_EFFECT
  = -5, TurnResult.ideology (required, between leaders and markers),
  nationForPrompt now carries ideology
- server/engine.ts: validateIdeologyOps (exported, never throws),
  applyIdeologyChange (resolve -> set field -> -5 dip mirrored to regions +
  re-derived -> political event), ideology block in applyTurnResult after
  leaders / before markers, isMeaningful + validateTurnResult + system prompt
  + runTurn unclear fallback
- server/stub.ts: StubPayload gains ideology; deterministicTurn returns
  ideology: { changes: [] } (never changes one, e2e unaffected)
- Tests: engine.test.ts (validate / isMeaningful / applyTurnResult /
  buildUserPrompt), protocol.test.ts (constant + nationForPrompt),
  db.test.ts (legacy load + round-trip); every TurnResult fixture updated
- package.json -> 0.39.0; CHANGELOG v0.39.0 entry
2026-10-15 20:54:18 +00:00
kamilkrzywda 9d201135b3 Merge pull request 'feat(#61): named leaders — assassination / death / appointment with succession (v0.38.0)' (#72) from feat/61-named-leaders into master
CI / build + unit + e2e (push) Successful in 2m10s
2026-10-15 22:14:24 +02:00
kamilkrzywda 8730a56170 feat(#61): named leaders — assassination / death / appointment with succession (v0.38.0)
CI / build + unit + e2e (pull_request) Successful in 2m33s
Per-nation named leaders (Nation.leader) and a required TurnResult.leaders
lever ({ changes: [{ target, name, cause }] }). Each change sets the target
nation's leader and applies a deterministic stability dip by cause
(assassination -15, death -3, appointed 0) mirrored to its regions and
re-derived into its stats, plus a narration event (military for an
assassination, political for a death/appointment). An assassination/death
requires the target to already have a leader (a leaderless target is
dropped); an appointment always creates/sets one. Unknown/ambiguous targets
are dropped, never thrown.

- shared/types.ts: optional Nation.leader
- shared/protocol.ts: LeaderCause/LeaderChange/LeaderOps, LEADER_STABILITY_EFFECT,
  TurnResult.leaders (required, between nuclear and markers), leader in nationForPrompt
- server/engine.ts: validateLeaderOps, applyLeaderChange, the applyTurnResult
  leader block (after nuclear, before markers), isMeaningful, system-prompt
  contract + constraint, validateTurnResult + runTurn fallback
- server/stub.ts: leaders always { changes: [] } (e2e unaffected)
- tests: 15 engine.test.ts leader tests + 2 db.test.ts round-trips
- version 0.37.0 -> 0.38.0, CHANGELOG entry
2026-10-15 20:09:19 +00:00
kamilkrzywda b6dcd3f979 Merge pull request 'feat(#60): nuclear/WMD — capability flag + strikes (region → no-man's-land, nation collapse + war capitulation, MAD retaliation) (v0.37.0)' (#71) from feat/60-nuclear-wmd into master
CI / build + unit + e2e (push) Successful in 2m3s
2026-10-15 21:20:30 +02:00
kamilkrzywda 31182c8730 feat(#60): nuclear/WMD — capability flag + strikes (region → no-man's-land, nation collapse + war capitulation, MAD retaliation) (v0.37.0)
CI / build + unit + e2e (pull_request) Successful in 2m33s
2026-10-15 19:17:26 +00:00
kamilkrzywda 0fd8981452 Merge pull request 'feat: Resources & Industry — per-region resource profiles + industry LLM lever (v0.36.0, #59)' (#70) from feat/59-resources-industry into master
CI / build + unit + e2e (push) Successful in 2m15s
2026-10-15 20:27:17 +02:00
kamilkrzywda b237fe8dd4 feat: Resources & Industry — per-region resource profiles + industry LLM lever (v0.36.0, #59)
CI / build + unit + e2e (pull_request) Successful in 2m11s
- scripts/build-region-resources.mjs: deterministic, idempotent builder →
  public/region-resources.json (1,800 entries; FNV-1a hash × area factor, 0–1, 2dp)
- server/regions.ts: hasResources()/resourceOf() optional-manifest loader
- shared/types.ts: RegionResources, IndustryType/INDUSTRY_TYPES, IndustryProject,
  GameState.industry
- shared/protocol.ts: IndustryOps, TurnResult.industry, deriveNationResources
  (area×population-weighted average, 2dp)
- server/engine.ts: isIndustryType, validateIndustryOps, applyIndustryOps
  (per-region SET, first-declared-type wins), applyIndustryEffects
  (INDUSTRY_ECONOMY_BONUS=1, +1 when region industry≥0.5; sole-owner only;
  0/2+ owner regions kept but no boost; re-derive after), system+user prompt
  contract lines, runTurn resourceOf opt, nationResources in user payload
- server/db.ts: legacy-row industry default migration
- server/stub.ts: industry:{projects:[]} in stub result; resources/industry
  in StubPayload (never read)
- server/index.ts: resourceOf wired to jump route
- All test fixtures updated; new describe blocks in engine.test.ts,
  protocol.test.ts, regions.test.ts, db.test.ts
- CHANGELOG.md v0.36.0, AGENTS.md docs, package.json 0.36.0

Fixes #59
2026-10-15 18:23:05 +00:00
19 changed files with 13735 additions and 50 deletions
+35
View File
@@ -67,11 +67,13 @@ history/
│ ├── region-adjacency.json # region key -> bordering region keys, 1,800 entries (the getNeighbours data, #16 P2) │ ├── region-adjacency.json # region key -> bordering region keys, 1,800 entries (the getNeighbours data, #16 P2)
│ ├── region-centroids.json # region key -> {lat,lon,spread} anchor for map markers, 1,800 entries (#44) │ ├── region-centroids.json # region key -> {lat,lon,spread} anchor for map markers, 1,800 entries (#44)
│ ├── region-geo.json # region key -> {area (km²), population}, 1,800 entries (the area×population weighting for per-region stats, #46) │ ├── region-geo.json # region key -> {area (km²), population}, 1,800 entries (the area×population weighting for per-region stats, #46)
│ ├── 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)
│ └── 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) │ └── 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)
├── scripts/ # the geo/manifest data pipeline — .mjs (turf allowed HERE only; ├── scripts/ # the geo/manifest data pipeline — .mjs (turf allowed HERE only;
│ │ # never imported by .ts): generate → coarsen → cleanup → smooth → │ │ # never imported by .ts): generate → coarsen → cleanup → smooth →
│ │ # fill-gaps → split-arkhangel → split-arkhangel-band → build-region-keys │ │ # fill-gaps → split-arkhangel → split-arkhangel-band → build-region-keys
│ │ # → build-region-adjacency → build-region-centroids → build-region-geo │ │ # → build-region-adjacency → build-region-centroids → build-region-geo
│ │ # → build-region-resources
│ │ # (build-region-geo reads the COMMITTED ne-admin0-pop.json; that small │ │ # (build-region-geo reads the COMMITTED ne-admin0-pop.json; that small
│ │ # table is distilled once from the 13 MB Natural Earth admin-0 source by │ │ # table is distilled once from the 13 MB Natural Earth admin-0 source by
│ │ # extract-admin0-pop.mjs — the raw source is never committed, #46) │ │ # extract-admin0-pop.mjs — the raw source is never committed, #46)
@@ -131,6 +133,7 @@ history/
| `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 | | `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 |
| `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) | | `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) |
| `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) | | `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) |
| `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) |
| `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) | | `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) |
| `docker compose up -d --build` | prod image on :4321, routed via Traefik at `history.dev.kkhost.pl` | | `docker compose up -d --build` | prod image on :4321, routed via Traefik at `history.dev.kkhost.pl` |
@@ -407,6 +410,38 @@ history/
**stub never** declares or lifts a trade/embargo (`economy: { trade: [], embargo: [] }`), **stub never** declares or lifts a trade/embargo (`economy: { trade: [], embargo: [] }`),
so e2e (CI, `LLM_STUB=1`) is unaffected and the path is unit-tested only so e2e (CI, `LLM_STUB=1`) is unaffected and the path is unit-tested only
(`server/engine.test.ts`). (`server/engine.test.ts`).
- **Resources & Industry — per-region resource profiles + the `industry` lever (v0.36, #59).**
Since v0.36 each of the 1,800 sub-regions carries a **synthesized 4-value resource profile**
(`{ oil, iron, food, industry }`, each 0–1, 2dp) from the committed `public/region-resources.json`
— built by the deterministic, idempotent `scripts/build-region-resources.mjs` (an FNV-1a hash of
`` `${key}\u0000${resource}` `` scaled by an area factor from `region-geo.json`, clamped to 1,
byte-identical re-run) and loaded by `server/regions.ts` via the same optional-manifest pattern as
the other manifests (`hasResources()` / `resourceOf()`, probe `public/` then `dist/`; a missing or
malformed file degrades — boosts use the unscaled base value and the aggregate is omitted from the
prompt, never a crash). `TurnResult.industry = { projects: IndustryProject[] }` (required, default
`{ projects: [] }`; `IndustryProject = { regionKey, type }`, `type ∈ INDUSTRY_TYPES =
oil | iron | food | industry`) declares a project on a region. `applyTurnResult` maintains
`GameState.industry` (required, `[]` at creation; a legacy SQLite row without the field loads as
`[]` — `db.ts`, additive, never wiped) as a **per-region SET**: a region key not in the valid-keys
manifest is dropped; a region that already hosts a project is untouched (the first declared type
wins — re-declaring is a no-op, the type is never replaced). Every committed turn,
`applyIndustryEffects` (placed after the economy block, before markers; the owner is resolved from
the FINAL post-claim ownership) grants each active project's region's **SOLE owner** a small,
deterministic economy boost — `INDUSTRY_ECONOMY_BONUS = 1` plus one extra point when the region's
`industry` resource value is ≥ 0.5 (without the manifest, just the base) — 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). A project on a
region with 0 or 2+ owners yields no boost but is **kept** in the list (never removed, never
thrown); sole ownership is untouched (the layer moves stats, never territory). `isMeaningful`
counts non-empty `industry.projects`; the system prompt documents the field + constraints (a region
holds at most one project — never re-declare on a region that already has one; at most 1–2 per
turn, each narrated in `events`), and the user payload carries the active projects (`industry`)
plus each nation's aggregate resource profile (`resources` — `deriveNationResources` in
`shared/protocol.ts`, the area×population-weighted **average** of the owned regions' profiles;
omitted entirely when the manifest is not loaded). The **stub never** declares a project
(`industry: { projects: [] }`) — e2e (CI, `LLM_STUB=1`) is unaffected and the path is unit-tested
only (`server/engine.test.ts`, `server/protocol.test.ts`, `server/regions.test.ts`,
`server/db.test.ts`, `scripts/build-region-resources.test.ts`).
- **Map click → dossier target (owner resolved from the RegionMap, by region key).** - **Map click → dossier target (owner resolved from the RegionMap, by region key).**
Clicking a sub-region does NOT open a popup — it switches the dossier to that sub-region's Clicking a sub-region does NOT open a popup — it switches the dossier to that sub-region's
owning nation (`focusNation(ownerId, {name})` in `App.tsx`, which also records which region was owning nation (`focusNation(ownerId, {name})` in `App.tsx`, which also records which region was
+74
View File
@@ -2,6 +2,80 @@
All notable changes to **History** are listed here, newest first. All notable changes to **History** are listed here, newest first.
## v0.39.0 — 2026-10-15 20:51
- **#62: Ideology / form of government — a per-nation `ideology` + a `TurnResult.ideology` lever (coups / revolutions / reforms / constitutional changes) with a deterministic −5 stability dip and political narration.** Each nation may carry a free-form `ideology` label — its form of government ("democracy", "fascism", "military junta", …). The model changes it each turn via `ideology.changes`; each change names a target nation (id or name) and the new government type. The engine sets the label and applies a **deterministic** stability dip (a regime shift always unsettles a nation) — **no hidden randomness**, **additive** (no `db.ts` change — `ideology` is an optional `Nation` field; a pre-v0.39 row loads with it absent, i.e. "no recorded government"). It is a third, independent axis next to `leader` (who is in charge) and the v0.32.0 takeover (which renames the nation): the id, name, territory, relations, and the leader all stay valid — only the form of government and stability move.
- **Types (`shared/types.ts`).** `Nation.ideology?: string` (optional; `undefined`/absent = no recorded government).
- **Protocol (`shared/protocol.ts`).** New `IdeologyChange` (`{ target; to }` — `target` is a nation ref, `to` is the new form of government), `IdeologyOps` (`{ changes: IdeologyChange[] }`); `TurnResult.ideology` is **required**, placed between `leaders` and `markers`, default `{ changes: [] }`. New exported **`IDEOLOGY_STABILITY_EFFECT = −5`** (the deterministic stability dip of a regime shift). `nationForPrompt` now includes the nation's `ideology` (omitted when absent via `JSON.stringify`), so `buildUserPrompt` carries each nation's current government with no separate wiring.
- **Engine (`server/engine.ts`).**
- `validateIdeologyOps(raw)` — new exported, defensive validator (never throws): accepts a `{ changes: [...] }` object or a bare array; each change needs a non-empty `target` (trimmed, ≤120) and a non-empty, non-whitespace `to` (trimmed, ≤120) — anything else is dropped. Refs stay raw (resolved at apply time, like wars / hybrid / nuclear / leader ops).
- `applyIdeologyChange(next, op, geoOf?, actingTurn?)` — new, mirrors `applyLeaderChange` (single-stat, nation-target). Resolves the target (unknown / ambiguous → dropped, never thrown). On a valid change it sets `n.ideology = to` and applies `IDEOLOGY_STABILITY_EFFECT` (−5) 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 / leaders, so a 0-region nation keeps its directly-mutated value). Re-setting the **same** label is idempotent for the `ideology` field but still narrated and still dips (the shift just happened). Finally it appends a **`political`** narration event (`"<nation>'s government shifted to <to>"`). The change never moves territory (sole ownership is untouched).
- `applyTurnResult` — the ideology block runs **after `leaders` and before `markers`** (order: events → relations → territory → stateChanges → recompute → takeovers → wars → hybrid → economy → industry → nuclear → leaders → **ideology** → markers → nationOps).
- `isMeaningful` — a non-empty `ideology.changes` makes a turn meaningful.
- `validateTurnResult` — initializes and validates `ideology` (default `{ changes: [] }`).
- `buildSystemPrompt` — documents the `ideology` field (free-form label, the −5 dip, the "at most 1–2 per turn, narrated" rule) and contrasts it with a takeover (which RENAMES the nation) and a leader change (who is in charge); similar forms of government are a **soft, prompt-level compatibility nudge only** (alike ideologies tend to ally/trade, opposed ones tend to clash) — there is no engine gate behind it.
- `runTurn` — the "unclear" fallback carries `ideology: { changes: [] }`.
- **Stub (`server/stub.ts`).** `deterministicTurn` always returns `ideology: { changes: [] }` and the `StubPayload` nations type gains an optional `ideology` — the stub **never** changes an ideology, so the e2e (CI, `LLM_STUB=1`) is unaffected and the path is covered by unit tests only.
- **Tests.** New unit tests in `engine.test.ts`: `validateIdeologyOps` (`{changes}` object, bare array, empty/whitespace `to` drop, missing/whitespace target drop, malformed top-level, mixed batch keeps only valid, trim + 120-cap); `isMeaningful` (an ideology change is meaningful, empty ideology is not); `applyTurnResult` (a valid change → field set + 50→45 + `political` event + region mirror, other nation untouched; re-setting the same label → one dip, one event; a multi-region nation → every region dipped and stats re-derived; a target resolved by name as well as id; a 0-region nation keeps its directly-dipped stat; a dip clamped at 0; an unknown target and an ambiguous (two-nation-same-name) target → dropped without throwing); `buildUserPrompt` (a set ideology is stamped in the prompt nations, an absent one is omitted). `protocol.test.ts`: the `IDEOLOGY_STABILITY_EFFECT` constant is −5 and `nationForPrompt` includes/omits the `ideology` key in the JSON. Two `db.test.ts` round-trips: a legacy row with no ideology loads with it absent, and a set ideology round-trips through save/load.
- **Version** bumped `0.38.0 → 0.39.0`.
## v0.38.0 — 2026-10-15 20:06
- **#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").
- **Types (`shared/types.ts`).** `Nation.leader?: { name: string }` (optional; `undefined`/absent = the nation has no leader).
- **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.
- **Engine (`server/engine.ts`).**
- `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).
- `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).
- `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).
- `isMeaningful` — a non-empty `leaders.changes` makes a turn meaningful.
- `validateTurnResult` — initializes and validates `leaders` (default `{ changes: [] }`).
- `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.
- `runTurn` — the "unclear" fallback carries `leaders: { changes: [] }`.
- **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.
- **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.
- **Version** bumped `0.37.0 → 0.38.0`.
## v0.37.0 — 2026-10-15 19:15
- **#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).
- **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.
- **Types (`shared/types.ts`).** `Nation.nuclear?: boolean` (optional; `undefined`/absent = not armed; default `false` behavior).
- **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).
- **Engine (`server/engine.ts`).**
- `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.
- `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.
- `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.
- `isMeaningful` — a non-empty `nuclear.arm` or `nuclear.strikes` makes a turn meaningful.
- `validateTurnResult` — initializes and validates `nuclear` (default `{ arm: [], strikes: [] }`).
- `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.
- `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`).
- **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.
- **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).
- **Version** bumped `0.36.0 → 0.37.0`.
## v0.36.0 — 2026-10-15 18:17
- **#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.
- **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).
- **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).
- **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.
- **Engine (`server/engine.ts`).**
- `isIndustryType(t)` — exported guard over the four types (mirrors `isHybridOpType`).
- `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`.
- `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).
- `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).
- `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.
- `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).
- `isMeaningful` — non-empty `industry.projects` makes a turn meaningful.
- `validateTurnResult` — initializes and validates `industry` (default `{ projects: [] }`).
- `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.
- `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).
- `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`.
- **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()`).
- **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`).
- **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.
- **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).
- **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 ## 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. - **#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). - **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
View File
@@ -1,6 +1,6 @@
{ {
"name": "history", "name": "history",
"version": "0.35.0", "version": "0.39.0",
"private": true, "private": true,
"type": "module", "type": "module",
"description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).", "description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).",
@@ -20,6 +20,7 @@
"build:region-adjacency": "node scripts/build-region-adjacency.mjs", "build:region-adjacency": "node scripts/build-region-adjacency.mjs",
"build:region-centroids": "node scripts/build-region-centroids.mjs", "build:region-centroids": "node scripts/build-region-centroids.mjs",
"build:region-geo": "node scripts/build-region-geo.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", "extract:admin0-pop": "node scripts/extract-admin0-pop.mjs",
"typecheck": "tsc --noEmit", "typecheck": "tsc --noEmit",
"lint": "eslint .", "lint": "eslint .",
File diff suppressed because it is too large Load Diff
+149
View File
@@ -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)`,
);
+106
View File
@@ -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);
});
});
+79
View File
@@ -36,6 +36,8 @@ function makeState(id: string): GameState {
// (v0.35.0, #58) no active trades or embargoes. // (v0.35.0, #58) no active trades or embargoes.
trades: [], trades: [],
embargoes: [], embargoes: [],
// (v0.36.0, #59) no industry projects.
industry: [],
}; };
} }
@@ -165,6 +167,83 @@ describe('openDb', () => {
db.close(); 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('(v0.39.0 #62) a legacy row saved before the nation ideology field existed loads with it absent (no recorded government)', () => {
const db = openDb(':memory:');
// makeState has no nation.ideology field — a pre-v0.39 save. The field is
// optional and not re-stamped by load, so an absent ideology stays absent.
db.save(makeState('legacy'));
const loaded = db.load('legacy');
expect(loaded).not.toBeNull();
expect(loaded!.nations.uk.ideology).toBeUndefined();
db.close();
});
it('(v0.39.0 #62) a set nation ideology round-trips through save/load', () => {
const db = openDb(':memory:');
const s = makeState('ideo');
s.nations.uk.ideology = 'fascism';
db.save(s);
const loaded = db.load('ideo');
expect(loaded).not.toBeNull();
expect(loaded!.nations.uk.ideology).toBe('fascism');
db.close();
});
it('delete removes a game by id and reports absence otherwise', () => { it('delete removes a game by id and reports absence otherwise', () => {
const db = openDb(':memory:'); const db = openDb(':memory:');
db.save(makeState('a')); db.save(makeState('a'));
+3
View File
@@ -57,6 +57,9 @@ export function openDb(filePath: string): Db {
// legacy game has no active trades or embargoes. // legacy game has no active trades or embargoes.
if (state.trades === undefined) state.trades = []; if (state.trades === undefined) state.trades = [];
if (state.embargoes === undefined) state.embargoes = []; 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 // (v0.28, #46) Rows saved before per-region stats existed are migrated
// ONCE at load time (and never re-migrated afterwards — the field is // ONCE at load time (and never re-migrated afterwards — the field is
// then present): each owned region is seeded with a copy of its owner's // then present): each owned region is seeded with a copy of its owner's
+943 -39
View File
File diff suppressed because it is too large Load Diff
+895 -6
View File
File diff suppressed because it is too large Load Diff
+11 -1
View File
@@ -25,7 +25,7 @@ import { makeScenarioStubLlmClient } from './stubScenario';
import { finalizeWorld, generateDraft } from './scenario'; import { finalizeWorld, generateDraft } from './scenario';
import { askAdvisor, confirmNationOp, queueRoundItem, rejectNationOp, removeRoundItem, resolveRegionKey, runTurn } from './engine'; import { askAdvisor, confirmNationOp, queueRoundItem, rejectNationOp, removeRoundItem, resolveRegionKey, runTurn } from './engine';
import { buildRegionMap } from './map'; 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 { createPresetStore } from './presets';
import { createTemplateStore } from './templates'; import { createTemplateStore } from './templates';
import { openDb, type Db } from './db'; 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. // declares (and lifts) them over time via TurnResult.economy.
trades: [], trades: [],
embargoes: [], 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 // v0.19 (#16 P1): expand each nation's ISO_A3 country list to the region keys
// of all its sub-regions, so ownership (and the choropleth) is at region // of all its sub-regions, so ownership (and the choropleth) is at region
@@ -370,6 +374,12 @@ app.post('/api/games/:id/jump', async (req, res) => {
// event (geo properties.name, else the raw key). Always on — the // event (geo properties.name, else the raw key). Always on — the
// resolver is pure and degrades to the key when the manifest is absent. // resolver is pure and degrades to the key when the manifest is absent.
regionNameOf: (k) => regionName(k), 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); db.save(state);
broadcast(id, 'turn', { state, result }); broadcast(id, 'turn', { state, result });
+2
View File
@@ -57,6 +57,8 @@ const state: GameState = {
// (v0.35.0, #58) the map is ownership-only; trades/embargoes are unused here. // (v0.35.0, #58) the map is ownership-only; trades/embargoes are unused here.
trades: [], trades: [],
embargoes: [], 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. // The RegionMap built from the fixture: the authoritative region key → owner source.
+106
View File
@@ -2,8 +2,11 @@ import { describe, expect, it } from 'vitest';
import { import {
canConquer, canConquer,
CONQUEST_MILITARY_MARGIN, CONQUEST_MILITARY_MARGIN,
deriveNationResources,
deriveNationStats, deriveNationStats,
IDEOLOGY_STABILITY_EFFECT,
migrateRegionStats, migrateRegionStats,
nationForPrompt,
seedRegionStats, seedRegionStats,
weightedMedian, weightedMedian,
} from '../shared/protocol'; } from '../shared/protocol';
@@ -44,6 +47,7 @@ function mkState(
wars: [], wars: [],
trades: [], trades: [],
embargoes: [], embargoes: [],
industry: [],
}; };
if (regionStats !== undefined) base.regionStats = regionStats as GameState['regionStats']; if (regionStats !== undefined) base.regionStats = regionStats as GameState['regionStats'];
else delete (base as { regionStats?: unknown }).regionStats; // simulate a legacy row else delete (base as { regionStats?: unknown }).regionStats; // simulate a legacy row
@@ -139,6 +143,81 @@ 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 --------------------------------------------------------- // --- seedRegionStats ---------------------------------------------------------
describe('seedRegionStats', () => { describe('seedRegionStats', () => {
@@ -260,3 +339,30 @@ describe('canConquer', () => {
expect(canConquer(49, 50, 0)).toBe(false); // one below → repel expect(canConquer(49, 50, 0)).toBe(false); // one below → repel
}); });
}); });
// --- IDEOLOGY_STABILITY_EFFECT (v0.39, #62) ----------------------------------
describe('IDEOLOGY_STABILITY_EFFECT (v0.39.0 #62)', () => {
it('a regime shift is a deterministic −5 stability dip', () => {
expect(IDEOLOGY_STABILITY_EFFECT).toBe(-5);
});
});
// --- nationForPrompt — ideology (v0.39, #62) ---------------------------------
describe('nationForPrompt — ideology (v0.39.0 #62)', () => {
it('stamps the ideology when a nation has one', () => {
const n = nation('uk', 'UK', S(50, 50, 50, 50), ['k1']);
n.ideology = 'fascism';
expect(nationForPrompt(n).ideology).toBe('fascism');
// and it survives JSON serialisation (the user prompt path)
expect(JSON.stringify(nationForPrompt(n))).toContain('"ideology":"fascism"');
});
it('omits the ideology from the JSON when a nation has none (undefined key dropped)', () => {
const n = nation('uk', 'UK', S(50, 50, 50, 50), ['k1']);
expect(n.ideology).toBeUndefined();
// JSON.stringify drops undefined-valued keys → no "ideology" in the prompt
expect(JSON.stringify(nationForPrompt(n))).not.toContain('ideology');
});
});
+30
View File
@@ -12,11 +12,13 @@ import {
hasCentroids, hasCentroids,
hasGeo, hasGeo,
hasRegionData, hasRegionData,
hasResources,
loadRegions, loadRegions,
neighboursOf, neighboursOf,
referenceForKeys, referenceForKeys,
regionName, regionName,
resetRegions, resetRegions,
resourceOf,
validKeys, validKeys,
} from './regions'; } from './regions';
import type { GameState } from '../shared/types'; 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). // (v0.35.0, #58) unused here (allTerritoryKeys is ownership-only).
trades: [], trades: [],
embargoes: [], 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. // 16 GBR sub-regions + 42 FRA sub-regions, no overlap between the two.
expect(allTerritoryKeys(state).size).toBe(58); expect(allTerritoryKeys(state).size).toBe(58);
@@ -172,6 +176,16 @@ describe('regions (region-key loader, v0.19 #16 P1)', () => {
expect(geoOf('not-a-real-key-xyz')).toBeUndefined(); 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', () => { describe('graceful degradation with no region data', () => {
beforeEach(() => resetRegions()); 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 // and no region-geo: the per-region stats weighting degrades to uniform
expect(hasGeo()).toBe(false); expect(hasGeo()).toBe(false);
expect(geoOf('ain-lqtt')).toBeUndefined(); 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 // and no region-geo (not copied into this dist/) -> stats weighting is uniform
expect(hasGeo()).toBe(false); expect(hasGeo()).toBe(false);
expect(geoOf('ain-lqtt')).toBeUndefined(); 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)', () => { it('(v0.27 #44) a dist/ WITH the centroids manifest loads them (prod layout)', () => {
+64 -2
View File
@@ -19,6 +19,9 @@
// — the data behind LLM-placed map markers (v0.27, #44) // — the data behind LLM-placed map markers (v0.27, #44)
// - geoOf(): a region key's area (km²) + population (from region-geo.json) // - geoOf(): a region key's area (km²) + population (from region-geo.json)
// — the weighting source for the per-region stats model (v0.28, #46) // — 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 // Deliberately turf-free: it reads the JSON files with plain JSON.parse and
// never imports @turf/@types/geojson (importing one pulls @types/geojson into // 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. // Loaded once at boot; the accessors below are pure data reads thereafter.
import { existsSync, readFileSync } from 'node:fs'; import { existsSync, readFileSync } from 'node:fs';
import path from 'node:path'; 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. */ /** { name, parent } for one sub-region, where parent is the ISO_A3 country. */
interface RegionInfo { interface RegionInfo {
@@ -49,6 +52,8 @@ interface RegionData {
centroids: Record<string, { lat: number; lon: number; spread: number }>; centroids: Record<string, { lat: number; lon: number; spread: number }>;
/** region key -> { area (km²), population } (from public/region-geo.json, v0.28 #46). */ /** region key -> { area (km²), population } (from public/region-geo.json, v0.28 #46). */
geo: Record<string, { area: number; population: number }>; 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; let data: RegionData | null = null;
@@ -77,6 +82,7 @@ export function loadRegions(root: string): boolean {
const adjacencyFile = 'region-adjacency.json'; const adjacencyFile = 'region-adjacency.json';
const centroidsFile = 'region-centroids.json'; const centroidsFile = 'region-centroids.json';
const regionGeoFile = 'region-geo.json'; const regionGeoFile = 'region-geo.json';
const regionResourcesFile = 'region-resources.json';
const base = [ const base = [
path.join(root, 'public'), // dev: Vite serves public/ at / path.join(root, 'public'), // dev: Vite serves public/ at /
path.join(root, 'dist'), // prod: Vite copies public/* -> dist/ (== clientDir) 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; return validKeys.size > 0;
} catch (err) { } catch (err) {
console.error('[regions] failed to load region data', 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]; 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 * 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 * keys — deduplicated, the queried keys themselves excluded, and sorted for
+54 -1
View File
@@ -13,7 +13,25 @@ export interface StubPayload {
turn: number; turn: number;
date: string; date: string;
playerNationId: 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).
// `ideology` (v0.39.0, #62) is the per-nation form of government stamped
// by the engine; the stub ignores it — it never changes an ideology (see
// deterministicTurn).
nations: Record<
string,
{
stats: Record<string, number>;
territory?: string[];
nuclear?: boolean;
leader?: { name: string };
ideology?: string;
}
>;
}; };
/** The raw pending round the engine emitted (one entry per queued item). */ /** The raw pending round the engine emitted (one entry per queued item). */
pending?: RoundItem[]; pending?: RoundItem[];
@@ -67,6 +85,20 @@ export interface StubPayload {
* covered by unit tests only. * covered by unit tests only.
*/ */
embargoes?: Array<{ from: string; target: string }>; 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 { function truncate(s: string, n: number): string {
@@ -123,6 +155,23 @@ function truncate(s: string, n: number): string {
* or an embargo (it always returns `economy: { trade: [], embargo: [] }`) — * or an embargo (it always returns `economy: { trade: [], embargo: [] }`) —
* the trade & embargo economy path is covered by unit tests only, keeping * the trade & embargo economy path is covered by unit tests only, keeping
* the e2e assertions untouched. * 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.
*
* (v0.38.0, #61) The stub likewise NEVER changes a leader (it always returns
* `leaders: { changes: [] }`) — the leader path is covered by unit tests
* only, keeping the e2e assertions untouched.
*
* (v0.39.0, #62) The stub likewise NEVER changes a nation's ideology (it
* always returns `ideology: { changes: [] }`) — the ideology path is covered
* by unit tests only, keeping the e2e assertions untouched.
*/ */
export function deterministicTurn(p: StubPayload): TurnResult { export function deterministicTurn(p: StubPayload): TurnResult {
const state = p.state; const state = p.state;
@@ -193,6 +242,10 @@ export function deterministicTurn(p: StubPayload): TurnResult {
wars: { declare: [], end: [] }, // the stub never declares/ends wars (see doc comment) wars: { declare: [], end: [] }, // the stub never declares/ends wars (see doc comment)
hybrid: { ops: [] }, // the stub never runs hybrid/covert ops (see doc comment) hybrid: { ops: [] }, // the stub never runs hybrid/covert ops (see doc comment)
economy: { trade: [], embargo: [] }, // the stub never touches trades/embargoes (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)
ideology: { changes: [] }, // the stub never changes ideologies (see doc comment)
markers: { add: [], remove: [] }, // the stub never touches markers (see doc comment) markers: { add: [], remove: [] }, // the stub never touches markers (see doc comment)
}; };
} }
+291
View File
@@ -6,10 +6,13 @@ import type {
EventOutcome, EventOutcome,
EventType, EventType,
GameState, GameState,
IndustryProject,
MapMarker,
MarkerType, MarkerType,
Nation, Nation,
NationStats, NationStats,
RelationStatus, RelationStatus,
RegionResources,
RegionStats, RegionStats,
StatKey, StatKey,
} from './types'; } from './types';
@@ -416,6 +419,185 @@ export interface EconomyOps {
embargo: EconomyEmbargoOp[]; 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,
};
// --- Ideology / form of government (v0.39, #62) ------------------------------
//
// Each nation may carry a free-form `ideology` label — its form of
// government ("democracy", "fascism", "military junta", …). The LLM changes it
// each turn via `TurnResult.ideology`: a change names a target nation (id or
// name) and the new government type. The engine sets the nation's `ideology`
// and applies a DETERMINISTIC stability dip (see `IDEOLOGY_STABILITY_EFFECT`
// below) — a regime shift always unsettles a nation — no hidden randomness.
// It is a third, independent axis next to `leader` (who is in charge) and the
// v0.32.0 takeover (which renames the nation): the id, name, territory,
// relations, and the leader all stay valid, only the form of government and
// stability move.
/** A single ideology change: the target nation and its new form of government. */
export interface IdeologyChange {
/** The target nation, by id or name (resolved by the shared resolver). */
target: string;
/** The new form of government (a free-form label, e.g. "democracy"). */
to: string;
}
/** The ideology-ops block of a `TurnResult`. Required; default `{ changes: [] }`. */
export interface IdeologyOps {
changes: IdeologyChange[];
}
/**
* The deterministic stability effect of an ideology change (v0.39, #62). A
* regime shift (a coup, a revolution, a reform, a constitutional change)
* unsettles the nation: a small −5 dip applied to the target's `stability`
* (clamped 0–100), mirrored to its `regionStats`, and its derived stats
* re-derived afterwards. Applied the same way a leader-cause effect is —
* re-setting the SAME ideology still dips (the shift just happened, even if
* the label does not change) but is idempotent for the `ideology` field
* itself.
*/
export const IDEOLOGY_STABILITY_EFFECT: number = -5;
// --- 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. */ /** The exact JSON object the world-simulator LLM must return for a turn. */
export interface TurnResult { export interface TurnResult {
date: string; date: string;
@@ -506,6 +688,67 @@ export interface TurnResult {
* suspended automatically. * suspended automatically.
*/ */
economy: EconomyOps; 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;
/**
* (v0.39, #62) Ideology (form of government) changes this turn. Each
* change names a target nation (id or name) and its new form of
* government — a free-form label such as "democracy", "fascism", or
* "military junta". Applied directly by `applyTurnResult` (like leaders /
* hybrid / economy): the target's `ideology` is set to the new label, a
* small, deterministic stability dip (`IDEOLOGY_STABILITY_EFFECT`, −5) is
* applied (clamped, mirrored to the nation's regions, re-derived), and a
* `political` narration event is appended. Re-setting the same label is
* idempotent for the field (still narrated, still dips). Unknown /
* ambiguous targets and empty labels are dropped, never thrown; the
* change never moves territory (sole ownership is untouched). Distinct
* from a takeover (which renames the nation) and from a leader change
* (who is in charge). At most 1–2 per turn, each narrated in `events`.
* Required; default `{ changes: [] }`.
*/
ideology: IdeologyOps;
/** /**
* (v0.27, #44) Map-marker ops this turn. `add` places new named markers * (v0.27, #44) Map-marker ops this turn. `add` places new named markers
* (the engine positions each at its region's centroid + a small * (the engine positions each at its region's centroid + a small
@@ -818,6 +1061,8 @@ export function nationForPrompt(n: Nation) {
stats: n.stats, stats: n.stats,
territory: n.territory, territory: n.territory,
relations: n.relations, relations: n.relations,
leader: n.leader,
ideology: n.ideology,
}; };
} }
@@ -954,3 +1199,49 @@ export function migrateRegionStats(
} }
return next; 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),
};
}
+2
View File
@@ -459,6 +459,8 @@ export function worldDraftToGameState(
// (v0.35.0, #58) No trades/embargoes on a fresh (dynamic) game. // (v0.35.0, #58) No trades/embargoes on a fresh (dynamic) game.
trades: [], trades: [],
embargoes: [], embargoes: [],
// (v0.36, #59) No industry projects on a fresh (dynamic) game.
industry: [],
}; };
return state; return state;
} }
+87
View File
@@ -26,6 +26,23 @@ export interface RegionStats {
population: number; 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 const STAT_KEYS = ['military', 'economy', 'stability', 'population'] as const;
export type StatKey = (typeof STAT_KEYS)[number]; export type StatKey = (typeof STAT_KEYS)[number];
@@ -55,6 +72,34 @@ export interface Nation {
stats: NationStats; stats: NationStats;
territory: string[]; territory: string[];
relations: Record<string, RelationStatus>; 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 };
/**
* The nation's current form of government (v0.39, #62) — a free-form label
* such as `"democracy"`, `"fascism"` or `"military junta"`. Optional — a
* legacy game (or a nation the LLM has never given an ideology to) has none,
* which is the "no recorded government" baseline. The LLM changes it via
* `TurnResult.ideology` (coups / revolutions / reforms / constitutional
* changes, see `IdeologyChange` in `protocol.ts`); each change carries a
* deterministic stability dip + a political narration event. Distinct from
* the v0.32.0 takeover (which renames the nation) and from `leader` (who is
* in charge): only the form of government and stability move.
*/
ideology?: string;
} }
/** Categories a narrative event can take. */ /** Categories a narrative event can take. */
@@ -174,6 +219,36 @@ export interface Embargo {
target: string; 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 * (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 * between two or more nations. Unlike the boolean `war` relation (which a
@@ -356,6 +431,18 @@ export interface GameState {
* no data wipe. * no data wipe.
*/ */
embargoes: Embargo[]; 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[];
} }
/** /**