feat(#52): dynamic scenario generation (v0.31.0) #53
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[
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{
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"id": "ww2",
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"name": "World War II",
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"year": 1939,
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"eraDescription": "Europe teeters on the brink of total war. Fascist powers press their advantage across the continent while the democracies marshal their strength."
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},
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{
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"id": "present",
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"name": "Present Day",
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"year": 2026,
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"eraDescription": "A multipolar world of blocs, sanctions, and tech supremacy. Climate strain, AI, and great-power rivalry shape every decision."
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},
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{
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"id": "near-future",
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"name": "Near Future",
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"year": 2035,
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"eraDescription": "Autonomous fleets, orbital assets, and climate-hamstrung coastlines. Old alliances strain under new technologies and old grievances."
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}
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]
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{
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"id": "near-future",
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"name": "Near Future",
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"year": 2035,
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"eraDescription": "A near-future world: autonomous fleets, orbital assets, and climate-hamstrung coastlines. Old alliances strain under new technologies and old grievances as the great powers reach for the next horizon.",
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"suggestedPowers": [
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{ "name": "North American Union", "region": "USA", "note": "The industrial-technological core of the West." },
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{ "name": "Chinese Federation", "region": "CHN", "note": "The integrated superpower of the Pacific." },
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{ "name": "European Confederation", "region": "FRA", "note": "The united European bloc." },
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{ "name": "Russian Union", "region": "RUS", "note": "The resource frontier state." }
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],
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"tensions": [
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"Autonomous weapons and the new arms race",
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"Climate migration and resource wars",
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"The contest for space and orbital dominance"
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]
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}
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{
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"id": "present",
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"name": "Present Day",
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"year": 2026,
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"eraDescription": "A multipolar world of blocs, sanctions, and tech supremacy. Climate strain, artificial intelligence, and great-power rivalry shape every decision the leaders of the age must make.",
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"suggestedPowers": [
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{ "name": "United States", "region": "USA", "note": "The military-technological leader of the Western bloc." },
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{ "name": "People's Republic of China", "region": "CHN", "note": "The industrial giant pressing on the Western Pacific." },
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{ "name": "Russian Federation", "region": "RUS", "note": "A resource-rich power testing its neighbors' resolve." },
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{ "name": "European Union", "region": "FRA", "note": "A large, internally divided economic bloc." }
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],
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"tensions": [
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"US–China tech and trade rivalry",
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"The war in Europe and the eastern flank",
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"AI and cyber dominance"
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]
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}
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{
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"id": "ww2",
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"name": "World War II",
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"year": 1939,
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"eraDescription": "Europe teeters on the brink of total war. Fascist powers press their advantage across the continent while the democracies marshal their strength, and the great powers watch — and arm — from across the oceans.",
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"suggestedPowers": [
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{ "name": "German Reich", "region": "DEU", "note": "A militarized Reich at the heart of the continent, its army the most battle-hardened in Europe." },
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{ "name": "United Kingdom", "region": "GBR", "note": "An island power that commands the seas but is cut off from the continent." },
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{ "name": "Soviet Union", "region": "RUS", "note": "A vast, fragile industrial giant on the eastern frontier." },
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{ "name": "United States", "region": "USA", "note": "An industrial colossus, still politically divided over entry into the war." }
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],
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"tensions": [
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"The Axis versus the Allies",
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"The race for continental resources and sea lanes",
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"The uneasy balance before the bomb"
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]
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}
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import { describe, expect, it } from 'vitest';
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import {
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relationFromScore,
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validateWorldDraft,
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worldDraftToGameState,
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type WorldDraft,
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} from '../shared/scenario';
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import type { NationStats } from '../shared/types';
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// A deterministic fake ISO_A3 -> region-key expander (two sub-regions per
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// country), standing in for server/regions.expandCountriesToKeys in these
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// pure-function tests.
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const fakeExpand = (countries: string[]): string[] =>
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countries.flatMap((c) => [`${c}-a`, `${c}-b`]);
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const S = (m: number, e: number, s: number, p: number): NationStats => ({
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military: m,
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economy: e,
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stability: s,
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population: p,
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});
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describe('relationFromScore (v0.31.0, #52)', () => {
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it('maps the five sentiment bands to RelationStatus', () => {
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expect(relationFromScore(100)).toBe('ally');
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expect(relationFromScore(60)).toBe('ally');
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expect(relationFromScore(0)).toBe('neutral');
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expect(relationFromScore(30)).toBe('neutral');
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expect(relationFromScore(-1)).toBe('rival');
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expect(relationFromScore(-40)).toBe('rival');
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expect(relationFromScore(-41)).toBe('hostile');
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expect(relationFromScore(-80)).toBe('hostile');
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expect(relationFromScore(-81)).toBe('war');
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expect(relationFromScore(-100)).toBe('war');
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});
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it('clamps out-of-range scores before banding', () => {
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expect(relationFromScore(250)).toBe('ally');
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expect(relationFromScore(-250)).toBe('war');
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});
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});
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describe('validateWorldDraft (v0.31.0, #52)', () => {
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it('returns a clean draft from a valid payload', () => {
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const raw = {
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nations: [
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{ id: 'de', name: 'German Reich', type: 'major', stats: S(95, 70, 75, 90), territory: ['DEU'], relations: { uk: 80 } },
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{ id: 'uk', name: 'United Kingdom', type: 'major', stats: S(80, 75, 60, 48), territory: ['GBR', 'IRL'], relations: { de: 80 } },
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],
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};
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const d = validateWorldDraft(raw);
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expect(d).not.toBeNull();
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const draft = d as WorldDraft;
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expect(draft.nations).toHaveLength(2);
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expect(draft.nations[0]).toMatchObject({ id: 'de', name: 'German Reich', type: 'major' });
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expect(draft.nations[0].stats).toEqual(S(95, 70, 75, 90));
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expect(draft.nations[0].territory).toEqual(['DEU']);
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expect(draft.nations[0].relations).toEqual({ uk: 80 });
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expect(draft.events).toBeUndefined();
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});
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it('clamps out-of-range stat values to 0-100 and defaults missing to 50', () => {
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const raw = {
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nations: [
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{ name: 'Over', stats: { military: 150, economy: -20, stability: 7 }, territory: ['DEU'] },
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],
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};
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const d = validateWorldDraft(raw) as WorldDraft;
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expect(d.nations[0].stats).toEqual(S(100, 0, 7, 50)); // population missing -> 50
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});
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it('upper-cases, de-dupes, and (given valid codes) filters territory to known ISO_A3', () => {
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const codes = new Set(['DEU', 'GBR', 'FRA']);
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const raw = {
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nations: [
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{
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name: 'Mixed',
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// lower-case, duplicated, and one unknown code (USA) to be dropped.
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territory: ['deu', 'DEU', 'usa', 'gbr'],
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},
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],
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};
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const d = validateWorldDraft(raw, { validCountryCodes: codes }) as WorldDraft;
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expect(d.nations[0].territory).toEqual(['DEU', 'GBR']);
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});
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it('keeps unknown codes when no validCountryCodes set is supplied', () => {
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const raw = { nations: [{ name: 'X', territory: ['AAA', 'BBB'] }] };
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const d = validateWorldDraft(raw) as WorldDraft;
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expect(d.nations[0].territory).toEqual(['AAA', 'BBB']);
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});
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it('resolves relation keys by id or (case-insensitive) name and drops self/unknown refs', () => {
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const raw = {
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nations: [
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{ id: 'de', name: 'Germany', territory: ['DEU'], relations: { 'United Kingdom': 55, de: 99, ghost: 10 } },
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{ id: 'uk', name: 'United Kingdom', territory: ['GBR'], relations: { de: -70 } },
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],
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};
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const d = validateWorldDraft(raw) as WorldDraft;
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// de: the name-keyed ref resolves to uk, self (de) and unknown (ghost) dropped.
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expect(d.nations[0].relations).toEqual({ uk: 55 });
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// uk: the id-keyed ref to de is kept, clamped (already in range).
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expect(d.nations[1].relations).toEqual({ de: -70 });
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});
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it('clamps relation scores to -100..100', () => {
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const raw = {
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nations: [
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{ id: 'a', name: 'A', territory: ['AAA'], relations: { b: 500 } },
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{ id: 'b', name: 'B', territory: ['BBB'], relations: { a: -500 } },
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],
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};
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const d = validateWorldDraft(raw) as WorldDraft;
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expect(d.nations[0].relations).toEqual({ b: 100 });
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expect(d.nations[1].relations).toEqual({ a: -100 });
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});
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it('suffices duplicate ids until unique and derives ids from names', () => {
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const raw = {
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nations: [
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{ id: 'x', name: 'First', territory: ['AAA'] },
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{ id: 'x', name: 'Second', territory: ['BBB'] },
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{ name: 'United Kingdom', territory: ['GBR'] }, // no id -> slug
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],
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};
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const d = validateWorldDraft(raw) as WorldDraft;
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const ids = d.nations.map((n) => n.id);
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expect(ids).toEqual(['x', 'x-2', 'united-kingdom']);
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});
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it('keeps backstory events that name a known nation and drops the rest', () => {
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const raw = {
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nations: [
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{ id: 'de', name: 'Germany', territory: ['DEU'] },
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{ id: 'uk', name: 'United Kingdom', territory: ['GBR'] },
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],
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events: [
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{ nation: 'de', type: 'military', title: 'Remilitarization', text: 't', outcome: 'success' },
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{ nation: 'United Kingdom', type: 'political', title: 'By-elections', text: 't', outcome: 'neutral' },
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{ nation: 'ghost', type: 'political', title: 'No owner', text: 't', outcome: 'neutral' },
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{ nation: 'de', type: 'political' }, // no title -> dropped
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],
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};
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const d = validateWorldDraft(raw) as WorldDraft;
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expect(d.events).toHaveLength(2);
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expect(d.events?.[0]).toMatchObject({ nation: 'de', type: 'military', title: 'Remilitarization', outcome: 'success' });
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expect(d.events?.[1]).toMatchObject({ nation: 'uk', type: 'political', title: 'By-elections', outcome: 'neutral' });
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});
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it('returns null (never throws) for unusable / garbage payloads', () => {
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expect(validateWorldDraft(null)).toBeNull();
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expect(validateWorldDraft('nope')).toBeNull();
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expect(validateWorldDraft([])).toBeNull();
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expect(validateWorldDraft({})).toBeNull();
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expect(validateWorldDraft({ nations: [] })).toBeNull();
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expect(validateWorldDraft({ nations: [{ name: 'No territory' }] })).toBeNull();
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expect(validateWorldDraft({ nations: [{}] })).toBeNull(); // no name
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expect(validateWorldDraft({ nations: [42] })).toBeNull(); // not an object
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// no nation owns a *valid* territory -> unusable.
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expect(
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validateWorldDraft(
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{ nations: [{ name: 'X', territory: ['ZZZ'] }] },
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{ validCountryCodes: new Set(['DEU']) },
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),
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).toBeNull();
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});
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});
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describe('worldDraftToGameState (v0.31.0, #52)', () => {
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function draft(): WorldDraft {
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return {
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nations: [
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{ id: 'de', name: 'Germany', type: 'major', stats: S(90, 70, 75, 90), territory: ['DEU'], relations: { uk: 70 } },
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{ id: 'uk', name: 'United Kingdom', type: 'major', stats: S(80, 75, 60, 48), territory: ['GBR', 'IRL'], relations: { de: -90 } },
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],
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events: [{ nation: 'de', type: 'political', title: 'The new order', text: 'A fresh map is drawn.', outcome: 'neutral' }],
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};
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}
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it('expands ISO_A3 territory to region keys and seeds per-region stats', () => {
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const g = worldDraftToGameState(draft(), fakeExpand, 'uk', {
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id: 'g1',
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title: 'Custom World',
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startDate: '1939-09-01',
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});
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expect(g.id).toBe('g1');
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expect(g.presetTitle).toBe('Custom World');
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expect(g.date).toBe('1939-09-01');
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expect(g.turn).toBe(1);
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expect(g.version).toBe(1);
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expect(g.playerNationId).toBe('uk');
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expect(g.unowned).toEqual([]);
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expect(g.markers).toEqual([]);
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expect(g.pendingNationOps).toEqual([]);
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expect(g.pending).toEqual([]);
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// de owns DEU -> two region keys; uk owns GBR+IRL -> four.
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expect(g.nations.de.territory).toEqual(['DEU-a', 'DEU-b']);
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expect(g.nations.uk.territory).toEqual(['GBR-a', 'GBR-b', 'IRL-a', 'IRL-b']);
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// Every owned region is seeded with a copy of its owner's stats.
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expect(g.regionStats['DEU-a']).toEqual(g.nations.de.stats);
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expect(g.regionStats['IRL-b']).toEqual(g.nations.uk.stats);
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// No entry for unowned regions.
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expect(g.regionStats['ZZZ-a']).toBeUndefined();
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});
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it('maps numeric relations to RelationStatus', () => {
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const g = worldDraftToGameState(draft(), fakeExpand, 'de');
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expect(g.nations.de.relations).toEqual({ uk: 'ally' }); // 70 -> ally
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expect(g.nations.uk.relations).toEqual({ de: 'war' }); // -90 -> war
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});
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it('seeds the event feed from backstory events at turn 1 / startDate', () => {
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const g = worldDraftToGameState(draft(), fakeExpand, 'de', { startDate: '2035-01-01' });
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expect(g.events).toHaveLength(1);
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expect(g.events[0]).toMatchObject({
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turn: 1,
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date: '2035-01-01',
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nation: 'de',
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type: 'political',
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title: 'The new order',
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outcome: 'neutral',
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});
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});
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it('uses the defaults (empty id, Custom World, 1970-01-01) when options are omitted', () => {
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const g = worldDraftToGameState(draft(), fakeExpand, 'de');
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expect(g.id).toBe('');
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expect(g.presetTitle).toBe('Custom World');
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expect(g.date).toBe('1970-01-01');
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expect(g.presetId).toBe('dynamic');
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});
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});
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@@ -0,0 +1,59 @@
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import { describe, expect, it } from 'vitest';
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import path from 'node:path';
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import { fileURLToPath } from 'node:url';
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import { createTemplateStore } from './templates';
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// The project root is the parent of server/ (mirrors how server/index.ts and
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// server/regions.test.ts locate it via import.meta.url).
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const root = fileURLToPath(new URL('..', import.meta.url));
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const templatesDir = path.join(root, 'presets', 'templates');
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const store = createTemplateStore(templatesDir);
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||||
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/** A well-formed ISO_A3 country code: exactly three uppercase letters. */
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function isIsoA3(code: string): boolean {
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return /^[A-Z]{3}$/.test(code);
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}
|
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|
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describe('era templates store (v0.31.0, #52)', () => {
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it('the manifest lists exactly the three era templates', () => {
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const meta = store.listMeta();
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expect(meta).toHaveLength(3);
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const ids = meta.map((m) => m.id);
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expect(ids).toEqual(['ww2', 'present', 'near-future']);
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for (const m of meta) {
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expect(m.id).toBeTruthy();
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expect(m.name).toBeTruthy();
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expect(typeof m.year).toBe('number');
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||||
expect(m.eraDescription).toBeTruthy();
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||||
}
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||||
});
|
||||
|
||||
it('each template file loads and is well-formed', () => {
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for (const m of store.listMeta()) {
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const t = store.get(m.id);
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||||
expect(t, `template ${m.id} should load`).not.toBeNull();
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const tpl = t as NonNullable<typeof t>;
|
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expect(tpl.id).toBe(m.id);
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||||
expect(tpl.name).toBe(m.name);
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expect(tpl.year).toBe(m.year);
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||||
expect(tpl.eraDescription).toBeTruthy();
|
||||
// suggested powers: non-empty, each a named power with an ISO_A3 core region + note.
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expect(tpl.suggestedPowers.length).toBeGreaterThan(0);
|
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for (const p of tpl.suggestedPowers) {
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||||
expect(p.name).toBeTruthy();
|
||||
expect(isIsoA3(p.region)).toBe(true);
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||||
expect(p.note).toBeTruthy();
|
||||
}
|
||||
// tensions: a non-empty list of non-empty strings.
|
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expect(tpl.tensions.length).toBeGreaterThan(0);
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||||
for (const s of tpl.tensions) expect(typeof s).toBe('string');
|
||||
for (const s of tpl.tensions) expect(s.trim()).not.toBe('');
|
||||
}
|
||||
});
|
||||
|
||||
it('get returns null for an unknown id', () => {
|
||||
expect(store.get('does-not-exist')).toBeNull();
|
||||
expect(store.get('')).toBeNull();
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,28 @@
|
||||
// Load era templates for the "Create scenario" path from disk (v0.31.0, #52).
|
||||
// Mirrors the preset store (server/presets.ts): each template is a JSON file
|
||||
// (presets/templates/<id>.json) and index.json is the lightweight manifest used
|
||||
// to render the picker cards. The store is created with the resolved templates
|
||||
// directory so it works from repo root (dev) and /app (Docker) alike.
|
||||
import { readFileSync } from 'node:fs';
|
||||
import type { EraTemplate, TemplateMeta } from '../shared/scenario';
|
||||
|
||||
export interface TemplateStore {
|
||||
listMeta(): TemplateMeta[];
|
||||
get(id: string): EraTemplate | null;
|
||||
}
|
||||
|
||||
export function createTemplateStore(dir: string): TemplateStore {
|
||||
const manifest = JSON.parse(readFileSync(`${dir}/index.json`, 'utf8')) as TemplateMeta[];
|
||||
return {
|
||||
listMeta() {
|
||||
return manifest;
|
||||
},
|
||||
get(id: string) {
|
||||
try {
|
||||
return JSON.parse(readFileSync(`${dir}/${id}.json`, 'utf8')) as EraTemplate;
|
||||
} catch {
|
||||
return null;
|
||||
}
|
||||
},
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,412 @@
|
||||
// Dynamic scenario generation — the shared (dependency-free) contract.
|
||||
//
|
||||
// This is the additive "Create scenario" path: instead of picking one of the
|
||||
// static presets, the user picks a light **era template**, writes a free-text
|
||||
// description, and lets the LLM generate a fresh world (a {@link WorldDraft})
|
||||
// plus an advisor **checkpoint** list. The player reviews the checkpoints,
|
||||
// approves/removes some, and picks a nation to lead; a second LLM call then
|
||||
// finalizes the draft into a playable {@link GameState} (a normal game).
|
||||
//
|
||||
// Everything here is pure and has no runtime dependencies beyond the other
|
||||
// shared modules: it may import types from `./types` and helpers from
|
||||
// `./protocol`, but it never imports the engine, the LLM client, or any
|
||||
// external package. The two LLM calls (`generateDraft` / `finalizeWorld`)
|
||||
// live in `server/scenario.ts`; only the *shapes* and the pure transforms
|
||||
// live here.
|
||||
|
||||
import type {
|
||||
EventEntry,
|
||||
EventOutcome,
|
||||
EventType,
|
||||
GameState,
|
||||
Nation,
|
||||
NationStats,
|
||||
NationType,
|
||||
RelationStatus,
|
||||
} from './types';
|
||||
import { clampStat, makeEvent, seedRegionStats, type TurnEventSpec } from './protocol';
|
||||
|
||||
// --- Era templates -----------------------------------------------------------
|
||||
|
||||
/**
|
||||
* A suggested starting power for an era template: a display `name`, an ISO_A3
|
||||
* core `region` (the country the power is rooted in), and a short `note` the
|
||||
* LLM is shown when it designs the world.
|
||||
*/
|
||||
export interface SuggestedPower {
|
||||
name: string;
|
||||
/** ISO_A3 country code the power's core territory sits in. */
|
||||
region: string;
|
||||
note: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* A light **era template** the user can start from on the "Create scenario"
|
||||
* path (one JSON file per template in `presets/templates/`, plus an
|
||||
* `index.json` manifest). It is deliberately small: a name, a default `year`,
|
||||
* a short `eraDescription`, a few `suggestedPowers`, and a few `tensions` —
|
||||
* a seed the LLM generator expands into a full {@link WorldDraft}.
|
||||
*/
|
||||
export interface EraTemplate {
|
||||
id: string;
|
||||
name: string;
|
||||
/** Default starting year (the user may override it in the form). */
|
||||
year: number;
|
||||
/** A short description of the era, shown on the card and fed to the LLM. */
|
||||
eraDescription: string;
|
||||
/** A few suggested starting powers (name + ISO_A3 core region + a note). */
|
||||
suggestedPowers: SuggestedPower[];
|
||||
/** A few suggested tensions / conflicts to seed the world. */
|
||||
tensions: string[];
|
||||
}
|
||||
|
||||
/** The lightweight manifest entry for an era template (the picker card). */
|
||||
export interface TemplateMeta {
|
||||
id: string;
|
||||
name: string;
|
||||
year: number;
|
||||
eraDescription: string;
|
||||
}
|
||||
|
||||
// --- World draft -------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* A single nation in a generated world **draft** (before it is committed to a
|
||||
* playable {@link GameState}). Its `territory` holds **ISO_A3 country codes**
|
||||
* (not region keys) — the engine expands them to sub-region keys at commit
|
||||
* time via the injected `expand` resolver. `relations` are the LLM's
|
||||
* numeric sentiment toward other nations (−100..100); the engine maps them to
|
||||
* a {@link RelationStatus} on commit.
|
||||
*/
|
||||
export interface WorldNation {
|
||||
id: string;
|
||||
name: string;
|
||||
type?: NationType;
|
||||
stats: NationStats;
|
||||
/** ISO_A3 country codes the nation controls. */
|
||||
territory: string[];
|
||||
/** Bilateral sentiment: other nation id -> −100..100. */
|
||||
relations: Record<string, number>;
|
||||
}
|
||||
|
||||
/** An optional narrative backstory event carried by a world draft (turn 0). */
|
||||
export interface ScenarioEvent {
|
||||
nation: string;
|
||||
type: EventType;
|
||||
title: string;
|
||||
text: string;
|
||||
outcome: EventOutcome;
|
||||
}
|
||||
|
||||
/**
|
||||
* A draft world the LLM generator returns before the player confirms it.
|
||||
* `nations` is required and non-empty; `events` is optional backstory that
|
||||
* seeds the new game's event feed on commit.
|
||||
*/
|
||||
export interface WorldDraft {
|
||||
nations: WorldNation[];
|
||||
events?: ScenarioEvent[];
|
||||
}
|
||||
|
||||
/**
|
||||
* A single **advisor checkpoint** — a short string the generator proposes for
|
||||
* the player to approve (or remove) before the world is finalized. The
|
||||
* approved checkpoints are handed to the finalize call as constraints.
|
||||
*/
|
||||
export type Checkpoint = string;
|
||||
|
||||
// --- Validation + transforms (pure) ------------------------------------------
|
||||
|
||||
/** The 8 known event types (a local copy so this module needs no runtime import). */
|
||||
const EVENT_TYPES: readonly string[] = [
|
||||
'military',
|
||||
'diplomatic',
|
||||
'economic',
|
||||
'political',
|
||||
'social',
|
||||
'disaster',
|
||||
'scientific',
|
||||
'cultural',
|
||||
];
|
||||
|
||||
/** The 5 known nation types. */
|
||||
const NATION_TYPES: readonly string[] = ['major', 'minor', 'power', 'alliance', 'faction'];
|
||||
|
||||
/** True when `t` is one of the eight known event types. */
|
||||
function isEventType(t: unknown): t is EventType {
|
||||
return typeof t === 'string' && (EVENT_TYPES as string[]).includes(t);
|
||||
}
|
||||
|
||||
/** True when `t` is one of the five known event outcomes. */
|
||||
function isEventOutcome(o: unknown): o is EventOutcome {
|
||||
return o === 'success' || o === 'failure' || o === 'partial' || o === 'neutral';
|
||||
}
|
||||
|
||||
/** True when `t` is one of the five known nation types. */
|
||||
function isNationType(t: unknown): t is NationType {
|
||||
return typeof t === 'string' && (NATION_TYPES as string[]).includes(t);
|
||||
}
|
||||
|
||||
/** Clamp a number to [lo, hi] and round (non-finite → lo). */
|
||||
function clampRange(v: number, lo: number, hi: number): number {
|
||||
if (!Number.isFinite(v)) return lo;
|
||||
return Math.max(lo, Math.min(hi, Math.round(v)));
|
||||
}
|
||||
|
||||
/** Parse a raw (unknown) stats object into a clamped NationStats (missing → 50). */
|
||||
function parseStats(raw: unknown): NationStats {
|
||||
const o =
|
||||
raw && typeof raw === 'object' && !Array.isArray(raw)
|
||||
? (raw as Record<string, unknown>)
|
||||
: {};
|
||||
const get = (k: keyof NationStats): number => {
|
||||
const v = o[k];
|
||||
return typeof v === 'number' && Number.isFinite(v) ? clampStat(v) : 50;
|
||||
};
|
||||
return {
|
||||
military: get('military'),
|
||||
economy: get('economy'),
|
||||
stability: get('stability'),
|
||||
population: get('population'),
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* A short, stable, lowercase slug for a nation name (used as a fallback id):
|
||||
* "United Kingdom" → "united-kingdom". Diacritics stripped, runs of
|
||||
* non-alphanumerics collapsed to a single dash, length capped at 20.
|
||||
*/
|
||||
function slugFromName(name: string): string {
|
||||
const s = name
|
||||
.toLowerCase()
|
||||
.normalize('NFKD')
|
||||
.replace(/[\u0300-\u036f]/g, '')
|
||||
.replace(/[^a-z0-9]+/g, '-')
|
||||
.replace(/^-+|-+$/g, '');
|
||||
if (!s) return '';
|
||||
return s.length > 20 ? s.slice(0, 20).replace(/-+$/, '') : s;
|
||||
}
|
||||
|
||||
/**
|
||||
* Map a numeric sentiment score (−100..100) to a {@link RelationStatus}.
|
||||
* Five bands: ally (≥60), neutral (0..59), rival (−40..−1), hostile (−80..−41),
|
||||
* war (≤−81). Pure.
|
||||
*/
|
||||
export function relationFromScore(v: number): RelationStatus {
|
||||
const c = clampRange(v, -100, 100);
|
||||
if (c >= 60) return 'ally';
|
||||
if (c >= 0) return 'neutral';
|
||||
if (c >= -40) return 'rival';
|
||||
if (c >= -80) return 'hostile';
|
||||
return 'war';
|
||||
}
|
||||
|
||||
/**
|
||||
* Validate + normalize a raw LLM world-draft payload into a clean
|
||||
* {@link WorldDraft} (or `null` when it is unusable). Never throws:
|
||||
* - the top level must be an object with a non-empty `nations` array;
|
||||
* - each nation needs a non-empty `name`; its `id` is kept when a valid
|
||||
* non-empty string, else derived from a name slug (else `n<index>`);
|
||||
* duplicate ids are suffixed until unique;
|
||||
* - each nation's `type`/stats are clamped (missing stats → 50);
|
||||
* - each nation's `territory` is upper-cased, deduped, and (when
|
||||
* `validCountryCodes` is given) filtered to only known ISO_A3 codes;
|
||||
* - a nation's `relations` are clamped to −100..100 and re-keyed to the
|
||||
* assigned ids (a key that is a known id, or a case-insensitive name
|
||||
* match, is kept; unknown / self references are dropped);
|
||||
* - optional `events` are kept when they name a known nation (by id or
|
||||
* name) and have a non-empty title;
|
||||
* - the result is `null` when there are no nations, or no nation ends up
|
||||
* owning a valid territory (nothing to render on the map).
|
||||
*/
|
||||
export function validateWorldDraft(
|
||||
raw: unknown,
|
||||
opts: { validCountryCodes?: ReadonlySet<string> } = {},
|
||||
): WorldDraft | null {
|
||||
if (!raw || typeof raw !== 'object' || Array.isArray(raw)) return null;
|
||||
const obj = raw as Record<string, unknown>;
|
||||
const rawNations = Array.isArray(obj.nations) ? obj.nations : null;
|
||||
if (!rawNations || rawNations.length === 0) return null;
|
||||
|
||||
const validCodes = opts.validCountryCodes;
|
||||
const usedIds = new Set<string>();
|
||||
const nameToId = new Map<string, string>();
|
||||
|
||||
interface Tmp {
|
||||
id: string;
|
||||
name: string;
|
||||
type: NationType;
|
||||
stats: NationStats;
|
||||
territory: string[];
|
||||
rawRelations: Record<string, number>;
|
||||
}
|
||||
const tmp: Tmp[] = [];
|
||||
|
||||
for (const rn of rawNations) {
|
||||
if (!rn || typeof rn !== 'object') continue;
|
||||
const o = rn as Record<string, unknown>;
|
||||
const name = typeof o.name === 'string' ? o.name.trim() : '';
|
||||
if (name === '') continue; // a nation needs a name
|
||||
|
||||
// id: keep a valid non-empty string, else derive from the name slug, else n<index>.
|
||||
let id = typeof o.id === 'string' && o.id.trim() !== '' ? o.id.trim() : '';
|
||||
if (id === '') id = slugFromName(name) || `n${tmp.length + 1}`;
|
||||
let candidate = id;
|
||||
let k = 2;
|
||||
while (usedIds.has(candidate)) {
|
||||
candidate = `${id}-${k}`;
|
||||
k += 1;
|
||||
}
|
||||
id = candidate;
|
||||
usedIds.add(id);
|
||||
const lowerName = name.toLowerCase();
|
||||
if (!nameToId.has(lowerName)) nameToId.set(lowerName, id);
|
||||
|
||||
const type = isNationType(o.type) ? o.type : 'major';
|
||||
const stats = parseStats(o.stats);
|
||||
|
||||
// territory: upper-case, de-duped, and (optionally) filtered to known codes.
|
||||
const territory: string[] = [];
|
||||
if (Array.isArray(o.territory)) {
|
||||
for (const t of o.territory) {
|
||||
if (typeof t !== 'string') continue;
|
||||
const code = t.trim().toUpperCase();
|
||||
if (code === '') continue;
|
||||
if (validCodes && !validCodes.has(code)) continue; // drop unknown country codes
|
||||
if (!territory.includes(code)) territory.push(code);
|
||||
}
|
||||
}
|
||||
|
||||
// relations: keep only finite numeric values (clamped later on re-key).
|
||||
const rawRelations: Record<string, number> = {};
|
||||
if (o.relations && typeof o.relations === 'object' && !Array.isArray(o.relations)) {
|
||||
for (const [key, v] of Object.entries(o.relations as Record<string, unknown>)) {
|
||||
if (typeof v === 'number' && Number.isFinite(v)) rawRelations[key] = v;
|
||||
}
|
||||
}
|
||||
|
||||
tmp.push({ id, name, type, stats, territory, rawRelations });
|
||||
}
|
||||
|
||||
if (tmp.length === 0) return null;
|
||||
// Unusable when no nation owns a valid territory (there is nothing to render).
|
||||
if (!tmp.some((t) => t.territory.length > 0)) return null;
|
||||
|
||||
const idSet = new Set(tmp.map((t) => t.id));
|
||||
const nations: WorldNation[] = tmp.map((t) => {
|
||||
const relations: Record<string, number> = {};
|
||||
for (const [key, val] of Object.entries(t.rawRelations)) {
|
||||
// Resolve the key: a known id, else a case-insensitive name match.
|
||||
let target = key;
|
||||
if (!idSet.has(target)) {
|
||||
const mapped = nameToId.get(key.toLowerCase());
|
||||
if (mapped) target = mapped;
|
||||
}
|
||||
if (target === t.id) continue; // drop self-references
|
||||
if (!idSet.has(target)) continue; // drop references to unknown nations
|
||||
relations[target] = clampRange(val, -100, 100);
|
||||
}
|
||||
return { id: t.id, name: t.name, type: t.type, stats: t.stats, territory: t.territory, relations };
|
||||
});
|
||||
|
||||
// Optional backstory events (kept when they name a known nation).
|
||||
let events: ScenarioEvent[] | undefined;
|
||||
if (Array.isArray(obj.events)) {
|
||||
const evs: ScenarioEvent[] = [];
|
||||
for (const re of obj.events) {
|
||||
if (!re || typeof re !== 'object') continue;
|
||||
const e = re as Record<string, unknown>;
|
||||
const title = typeof e.title === 'string' ? e.title.trim() : '';
|
||||
if (title === '') continue;
|
||||
const text = typeof e.text === 'string' ? e.text : '';
|
||||
const type = isEventType(e.type) ? e.type : 'political';
|
||||
const outcome = isEventOutcome(e.outcome) ? e.outcome : 'neutral';
|
||||
let nation = typeof e.nation === 'string' ? e.nation : '';
|
||||
if (nation !== '' && !idSet.has(nation)) {
|
||||
nation = nameToId.get(nation.toLowerCase()) ?? '';
|
||||
}
|
||||
if (nation === '' || !idSet.has(nation)) continue; // drop events with no known owner
|
||||
evs.push({ nation, type, title, text, outcome });
|
||||
}
|
||||
events = evs;
|
||||
}
|
||||
|
||||
return { nations, events };
|
||||
}
|
||||
|
||||
/** Options for {@link worldDraftToGameState} (all optional, sensible defaults). */
|
||||
export interface WorldDraftToGameOptions {
|
||||
/** The new game's id (the server sets `randomUUID()`; default `''`). */
|
||||
id?: string;
|
||||
/** The scenario title (becomes `GameState.presetTitle`; default 'Custom World'). */
|
||||
title?: string;
|
||||
/** The game's start date (`YYYY-MM-DD`, from the chosen year; default '1970-01-01'). */
|
||||
startDate?: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* Convert a validated {@link WorldDraft} into a fresh, playable {@link
|
||||
* GameState} (a normal game at `#/game/<id>`). Mirrors `POST /api/games`
|
||||
* exactly, except the draft's nations carry **ISO_A3** territory which is
|
||||
* expanded to sub-region keys by the injected `expand` resolver, and
|
||||
* `regionStats` is seeded from the expanded territories via
|
||||
* {@link seedRegionStats} (so every owned region starts with its owner's
|
||||
* stats and the derived aggregate equals them on turn 1).
|
||||
*
|
||||
* The result is a clean turn-1 state: `version: 1`, `turn: 1`, `unowned: []`,
|
||||
* `markers: []`, `pendingNationOps: []`, `pending: []`, the given
|
||||
* `playerNationId`, and a `startDate` from the chosen year. Backstory events
|
||||
* (if any) seed the event feed at turn 1. Pure — no side effects, no I/O.
|
||||
*/
|
||||
export function worldDraftToGameState(
|
||||
draft: WorldDraft,
|
||||
expand: (countries: string[]) => string[],
|
||||
playerNationId: string,
|
||||
opts: WorldDraftToGameOptions = {},
|
||||
): GameState {
|
||||
const id = opts.id ?? '';
|
||||
const title = opts.title ?? 'Custom World';
|
||||
const startDate = opts.startDate ?? '1970-01-01';
|
||||
|
||||
const nations: Record<string, Nation> = {};
|
||||
for (const wn of draft.nations) {
|
||||
const relations: Record<string, RelationStatus> = {};
|
||||
for (const [otherId, score] of Object.entries(wn.relations)) {
|
||||
if (otherId === wn.id) continue; // no self-relations
|
||||
relations[otherId] = relationFromScore(score);
|
||||
}
|
||||
nations[wn.id] = {
|
||||
id: wn.id,
|
||||
name: wn.name,
|
||||
type: wn.type ?? 'major',
|
||||
stats: wn.stats,
|
||||
territory: expand(wn.territory),
|
||||
relations,
|
||||
};
|
||||
}
|
||||
|
||||
// Seed the event feed from the draft's optional backstory (turn 1, startDate).
|
||||
const events: EventEntry[] = (draft.events ?? []).map((e) =>
|
||||
makeEvent(e as unknown as TurnEventSpec, 1, startDate),
|
||||
);
|
||||
|
||||
const state: GameState = {
|
||||
id,
|
||||
presetId: 'dynamic',
|
||||
presetTitle: title,
|
||||
playerNationId,
|
||||
turn: 1,
|
||||
date: startDate,
|
||||
nations,
|
||||
events,
|
||||
pending: [],
|
||||
version: 1,
|
||||
unowned: [],
|
||||
pendingNationOps: [],
|
||||
markers: [],
|
||||
// Seed AFTER the territories hold real region keys: each owned region gets
|
||||
// a copy of its owner's stats, so the derived aggregate equals them.
|
||||
regionStats: seedRegionStats(nations),
|
||||
};
|
||||
return state;
|
||||
}
|
||||
Reference in New Issue
Block a user