The single source of truth now keys ownership by region key (one per owned sub-region) instead of a parent-country ISO_A3: - shared/types.ts, shared/protocol.ts: TerritoryChange / RegionMap / regionOwner doc flips; mapFeatureOwner now reads the feature's stamped properties.regionKey (never the repacked numeric feature.id, nor the sub-region id — the #6 guard). - server/regions.ts (new, turf-free): loads region-keys.json + regions.geo.json once at boot; expands a nation's ISO_A3 list to its sub-regions' keys, builds the LLM 'regions' reference table (key -> "name (parent)"), and exposes the set of valid keys. Degrades gracefully when the files are missing. - server/engine.ts: buildSystemPrompt instructs the model to use region keys; buildUserPrompt gains an optional regionReference table; applyTurnResult gains an optional validKeys set so hallucinated keys are ignored. - server/index.ts: loads region data at boot; expands each nation's country list to region keys at game creation; the jump route passes the reference + valid keys through runTurn. The stub is unchanged (it emits an empty, region-key-conformant territoryChanges).
243 lines
7.4 KiB
TypeScript
243 lines
7.4 KiB
TypeScript
// Client <-> server protocol types + a few shared pure helpers (single source of
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// truth). The LLM is asked to return exactly the `TurnResult` shape; the engine
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// validates/clamps it before applying it to a GameState.
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import type {
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EventEntry,
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EventOutcome,
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EventType,
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GameState,
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Nation,
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RelationStatus,
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StatKey,
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} from './types';
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/** A numeric change to one of a nation's 0–100 stats. */
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export type StateChange =
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| { nation: string; stat: StatKey; op: 'set'; value: number }
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| { nation: string; stat: StatKey; op: 'add'; value: number };
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/** Set the bilateral relation between nations `a` and `b` to `set` (symmetric). */
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export interface RelationChange {
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a: string;
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b: string;
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set: RelationStatus;
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}
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/** A nation gains/loses region keys (see `public/region-keys.json`) this turn. */
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export interface TerritoryChange {
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nation: string;
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gain: string[];
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lose: string[];
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}
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/** One narrative event the LLM proposes for this turn. */
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export interface TurnEventSpec {
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nation: string;
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type: EventType;
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title: string;
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text: string;
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outcome: EventOutcome;
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}
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/** The exact JSON object the world-simulator LLM must return for a turn. */
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export interface TurnResult {
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date: string;
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events: TurnEventSpec[];
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stateChanges: StateChange[];
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relations: RelationChange[];
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territoryChanges: TerritoryChange[];
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}
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/** Per-region map payload: region key -> owning nation + its stable color. */
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export interface RegionOwner {
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color: string;
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owner: string;
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ownerId: string;
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}
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/**
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* The authoritative ownership map: a **region key** (see `public/region-keys.json`)
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* -> the owning nation + its stable color. Owned at sub-region granularity (v0.19,
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* #16 P1); a key absent from this map is unowned (rendered grey).
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*/
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export type RegionMap = Record<string, RegionOwner>;
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/**
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* Look up the owner record from the authoritative RegionMap by a RegionMap key.
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* The RegionMap is keyed by **region key** (see `public/region-keys.json`) — one
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* per owned sub-region (v0.19, #16 P1) — so `key` is a region key such as
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* `moselle-rygy`, never a raw feature id such as `FR-57` and never a
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* parent-country ISO_A3. Returns `undefined` for an empty/missing key or an
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* unowned region.
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*
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* Pure + shared: the primitive "key → owner" lookup. The *map feature → owner*
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* resolution (deciding which key to pass) lives in {@link mapFeatureOwner} below,
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* which reads the feature's stamped `properties.regionKey` — never the repacked
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* top-level `id` (MapLibre turns it into a numeric index, the "no owner" bug #6)
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* and never the sub-region id.
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*/
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export function regionOwner(regions: RegionMap, key: string | null | undefined): RegionOwner | undefined {
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if (!key) return undefined;
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return regions[key];
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}
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/**
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* Resolve the owning-nation record for a **rendered map feature** from the
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* authoritative RegionMap. The choropleth renders sub-national regions, and the
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* RegionMap is now keyed by **region key** (one per sub-region, v0.19 #16 P1),
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* so a feature's owner is found via its `properties.regionKey` — the region key
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* the client stamps from `public/region-keys.json` by the feature's stable id
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* (see WorldMap) — and then `regionOwner`. This is the single shared source of
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* truth for that resolution, so the "use `regionKey`, never the sub-region `id`
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* / repacked `feature.id`" rule lives in one tested place rather than in the
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* React component.
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*
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* Returns `undefined` for a missing feature/regionKey or an unowned region.
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*/
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export function mapFeatureOwner(
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regions: RegionMap,
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feature: { properties?: { regionKey?: unknown } } | null | undefined,
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): RegionOwner | undefined {
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const regionKey = feature?.properties?.regionKey;
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return regionOwner(regions, typeof regionKey === 'string' ? regionKey : '');
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}
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/** Server -> client Server-Sent Events payload (see server/index.ts /sse). */
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export type SseMessage =
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| { type: 'state'; state: GameState }
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| { type: 'turn'; state: GameState; result: TurnResult }
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| { type: 'error'; message: string };
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// --- API request / response shapes (REST) ---
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export interface CreateGameRequest {
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presetId: string;
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playerNationId: string;
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}
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export interface CreateGameResponse {
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game: GameState;
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}
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/** Queue a free-text player action onto the pending round (no turn advance). */
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export interface AddActionRequest {
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text: string;
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}
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export interface AddActionResponse {
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game: GameState;
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}
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/** Queue a diplomatic message onto the pending round (no turn advance). */
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export interface AddDiplomacyRequest {
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to: string;
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message: string;
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}
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export interface AddDiplomacyResponse {
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game: GameState;
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}
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/**
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* "Jump forward" — commit the whole pending round to the model in a single
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* turn. The body is empty; everything being committed lives in `game.pending`.
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*/
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export type JumpRequest = Record<string, never>;
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export interface TurnResponse {
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state: GameState;
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result: TurnResult;
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}
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/** Remove one queued item from the pending round, by its index in `game.pending`. */
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export interface RemoveQueueItemRequest {
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index: number;
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}
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export interface RemoveQueueItemResponse {
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game: GameState;
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}
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export interface AdvisorRequest {
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/** Optional prompt to steer the brainstorm. */
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prompt?: string;
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}
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export interface AdvisorResponse {
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suggestions: string[];
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}
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export interface GameSummary {
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id: string;
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presetId: string;
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presetTitle: string;
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playerNationId: string;
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turn: number;
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date: string;
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}
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/** Response for deleting a saved game (see `DELETE /api/games/:id`). */
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export interface DeleteGameResponse {
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deleted: boolean;
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}
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/**
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* Deterministic, stable per-nation color for the choropleth. Hashes the nation id
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* to a hue; sat/light tuned for the dark command-center theme. Pure + shared so
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* the server's RegionMap and any client-side coloring always agree.
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*/
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export function nationColor(id: string): string {
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let h = 2166136261;
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for (let i = 0; i < id.length; i++) {
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h = Math.imul(h ^ id.charCodeAt(i), 16777619) >>> 0;
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}
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const hue = h % 360;
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return `hsl(${hue} 58% 46%)`;
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}
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/** Rebuild the full event list entry shape from a TurnEventSpec + turn/date. */
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export function makeEvent(
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spec: TurnEventSpec,
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turn: number,
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date: string,
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): EventEntry {
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return {
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id: `${turn}-${spec.nation}-${spec.type}-${Math.random().toString(36).slice(2, 8)}`,
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turn,
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date,
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nation: spec.nation,
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type: spec.type,
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title: spec.title,
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text: spec.text,
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outcome: spec.outcome,
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};
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}
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/** Defensive helpers used by both the engine (server) and tests. */
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export function clampStat(v: number): number {
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if (!Number.isFinite(v)) return 0;
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return Math.max(0, Math.min(100, Math.round(v)));
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}
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/** True if the string looks like a `YYYY-MM-DD` date. */
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export function isDateLike(s: string): boolean {
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return /^\d{4}-\d{2}-\d{2}$/.test(s) && !Number.isNaN(Date.parse(s));
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}
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/** Advance a `YYYY-MM-DD` string by N days (UTC). Invalid input returns as-is. */
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export function addDays(date: string, days: number): string {
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if (!isDateLike(date)) return date;
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const d = new Date(`${date}T00:00:00Z`);
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d.setUTCDate(d.getUTCDate() + days);
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return d.toISOString().slice(0, 10);
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}
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export function deepClone<T>(v: T): T {
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return JSON.parse(JSON.stringify(v)) as T;
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}
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/** The subset of a Nation the prompt needs (keeps the LLM context small). */
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export function nationForPrompt(n: Nation) {
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return {
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id: n.id,
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name: n.name,
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type: n.type,
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stats: n.stats,
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territory: n.territory,
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relations: n.relations,
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};
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}
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