Files
History/server/engine.ts
T
kamilkrzywda 764f24fc55 No man's land: TurnResult.unowned + release/re-claim in applyTurnResult + distinct grey map rendering (#16 P3)
- shared/protocol.ts: TurnResult.unowned (keys released this turn) + the map
  presentation contract (regionFillStyle / unownedTooltipLabel, hue-less grey)
- shared/types.ts: required GameState.unowned (cumulative mid-game releases;
  [] at init, distinct from preset-unassigned regions)
- server/engine.ts: applyTurnResult applies releases first (sole-owner only,
  never fabricating no man's land from unassigned keys), then claims against
  the post-release snapshot (gain on an ownerless key = re-claim); lone
  release is isMeaningful; prompts + user payload carry the unowned field
- server/stub.ts: unchanged behavior (never releases; e2e stays stable)
- server/db.ts: legacy rows load with unowned defaulted to []
- server/index.ts: create-game sets []; jump reference table includes
  released keys so the model can name them for re-claim
- WorldMap/App: unowned prop -> visible grey + 'No man's land' tooltip
- unit tests: 105 -> 127 (release/re-claim suites, presentation contract,
  legacy-row normalization)
2026-10-14 12:04:03 +00:00

752 lines
30 KiB
TypeScript

// The world-sim engine: pure, testable, no I/O. It (1) builds the LLM prompt from a
// preset + state, (2) parses and strictly validates the LLM's TurnResult JSON
// (defensively — never throws), (3) applies the delta atomically to a GameState,
// and (4) builds the advisor brainstorm prompt. The network call itself lives in
// llm.ts (injectable) and is invoked by runTurn.
import type {
EventOutcome,
EventType,
GameState,
Preset,
RelationStatus,
RoundItem,
StatKey,
} from '../shared/types';
import { EVENT_TYPES, RELATION_STATUSES } from '../shared/types';
import {
addDays,
clampStat,
isDateLike,
makeEvent,
nationForPrompt,
type TurnEventSpec,
type TurnResult,
} from '../shared/protocol';
import {
DEFAULT_MAX_TOKENS,
type ChatMessage,
type LlmClient,
type ToolDefinition,
type ToolExecutor,
type WireMessage,
} from './llm';
import { ADVISOR_MARKER } from './stub';
const VALID_EVENT_TYPES = new Set<string>(EVENT_TYPES);
const VALID_RELATIONS = new Set<string>(RELATION_STATUSES);
const VALID_OUTCOMES = new Set<string>(['success', 'failure', 'partial', 'neutral']);
const VALID_STATS = new Set<string>(['military', 'economy', 'stability', 'population']);
// --- The LLM's getNeighbours tool (v0.21, #16 P2: contiguous region transfers) ---
/**
* The single tool the turn loop exposes to the model: the precomputed region
* adjacency manifest (public/region-adjacency.json, via the resolver injected
* into runTurn). Given a set of region keys it returns the union of their
* bordering keys (the queried keys themselves excluded, sorted for
* determinism) — so the model can verify that a territory transfer is
* *contiguous* (a nation gains a region it already abuts) before committing
* it, instead of moving whole countries at a whim.
*/
export const GET_NEIGHBOURS_TOOL: ToolDefinition = {
type: 'function',
function: {
name: 'getNeighbours',
description:
'List the region keys that share a land border with any of the given region keys. ' +
'Pass a nation\'s territory keys (or a single region key) to see which regions are ' +
'contiguous to it. Use it before transferring territory: a nation can realistically ' +
'only gain regions that border its existing territory.',
parameters: {
type: 'object',
properties: {
regionKeys: {
type: 'array',
items: { type: 'string' },
description: 'One or more region keys to query (e.g. a gaining nation\'s territory).',
},
},
required: ['regionKeys'],
additionalProperties: false,
},
},
};
/**
* Build the tool executor for the turn loop. Never throws: unknown tool
* names, malformed arguments, and unknown region keys all degrade to a safe
* response (an error object or an empty list) that the model can recover from.
*/
export function makeNeighboursExecutor(
getNeighbours: (keys: string[]) => string[],
validRegionKeys?: ReadonlySet<string>,
): ToolExecutor {
return (name, args) => {
if (name !== GET_NEIGHBOURS_TOOL.function.name) {
return JSON.stringify({ error: `unknown tool: ${name}` });
}
const raw = Array.isArray(args.regionKeys) ? args.regionKeys : [];
const keys = raw.filter((k): k is string => typeof k === 'string' && k.length > 0);
const valid = validRegionKeys ? keys.filter((k) => validRegionKeys.has(k)) : keys;
if (valid.length === 0) return JSON.stringify({ neighbours: [] });
return JSON.stringify({ neighbours: getNeighbours(valid) });
};
}
/**
* The player's frontier: region keys owned by *other* nations that share a
* land border with the player's territory (deduped, sorted — stable order for
* the deterministic stub). Computed server-side from the adjacency manifest so
* both the LLM (the `frontier` field of the user prompt) and the stub (which
* cannot call tools) see the same candidates. Empty when there is no
* adjacency data or no controllable border (e.g. the UK in 1939).
*/
export function playerFrontier(
state: GameState,
getNeighbours: (keys: string[]) => string[],
): string[] {
const player = state.nations[state.playerNationId];
if (!player || player.territory.length === 0) return [];
const playerKeys = new Set(player.territory);
const candidates = new Set<string>();
for (const key of getNeighbours(player.territory)) {
if (!playerKeys.has(key)) candidates.add(key);
}
if (candidates.size === 0) return [];
const frontier: string[] = [];
for (const n of Object.values(state.nations)) {
if (n.id === state.playerNationId) continue;
for (const key of n.territory) {
if (candidates.has(key)) {
candidates.delete(key);
frontier.push(key);
}
}
}
return frontier.sort();
}
// --- Prompt building ----------------------------------------------------------
/**
* The LLM system prompt: world context + rules + a strict JSON contract.
* When `withNeighboursTool` is set (the turn runs with the getNeighbours tool
* available) the contract gains the contiguity rules for territory transfers
* (v0.21, #16 P2): the model may only move regions across a shared border, and
* may verify borders with the tool before answering.
*/
export function buildSystemPrompt(preset: Preset, withNeighboursTool = false): string {
const rules = preset.simulationRules
.map((r) => `- ${r}`)
.join('\n');
const respondLine = withNeighboursTool
? 'You have a getNeighbours tool: given region keys it returns the region keys that border them. You may call it (a few times) to verify land borders before deciding territory transfers. Once done, respond with ONLY a valid JSON object of exactly this shape. No prose, no commentary, no markdown fences, no trailing commas:'
: 'Respond with ONLY a valid JSON object of exactly this shape. No prose, no commentary, no markdown fences, no trailing commas:';
// (v0.22, #16 P3) No man's land: a region can be left unowned after a war or
// cataclysm (the model narrates the cause in "events" and lists the key in
// "unowned"); unowned regions can later be re-claimed with an ordinary gain.
// The model sees the current no-man's-land keys in the user payload's
// "unowned" field and in the "regions" reference table.
const noMansLandRule =
'- A region key has at most one owner at all times — never assign a key to two nations. After a war or cataclysm a region may be left unowned ("no man\'s land"): list its key in "unowned" and narrate the cause in "events"; it stays unowned (grey on the map) until a nation re-claims it with a "gain". The "unowned" field of the user message lists the regions currently in no man\'s land.';
const territoryRules = withNeighboursTool
? [
'- Territory changes must be contiguous: a nation may only GAIN region keys that share a land border with a region it already owns (verify with getNeighbours) and may only LOSE region keys it currently owns.',
'- The "frontier" field of the user message lists region keys owned by other nations that border the player\'s territory — the natural targets of a player-led conquest this turn.',
noMansLandRule,
]
: [
'- Only change borders when war or a decisive political shift justifies it.',
noMansLandRule,
];
return [
`WORLD: ${preset.title} — ${preset.startDate}`,
preset.worldBackground,
'',
'SIMULATION RULES',
rules,
'',
'You are the world simulator. You advance the shared world state for ALL nations given the current state and the player\'s move.',
respondLine,
'{',
' "date": "YYYY-MM-DD (a few days after the current date)",',
' "events": [',
' {"nation":"<nationId>","type":"<military|diplomatic|economic|political|social|disaster|scientific|cultural>","title":"short headline","text":"1-3 sentences of narrative","outcome":"<success|failure|partial|neutral>"}',
' ],',
' "stateChanges": [{"nation":"<nationId>","stat":"<military|economy|stability|population>","op":"<set|add>","value":<0-100>}],',
' "relations": [{"a":"<nationId>","b":"<nationId>","set":"<ally|neutral|rival|hostile|war>"}],',
' "territoryChanges": [{"nation":"<nationId>","gain":["<region key>"],"lose":["<region key>"]}],',
' "unowned": ["<region key>"]',
'}',
'',
'HARD CONSTRAINTS',
'- Use only nation ids and region keys that exist in the provided state.',
'- A region key identifies one sub-region; the "regions" table in the user message maps each key to "<region name> (<parent country ISO_A3>)". Use those keys in territoryChanges and unowned.',
'- List in "unowned" only region keys that a nation currently owns, and narrate each release in "events".',
'- Prefer 1-4 events per turn; keep each text 1-3 sentences.',
'- Keep your internal reasoning brief (a few sentences) and go straight to the JSON result; do not over-deliberate or re-derive facts already present in the state.',
'- Keep every stat value between 0 and 100.',
...territoryRules,
'- If a field is not relevant this turn, set it to an empty array.',
].join('\n');
}
/**
* The user message: a compact JSON snapshot of the world plus the player's
* queued round (`items`) — the free-text actions and diplomatic messages to be
* simulated this period. `playerActions` is an LLM-friendly rendering of each
* item; the raw `pending` list is also emitted so the deterministic stub (and any
* other consumer) can read the exact items. The framing instruction tells the
* model to simulate the combined consequences of the whole batch (or to let the
* world advance on its own when the batch is empty) and return one TurnResult.
*/
export function buildUserPrompt(
state: GameState,
items: RoundItem[],
regionReference?: Record<string, string>,
/**
* The player's frontier: region keys owned by other nations that border the
* player's territory (v0.21, #16 P2). Emitted verbatim (even when empty) so
* the model — and the deterministic stub, which reads it — see the same
* contiguous targets. Omitted entirely when undefined (no adjacency data).
*/
frontier?: string[],
/**
* (v0.22, #16 P3) Region keys that are currently "no man's land" (released
* mid-game — `state.unowned`). Emitted verbatim (even when empty) so the
* model knows which unowned regions exist and can be re-claimed this turn.
* Omitted entirely when undefined.
*/
noMansLand?: string[],
): string {
const player = state.nations[state.playerNationId];
const playerName = player?.name ?? state.playerNationId;
const playerActions = items.map((i) =>
i.kind === 'action' ? i.text : { to: i.to ?? '', message: i.text },
);
const roundInstruction =
items.length > 0
? `This period the player (${playerName}) takes the following actions and sends the following diplomatic messages: ${JSON.stringify(
playerActions,
)}. Simulate the combined consequences across all nations and advance the world by one period. Return a single TurnResult.`
: 'The player takes no action this period; let the world advance on its own momentum. Return a single TurnResult.';
const payload: Record<string, unknown> = {
state: {
turn: state.turn,
date: state.date,
playerNationId: state.playerNationId,
nations: Object.fromEntries(
Object.entries(state.nations).map(([id, n]) => [id, nationForPrompt(n)]),
),
recentEvents: state.events.slice(-5).map((e) => ({
turn: e.turn,
date: e.date,
nation: e.nation,
type: e.type,
title: e.title,
text: e.text,
outcome: e.outcome,
})),
},
playerActions,
pending: items,
roundInstruction,
};
if (regionReference) payload.regions = regionReference;
if (frontier !== undefined) payload.frontier = frontier;
if (noMansLand !== undefined) payload.unowned = noMansLand;
return JSON.stringify(payload, null, 2);
}
// --- Defensive parsing --------------------------------------------------------
function stripFence(text: string): string {
let t = text.trim();
const lead = t.match(/^```[a-zA-Z]*\s*\n?/);
if (lead) t = t.slice(lead[0].length);
const tail = t.match(/\n?\s*```\s*$/);
if (tail) t = t.slice(0, t.length - tail[0].length);
return t.trim();
}
/** Extract the first balanced `{ ... }` substring (string-aware). */
function extractBalancedObject(text: string): string | null {
const start = text.indexOf('{');
if (start === -1) return null;
let depth = 0;
let inStr = false;
let esc = false;
for (let i = start; i < text.length; i++) {
const c = text[i];
if (inStr) {
if (esc) esc = false;
else if (c === '\\') esc = true;
else if (c === '"') inStr = false;
continue;
}
if (c === '"') inStr = true;
else if (c === '{') depth++;
else if (c === '}' && --depth === 0) return text.slice(start, i + 1);
}
return null;
}
/**
* Parse raw LLM output into a validated TurnResult, or null if unusable. Strips
* code fences, extracts the first balanced object, JSON.parse, then validates.
*/
export function parseTurnResult(raw: string): TurnResult | null {
const cleaned = stripFence(raw);
const jsonText = extractBalancedObject(cleaned);
if (!jsonText) return null;
let obj: unknown;
try {
obj = JSON.parse(jsonText);
} catch {
return null;
}
return validateTurnResult(obj);
}
function str(s: unknown, max = 0): string | null {
if (typeof s !== 'string') return null;
const t = s.trim();
if (!t) return null;
return max ? t.slice(0, max) : t;
}
/**
* Validate and normalize an arbitrary parsed object into a safe TurnResult.
* Ignores unknown/invalid entries; clamps numeric stats to 0-100. Returns null
* only when the input is not even a plain object.
*/
export function validateTurnResult(input: unknown): TurnResult | null {
if (typeof input !== 'object' || input === null || Array.isArray(input)) return null;
const o = input as Record<string, unknown>;
const result: TurnResult = {
date: typeof o.date === 'string' ? o.date : '',
events: [],
stateChanges: [],
relations: [],
territoryChanges: [],
unowned: [],
};
if (Array.isArray(o.events)) {
for (const e of o.events) {
if (!e || typeof e !== 'object') continue;
const ev = e as Record<string, unknown>;
const nation = str(ev.nation);
const title = str(ev.title, 200);
const text = str(ev.text, 1200);
if (!nation || !title || !text) continue;
const type = VALID_EVENT_TYPES.has(String(ev.type))
? (ev.type as EventType)
: 'political';
const outcome = VALID_OUTCOMES.has(String(ev.outcome))
? (ev.outcome as EventOutcome)
: 'neutral';
result.events.push({ nation, type, title, text, outcome });
}
}
if (Array.isArray(o.stateChanges)) {
for (const c of o.stateChanges) {
if (!c || typeof c !== 'object') continue;
const cc = c as Record<string, unknown>;
const nation = str(cc.nation);
const stat = str(cc.stat);
if (!nation || !stat || !VALID_STATS.has(stat)) continue;
if (typeof cc.value !== 'number' || !Number.isFinite(cc.value)) continue;
if (cc.op === 'add') {
result.stateChanges.push({
nation,
stat: stat as StatKey,
op: 'add',
value: cc.value,
});
} else if (cc.op === 'set') {
result.stateChanges.push({
nation,
stat: stat as StatKey,
op: 'set',
value: clampStat(cc.value),
});
}
}
}
if (Array.isArray(o.relations)) {
for (const r of o.relations) {
if (!r || typeof r !== 'object') continue;
const rr = r as Record<string, unknown>;
const a = str(rr.a);
const b = str(rr.b);
if (!a || !b || a === b) continue;
if (!VALID_RELATIONS.has(String(rr.set))) continue;
result.relations.push({ a, b, set: rr.set as RelationStatus });
}
}
if (Array.isArray(o.territoryChanges)) {
for (const t of o.territoryChanges) {
if (!t || typeof t !== 'object') continue;
const tt = t as Record<string, unknown>;
const nation = str(tt.nation);
if (!nation) continue;
const gain = Array.isArray(tt.gain)
? tt.gain.filter((x): x is string => typeof x === 'string')
: [];
const lose = Array.isArray(tt.lose)
? tt.lose.filter((x): x is string => typeof x === 'string')
: [];
if (gain.length === 0 && lose.length === 0) continue;
result.territoryChanges.push({ nation, gain, lose });
}
}
// (v0.22, #16 P3) Keys released to "no man's land": deduped, non-empty
// strings only (applied later by applyTurnResult against validKeys).
if (Array.isArray(o.unowned)) {
for (const k of o.unowned) {
const s = typeof k === 'string' ? k.trim() : '';
if (s && !result.unowned.includes(s)) result.unowned.push(s);
}
}
return result;
}
/**
* A turn is "meaningful" if it produced at least an event, a stat change, or
* a no-man's-land release (v0.22 #16 P3: a release is a real world change even
* when the model under-narrates it, so it must survive the retry/nudge path
* instead of being replaced by the generic "unclear" result).
*/
export function isMeaningful(result: TurnResult): boolean {
return result.events.length > 0 || result.stateChanges.length > 0 || result.unowned.length > 0;
}
// --- Applying the delta -------------------------------------------------------
function genericUnclearEvent(state: GameState): TurnEventSpec {
return {
nation: state.playerNationId,
type: 'political',
title: 'The turn was unclear',
text: 'The simulation could not resolve a clear outcome this turn; the world drifts forward on its own momentum.',
outcome: 'neutral',
};
}
/**
* Apply a TurnResult to a GameState immutably: advance the date/turn, append
* events, apply stat changes (clamped), symmetric relations, and territory
* moves (including no-man's-land releases, v0.22 #16 P3).
*/
export function applyTurnResult(state: GameState, result: TurnResult, validKeys?: ReadonlySet<string>): GameState {
const next: GameState = JSON.parse(JSON.stringify(state));
next.version = (state.version ?? 0) + 1; // every mutation is a new revision
const actingTurn = state.turn; // this action resolves the current turn
next.turn = state.turn + 1; // then we advance to the next turn to play
next.date = isDateLike(result.date) ? result.date : addDays(state.date, 2);
// Committing a turn consumes the whole queued round — reset it for the next.
next.pending = [];
for (const ev of result.events) {
next.events.push(makeEvent(ev, actingTurn, next.date));
}
for (const c of result.stateChanges) {
const n = next.nations[c.nation];
if (!n) continue;
n.stats[c.stat] = c.op === 'set' ? clampStat(c.value) : clampStat(n.stats[c.stat] + c.value);
}
for (const r of result.relations) {
const a = next.nations[r.a];
const b = next.nations[r.b];
if (!a || !b) continue;
a.relations[r.b] = r.set;
b.relations[r.a] = r.set;
}
// --- Territory (v0.21, #16 P2: at most one owner per key;
// v0.22, #16 P3: a key may also be released to "no man's land") ---
//
// Two kinds of change, applied in this order:
//
// (1) RELEASES (`result.unowned`, v0.22 #16 P3): each key that a nation
// CURRENTLY owns (exactly one owner) is removed from that owner, left
// ownerless, and added to `GameState.unowned` — the client renders it
// as the distinct no-man's-land grey. A key with zero owners (a preset
// never assigned it) is never released: doing so would fabricate a
// visible no-man's-land out of an ordinary unowned region. A key with
// two or more owners (pre-existing corruption) is never touched, and
// a key already in `unowned` is a no-op (it is already unowned).
//
// (2) CLAIMS (`gain` entries), resolved against the ownership AFTER the
// releases (snapshot-first):
// - a key with exactly one owner that is not the gainer → a TRANSFER:
// removed from the old owner, granted to the gainer (v0.21 rules);
// - a key with NO owner → a RE-CLAIM: granted to the (sole) gainer and
// removed from `GameState.unowned` (it leaves no man's land);
// - a double claim (two or more distinct gainers) is rejected — the
// key stays as it is; a self-gain is a no-op; a pre-existing double
// ownership is never touched.
//
// Invariants after the turn: no key sits in two or more territories; a
// released key sits in none; `GameState.unowned` holds exactly the
// zero-owner keys that were released mid-game (not the preset-unassigned
// ones). "lose" entries remain deliberate no-ops: releasing is the
// `unowned` list's job, and a lone loss without a release would just
// orphan a key silently.
const valid = (k: string) => !validKeys || validKeys.has(k);
const unowned = new Set(state.unowned ?? []);
// (1) Releases: establish the new no-man's-land set before any claim.
for (const key of new Set(result.unowned)) {
if (!valid(key) || unowned.has(key)) continue;
const owners = Object.values(next.nations)
.filter((n) => n.territory.includes(key))
.map((n) => n.id);
if (owners.length !== 1) continue; // 0 owners (never assigned) or 2+ (corrupt): no-op
unowned.add(key);
next.nations[owners[0]].territory = next.nations[owners[0]].territory.filter((k) => k !== key);
}
// (2) Claims against the post-release ownership snapshot.
const ownerOf = new Map<string, string>(); // key -> sole owner id, or '' (2+ owners; 0 = absent)
for (const n of Object.values(next.nations)) {
for (const key of n.territory) {
if (!valid(key)) continue;
const cur = ownerOf.get(key);
if (cur === undefined) ownerOf.set(key, n.id);
else if (cur !== '') ownerOf.set(key, '');
}
}
// Claim pairs, deduped: one (key, gainer) per pair even if the model emits
// duplicate entries; two DIFFERENT gainers for one key is a double claim.
const claimPairs = new Set<string>();
for (const t of result.territoryChanges) {
if (!next.nations[t.nation]) continue;
for (const key of new Set(t.gain)) {
if (!valid(key)) continue;
claimPairs.add(`${key}\u0000${t.nation}`);
}
}
const claimants = new Map<string, Set<string>>(); // key -> distinct gainers
for (const pair of claimPairs) {
const idx = pair.indexOf('\u0000');
const key = pair.slice(0, idx);
const gainer = pair.slice(idx + 1);
let set = claimants.get(key);
if (set === undefined) {
set = new Set();
claimants.set(key, set);
}
set.add(gainer);
}
for (const [key, claiming] of claimants) {
if (claiming.size !== 1) continue; // double claim: the key stays as it was
const gainer = [...claiming][0];
const owner = ownerOf.get(key); // undefined: no owner; '': 2+ owners (corrupt)
if (owner === '') continue; // pre-existing double ownership: never touched
if (owner !== undefined && owner === gainer) continue; // self-gain: no-op
for (const n of Object.values(next.nations)) {
const i = n.territory.indexOf(key);
if (i !== -1) n.territory.splice(i, 1);
}
next.nations[gainer].territory.push(key);
unowned.delete(key); // re-claimed: the key leaves no man's land
}
next.unowned = [...unowned];
return next;
}
/**
* Immutably queue one item onto a round: append it to `pending` and return a new
* state. This never advances the turn or the date — that only happens when a
* round is committed via runTurn. Bumps `version` (a new revision, so stale SSE
* snapshots can never clobber it client-side). Exported so the append-without-
* advance behavior is unit-testable, and reused by the /action and /diplomacy
* routes.
*/
export function queueRoundItem(state: GameState, item: RoundItem): GameState {
const next: GameState = JSON.parse(JSON.stringify(state));
next.version = (state.version ?? 0) + 1;
next.pending.push(item);
return next;
}
/**
* Immutably remove one item from the pending round by index and return a new
* state (bumping `version`). Returns `null` when the index is missing or not a
* valid, in-bounds integer position, so the route can answer 400 without
* mutating anything. Reused by the server's /queue/remove route.
*/
export function removeRoundItem(state: GameState, index: number | undefined): GameState | null {
if (index === undefined || !Number.isInteger(index) || index < 0 || index >= state.pending.length) {
return null;
}
const next: GameState = JSON.parse(JSON.stringify(state));
next.version = (state.version ?? 0) + 1;
next.pending.splice(index, 1);
return next;
}
/**
* Run one turn end-to-end against the (injectable) LLM: build prompts, parse/
* validate, retry once with a nudge if the result is empty/invalid, and — if
* it is still invalid — emit a generic "unclear" event and advance. The
* committed state has `pending` cleared. Never throws on bad model output;
* only the underlying transport/network can throw.
*
* When `getNeighbours` is provided AND the LLM client implements
* `chatWithTools` (v0.21, #16 P2), the turn runs the bounded function-
* calling loop with the getNeighbours tool (the model may verify land
* borders before committing a territory transfer) and the user prompt gains
* the player's `frontier` field. Otherwise it falls back to a plain chat()
* call — same as before the tool existed.
*/
export async function runTurn(opts: {
llm: LlmClient;
preset: Preset;
state: GameState;
items: RoundItem[];
/** Region reference table (key -> "name (parent)") to include in the user prompt. */
regionReference?: Record<string, string>;
/** Set of valid region keys; territory changes with other keys are ignored. */
validRegionKeys?: ReadonlySet<string>;
/**
* Region adjacency resolver (keys -> bordering keys, from the precomputed
* manifest). Its presence (together with the client's chatWithTools)
* switches the turn onto the getNeighbours tool path.
*/
getNeighbours?: (keys: string[]) => string[];
}): Promise<{ state: GameState; result: TurnResult }> {
const { llm, preset, state, items, regionReference, validRegionKeys, getNeighbours } = opts;
const chatWithTools = llm.chatWithTools;
const useTools = getNeighbours !== undefined && chatWithTools !== undefined;
const system = buildSystemPrompt(preset, useTools);
const frontier = getNeighbours ? playerFrontier(state, getNeighbours) : undefined;
// (v0.22, #16 P3) the model always sees the current no-man's-land keys (empty
// list on a fresh game) so it knows which unowned regions can be re-claimed.
const user = buildUserPrompt(state, items, regionReference, frontier, state.unowned ?? []);
const nudge =
'Your previous output was invalid. Respond with ONLY the JSON object described above for this batch — no prose, no fences.';
/**
* One model call with the standard turn sampling: the bounded
* function-calling loop when available, else a plain chat(). The nudge
* re-send below always starts a FRESH history (no tool context carried
* over).
*/
const call = async (history: WireMessage[]): Promise<string> => {
if (useTools) {
return await chatWithTools(
history,
[GET_NEIGHBOURS_TOOL],
makeNeighboursExecutor(getNeighbours, validRegionKeys),
{ temperature: 0.4, maxTokens: DEFAULT_MAX_TOKENS },
);
}
return llm.chat(history as ChatMessage[], { temperature: 0.4, maxTokens: DEFAULT_MAX_TOKENS });
};
let result = parseTurnResult(await call([
{ role: 'system', content: system },
{ role: 'user', content: user },
]));
if (result === null || !isMeaningful(result)) {
result = parseTurnResult(await call([
{ role: 'system', content: system },
{ role: 'user', content: user },
{ role: 'assistant', content: '' },
{ role: 'user', content: nudge },
]));
}
if (result === null || !isMeaningful(result)) {
result = {
date: addDays(state.date, 2),
events: [genericUnclearEvent(state)],
stateChanges: [],
relations: [],
territoryChanges: [],
unowned: [],
};
}
return { state: applyTurnResult(state, result, validRegionKeys), result };
}
// --- Advisor (brainstorm) -----------------------------------------------------
export function buildAdvisorPrompt(
state: GameState,
prompt?: string,
): { system: string; user: string } {
const player = state.nations[state.playerNationId];
const system = [
`${ADVISOR_MARKER} You are a trusted strategic advisor to ${player?.name ?? 'the player'} (${state.playerNationId}).`,
'Given the current world state, brainstorm 3-5 concrete, in-character action ideas the player could take this turn.',
'Respond with ONLY a JSON array of 3-5 short strings. No object, no markdown fences, no prose.',
].join('\n');
const user = JSON.stringify({
player: player ? nationForPrompt(player) : null,
date: state.date,
turn: state.turn,
prompt: prompt ?? null,
});
return { system, user };
}
/** Parse advisor output (a JSON array of strings) into a clean suggestion list. */
export function parseAdvisor(raw: string): string[] {
const t = stripFence(raw);
const a = t.indexOf('[');
const b = t.lastIndexOf(']');
if (a !== -1 && b > a) {
try {
const arr = JSON.parse(t.slice(a, b + 1));
if (Array.isArray(arr)) {
const out = arr
.map((x) =>
typeof x === 'string'
? x
: x && typeof x === 'object'
? String((x as Record<string, unknown>).title ?? (x as Record<string, unknown>).text ?? '')
: '',
)
.map((s) => s.trim())
.filter((s) => s.length > 2);
if (out.length) return out.slice(0, 5);
}
} catch {
/* fall through to line-splitting */
}
}
return t
.split(/\n+/)
.map((l) => l.replace(/^[-*\d.)\s]+/, '').trim())
.filter((l) => l.length > 3)
.slice(0, 5);
}
/** Ask the LLM for 3-5 action ideas; degrades to a canned line if the model fails. */
export async function askAdvisor(
llm: LlmClient,
state: GameState,
prompt?: string,
): Promise<string[]> {
const { system, user } = buildAdvisorPrompt(state, prompt);
const raw = await llm.chat([
{ role: 'system', content: system },
{ role: 'user', content: user },
], { temperature: 0.7, maxTokens: DEFAULT_MAX_TOKENS });
const out = parseAdvisor(raw);
return out.length
? out
: ['The council is divided; no clear course of action is advisable this turn.'];
}