Behavior-preserving rewire: every per-ability code path now iterates the ordered ABILITIES registry instead of hand-enumerating the eight fields. - engine.ts: buildSystemPrompt (schema lines + constraint bullets), buildUserPrompt (payload keys at their historical positions), validateTurnResult (per-field validate), applyTurnResult (ordered apply block), isMeaningful, and the runTurn "unclear" fallback all drive off ABILITIES. The eight moved ability bodies (~1,249 lines) are deleted; the names the engine and its tests import are re-exported from ./abilities. - abilities/types.ts: Ability.stub is a zero-arg method (the stub has no GameState/AbilityCtx to pass; it needs none) — all eight implementations were already arg-less. - stub.ts: deterministicTurn fills the eight ability fields from the registry (each contributes its inert default), between the core fields and markers — JSON output stays byte-identical (verified against origin/master). - db.ts: the legacy-row migration for ability-owned GameState fields (wars/trades/embargoes/industry) iterates the registry's stateFields, only-if-undefined, instead of a hardcoded field list. No client changes, no new deps, no shared/ runtime deps. typecheck + lint + 511 unit tests green; stub JSON byte-identical to origin/master. Fixes #74
90 lines
3.6 KiB
TypeScript
90 lines
3.6 KiB
TypeScript
// SQLite persistence for games (one row per game id; the full GameState as JSON).
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import { mkdirSync } from 'node:fs';
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import path from 'node:path';
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import Database from 'better-sqlite3';
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import { migrateRegionStats } from '../shared/protocol';
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import type { GameState } from '../shared/types';
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import { ABILITIES } from './abilities';
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export interface Db {
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save(state: GameState): void;
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load(id: string): GameState | null;
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listIds(): string[];
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delete(id: string): boolean;
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close(): void;
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}
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export function openDb(filePath: string): Db {
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const dir = path.dirname(filePath);
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if (dir) mkdirSync(dir, { recursive: true });
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const db = new Database(filePath);
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db.pragma('journal_mode = WAL');
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db.exec(
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`CREATE TABLE IF NOT EXISTS games (
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id TEXT PRIMARY KEY,
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data TEXT NOT NULL,
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updated_at TEXT NOT NULL
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)`,
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);
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const upsert = db.prepare(
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`INSERT INTO games (id, data, updated_at) VALUES (?, ?, ?)
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ON CONFLICT(id) DO UPDATE SET data = excluded.data, updated_at = excluded.updated_at`,
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);
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const byId = db.prepare('SELECT data FROM games WHERE id = ?');
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const all = db.prepare('SELECT id FROM games ORDER BY updated_at DESC');
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const del = db.prepare('DELETE FROM games WHERE id = ?');
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return {
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save(state) {
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upsert.run(state.id, JSON.stringify(state), new Date().toISOString());
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},
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load(id) {
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const row = byId.get(id) as { data: string } | undefined;
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if (!row) return null;
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try {
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let state = JSON.parse(row.data) as GameState;
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// (v0.22, #16 P3) Rows saved before `GameState.unowned` existed load
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// with it defaulted: a legacy game has no no-man's-land regions.
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if (state.unowned === undefined) state.unowned = [];
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// (v0.23, #16 P4a) Same for pending nation-op proposals: a legacy game
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// has none awaiting confirm/reject.
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if (state.pendingNationOps === undefined) state.pendingNationOps = [];
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// (v0.27, #44) Same for map markers: a legacy game has none placed.
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if (state.markers === undefined) state.markers = [];
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// (v0.33.0 #56, v0.35.0 #58, v0.36 #59, v0.40.0 #67) Same for every
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// ability-owned GameState field (wars / trades / embargoes / industry):
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// a legacy game has none of them. The ABILITIES registry is the single
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// source of truth for which fields the LLM abilities own — each is a
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// list, so the default is `[]`, applied only-if-undefined so a saved
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// value is never wiped. (Any pre-v0.33 `war` relation stays a
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// bare/implicit relation — see syncWarRelations, which never
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// force-creates a War entity.)
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for (const a of ABILITIES) {
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const fields = a.stateFields;
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if (!fields) continue;
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const row = state as unknown as Record<string, unknown>;
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for (const f of fields) if (row[f] === undefined) row[f] = [];
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}
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// (v0.28, #46) Rows saved before per-region stats existed are migrated
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// ONCE at load time (and never re-migrated afterwards — the field is
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// then present): each owned region is seeded with a copy of its owner's
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// nation-level stats and the nations' stats are recomputed as the
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// (uniform-weight) area×population-weighted median, so no data is lost
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// and a single-region nation keeps exactly its old stats.
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state = migrateRegionStats(state);
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return state;
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} catch {
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return null;
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}
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},
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listIds() {
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return (all.all() as { id: string }[]).map((r) => r.id);
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},
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delete(id) {
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return del.run(id).changes > 0;
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},
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close() {
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db.close();
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},
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};
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}
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