feat(#52): dynamic scenario client (form → review → finalize) + e2e

Additive 'Create scenario' path (v0.31): the home screen's create-scenario
card opens a ScenarioForm (pick one of 3 light era templates + a free-text
description + an editable, era-prefilled start year) whose 'Generate world'
posts the draft request; the CheckpointReview screen shows the generated
world (per-nation stats/territory/relations + backstory) and the advisor's
checkpoint list as an approve/remove checklist, then the player picks a
nation to lead and finalizes into a saved, playable game. Both LLM steps ride
the scenario client (deterministic stub under LLM_STUB=1); a failure toasts
and stays on the current screen. The turn stub and static presets are
untouched. New e2e covers the full deterministic flow (near-future 2035,
remove checkpoint 3, lead Boreas, finalize, one empty jump) and the 3-template
manifest.
This commit is contained in:
2026-10-15 10:21:53 +00:00
parent 832957c635
commit 396702b9da
7 changed files with 971 additions and 3 deletions
+253
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@@ -0,0 +1,253 @@
import { test, expect, type Page } from '@playwright/test';
/**
* Dynamic scenario generation — end to end (v0.31, #52). Fully deterministic
* under the SCENARIO stub (the Playwright webServer boots with LLM_STUB=1, so
* the two generation calls ride the deterministic transport in
* server/stubScenario.ts — the turn stub in server/stub.ts is untouched).
*
* The stub returns a FIXED 3-nation world and a FIXED 3-checkpoint list for
* the generate step, and — on the finalize step — refines that world in a
* deterministic way that depends on which checkpoints the player approved
* (each approved checkpoint naming one of the fixed nations, by its first 4
* letters, raises that nation's stability by 5). So the whole two-step
* "Create scenario" path plus the resulting game is reproducible:
*
* home → "Create scenario" → pick the Near Future era (2035) + a description
* → generate (draft: alba/boreas/gamma + 3 checkpoints) → review (remove the
* 3rd checkpoint, keep the first two) → lead Boreas → finalize → a saved,
* playable game (turn 1, date 2035-01-01, player Boreas) → one empty jump
* (turn 2, date 2035-01-03, Boreas military 55→60, allied with Alba, and no
* territory change — Russia shares no land border with France or Spain).
*
* The e2e webServer shares one SQLite (data/e2e) across tests, so the test
* captures the *specific* id of the game it creates (from the POST
* /api/scenarios/commit response) rather than assuming "the only game".
*/
/** The saved-game shape the assertions read back from GET /api/games/<id>. */
interface SavedGame {
id: string;
presetId: string;
presetTitle: string;
playerNationId: string;
turn: number;
date: string;
version: number;
pending: unknown[];
unowned: string[];
pendingNationOps: unknown[];
markers: unknown[];
events: Array<{ type: string; outcome: string; title: string }>;
nations: Record<
string,
{
name: string;
stats: { military: number; economy: number; stability: number; population: number };
territory: string[];
relations: Record<string, string>;
}
>;
regionStats: Record<
string,
{ military: number; economy: number; stability: number; population: number }
>;
}
/** Poll until `location.hash` equals `expected` (hash writes happen in effects). */
async function waitHash(page: Page, expected: string): Promise<void> {
await page.waitForFunction(
(exp) => window.location.hash === exp,
expected,
{ timeout: 15000 },
);
}
/** Open the "Create scenario" form from the home screen. */
async function openScenarioForm(page: Page): Promise<void> {
await page.goto('/');
// Home: the create-scenario card is additive (first in the grid); the five
// static presets are still all present alongside it.
await expect(page.getByTestId('create-scenario-card')).toBeVisible({ timeout: 15000 });
await expect(page.getByTestId('preset-card')).toHaveCount(5);
await page.getByTestId('create-scenario').click();
await expect(page.getByTestId('scenario-form')).toBeVisible({ timeout: 15000 });
}
test.describe('History — dynamic scenario generation (LLM_STUB=1)', () => {
test('the era template manifest renders three light templates', async ({ page }) => {
test.setTimeout(60000);
await openScenarioForm(page);
// Exactly three era-template cards, each carrying its id and default year.
const cards = page.getByTestId('template-card');
await expect(cards).toHaveCount(3, { timeout: 15000 });
await expect(page.locator('[data-template-id="ww2"]')).toContainText('1939');
await expect(page.locator('[data-template-id="present"]')).toContainText('2026');
await expect(page.locator('[data-template-id="near-future"]')).toContainText('2035');
});
test('full create → review → finalize → play flow is deterministic', async ({ page }) => {
test.setTimeout(120000);
await openScenarioForm(page);
// --- 1 · Pick the Near Future era (its default year pre-fills the field).
const nf = page.locator('[data-template-id="near-future"]');
await nf.click();
await expect(nf).toHaveAttribute('data-selected', 'true');
// The year field is pre-filled from the era (editable, a real value).
await expect(page.getByTestId('scenario-year')).toHaveValue('2035');
// --- 2 · Describe the world.
const description =
'A cold space race decides the new cold war: two orbital blocs hold the arctic shipping lanes at knife-edge.';
await page.getByTestId('scenario-description').fill(description);
// --- Step 1 · Generate the draft world + the advisor's checkpoint list.
const generate = page.getByTestId('generate-scenario');
await expect(generate).toBeEnabled();
const [draftResp] = await Promise.all([
page.waitForResponse(
(r) => r.request().method() === 'POST' && new URL(r.url()).pathname === '/api/scenarios/draft',
),
generate.click(),
]);
expect(draftResp.status()).toBe(200);
const draft = (await draftResp.json()) as {
world: {
nations: Array<{ id: string; name: string; territory: string[] }>;
};
checkpoints: string[];
};
// The stub's fixed 3-nation world (FRA / RUS / ESP) and 3 checkpoints.
expect(draft.world.nations.map((n) => n.id).sort()).toEqual(['alba', 'boreas', 'gamma']);
expect(draft.world.nations.find((n) => n.id === 'boreas')?.territory).toEqual(['RUS']);
expect(draft.checkpoints).toHaveLength(3);
// --- Review screen: the generated world + the checkpoint checklist.
await expect(page.getByTestId('scenario-review')).toBeVisible({ timeout: 15000 });
// Header shows the era's name + year and the description.
await expect(page.getByRole('heading', { name: 'Near Future' })).toBeVisible();
await expect(page.getByTestId('scenario-review')).toContainText('2035');
await expect(page.getByTestId('scenario-review')).toContainText(description);
// The three draft nations (with their ISO_A3 territory) and the backstory.
// Scope to the draft-nation cards (the nation-pick cards share the
// data-nation-id attribute but carry a different testid).
await expect(page.getByTestId('draft-nation')).toHaveCount(3);
await expect(page.locator('[data-testid="draft-nation"][data-nation-id="alba"]')).toContainText('FRA');
await expect(page.locator('[data-testid="draft-nation"][data-nation-id="boreas"]')).toContainText('RUS');
await expect(page.locator('[data-testid="draft-nation"][data-nation-id="gamma"]')).toContainText('ESP');
await expect(page.getByTestId('draft-event')).toHaveCount(1);
// Three checkpoints, all approved by default, in the stub's fixed order.
const cps = page.getByTestId('checkpoint-item');
await expect(cps).toHaveCount(3);
await expect(cps.nth(0)).toHaveAttribute('data-approved', 'true');
await expect(cps.nth(1)).toHaveAttribute('data-approved', 'true');
await expect(cps.nth(2)).toHaveAttribute('data-approved', 'true');
await expect(cps.nth(0)).toContainText('Alba dominates');
await expect(cps.nth(1)).toContainText('Boreas fortifies');
await expect(cps.nth(2)).toContainText('Gamma brokers');
// Three nation-pick cards; finalize is disabled until a nation is chosen.
await expect(page.getByTestId('scenario-nation-card')).toHaveCount(3);
await expect(page.getByTestId('finalize-scenario')).toBeDisabled();
// --- Review: remove checkpoint 3, keep 1 + 2.
await cps.nth(2).getByTestId('checkpoint-toggle').click();
await expect(cps.nth(2)).toHaveAttribute('data-approved', 'false');
await expect(cps.nth(0)).toHaveAttribute('data-approved', 'true');
await expect(cps.nth(1)).toHaveAttribute('data-approved', 'true');
await expect(page.getByTestId('scenario-review')).toContainText('2 of 3 approved');
// --- Review: choose Boreas (Russia) to lead.
const boreasCard = page.locator('[data-testid="scenario-nation-card"][data-nation-id="boreas"]');
await boreasCard.getByTestId('scenario-lead-nation').click();
await expect(boreasCard).toHaveAttribute('data-selected', 'true');
await expect(page.getByTestId('finalize-scenario')).toBeEnabled();
// --- Step 2 · Finalize: commit the approved draft into a saved game.
const [commitResp] = await Promise.all([
page.waitForResponse(
(r) => r.request().method() === 'POST' && new URL(r.url()).pathname === '/api/scenarios/commit',
),
page.getByTestId('finalize-scenario').click(),
]);
expect(commitResp.status()).toBe(200);
const { id } = (await commitResp.json()) as { id: string };
expect(id).toBeTruthy();
// --- The new game mounts at turn 1, leading Boreas, dated 2035-01-01.
await expect(page.getByTestId('world-map')).toBeVisible({ timeout: 20000 });
await expect(page.getByTestId('turn-count')).toHaveText('1');
await expect(page.getByTestId('game-date')).toHaveText('2035-01-01');
await expect(page.getByTestId('player-nation')).toHaveText('Boreas');
// The scenario title (the era name) is shown in the top bar.
await expect(page.getByTestId('top-bar')).toContainText('Near Future');
// Boreas's stats: the finalized world (its approved checkpoint raised
// stability 50→55); per-region stats are seeded to equal the derived.
await expect(page.getByTestId('stat-military')).toHaveText('55');
await expect(page.getByTestId('stat-economy')).toHaveText('70');
await expect(page.getByTestId('stat-stability')).toHaveText('55');
await expect(page.getByTestId('stat-population')).toHaveText('60');
// One backstory event; three nations on the legend.
await expect(page.getByTestId('event-item')).toHaveCount(1);
await expect(page.getByTestId('map-legend-item')).toHaveCount(3, { timeout: 15000 });
await expect(page.getByTestId('map-legend-item').filter({ hasText: 'Boreas' })).toBeVisible();
// The deep link lands on this exact game.
await waitHash(page, `#/game/${id}`);
// --- One empty jump: the world advances on its own (the turn stub).
// The button sits at the bottom of a scrollable window body and may be
// outside the viewport; a native DOM click bypasses the viewport check.
await page.getByTestId('jump-forward').evaluate((el) => (el as HTMLElement).click());
// Turn 2, date +2 days, Boreas military 55→60.
await expect(page.getByTestId('turn-count')).toHaveText('2', { timeout: 20000 });
await expect(page.getByTestId('stat-military')).toHaveText('60', { timeout: 20000 });
await expect(page.getByTestId('game-date')).toHaveText('2035-01-03', { timeout: 20000 });
// Two events now (the empty-round "world moves on" on top, then the
// backstory); both political/neutral.
await expect(page.getByTestId('event-item')).toHaveCount(2);
await expect(page.getByTestId('event-item').first()).toContainText('The world moves on');
await expect(page.getByTestId('event-item').first().getByTestId('event-type')).toHaveText('political');
await expect(page.getByTestId('event-item').first().getByTestId('event-outcome')).toHaveText('neutral');
await expect(page.getByTestId('event-item').nth(1)).toContainText('The new order takes shape');
// No territory change: Russia shares no land border with France or Spain,
// so the frontier is empty and no conquest is emitted.
await expect(page.getByTestId('map-legend-item')).toHaveCount(3, { timeout: 15000 });
// --- The saved game is a coherent dynamic GameState on the server.
const saved = await page.evaluate(async (gid) => {
const r = await fetch(`/api/games/${gid}`);
return { status: r.status, body: (await r.json()) as { game: SavedGame } };
}, id);
expect(saved.status).toBe(200);
const g = saved.body.game;
expect(g.presetId).toBe('dynamic');
expect(g.presetTitle).toBe('Near Future');
expect(g.playerNationId).toBe('boreas');
expect(g.turn).toBe(2);
expect(g.date).toBe('2035-01-03');
expect(g.version).toBe(2); // created at 1, bumped to 2 by the jump
expect(g.pending).toEqual([]);
expect(g.unowned).toEqual([]);
expect(g.pendingNationOps).toEqual([]);
expect(g.markers).toEqual([]);
expect(g.events).toHaveLength(2);
// Boreas after the jump: military bumped to 60, the rest untouched.
expect(g.nations.boreas.stats).toEqual({
military: 60,
economy: 70,
stability: 55,
population: 60,
});
// The stub allies the player with the first other nation (Alba).
expect(g.nations.boreas.relations.alba).toBe('ally');
// Every owned region key carries a seeded per-region stats entry.
const allKeys = new Set<string>();
for (const n of Object.values(g.nations)) for (const k of n.territory) allKeys.add(k);
expect(allKeys.size).toBeGreaterThan(0);
for (const k of allKeys) {
expect(g.regionStats[k]).toBeDefined();
}
});
});
+35
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@@ -115,6 +115,41 @@ export interface WorldDraft {
*/
export type Checkpoint = string;
// --- Client ↔ server message shapes (the two LLM steps) -----------------------
/** The body of `POST /api/scenarios/draft` (step 1: design the world). */
export interface ScenarioDraftRequest {
templateId: string;
description: string;
/** The chosen start year (the server falls back to the template's year). */
year?: number;
}
/** The response of `POST /api/scenarios/draft` — the draft world + checkpoints. */
export interface ScenarioDraftResponse {
world: WorldDraft;
checkpoints: string[];
}
/** The body of `POST /api/scenarios/commit` (step 2: finalize + save the game). */
export interface ScenarioCommitRequest {
templateId: string;
description: string;
/** The chosen start year (the server falls back to the template's year). */
year?: number;
/** The step-1 draft, re-sent so the final world stays close to it. */
draft?: WorldDraft;
/** The checkpoints the player approved (the finalize step's constraints). */
approvedCheckpoints: string[];
/** The nation id the player will lead (kept in the final world when present). */
playerNationId: string;
}
/** The response of `POST /api/scenarios/commit` — the saved game's id. */
export interface ScenarioCommitResponse {
id: string;
}
// --- Validation + transforms (pure) ------------------------------------------
/** The 8 known event types (a local copy so this module needs no runtime import). */
+128 -2
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@@ -16,6 +16,8 @@ import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from '.
import { cn } from './lib/utils';
import PresetPicker from './components/PresetPicker';
import NationSelect from './components/NationSelect';
import ScenarioForm from './components/ScenarioForm';
import CheckpointReview from './components/CheckpointReview';
import WorldMap from './components/WorldMap';
import FloatingWindow from './components/FloatingWindow';
import MapLegend from './components/MapLegend';
@@ -26,9 +28,27 @@ import { api } from './lib/api';
import { useSse } from './lib/sse';
import { nationColor, type GameSummary, type RegionMap } from '@shared/protocol';
import type { GameState, Preset, PresetMeta } from '@shared/types';
import type { TemplateMeta, WorldDraft } from '@shared/scenario';
/** Which top-level screen the app is showing. */
type Screen = { name: 'home' } | { name: 'pick'; preset: Preset } | { name: 'game' };
/**
* Which top-level screen the app is showing. The dynamic path (v0.31, #52) adds
* two: 'scenario-form' (era + description + year) and 'scenario-review' (the
* generated world + checkpoint checklist + nation pick), the latter carrying
* the step-1 draft + chosen template so the finalize step can re-send them.
*/
type Screen =
| { name: 'home' }
| { name: 'pick'; preset: Preset }
| { name: 'game' }
| { name: 'scenario-form' }
| {
name: 'scenario-review';
template: TemplateMeta;
description: string;
year: number;
world: WorldDraft;
checkpoints: string[];
};
/**
* Surface a turn failure. A 502 (live model down / timeout) gets a friendly,
@@ -181,6 +201,10 @@ export default function App() {
// non-LLM) request. It gates only the nation-op dialog controls, never the
// turn flow — "Jump forward" stays usable while it is in flight.
const [opBusy, setOpBusy] = useState(false);
// (v0.31, #52) A scenario-generation LLM call (generate or finalize) is
// in flight. Distinct from `busy`/`advisorBusy` — it only gates the
// scenario-form/review screens (those screens never coexist with a game).
const [scenarioBusy, setScenarioBusy] = useState(false);
// The id of the game the user is/was last in (mirrors localStorage) and the
// list of saved games (newest first) shown on the home screen.
const [activeGameId, setActiveGameId] = useState<string | null>(() => readActiveGameId());
@@ -359,6 +383,77 @@ export default function App() {
[screen],
);
// --- (v0.31, #52) Dynamic scenario generation: form → generate → review →
// finalize → game. Both LLM steps run on the server (the scenario stub under
// LLM_STUB=1, the live model otherwise); on failure we toast and stay on the
// current screen (the form's / review's local selections are preserved).
// Home screen's "Create scenario" card → the scenario form.
const openScenarioForm = useCallback(() => {
setScreen({ name: 'scenario-form' });
}, []);
// Step 1 (generate): design the draft world + checkpoint list. On success
// the app moves to the review screen (carrying the draft, template, year,
// and description so the finalize step can re-send them).
const generateScenarioDraft = useCallback(
async (template: TemplateMeta, description: string, year: number) => {
setScenarioBusy(true);
try {
const { world, checkpoints } = await api.draftScenario({
templateId: template.id,
description,
year,
});
setScreen({ name: 'scenario-review', template, description, year, world, checkpoints });
} catch (e) {
toastError(e);
} finally {
setScenarioBusy(false);
}
},
[],
);
// Step 2 (finalize): commit the approved draft into a saved, playable game
// and enter it. The step-1 draft is re-sent so the final world stays close
// to it (and the chosen nation survives); the new game's id is then fetched
// and adopted exactly like a normal created game (active-game persistence,
// applyState, screen → game — the URL-sync effect writes the deep link).
const finalizeScenario = useCallback(
async (
template: TemplateMeta,
description: string,
year: number,
world: WorldDraft,
approvedCheckpoints: string[],
playerNationId: string,
) => {
setScenarioBusy(true);
try {
const { id } = await api.commitScenario({
templateId: template.id,
description,
year,
draft: world,
approvedCheckpoints,
playerNationId,
});
const { game } = await api.getGame(id);
persistActiveGameId(id);
setActiveGameId(id);
applyState(game);
setAdvisors([]);
setScreen({ name: 'game' });
} catch (e) {
toastError(e);
} finally {
setScenarioBusy(false);
}
},
[applyState],
);
// Add an action to the pending round. Fast, non-LLM — no `busy`; the pending
// list updates from the response and the SSE `state` event. Both are
// version-gated via applyState, so the item can never be clobbered by a
@@ -573,6 +668,36 @@ export default function App() {
);
}
if (screen.name === 'scenario-form') {
return (
<>
<Toaster richColors position="top-right" />
<ScenarioForm busy={scenarioBusy} onBack={goHome} onGenerate={generateScenarioDraft} />
</>
);
}
if (screen.name === 'scenario-review') {
const { template, description, year, world, checkpoints } = screen;
return (
<>
<Toaster richColors position="top-right" />
<CheckpointReview
template={template}
description={description}
year={year}
world={world}
checkpoints={checkpoints}
busy={scenarioBusy}
onBack={openScenarioForm}
onFinalize={(approved, nationId) =>
void finalizeScenario(template, description, year, world, approved, nationId)
}
/>
</>
);
}
return (
<>
<Toaster richColors position="top-right" />
@@ -584,6 +709,7 @@ export default function App() {
activeGameId={activeGameId}
onResume={resumeGame}
onDelete={runDeleteGame}
onCreateScenario={openScenarioForm}
/>
</>
);
+278
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@@ -0,0 +1,278 @@
import { useState } from 'react';
import { Check, ListChecks, Loader2, Sparkles } from 'lucide-react';
import { Badge } from './ui/badge';
import { Button } from './ui/button';
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card';
import StatBar from './StatBar';
import { cn } from '@/lib/utils';
import { EVENT_COLORS, RELATION_COLORS } from '@/lib/colors';
import { relationFromScore, type TemplateMeta, type WorldDraft, type WorldNation } from '@shared/scenario';
interface Props {
/** The era template the draft was generated from (name/year for the header). */
template: TemplateMeta;
/** The free-text description the user wrote (shown as the world's context). */
description: string;
/** The effective start year (template default or the user's override). */
year: number;
/** The step-1 draft world to review and finalize. */
world: WorldDraft;
/** The advisor's proposed checkpoints (all approved by default). */
checkpoints: string[];
/** A finalize (LLM) call is in flight — disables the controls. */
busy?: boolean;
/** Back to the scenario form (a fresh attempt — the form's state resets). */
onBack: () => void;
/** Step 2: finalize with the approved checkpoints + the chosen nation to lead. */
onFinalize: (approvedCheckpoints: string[], playerNationId: string) => void;
}
const STAT_BARS: Array<{ key: keyof WorldNation['stats']; label: string }> = [
{ key: 'military', label: 'Military' },
{ key: 'economy', label: 'Economy' },
{ key: 'stability', label: 'Stability' },
{ key: 'population', label: 'Population' },
];
/**
* "Create scenario" — step 2 of the dynamic path (v0.31, #52). Shows the
* generated world (each nation's stats, territory country codes, and
* relations; plus any backstory events) and the advisor's proposed
* checkpoints as an approve/remove checklist (approved by default — the
* approved ones bind the finalize step). The player then picks which nation
* to lead (the nation cards mirror NationSelect's pick screen; the draft's
* nations are not a static Preset, so they are rendered here directly) and
* finalizes. On success the app navigates into the new game; on failure it
* toasts and stays here with the current selections intact.
*/
export default function CheckpointReview({
template,
description,
year,
world,
checkpoints,
busy = false,
onBack,
onFinalize,
}: Props) {
// Approve/remove per checkpoint (approved by default — the advisor's list is
// a starting point the player prunes, not a form they fill in).
const [approved, setApproved] = useState<boolean[]>(() => checkpoints.map(() => true));
// The nation the player will lead (none until explicitly picked).
const [selectedId, setSelectedId] = useState<string | null>(null);
const nameOf = (id: string) => world.nations.find((n) => n.id === id)?.name ?? id;
const approvedCount = approved.filter(Boolean).length;
const selected = selectedId ? world.nations.find((n) => n.id === selectedId) : undefined;
const toggle = (i: number) =>
setApproved((prev) => prev.map((v, j) => (j === i ? !v : v)));
const finalize = () => {
if (!selectedId) return;
onFinalize(
checkpoints.filter((_, i) => approved[i]),
selectedId,
);
};
return (
<div className="mx-auto max-w-4xl px-6 py-8" data-testid="scenario-review">
<Button variant="ghost" size="sm" onClick={onBack} className="mb-4">
← Back to form
</Button>
<div className="flex items-center gap-3">
<h1 className="text-3xl font-bold tracking-tight">{template.name}</h1>
<Badge variant="secondary" className="text-sm">
{year}
</Badge>
</div>
{description && (
<p className="mt-2 max-w-3xl whitespace-pre-line text-sm leading-relaxed text-muted-foreground">
{description}
</p>
)}
{/* --- The generated world --- */}
<h2 className="mb-3 mt-8 text-lg font-semibold">The generated world</h2>
<div className="space-y-3">
{world.nations.map((n) => (
<div
key={n.id}
className="rounded-lg border border-border/60 bg-card/40 p-3"
data-testid="draft-nation"
data-nation-id={n.id}
>
<div className="flex flex-wrap items-center gap-2">
<span className="font-medium">{n.name}</span>
<Badge variant="secondary" className="text-xs capitalize">
{n.type ?? 'major'}
</Badge>
{n.territory.length > 0 && (
<span className="ml-auto text-xs text-muted-foreground">
{n.territory.join(' · ')}
</span>
)}
</div>
<div className="mt-2 grid gap-x-6 gap-y-1 sm:grid-cols-2">
{STAT_BARS.map(({ key, label }) => (
<StatBar key={key} label={label} value={n.stats[key]} />
))}
</div>
{Object.keys(n.relations).length > 0 && (
<div className="mt-2 flex flex-wrap gap-1.5">
{Object.entries(n.relations).map(([otherId, score]) => {
const status = relationFromScore(score);
return (
<span
key={otherId}
className="rounded-full border px-2 py-0.5 text-[11px] font-medium"
style={{
color: RELATION_COLORS[status],
borderColor: `${RELATION_COLORS[status]}55`,
}}
>
{nameOf(otherId)} {score > 0 ? `+${score}` : score}
</span>
);
})}
</div>
)}
</div>
))}
{(world.events ?? []).length > 0 && (
<div className="rounded-lg border border-border/60 bg-card/40 p-3">
<div className="mb-2 text-[11px] font-medium uppercase tracking-wide text-muted-foreground">
Backstory
</div>
<ul className="space-y-2">
{(world.events ?? []).map((e, i) => (
<li key={i} className="flex items-start gap-2 text-sm" data-testid="draft-event">
<span
className="mt-1.5 inline-block size-2 shrink-0 rounded-full"
style={{ background: EVENT_COLORS[e.type] }}
aria-hidden
/>
<span className="min-w-0 flex-1">
<span className="font-medium">{nameOf(e.nation)}:</span>{' '}
{e.title} — {e.text}
</span>
</li>
))}
</ul>
</div>
)}
</div>
{/* --- Advisor checkpoints (approve / remove) --- */}
<div className="mt-8 flex items-center gap-2">
<ListChecks className="size-4 text-primary" />
<h2 className="text-lg font-semibold">Advisor checkpoints</h2>
<Badge variant="secondary" className="ml-auto text-xs tabular-nums">
{approvedCount} of {checkpoints.length} approved
</Badge>
</div>
<p className="mb-3 mt-1 text-sm leading-relaxed text-muted-foreground">
The advisor’s opening read of this world’s live strategic threads. Keep the ones the final
world should respect — removed checkpoints are dropped.
</p>
<ul className="space-y-1.5">
{checkpoints.map((c, i) => (
<li
key={`${i}-${c}`}
className={cn(
'flex items-center gap-2 rounded-lg border p-2.5 text-sm',
approved[i]
? 'border-amber-500/30 bg-amber-500/10'
: 'border-border/60 bg-card/30 text-muted-foreground',
)}
data-testid="checkpoint-item"
data-approved={approved[i] ? 'true' : 'false'}
>
<span
className={cn(
'inline-flex size-4 shrink-0 items-center justify-center rounded-full border',
approved[i] ? 'border-amber-500/50 bg-amber-500/20' : 'border-border',
)}
aria-hidden
>
{approved[i] && <Check className="size-3 text-amber-400" />}
</span>
<span className="min-w-0 flex-1 leading-snug">{c}</span>
<Button
variant={approved[i] ? 'ghost' : 'secondary'}
size="sm"
onClick={() => toggle(i)}
disabled={busy}
data-testid="checkpoint-toggle"
>
{approved[i] ? 'Remove' : 'Keep'}
</Button>
</li>
))}
</ul>
{/* --- Choose your nation (cards mirror NationSelect's pick screen) --- */}
<h2 className="mb-3 mt-8 text-lg font-semibold">Choose your nation</h2>
<div className="grid gap-4 sm:grid-cols-2 lg:grid-cols-3">
{world.nations.map((n) => {
const isSel = n.id === selectedId;
return (
<Card
key={n.id}
className={cn(
'flex flex-col transition',
isSel ? 'ring-2 ring-primary/60' : 'hover:ring-1 hover:ring-primary/40',
)}
data-testid="scenario-nation-card"
data-nation-id={n.id}
data-selected={isSel ? 'true' : 'false'}
>
<CardHeader>
<CardTitle className="flex items-center gap-2 text-base">
{n.name}
{isSel && <Check className="size-4 shrink-0 text-primary" />}
</CardTitle>
<CardDescription>
{n.type ?? 'major'} · {n.territory.length} territory unit
{n.territory.length === 1 ? '' : 's'} ({n.territory.join(', ')})
</CardDescription>
</CardHeader>
<CardContent className="mt-auto space-y-1.5">
{STAT_BARS.map(({ key, label }) => (
<StatBar key={key} label={label} value={n.stats[key]} />
))}
<Button
className="mt-3 w-full"
variant={isSel ? 'default' : 'secondary'}
onClick={() => setSelectedId(n.id)}
disabled={busy}
data-testid="scenario-lead-nation"
>
{isSel ? 'Leading' : `Play as ${n.name}`}
</Button>
</CardContent>
</Card>
);
})}
</div>
{/* --- Finalize --- */}
<div
className="mt-8 flex flex-wrap items-center justify-between gap-3 rounded-xl border border-primary/30 bg-primary/5 p-3"
data-testid="finalize-bar"
>
<span className="min-w-0 flex-1 text-sm text-muted-foreground">
{selected
? `Finalizing as ${selected.name} with ${approvedCount} of ${checkpoints.length} checkpoints approved.`
: 'Pick the nation you will lead, then finalize the scenario.'}
</span>
<Button className="shrink-0" onClick={finalize} disabled={busy || !selected} data-testid="finalize-scenario">
{busy ? <Loader2 className="size-4 animate-spin" /> : <Sparkles className="size-4" />}
{busy ? 'Finalizing…' : 'Finalize scenario'}
</Button>
</div>
</div>
);
}
+53 -1
View File
@@ -1,5 +1,5 @@
import { useState } from 'react';
import { Play, Trash2 } from 'lucide-react';
import { Play, Sparkles, Trash2 } from 'lucide-react';
import { Badge } from './ui/badge';
import { Button } from './ui/button';
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card';
@@ -26,6 +26,12 @@ interface Props {
onResume?: (id: string) => void;
/** Delete a saved game by id (confirmed by a dialog in this component). */
onDelete?: (id: string) => void;
/**
* (v0.31, #52) Open the "Create scenario" path (era template + description →
* AI-generated world → checkpoint review → a normal game). Omitted = the
* create-scenario card is hidden.
*/
onCreateScenario?: () => void;
}
/**
@@ -41,6 +47,7 @@ export default function PresetPicker({
activeGameId,
onResume,
onDelete,
onCreateScenario,
}: Props) {
const activeGame = activeGameId ? savedGames.find((g) => g.id === activeGameId) : undefined;
// The game awaiting a delete confirmation (null = dialog closed).
@@ -83,6 +90,51 @@ export default function PresetPicker({
)}
<div className="grid gap-5 sm:grid-cols-2 lg:grid-cols-3">
{(
onCreateScenario
? [
{
// (v0.31, #52) The dynamic path, first in the grid: it is the
// "any world you can describe" card, distinct from the static presets.
id: 'create',
title: 'Create scenario',
summary:
'Design your own world — pick an era, describe it, and the AI drafts the world and the advisor’s opening checkpoints for your review before you pick a nation to lead.',
badge: 'custom world',
},
]
: []
).map((c) => (
<Card
key={c.id}
className="flex flex-col border-primary/40 bg-primary/5 transition hover:ring-1 hover:ring-primary/50"
data-testid="create-scenario-card"
>
<CardHeader>
<div className="flex items-start justify-between gap-2">
<CardTitle className="flex items-center gap-2 text-lg">
<Sparkles className="size-4 shrink-0 text-primary" />
{c.title}
</CardTitle>
<Badge variant="secondary" className="shrink-0 text-xs">
{c.badge}
</Badge>
</div>
<CardDescription className="text-sm leading-relaxed">{c.summary}</CardDescription>
</CardHeader>
<CardContent className="mt-auto">
<Button
variant="secondary"
className="w-full"
onClick={() => onCreateScenario?.()}
disabled={loading}
data-testid="create-scenario"
>
Create scenario
</Button>
</CardContent>
</Card>
))}
{presets.map((p) => (
<Card
key={p.id}
+197
View File
@@ -0,0 +1,197 @@
import { useEffect, useState } from 'react';
import { Loader2, Sparkles } from 'lucide-react';
import { Badge } from './ui/badge';
import { Button } from './ui/button';
import { Card, CardContent, CardDescription, CardHeader, CardTitle } from './ui/card';
import { Input } from './ui/input';
import { Label } from './ui/label';
import { Textarea } from './ui/textarea';
import { cn } from '@/lib/utils';
import { api } from '@/lib/api';
import type { TemplateMeta } from '@shared/scenario';
interface Props {
/** A generate (LLM) call is in flight — disables the form's controls. */
busy?: boolean;
onBack: () => void;
/**
* Step 1: design the draft world + checkpoint list. The form hands over the
* selected template's full metadata (the review screen shows its name/year)
* plus the description and the effective start year.
*/
onGenerate: (template: TemplateMeta, description: string, year: number) => void;
}
/** The year input is an empty string ("use the template's default") or a number. */
const YEAR_MIN = 1000;
const YEAR_MAX = 3000;
/**
* "Create scenario" — step 1 of the dynamic path (v0.31, #52). The user picks
* one of the light era templates (a card each: name, default year, blurb),
* writes a free-text description of the world they want, and may override the
* start year (the field is pre-filled from the selected template; leaving it
* empty keeps the template's default). "Generate world" posts the draft
* request; on success the app moves to the checkpoint review screen, on
* failure it toasts and stays here (the form's local state is preserved).
*/
export default function ScenarioForm({ busy = false, onBack, onGenerate }: Props) {
const [templates, setTemplates] = useState<TemplateMeta[]>([]);
const [templatesError, setTemplatesError] = useState<string | null>(null);
const [selectedId, setSelectedId] = useState<string | null>(null);
const [description, setDescription] = useState('');
// Pre-filled from the selected template's default year (the user can edit).
const [yearText, setYearText] = useState('');
// Load the era-template manifest on mount (the form is the only consumer).
useEffect(() => {
let alive = true;
api
.listScenarioTemplates()
.then((r) => alive && setTemplates(r.templates))
.catch((e: unknown) => alive && setTemplatesError(e instanceof Error ? e.message : String(e)));
return () => {
alive = false;
};
}, []);
const selected = templates.find((t) => t.id === selectedId) ?? null;
const effectiveYear =
yearText.trim() === '' ? NaN : Number.parseInt(yearText.trim(), 10);
const yearValid =
Number.isInteger(effectiveYear) && effectiveYear >= YEAR_MIN && effectiveYear <= YEAR_MAX;
const canGenerate = !busy && selected !== null && description.trim() !== '' && yearValid;
const selectTemplate = (t: TemplateMeta) => {
setSelectedId(t.id);
// Selecting an era pre-fills the year with that era's default (the user
// can still edit it afterwards).
setYearText(String(t.year));
};
const generate = () => {
if (!canGenerate || !selected) return;
onGenerate(selected, description.trim(), effectiveYear);
};
return (
<div className="mx-auto max-w-4xl px-6 py-8" data-testid="scenario-form">
<Button variant="ghost" size="sm" onClick={onBack} className="mb-4">
← Back to scenarios
</Button>
<h1 className="text-3xl font-bold tracking-tight">Create a scenario</h1>
<p className="mt-2 max-w-2xl text-sm leading-relaxed text-muted-foreground">
Design your own world: pick an era, describe what should be true, and the AI will draft the
world and an opening set of advisor checkpoints for your review. Nothing is saved until you
finalize.
</p>
{/* 1 — the era template (a card each). */}
<h2 className="mb-3 mt-8 text-lg font-semibold">
1 · Pick an era <span className="font-normal text-muted-foreground">(required)</span>
</h2>
{templatesError ? (
<p className="rounded-lg border border-destructive/40 bg-destructive/10 p-3 text-sm text-destructive">
Could not load the era templates: {templatesError}
</p>
) : templates.length === 0 ? (
<p className="rounded-lg border border-border/60 bg-card/40 p-3 text-sm text-muted-foreground">
Loading era templates…
</p>
) : (
<div className="grid gap-4 sm:grid-cols-3">
{templates.map((t) => {
const isSel = t.id === selectedId;
return (
<Card
key={t.id}
className={cn(
'flex cursor-pointer flex-col transition',
isSel ? 'ring-2 ring-primary/60' : 'hover:ring-1 hover:ring-primary/40',
)}
data-testid="template-card"
data-template-id={t.id}
data-selected={isSel ? 'true' : 'false'}
onClick={() => selectTemplate(t)}
>
<CardHeader>
<div className="flex items-start justify-between gap-2">
<CardTitle className="text-base">{t.name}</CardTitle>
<Badge variant="secondary" className="shrink-0 text-xs">
{t.year}
</Badge>
</div>
<CardDescription className="text-sm leading-relaxed">
{t.eraDescription}
</CardDescription>
</CardHeader>
<CardContent className="mt-auto">
<div
className={cn(
'flex items-center gap-2 text-xs',
isSel ? 'font-medium text-primary' : 'text-muted-foreground',
)}
>
<Sparkles className="size-3.5" />
{isSel ? 'Selected' : 'Start from this era'}
</div>
</CardContent>
</Card>
);
})}
</div>
)}
{/* 2 — the description (+ optional year override). */}
<h2 className="mb-3 mt-8 text-lg font-semibold">
2 · Describe your world <span className="font-normal text-muted-foreground">(required)</span>
</h2>
<div className="space-y-4 rounded-lg border border-border/60 bg-card/40 p-4">
<Textarea
value={description}
onChange={(e) => setDescription(e.target.value)}
placeholder="e.g. “A cold-war world where the space race decided the Cold War — two blocs orbit, and the arctic shipping lanes are the new flashpoint.”"
rows={4}
disabled={busy}
data-testid="scenario-description"
/>
<div className="flex items-center gap-3">
<Label htmlFor="scenario-year-input" className="shrink-0 text-sm">
Start year
</Label>
<Input
id="scenario-year-input"
type="number"
inputMode="numeric"
value={yearText}
onChange={(e) => setYearText(e.target.value)}
placeholder={selected ? `default ${selected.year}` : 'pick an era first'}
min={YEAR_MIN}
max={YEAR_MAX}
disabled={busy || !selected}
className="w-32"
data-testid="scenario-year"
/>
<span className="text-xs text-muted-foreground">
{yearValid ? `The game begins on ${effectiveYear}-01-01.` : 'Leave empty for the era default, or use a year between 1000 and 3000.'}
</span>
</div>
</div>
{/* Generate. */}
<div className="mt-8">
<Button className="h-11 w-full" onClick={generate} disabled={!canGenerate} data-testid="generate-scenario">
{busy ? <Loader2 className="size-4 animate-spin" /> : <Sparkles className="size-4" />}
{busy ? 'Generating world…' : 'Generate world'}
</Button>
{busy && (
<p className="mt-2 flex items-center justify-center gap-1.5 text-xs text-muted-foreground">
<span className="sim-pulse inline-block size-1.5 rounded-full bg-primary" />
The world-builder is thinking — this can take a few seconds.
</p>
)}
</div>
</div>
);
}
+27
View File
@@ -14,6 +14,13 @@ import type {
RemoveQueueItemResponse,
TurnResponse,
} from '@shared/protocol';
import type {
ScenarioCommitRequest,
ScenarioCommitResponse,
ScenarioDraftRequest,
ScenarioDraftResponse,
TemplateMeta,
} from '@shared/scenario';
async function req<T>(path: string, init?: RequestInit): Promise<T> {
const res = await fetch(path, {
@@ -95,4 +102,24 @@ export const api = {
req<{ regions: Record<string, { color: string; owner: string; ownerId: string }> }>(
`/api/games/${id}/map`,
),
// --- Dynamic scenario generation (v0.31, #52) ---------------------------
// The additive "Create scenario" path: a two-step LLM flow (design a draft
// world + checkpoint list, then finalize it into a saved, playable game).
// The era-template manifest for the form's cards (id / name / year / blurb).
listScenarioTemplates: () => req<{ templates: TemplateMeta[] }>('/api/scenarios/templates'),
// Step 1: design a draft world + an advisor checkpoint list from an era
// template + a free-text description. An LLM call — can be slow; a 502
// means the model is down or returned nothing usable (the caller toasts).
draftScenario: (body: ScenarioDraftRequest) =>
req<ScenarioDraftResponse>('/api/scenarios/draft', {
method: 'POST',
body: JSON.stringify(body),
}),
// Step 2: finalize the approved draft (constrained to the approved
// checkpoints) into a new, playable game and save it. Returns the id.
commitScenario: (body: ScenarioCommitRequest) =>
req<ScenarioCommitResponse>('/api/scenarios/commit', {
method: 'POST',
body: JSON.stringify(body),
}),
};