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.
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@@ -16,6 +16,8 @@ import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from '.
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import { cn } from './lib/utils';
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import PresetPicker from './components/PresetPicker';
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import NationSelect from './components/NationSelect';
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import ScenarioForm from './components/ScenarioForm';
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import CheckpointReview from './components/CheckpointReview';
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import WorldMap from './components/WorldMap';
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import FloatingWindow from './components/FloatingWindow';
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import MapLegend from './components/MapLegend';
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@@ -26,9 +28,27 @@ import { api } from './lib/api';
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import { useSse } from './lib/sse';
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import { nationColor, type GameSummary, type RegionMap } from '@shared/protocol';
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import type { GameState, Preset, PresetMeta } from '@shared/types';
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import type { TemplateMeta, WorldDraft } from '@shared/scenario';
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/** Which top-level screen the app is showing. */
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type Screen = { name: 'home' } | { name: 'pick'; preset: Preset } | { name: 'game' };
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/**
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* Which top-level screen the app is showing. The dynamic path (v0.31, #52) adds
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* two: 'scenario-form' (era + description + year) and 'scenario-review' (the
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* generated world + checkpoint checklist + nation pick), the latter carrying
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* the step-1 draft + chosen template so the finalize step can re-send them.
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*/
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type Screen =
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| { name: 'home' }
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| { name: 'pick'; preset: Preset }
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| { name: 'game' }
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| { name: 'scenario-form' }
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| {
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name: 'scenario-review';
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template: TemplateMeta;
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description: string;
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year: number;
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world: WorldDraft;
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checkpoints: string[];
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};
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/**
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* Surface a turn failure. A 502 (live model down / timeout) gets a friendly,
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@@ -181,6 +201,10 @@ export default function App() {
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// non-LLM) request. It gates only the nation-op dialog controls, never the
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// turn flow — "Jump forward" stays usable while it is in flight.
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const [opBusy, setOpBusy] = useState(false);
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// (v0.31, #52) A scenario-generation LLM call (generate or finalize) is
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// in flight. Distinct from `busy`/`advisorBusy` — it only gates the
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// scenario-form/review screens (those screens never coexist with a game).
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const [scenarioBusy, setScenarioBusy] = useState(false);
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// The id of the game the user is/was last in (mirrors localStorage) and the
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// list of saved games (newest first) shown on the home screen.
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const [activeGameId, setActiveGameId] = useState<string | null>(() => readActiveGameId());
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@@ -359,6 +383,77 @@ export default function App() {
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[screen],
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);
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// --- (v0.31, #52) Dynamic scenario generation: form → generate → review →
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// finalize → game. Both LLM steps run on the server (the scenario stub under
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// LLM_STUB=1, the live model otherwise); on failure we toast and stay on the
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// current screen (the form's / review's local selections are preserved).
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// Home screen's "Create scenario" card → the scenario form.
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const openScenarioForm = useCallback(() => {
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setScreen({ name: 'scenario-form' });
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}, []);
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// Step 1 (generate): design the draft world + checkpoint list. On success
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// the app moves to the review screen (carrying the draft, template, year,
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// and description so the finalize step can re-send them).
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const generateScenarioDraft = useCallback(
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async (template: TemplateMeta, description: string, year: number) => {
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setScenarioBusy(true);
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try {
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const { world, checkpoints } = await api.draftScenario({
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templateId: template.id,
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description,
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year,
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});
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setScreen({ name: 'scenario-review', template, description, year, world, checkpoints });
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} catch (e) {
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toastError(e);
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} finally {
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setScenarioBusy(false);
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}
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},
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[],
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);
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// Step 2 (finalize): commit the approved draft into a saved, playable game
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// and enter it. The step-1 draft is re-sent so the final world stays close
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// to it (and the chosen nation survives); the new game's id is then fetched
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// and adopted exactly like a normal created game (active-game persistence,
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// applyState, screen → game — the URL-sync effect writes the deep link).
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const finalizeScenario = useCallback(
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async (
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template: TemplateMeta,
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description: string,
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year: number,
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world: WorldDraft,
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approvedCheckpoints: string[],
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playerNationId: string,
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) => {
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setScenarioBusy(true);
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try {
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const { id } = await api.commitScenario({
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templateId: template.id,
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description,
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year,
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draft: world,
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approvedCheckpoints,
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playerNationId,
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});
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const { game } = await api.getGame(id);
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persistActiveGameId(id);
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setActiveGameId(id);
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applyState(game);
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setAdvisors([]);
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setScreen({ name: 'game' });
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} catch (e) {
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toastError(e);
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} finally {
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setScenarioBusy(false);
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}
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},
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[applyState],
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);
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// Add an action to the pending round. Fast, non-LLM — no `busy`; the pending
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// list updates from the response and the SSE `state` event. Both are
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// version-gated via applyState, so the item can never be clobbered by a
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@@ -573,6 +668,36 @@ export default function App() {
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);
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}
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if (screen.name === 'scenario-form') {
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return (
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<>
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<Toaster richColors position="top-right" />
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<ScenarioForm busy={scenarioBusy} onBack={goHome} onGenerate={generateScenarioDraft} />
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</>
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);
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}
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if (screen.name === 'scenario-review') {
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const { template, description, year, world, checkpoints } = screen;
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return (
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<>
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<Toaster richColors position="top-right" />
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<CheckpointReview
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template={template}
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description={description}
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year={year}
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world={world}
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checkpoints={checkpoints}
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busy={scenarioBusy}
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onBack={openScenarioForm}
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onFinalize={(approved, nationId) =>
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void finalizeScenario(template, description, year, world, approved, nationId)
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}
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/>
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</>
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);
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}
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return (
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<>
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<Toaster richColors position="top-right" />
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@@ -584,6 +709,7 @@ export default function App() {
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activeGameId={activeGameId}
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onResume={resumeGame}
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onDelete={runDeleteGame}
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onCreateScenario={openScenarioForm}
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/>
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</>
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);
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