Bump to v0.20.0 (region loader prod-path fix)
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CI / build + unit + e2e (pull_request) Successful in 1m31s
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@@ -2,6 +2,10 @@
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All notable changes to **History** are listed here, newest first.
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All notable changes to **History** are listed here, newest first.
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## v0.20.0 — 2026-10-14 09:30
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- **Fixed: v0.19.0's region-level ownership did not activate in the production image.** The server-side region loader (`server/regions.ts`) only looked for the manifest + geo in `public/`, but in the Docker image Vite copies `public/*` → `dist/` and no `public/` directory is kept — so `loadRegions` found nothing, `expandCountriesToKeys` degraded to a no-op, and freshly-created games kept raw ISO_A3 codes (`DEU`, `GBR,IRL,IND`, …) instead of expanding to region keys. The choropleth therefore still rendered whole-country ownership and the model's region-key contract was inactive in prod (the client's own `/region-keys.json` fetch still worked, because the client is served from `dist/`). `loadRegions` now probes `public/` (dev) then `dist/` (prod, == `clientDir`) and uses the first directory holding both files, so one build works in both environments. A new test covers the prod-only (`dist/`), dev (`public/`), and empty-root (no data) layouts.
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- **Deploy:** `docker compose down -v` (drops the `history-data` volume — pre-v0.19 saves were already dropped by v0.19.0 and are dropped again here) then `up -d --build`.
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## v0.19.0 — 2026-10-14 09:14
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## v0.19.0 — 2026-10-14 09:14
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- **Region-level ownership foundation (Part 1 of #16): internal territory ownership flips from whole countries to individual sub-regions.** Previously a nation owned *whole countries* (a `territory` list of ISO_A3 codes) and every sub-region of a country shared the parent's color, so a single region could never change owner independently. Now each owned sub-region is addressed by a stable **region key** — `<name-slug>-<4char>`, e.g. `moselle-rygy`, `ain-lqtt`, `western-alun` — generated deterministically by `scripts/build-region-keys.mjs` into `public/region-keys.json` (**1,796 unique keys** over the 1,796 sub-regions). A key is a slug of the region's name (NFKD, diacritics stripped, lowercased, non-alphanumerics → `-`) plus a 4-character hash of the feature's stable id, salted on within-country name collisions, so it is stable, human-readable, and globally unique (a "western" collision group yields `western-alun` / `western-qwvr` / `western-adsp` / …; an accented name like Shkodër becomes `shkoder-gmnr`).
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- **Region-level ownership foundation (Part 1 of #16): internal territory ownership flips from whole countries to individual sub-regions.** Previously a nation owned *whole countries* (a `territory` list of ISO_A3 codes) and every sub-region of a country shared the parent's color, so a single region could never change owner independently. Now each owned sub-region is addressed by a stable **region key** — `<name-slug>-<4char>`, e.g. `moselle-rygy`, `ain-lqtt`, `western-alun` — generated deterministically by `scripts/build-region-keys.mjs` into `public/region-keys.json` (**1,796 unique keys** over the 1,796 sub-regions). A key is a slug of the region's name (NFKD, diacritics stripped, lowercased, non-alphanumerics → `-`) plus a 4-character hash of the feature's stable id, salted on within-country name collisions, so it is stable, human-readable, and globally unique (a "western" collision group yields `western-alun` / `western-qwvr` / `western-adsp` / …; an accented name like Shkodër becomes `shkoder-gmnr`).
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- **The map, the model, and the LLM all now reason in region keys.** `Nation.territory` and the `RegionMap` are keyed by region key; the choropleth resolves each sub-region's owner by its stamped `properties.regionKey` (never the repacked numeric feature `id`, never the raw sub-region id — the #6 guard, now region-keyed). A new `server/regions.ts` (turf-free) loads the manifest + geo once at boot and **expands each nation's country list to all its sub-regions' keys at game creation**, so a fresh game shows every sub-region in its owner's color — visually identical to the old whole-country choropleth, but each sub-region is now individually addressable. The LLM prompt gains a `regions` reference table (region key → "<name> (parent ISO_A3)"), and `applyTurnResult` ignores any territory key not in the valid set, so a hallucinated key can't corrupt ownership.
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- **The map, the model, and the LLM all now reason in region keys.** `Nation.territory` and the `RegionMap` are keyed by region key; the choropleth resolves each sub-region's owner by its stamped `properties.regionKey` (never the repacked numeric feature `id`, never the raw sub-region id — the #6 guard, now region-keyed). A new `server/regions.ts` (turf-free) loads the manifest + geo once at boot and **expands each nation's country list to all its sub-regions' keys at game creation**, so a fresh game shows every sub-region in its owner's color — visually identical to the old whole-country choropleth, but each sub-region is now individually addressable. The LLM prompt gains a `regions` reference table (region key → "<name> (parent ISO_A3)"), and `applyTurnResult` ignores any territory key not in the valid set, so a hallucinated key can't corrupt ownership.
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+1
-1
@@ -1,6 +1,6 @@
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{
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{
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"name": "history",
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"name": "history",
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"version": "0.19.0",
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"version": "0.20.0",
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"private": true,
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"private": true,
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"type": "module",
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"type": "module",
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"description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).",
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"description": "AI-driven alternate-history simulator — the LLM is the world engine (Pax Historia style).",
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