feat: nation-op rename review — confirm/reject routes, client dialog, AGENTS.md (P4a, #16)
Wire the 'LLM proposes, player confirms' nation-rename flow end to end: - server: POST /api/games/:id/nation-op/confirm|reject (404/400, version-bumped SSE state) - client: confirmNationOp/rejectNationOp api helpers + NationOpDialog (editable rename) wired into the Action panel via a 'Nation proposals' trigger - AGENTS.md: document the pendingNationOps mechanism, routes, nationRef resolution, stub-never-proposes
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@@ -1,5 +1,5 @@
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import { useState } from 'react';
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import { Loader2, MessageSquare, Radar, Trash2, Zap } from 'lucide-react';
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import { Loader2, MessageSquare, PenLine, Radar, Trash2, Zap } from 'lucide-react';
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import { Badge } from './ui/badge';
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import { Button } from './ui/button';
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import { Card, CardContent, CardHeader, CardTitle } from './ui/card';
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@@ -15,6 +15,7 @@ import { Input } from './ui/input';
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import { Textarea } from './ui/textarea';
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import { Tabs, TabsContent, TabsList, TabsTrigger } from './ui/tabs';
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import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from './ui/select';
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import NationOpDialog from './NationOpDialog';
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import type { GameState, RoundItem } from '@shared/types';
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interface Props {
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@@ -27,6 +28,11 @@ interface Props {
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* never disable "Jump forward" or the rest of the turn flow.
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*/
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advisorBusy: boolean;
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/**
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* A pending nation-op confirm/reject request is in flight. Distinct from
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* `busy`: it gates only the nation-op dialog controls, never the turn flow.
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*/
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opBusy: boolean;
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/** Advisor brainstorm suggestions from the last request. */
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advisors: string[];
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/** Queue a free-text action onto the pending round (no turn advance). */
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@@ -38,6 +44,10 @@ interface Props {
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onAdvisor: (prompt?: string) => void;
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/** Commit the whole pending round in a single LLM turn. */
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onJump: () => void;
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/** Apply a pending nation op; `edits.name` optionally overrides a rename. */
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onConfirmNationOp: (index: number, edits?: { name?: string }) => void;
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/** Drop (reject) a pending nation op by its index. */
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onRejectNationOp: (index: number) => void;
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/**
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* Render without the outer card chrome (the surrounding floating window
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* provides the border and the "Your move" title). Same content, same testids.
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@@ -66,12 +76,15 @@ export default function ActionPanel({
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game,
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busy,
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advisorBusy,
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opBusy,
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advisors,
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onAddAction,
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onAddDiplomacy,
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onRemoveQueueItem,
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onAdvisor,
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onJump,
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onConfirmNationOp,
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onRejectNationOp,
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inWindow = false,
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}: Props) {
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const [tab, setTab] = useState('action');
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@@ -81,6 +94,8 @@ export default function ActionPanel({
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const [prompt, setPrompt] = useState('');
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// Index of the queued item the user is about to remove, or null (dialog closed).
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const [confirmRemoveIndex, setConfirmRemoveIndex] = useState<number | null>(null);
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// Whether the nation-op review dialog is open.
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const [opDialogOpen, setOpDialogOpen] = useState(false);
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const others = Object.entries(game.nations)
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.filter(([id]) => id !== game.playerNationId)
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@@ -108,6 +123,7 @@ export default function ActionPanel({
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};
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const pending = game.pending;
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const ops = game.pendingNationOps;
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// The item the confirmation dialog is about (re-derived from the live list,
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// so if the queue changes while the dialog is open it tracks the current
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// item at that index — or the dialog closes if the index went out of range).
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@@ -325,6 +341,31 @@ export default function ActionPanel({
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</DialogContent>
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</Dialog>
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{/* Pending nation ops proposed by the model — open to confirm or reject. */}
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{ops.length > 0 && (
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<button
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type="button"
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onClick={() => setOpDialogOpen(true)}
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disabled={busy}
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data-testid="nation-op-trigger"
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className="flex w-full items-center justify-between gap-2 rounded-lg border border-amber-500/30 bg-amber-500/10 p-2.5 text-sm hover:bg-amber-500/15"
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>
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<span className="flex items-center gap-2 font-medium text-amber-300">
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<PenLine className="size-4" />
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{ops.length} nation {ops.length === 1 ? 'proposal' : 'proposals'} — review
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</span>
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<span className="text-xs text-amber-300/70">confirm or reject</span>
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</button>
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)}
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<NationOpDialog
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game={game}
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open={opDialogOpen}
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onOpenChange={setOpDialogOpen}
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opBusy={opBusy}
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onConfirm={onConfirmNationOp}
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onReject={onRejectNationOp}
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/>
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<Button className="h-11 w-full" onClick={onJump} disabled={busy} data-testid="jump-forward">
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{busy ? <Loader2 className="size-4 animate-spin" /> : <Radar className="size-4" />}
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{queuedLabel}
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