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
This commit is contained in:
2026-10-14 13:00:28 +00:00
parent e9fa267fd0
commit 9f230606c4
7 changed files with 335 additions and 12 deletions
+35 -9
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@@ -52,7 +52,7 @@ history/
├── eslint.config.js # flat config (ESLint 9) ├── eslint.config.js # flat config (ESLint 9)
├── tsconfig.json # strict; aliases @/ → src/, @shared/ → shared/ ├── tsconfig.json # strict; aliases @/ → src/, @shared/ → shared/
├── vite.config.ts # dev server + proxy /api,/sse → :4321; @ / @shared aliases ├── vite.config.ts # dev server + proxy /api,/sse → :4321; @ / @shared aliases
├── vitest.config.ts # unit tests (server/**/*.test.ts + scripts/**/*.test.ts; 127 tests) ├── vitest.config.ts # unit tests (server/**/*.test.ts + scripts/**/*.test.ts; 151 tests)
├── playwright.config.ts # deterministic e2e (webServer runs npm run dev, LLM_STUB=1) ├── playwright.config.ts # deterministic e2e (webServer runs npm run dev, LLM_STUB=1)
├── index.html ├── index.html
├── presets/ # 5 scenario JSON files + index.json (manifest) ├── presets/ # 5 scenario JSON files + index.json (manifest)
@@ -67,10 +67,14 @@ history/
│ └── *.test.ts # turf-free vitest tests pinning the dataset + both manifests │ └── *.test.ts # turf-free vitest tests pinning the dataset + both manifests
├── shared/ # NO runtime deps — the single source of truth ├── shared/ # NO runtime deps — the single source of truth
│ ├── types.ts # domain types (Nation, GameState, RoundItem, Preset, …) │ ├── types.ts # domain types (Nation, GameState, RoundItem, Preset, …)
│ └── protocol.ts # LLM TurnResult schema (incl. `unowned`, v0.22 #16 P3) + AddAction/AddDiplomacy/RemoveQueueItem/Jump request types + pure helpers (incl. the no-man's-land map-presentation contract) │ └── protocol.ts # LLM TurnResult schema (incl. `unowned`, v0.22 #16 P3, and
│ # `nationOps`, v0.23 #16 P4a) + AddAction/AddDiplomacy/RemoveQueueItem/
│ # Jump + NationOp confirm/reject request types + pure helpers
├── server/ ├── server/
│ ├── index.ts # Express: /api/* (health|action|diplomacy|queue/remove|jump|advisor|games|map|presets), /sse/:id; reads PORT/LLM_*/DATA_DIR │ ├── index.ts # Express: /api/* (health|action|diplomacy|queue/remove|jump|advisor|
│ ├── engine.ts # pure: prompts / parse+validate / applyTurnResult (sole-ownership + no-man's-land releases, v0.22 #16 P3) / runTurn (tool path + plain fallback) / getNeighbours tool + executor / playerFrontier / queue ops / advisor │ │ # nation-op/confirm|nation-op/reject|games|map|presets), /sse/:id; reads
│ │ # PORT/LLM_*/DATA_DIR
│ ├── engine.ts # pure: prompts / parse+validate / applyTurnResult (sole-ownership + no-man's-land releases, v0.22 #16 P3) / runTurn (tool path + plain fallback) / getNeighbours tool + executor / playerFrontier / queue ops / advisor / nation-op ops (resolveNationRef / applyNationOp / confirmNationOp / rejectNationOp, v0.23 #16 P4a)
│ ├── llm.ts # LlmClient: chat() + chatWithTools() (bounded function-calling loop), injectable transport, retry+backoff, logging + env config │ ├── llm.ts # LlmClient: chat() + chatWithTools() (bounded function-calling loop), injectable transport, retry+backoff, logging + env config
│ ├── regions.ts # turf-free region-key data access: load manifest/geo/adjacency (public/ then dist/), country→keys expansion, reference table, neighboursOf/hasAdjacency │ ├── regions.ts # turf-free region-key data access: load manifest/geo/adjacency (public/ then dist/), country→keys expansion, reference table, neighboursOf/hasAdjacency
│ ├── stub.ts # deterministic LLM transport (tests/e2e): one frontier conquest per turn + ADVISOR_MARKER │ ├── stub.ts # deterministic LLM transport (tests/e2e): one frontier conquest per turn + ADVISOR_MARKER
@@ -91,7 +95,8 @@ history/
├── PresetPicker.tsx / NationSelect.tsx # home + nation pick screens ├── PresetPicker.tsx / NationSelect.tsx # home + nation pick screens
├── WorldMap.tsx # MapLibre basemap + choropleth + click→dossier + hover tooltip + player highlight ├── WorldMap.tsx # MapLibre basemap + choropleth + click→dossier + hover tooltip + player highlight
├── NationPanel.tsx # a nation's stats/territory/diplomacy dossier ├── NationPanel.tsx # a nation's stats/territory/diplomacy dossier
├── ActionPanel.tsx # tabs: Action / Diplomacy / Advisor + pending-queue list (per-item trash button + confirm dialog) + "Jump forward" ├── ActionPanel.tsx # tabs: Action / Diplomacy / Advisor + pending-queue list (per-item trash button + confirm dialog) + "Jump forward" + "Nation proposals" trigger (v0.23 #16 P4a)
├── NationOpDialog.tsx # review LLM-proposed nation ops (rename/split/merge) — confirm (editable rename) or reject (v0.23 #16 P4a)
├── EventFeed.tsx # scrolling event log (newest first) ├── EventFeed.tsx # scrolling event log (newest first)
├── FloatingWindow.tsx # the HUD window primitive — free-floating (draggable, position persisted), or `pinned` (fixed top-center bar), or `dock`ed (full-height left/right column); renders dock controls when `onDockChange` is set ├── FloatingWindow.tsx # the HUD window primitive — free-floating (draggable, position persisted), or `pinned` (fixed top-center bar), or `dock`ed (full-height left/right column); renders dock controls when `onDockChange` is set
├── StatBar.tsx ├── StatBar.tsx
@@ -105,7 +110,7 @@ history/
| `npm run dev` | Express on :4321 (tsx watch) + Vite on :5173 (proxies `/api`,`/sse`) concurrently | | `npm run dev` | Express on :4321 (tsx watch) + Vite on :5173 (proxies `/api`,`/sse`) concurrently |
| `npm run build` | `vite build` (client → `dist/`) then `tsup server/index.ts` → `server/dist/index.js` | | `npm run build` | `vite build` (client → `dist/`) then `tsup server/index.ts` → `server/dist/index.js` |
| `npm start` | run the compiled server (`node server/dist/index.js`) on :4321 | | `npm start` | run the compiled server (`node server/dist/index.js`) on :4321 |
| `npm test` | vitest unit tests (`server/` + `scripts/`; 127 tests) | | `npm test` | vitest unit tests (`server/` + `scripts/`; 151 tests) |
| `npm run typecheck` | `tsc --noEmit` (strict) across src/server/shared/e2e/configs | | `npm run typecheck` | `tsc --noEmit` (strict) across src/server/shared/e2e/configs |
| `npm run lint` | ESLint flat config | | `npm run lint` | ESLint flat config |
| `npm run e2e` | Playwright, fully deterministic (`LLM_STUB=1`); **runs in CI on every PR** (see below) | | `npm run e2e` | Playwright, fully deterministic (`LLM_STUB=1`); **runs in CI on every PR** (see below) |
@@ -184,6 +189,24 @@ history/
— the distinction is decided by the client from `GameState.unowned` (via `regionFillStyle` / — the distinction is decided by the client from `GameState.unowned` (via `regionFillStyle` /
`unownedTooltipLabel`), never by the `RegionMap`, which only knows "owned" vs "absent". A fresh `unownedTooltipLabel`), never by the `RegionMap`, which only knows "owned" vs "absent". A fresh
game always starts with `unowned: []` (legacy SQLite rows load with it defaulted). game always starts with `unowned: []` (legacy SQLite rows load with it defaulted).
- **Nation ops — “LLM proposes, player confirms” (v0.23, #16 P4a).** `TurnResult.nationOps` (required
in the schema) carries the LLM’s proposed **`NationOp`s** — a discriminated union of `rename` /
`split` / `merge`. `rename` is fully applied; `split` and `merge` are **declared shapes only**
(accepted and stored as pending, but a no-op until P4b implements them). Each op names its target
via `nationRef` — the LLM may use a nation’s **id or name**; `resolveNationRef` resolves id-first,
then a case-insensitive unique-name match, and returns `null` for an unknown or ambiguous ref (such
ops are dropped defensively in `validateNationOps`, never thrown). A turn’s ops are appended to
`GameState.pendingNationOps`, which is **never cleared on a turn commit** — pending proposals persist
across turns until resolved (like the action queue). The player then decides per op via
`POST /api/games/:id/nation-op/confirm` (`{index, edits?{name?}}`) or `.../nation-op/reject`
(`{index}`): `confirmNationOp` applies the op to a clone (a rename sets `Nation.name` to the edited
value or, failing that, the proposed `to`; id / territory / relations / `playerNationId` stay valid,
so a renamed player is re-named in place) and `rejectNationOp` just drops it — both splice by index
and bump `version` once (an invalid index → `null` → HTTP 400). The response is `{ game }` and the
server broadcasts a version-bumped SSE `state`, so every tab’s version-guarded `applyState` stays in
sync. The client lists the pending ops in a “Nation proposals” dialog (in the “Your move” panel) with
an editable rename name plus Confirm / Reject. The stub never proposes a nation op (`nationOps: []`),
so this path is covered by unit tests only (`server/engine.test.ts`).
- **Map click → dossier target (owner resolved from the RegionMap, by region key).** - **Map click → dossier target (owner resolved from the RegionMap, by region key).**
Clicking a sub-region does NOT open a popup — it switches the dossier to that sub-region's Clicking a sub-region does NOT open a popup — it switches the dossier to that sub-region's
owning nation (`focusNation(ownerId, {name})` in `App.tsx`, which also records which region was owning nation (`focusNation(ownerId, {name})` in `App.tsx`, which also records which region was
@@ -209,9 +232,12 @@ history/
in `wwii-1939`) transfers nothing. Since v0.22 (#16 P3) the stub **never releases** a region to in `wwii-1939`) transfers nothing. Since v0.22 (#16 P3) the stub **never releases** a region to
no man's land (it always returns `unowned: []` and ignores the payload's `unowned` field) — its no man's land (it always returns `unowned: []` and ignores the payload's `unowned` field) — its
one-conquest behavior is what the e2e assertions rely on, so the release/re-claim path is one-conquest behavior is what the e2e assertions rely on, so the release/re-claim path is
covered by unit tests only (`server/engine.test.ts`, `server/map.test.ts`). The stub answers covered by unit tests only (`server/engine.test.ts`, `server/map.test.ts`). Since v0.23 (#16 P4a)
plain `content` (never tool calls), so it naturally bypasses the tool loop in a single round. the stub also returns `nationOps: []` — it **never proposes** a nation op (rename/split/merge), so
Unit + e2e assertions rely on these exact values, so keep the stub deterministic. the confirm/reject path is covered by unit tests only, mirroring the P3 approach; all e2e
assertions are unaffected. The stub answers plain `content` (never tool calls), so it naturally
bypasses the tool loop in a single round. Unit + e2e assertions rely on these exact values, so
keep the stub deterministic.
- **HUD layout.** The game screen is a full-viewport map (z-0) with `FloatingWindow` overlays. The - **HUD layout.** The game screen is a full-viewport map (z-0) with `FloatingWindow` overlays. The
top bar is **pinned** — a fixed, non-movable bar centered at the top a few px down (it re-centers top bar is **pinned** — a fixed, non-movable bar centered at the top a few px down (it re-centers
on resize and always floats above the other windows). The **dossier / event-feed / action** on resize and always floats above the other windows). The **dossier / event-feed / action**
-1
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@@ -4,7 +4,6 @@ import { makeEvent, type NationOp, type TurnResult } from '../shared/protocol';
import type { LlmClient, ToolDefinition, WireMessage } from './llm'; import type { LlmClient, ToolDefinition, WireMessage } from './llm';
import { makeStubLlmClient } from './stub'; import { makeStubLlmClient } from './stub';
import { import {
applyNationOp,
applyTurnResult, applyTurnResult,
buildSystemPrompt, buildSystemPrompt,
buildUserPrompt, buildUserPrompt,
+31 -1
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@@ -12,13 +12,15 @@ import { deepClone } from '../shared/protocol';
import type { import type {
AddActionRequest, AddActionRequest,
AddDiplomacyRequest, AddDiplomacyRequest,
ConfirmNationOpRequest,
CreateGameRequest, CreateGameRequest,
RejectNationOpRequest,
RemoveQueueItemRequest, RemoveQueueItemRequest,
} from '../shared/protocol'; } from '../shared/protocol';
import type { GameState } from '../shared/types'; import type { GameState } from '../shared/types';
import { createLlmClient } from './llm'; import { createLlmClient } from './llm';
import { makeStubLlmClient } from './stub'; import { makeStubLlmClient } from './stub';
import { askAdvisor, queueRoundItem, removeRoundItem, runTurn } from './engine'; import { askAdvisor, confirmNationOp, queueRoundItem, rejectNationOp, removeRoundItem, runTurn } from './engine';
import { buildRegionMap } from './map'; import { buildRegionMap } from './map';
import { allTerritoryKeys, expandCountriesToKeys, hasAdjacency, loadRegions, neighboursOf, referenceForKeys, validKeys } from './regions'; import { allTerritoryKeys, expandCountriesToKeys, hasAdjacency, loadRegions, neighboursOf, referenceForKeys, validKeys } from './regions';
import { createPresetStore } from './presets'; import { createPresetStore } from './presets';
@@ -228,6 +230,34 @@ app.post('/api/games/:id/queue/remove', (req, res) => {
res.json({ game: next }); res.json({ game: next });
}); });
// (v0.23, #16 P4a) Resolve a pending nation-op proposal (a rename the LLM
// proposed in an earlier turn, waiting in game.pendingNationOps). No LLM call,
// no turn advance — same fast save → broadcast → respond order as
// /queue/remove. The version bump lets "never go backwards" clients reconcile.
app.post('/api/games/:id/nation-op/confirm', (req, res) => {
const id = req.params.id;
const game = db.load(id);
if (!game) return res.status(404).json({ error: 'game not found' });
const body = (req.body ?? {}) as ConfirmNationOpRequest;
const next = confirmNationOp(game, body.index, body.edits);
if (!next) return res.status(400).json({ error: 'invalid proposal index' });
db.save(next);
broadcast(id, 'state', { state: next });
res.json({ game: next });
});
app.post('/api/games/:id/nation-op/reject', (req, res) => {
const id = req.params.id;
const game = db.load(id);
if (!game) return res.status(404).json({ error: 'game not found' });
const body = (req.body ?? {}) as RejectNationOpRequest;
const next = rejectNationOp(game, body.index);
if (!next) return res.status(400).json({ error: 'invalid proposal index' });
db.save(next);
broadcast(id, 'state', { state: next });
res.json({ game: next });
});
// Jump forward: commit the whole pending round (or an empty one) to the model // Jump forward: commit the whole pending round (or an empty one) to the model
// in a single turn. applyTurnResult clears the pending queue on the returned // in a single turn. applyTurnResult clears the pending queue on the returned
// state. 404 for not-found/preset-missing; 502 for LLM/model (transport) errors. // state. 404 for not-found/preset-missing; 502 for LLM/model (transport) errors.
+54
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@@ -177,6 +177,10 @@ export default function App() {
// gate the turn flow ("Jump forward" stays enabled while the advisor thinks) — // gate the turn flow ("Jump forward" stays enabled while the advisor thinks) —
// it only gates the advisor UI (the "Ask advisor" button + its hint). // it only gates the advisor UI (the "Ask advisor" button + its hint).
const [advisorBusy, setAdvisorBusy] = useState(false); const [advisorBusy, setAdvisorBusy] = useState(false);
// Separate again: a pending nation-op confirm/reject is its own (fast,
// 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);
// The id of the game the user is/was last in (mirrors localStorage) and the // 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. // list of saved games (newest first) shown on the home screen.
const [activeGameId, setActiveGameId] = useState<string | null>(() => readActiveGameId()); const [activeGameId, setActiveGameId] = useState<string | null>(() => readActiveGameId());
@@ -401,6 +405,43 @@ export default function App() {
[game, applyState], [game, applyState],
); );
// Apply a pending nation op the model proposed (confirm, with an optional
// rename-name edit). Fast, non-LLM — gated by `opBusy`, not `busy`. The
// version-bumped state comes back in the response and the SSE `state` event.
const runConfirmNationOp = useCallback(
async (index: number, edits?: { name?: string }) => {
if (!game) return;
setOpBusy(true);
try {
const { game: g } = await api.confirmNationOp(game.id, index, edits);
applyState(g);
toast.success('Nation change applied');
} catch (e) {
toastError(e);
} finally {
setOpBusy(false);
}
},
[game, applyState],
);
// Drop a pending nation op (reject / dismiss). Fast, non-LLM — `opBusy`.
const runRejectNationOp = useCallback(
async (index: number) => {
if (!game) return;
setOpBusy(true);
try {
const { game: g } = await api.rejectNationOp(game.id, index);
applyState(g);
} catch (e) {
toastError(e);
} finally {
setOpBusy(false);
}
},
[game, applyState],
);
// Jump forward: the single LLM call that commits the pending round. Only this // Jump forward: the single LLM call that commits the pending round. Only this
// sets `busy` (the adds above are fast and non-LLM). // sets `busy` (the adds above are fast and non-LLM).
const runJump = useCallback(async () => { const runJump = useCallback(async () => {
@@ -507,12 +548,15 @@ export default function App() {
regions={regions} regions={regions}
busy={busy} busy={busy}
advisorBusy={advisorBusy} advisorBusy={advisorBusy}
opBusy={opBusy}
advisors={advisors} advisors={advisors}
onAddAction={runAddAction} onAddAction={runAddAction}
onAddDiplomacy={runAddDiplomacy} onAddDiplomacy={runAddDiplomacy}
onRemoveQueueItem={runRemoveQueueItem} onRemoveQueueItem={runRemoveQueueItem}
onAdvisor={askAdvisor} onAdvisor={askAdvisor}
onJump={runJump} onJump={runJump}
onConfirmNationOp={runConfirmNationOp}
onRejectNationOp={runRejectNationOp}
onHome={goHome} onHome={goHome}
/> />
</> </>
@@ -551,12 +595,16 @@ interface GameScreenProps {
busy: boolean; busy: boolean;
/** An advisor fetch is in flight — drives the advisor UI only (never the turn). */ /** An advisor fetch is in flight — drives the advisor UI only (never the turn). */
advisorBusy: boolean; advisorBusy: boolean;
/** A nation-op confirm/reject is in flight — drives the dialog controls only. */
opBusy: boolean;
advisors: string[]; advisors: string[];
onAddAction: (a: string) => void; onAddAction: (a: string) => void;
onAddDiplomacy: (to: string, m: string) => void; onAddDiplomacy: (to: string, m: string) => void;
onRemoveQueueItem: (index: number) => void; onRemoveQueueItem: (index: number) => void;
onAdvisor: (p?: string) => void; onAdvisor: (p?: string) => void;
onJump: () => void; onJump: () => void;
onConfirmNationOp: (index: number, edits?: { name?: string }) => void;
onRejectNationOp: (index: number) => void;
onHome: () => void; onHome: () => void;
} }
@@ -579,12 +627,15 @@ function GameScreen({
regions, regions,
busy, busy,
advisorBusy, advisorBusy,
opBusy,
advisors, advisors,
onAddAction, onAddAction,
onAddDiplomacy, onAddDiplomacy,
onRemoveQueueItem, onRemoveQueueItem,
onAdvisor, onAdvisor,
onJump, onJump,
onConfirmNationOp,
onRejectNationOp,
onHome, onHome,
}: GameScreenProps) { }: GameScreenProps) {
// Which nation's dossier to show. Defaults to the player; remounts per game. // Which nation's dossier to show. Defaults to the player; remounts per game.
@@ -835,12 +886,15 @@ function GameScreen({
game={game} game={game}
busy={busy} busy={busy}
advisorBusy={advisorBusy} advisorBusy={advisorBusy}
opBusy={opBusy}
advisors={advisors} advisors={advisors}
onAddAction={onAddAction} onAddAction={onAddAction}
onAddDiplomacy={onAddDiplomacy} onAddDiplomacy={onAddDiplomacy}
onRemoveQueueItem={onRemoveQueueItem} onRemoveQueueItem={onRemoveQueueItem}
onAdvisor={onAdvisor} onAdvisor={onAdvisor}
onJump={onJump} onJump={onJump}
onConfirmNationOp={onConfirmNationOp}
onRejectNationOp={onRejectNationOp}
inWindow inWindow
/> />
</FloatingWindow> </FloatingWindow>
+42 -1
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@@ -1,5 +1,5 @@
import { useState } from 'react'; import { useState } from 'react';
import { Loader2, MessageSquare, Radar, Trash2, Zap } from 'lucide-react'; import { Loader2, MessageSquare, PenLine, Radar, Trash2, Zap } from 'lucide-react';
import { Badge } from './ui/badge'; import { Badge } from './ui/badge';
import { Button } from './ui/button'; import { Button } from './ui/button';
import { Card, CardContent, CardHeader, CardTitle } from './ui/card'; import { Card, CardContent, CardHeader, CardTitle } from './ui/card';
@@ -15,6 +15,7 @@ import { Input } from './ui/input';
import { Textarea } from './ui/textarea'; import { Textarea } from './ui/textarea';
import { Tabs, TabsContent, TabsList, TabsTrigger } from './ui/tabs'; import { Tabs, TabsContent, TabsList, TabsTrigger } from './ui/tabs';
import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from './ui/select'; import { Select, SelectContent, SelectItem, SelectTrigger, SelectValue } from './ui/select';
import NationOpDialog from './NationOpDialog';
import type { GameState, RoundItem } from '@shared/types'; import type { GameState, RoundItem } from '@shared/types';
interface Props { interface Props {
@@ -27,6 +28,11 @@ interface Props {
* never disable "Jump forward" or the rest of the turn flow. * never disable "Jump forward" or the rest of the turn flow.
*/ */
advisorBusy: boolean; advisorBusy: boolean;
/**
* A pending nation-op confirm/reject request is in flight. Distinct from
* `busy`: it gates only the nation-op dialog controls, never the turn flow.
*/
opBusy: boolean;
/** Advisor brainstorm suggestions from the last request. */ /** Advisor brainstorm suggestions from the last request. */
advisors: string[]; advisors: string[];
/** Queue a free-text action onto the pending round (no turn advance). */ /** Queue a free-text action onto the pending round (no turn advance). */
@@ -38,6 +44,10 @@ interface Props {
onAdvisor: (prompt?: string) => void; onAdvisor: (prompt?: string) => void;
/** Commit the whole pending round in a single LLM turn. */ /** Commit the whole pending round in a single LLM turn. */
onJump: () => void; onJump: () => void;
/** Apply a pending nation op; `edits.name` optionally overrides a rename. */
onConfirmNationOp: (index: number, edits?: { name?: string }) => void;
/** Drop (reject) a pending nation op by its index. */
onRejectNationOp: (index: number) => void;
/** /**
* Render without the outer card chrome (the surrounding floating window * Render without the outer card chrome (the surrounding floating window
* provides the border and the "Your move" title). Same content, same testids. * provides the border and the "Your move" title). Same content, same testids.
@@ -66,12 +76,15 @@ export default function ActionPanel({
game, game,
busy, busy,
advisorBusy, advisorBusy,
opBusy,
advisors, advisors,
onAddAction, onAddAction,
onAddDiplomacy, onAddDiplomacy,
onRemoveQueueItem, onRemoveQueueItem,
onAdvisor, onAdvisor,
onJump, onJump,
onConfirmNationOp,
onRejectNationOp,
inWindow = false, inWindow = false,
}: Props) { }: Props) {
const [tab, setTab] = useState('action'); const [tab, setTab] = useState('action');
@@ -81,6 +94,8 @@ export default function ActionPanel({
const [prompt, setPrompt] = useState(''); const [prompt, setPrompt] = useState('');
// Index of the queued item the user is about to remove, or null (dialog closed). // Index of the queued item the user is about to remove, or null (dialog closed).
const [confirmRemoveIndex, setConfirmRemoveIndex] = useState<number | null>(null); const [confirmRemoveIndex, setConfirmRemoveIndex] = useState<number | null>(null);
// Whether the nation-op review dialog is open.
const [opDialogOpen, setOpDialogOpen] = useState(false);
const others = Object.entries(game.nations) const others = Object.entries(game.nations)
.filter(([id]) => id !== game.playerNationId) .filter(([id]) => id !== game.playerNationId)
@@ -108,6 +123,7 @@ export default function ActionPanel({
}; };
const pending = game.pending; const pending = game.pending;
const ops = game.pendingNationOps;
// The item the confirmation dialog is about (re-derived from the live list, // The item the confirmation dialog is about (re-derived from the live list,
// so if the queue changes while the dialog is open it tracks the current // so if the queue changes while the dialog is open it tracks the current
// item at that index — or the dialog closes if the index went out of range). // item at that index — or the dialog closes if the index went out of range).
@@ -325,6 +341,31 @@ export default function ActionPanel({
</DialogContent> </DialogContent>
</Dialog> </Dialog>
{/* Pending nation ops proposed by the model — open to confirm or reject. */}
{ops.length > 0 && (
<button
type="button"
onClick={() => setOpDialogOpen(true)}
disabled={busy}
data-testid="nation-op-trigger"
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"
>
<span className="flex items-center gap-2 font-medium text-amber-300">
<PenLine className="size-4" />
{ops.length} nation {ops.length === 1 ? 'proposal' : 'proposals'} — review
</span>
<span className="text-xs text-amber-300/70">confirm or reject</span>
</button>
)}
<NationOpDialog
game={game}
open={opDialogOpen}
onOpenChange={setOpDialogOpen}
opBusy={opBusy}
onConfirm={onConfirmNationOp}
onReject={onRejectNationOp}
/>
<Button className="h-11 w-full" onClick={onJump} disabled={busy} data-testid="jump-forward"> <Button className="h-11 w-full" onClick={onJump} disabled={busy} data-testid="jump-forward">
{busy ? <Loader2 className="size-4 animate-spin" /> : <Radar className="size-4" />} {busy ? <Loader2 className="size-4 animate-spin" /> : <Radar className="size-4" />}
{queuedLabel} {queuedLabel}
+156
View File
@@ -0,0 +1,156 @@
import { useState } from 'react';
import { Check, Loader2, PenLine, X } from 'lucide-react';
import { Button } from './ui/button';
import {
Dialog,
DialogContent,
DialogDescription,
DialogHeader,
DialogTitle,
} from './ui/dialog';
import { Input } from './ui/input';
import { Badge } from './ui/badge';
import type { GameState } from '@shared/types';
import type { NationOp, RenameOp } from '@shared/protocol';
interface Props {
game: GameState;
open: boolean;
onOpenChange: (open: boolean) => void;
/** A confirm/reject request is in flight — disable the per-op controls. */
opBusy: boolean;
/** Apply a pending op; `edits.name` optionally overrides a rename's target name. */
onConfirm: (index: number, edits?: { name?: string }) => void;
/** Drop a pending op (reject / dismiss). */
onReject: (index: number) => void;
}
/** A short, display-safe description of a pending nation op. */
function describeOp(op: NationOp, name: (ref: string) => string): string {
if (op.kind === 'rename') return `Rename ${name(op.nationRef)} to “${op.to}”`;
if (op.kind === 'split')
return `Split ${name(op.nationRef)} into ${op.parts.length} nations (${op.parts
.map((p) => p.name)
.join(', ')})`;
return `Merge ${op.nationRefs.map(name).join(' + ')} into “${op.into}”`;
}
/**
* Reviews the nation ops the LLM has proposed (stored in `pendingNationOps`)
* and lets the player apply ("LLM proposes, player confirms") or drop each one.
* A rename shows the model's proposed name in an editable field (so the player
* can tweak it before confirming); split and merge are declared but not yet
* applied (P4b) — they can be dismissed but not confirmed.
*/
export default function NationOpDialog({
game,
open,
onOpenChange,
opBusy,
onConfirm,
onReject,
}: Props) {
const ops = game.pendingNationOps;
const name = (ref: string) => game.nations[ref]?.name ?? ref;
// The player's edit to a rename's target name, keyed by pending-op index.
// An unset entry means "use the model's proposed name" (`op.to`).
const [edits, setEdits] = useState<Record<number, string>>({});
return (
<Dialog open={open} onOpenChange={onOpenChange}>
<DialogContent className="max-w-lg" data-testid="nation-op-dialog">
<DialogHeader>
<DialogTitle>
<span className="flex items-center gap-2">
<PenLine className="size-4 text-primary" />
Nation proposals
</span>
</DialogTitle>
<DialogDescription>
The model proposed changes to nations. Confirm to apply them (you can edit a
rename) or reject to leave the world as it is.
</DialogDescription>
</DialogHeader>
{ops.length === 0 ? (
<p className="py-2 text-sm text-muted-foreground" data-testid="nation-op-empty">
Nothing pending — the model hasn’t proposed any nation changes.
</p>
) : (
<ul className="max-h-[50vh] space-y-2.5 overflow-y-auto pr-1" data-testid="nation-op-list">
{ops.map((op, i) => {
const isRename = op.kind === 'rename';
const finalName = isRename ? (edits[i] ?? (op as RenameOp).to).trim() : '';
return (
<li
key={`${i}-${op.kind}`}
className="rounded-lg border border-border/70 bg-card/50 p-3"
data-testid="nation-op-item"
data-kind={op.kind}
>
<div className="mb-2 flex items-start gap-2">
<Badge variant="secondary" className="shrink-0 text-[11px] capitalize">
{op.kind}
</Badge>
<span className="min-w-0 flex-1 text-sm leading-snug">
{describeOp(op, name)}
</span>
</div>
{isRename ? (
<div className="space-y-2.5">
<Input
value={edits[i] ?? (op as RenameOp).to}
onChange={(e) => setEdits((p) => ({ ...p, [i]: e.target.value }))}
placeholder="New name…"
data-testid="nation-op-name-input"
/>
<div className="flex justify-end gap-2">
<Button
variant="ghost"
size="sm"
onClick={() => onReject(i)}
disabled={opBusy}
className="text-muted-foreground hover:text-destructive"
data-testid="nation-op-reject"
>
<X className="size-3.5" />
Reject
</Button>
<Button
size="sm"
onClick={() => onConfirm(i, finalName ? { name: finalName } : undefined)}
disabled={opBusy}
data-testid="nation-op-confirm"
>
{opBusy ? <Loader2 className="size-3.5 animate-spin" /> : <Check className="size-3.5" />}
Confirm
</Button>
</div>
</div>
) : (
<div className="flex items-center justify-between gap-2">
<span className="text-[11px] text-muted-foreground">
{op.kind === 'split' ? 'Split' : 'Merge'} isn’t available yet — dismiss to ignore it.
</span>
<Button
variant="ghost"
size="sm"
onClick={() => onReject(i)}
disabled={opBusy}
className="text-muted-foreground hover:text-destructive"
data-testid="nation-op-reject"
>
<X className="size-3.5" />
Dismiss
</Button>
</div>
)}
</li>
);
})}
</ul>
)}
</DialogContent>
</Dialog>
);
}
+17
View File
@@ -6,9 +6,11 @@ import type {
AddActionResponse, AddActionResponse,
AddDiplomacyResponse, AddDiplomacyResponse,
AdvisorResponse, AdvisorResponse,
ConfirmNationOpResponse,
CreateGameResponse, CreateGameResponse,
DeleteGameResponse, DeleteGameResponse,
GameSummary, GameSummary,
RejectNationOpResponse,
RemoveQueueItemResponse, RemoveQueueItemResponse,
TurnResponse, TurnResponse,
} from '@shared/protocol'; } from '@shared/protocol';
@@ -60,6 +62,21 @@ export const api = {
method: 'POST', method: 'POST',
body: JSON.stringify({ index }), body: JSON.stringify({ index }),
}), }),
// (v0.23, #16 P4a) Confirm a pending nation-op proposal by its index in
// `game.pendingNationOps` (a rename takes effect; `edits.name` overrides the
// proposed name). Fast, non-LLM — no turn advance. Returns the updated game.
confirmNationOp: (id: string, index: number, edits?: { name?: string }) =>
req<ConfirmNationOpResponse>(`/api/games/${id}/nation-op/confirm`, {
method: 'POST',
body: JSON.stringify({ index, ...(edits ? { edits } : {}) }),
}),
// (v0.23, #16 P4a) Reject (drop) a pending nation-op proposal by index,
// without applying it. Fast, non-LLM — no turn advance. Returns the updated game.
rejectNationOp: (id: string, index: number) =>
req<RejectNationOpResponse>(`/api/games/${id}/nation-op/reject`, {
method: 'POST',
body: JSON.stringify({ index }),
}),
// Commit the whole pending round (or an empty one) in a single LLM turn. // Commit the whole pending round (or an empty one) in a single LLM turn.
jump: (id: string) => jump: (id: string) =>
req<TurnResponse>(`/api/games/${id}/jump`, { req<TurnResponse>(`/api/games/${id}/jump`, {